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Screenshots & Betas
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.

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Where Others Have Gone Before... 
...And Failed

The greater the number of assignments that are due in my course, the more progress I make on my map.

Procrastinating is easier when you can tell yourself you're working. 
Cool 
Telling a small story there.

Quake mapping can be finished at any time but your projects have a due date. Get em done! 
MFX's Car 
Can we go inside, even if it's stationary ?

Could be cool to get ammo and weapons from inside... 
Barnak 
Needs Deep Tire Tracks 
And a vista where the player approaches it from a slightly distant and elevated position to be able to appreciate the whole thing, because from it looks really huge in game when being close. 
 
my plan is to start from the vehicle, reaching a far out outpost which has gone silent after finding that evil stuff.... 
Whoa 
Notice mfx is still leaving us wondering what the inside looks like. Dirty rascal...now we must play it. 
Ooh 
Those tires! 
Tires 
tire.map

check it out

https://drive.google.com/open?id=0Bz_-bxPhC7gtY2RJZHBndDRNbzA

you need to rotate it yourself. 
Filth 
http://i.imgur.com/fBi32YF.jpg

Coming for ID1 or maybe something else, hopefully this summer. 
Otp 
nice! 
OTP 
Cool rockscape! 
 
Rool Cockscape more like... 
LOL. 
Nice one. 
 
A Deadly Drainage Pit

Despite all the mapping I've been doing, I'm actually still (mostly) on top of my coursework. I think they call this a "work/work balance". 
Into The Abyss 
Awesome man, keep sharing the progress...love seeing these!

And extra points for staying on top of your coursework...yeah buddy. 
@pritchard 
Looks great - reminds me a bit or Markarth in Skyrim. Which is a good thing. 
 
Pritchard: Holy crap, that's jawdropping. Great texture choices.
At first I thought it was a corridor, though; didn't pay attention to the link name.

mfx: Amazing work, that vehicle looks like something out of the Alien movies. 
HD Texture Support On Liquids 
First, here's how the vanilla slime looks in Retroquad's 8-bit color software renderer, with translucency and lighting enabled:
screenshot

Now I've also implemented support for HD textures on liquids, including luma textures, mipmaps, and properly scaled turbulence:
screenshot
The slime's QRP HD texture in this screenshot was manually edited by me to make the luma texture more subtle, because by default all QRP lumas on liquids are too uniformly bright. 
@mankrip 
Can't wait to see this in motion. Looks amazing. 
Good Stuff Mankrip 
That's some lovely liquid right there. 
Mankrip 
Awesome! 
Can't Wait 
For retroquad to "come out". 
Mankrip 
Will Retroquad support bsp2, protocol 999, and enhanced limits?

Or is that too "modern" for Retro? 
#14781 
BSP2 and enhanced limits would be nice.

Specific protocols from other engines will likely not happen, and I'll probably develop a custom protocol tailored to Retroquad's specific features. Also, hardware-accelerated engines will always be a better choice for multiplayer.

The only part of the BSP renderer still missing HD texture support is the scrolling sky renderer. There's also a bunch of usability improvements and some other stuff to do in the texture code, and the texture format still needs some changes & additions.

The palette management subsystem needs some big changes that will allow the implementation of a new color selection algorithm which should be more accurate in some cases, and also allow for colored lighting. 
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