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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.

Need a place to host your screenshots? Upload them here:
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Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
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Ter Shibboleth 
@KenChennar 
AVI? okay. Pretty wild. When you say a variety of themes you mean it! I am really looking forward to the western themed map. The mine especially looks very cool. 
Realism In Quake? 
the third map looks really impressive btw 
Western 
Very curious about that Western themed map, very exciting! 
Western Quake 
Yep, this looks like a funny map.

But please, add more details, for the realistic feel, especially on the rails ! (they're looking too blocky).

Maybe a few gallows with zombies on them, in some corner :

https://en.wikipedia.org/wiki/Gallows

And more natural rocks. 
KenChennar #14921 
Wow -- I echo what dumptruck_ds, PuLSaR and Bloughsburgh have said: that looks fantastic, and the third map in particular looks amazing! Really impressive work; can't wait for the finished release. 
@KenChennar 
That western style looks really interesting. 
Yes Plz 
 
Need A Place To Host Your Screenshots? 
although the password is fucking anoying,
I even can't log in under my former password.
Is it my Firefox, Google or Tronyns socks? 
Try Imgur 
You don't even need to log in. 
 
Imgur can make dark images look even darker. It's really annoying as it can make my already gloomy maps look pretty much unplayable, rather than just moody. Getting feedback on my lighting has been very difficult because of that... 
 
I didn't mean screenshots, I ment wadfiles, static entities etc.
It seems the safty protocol of the php is changed since may 2017, and as it is not updated I get this rare behaviour. 
I Need A Level Design Affine Person Who Could Take A Look At My Map 
I've got a map almost ready. It would be awesome if someone could take a look at it, mostly visually, and comment on "good level design" without playing it, before I do the final gameplay balancing. It would probably mean notargetting through it following the player path and pointing out stuff that doesn't work.

Gameplay currently has only hard, and it should be nightmarishly hard. I would like to balance it after all geo changes... 
Madfox 
is your e-mail still accurate? catweasel...sth sth...????

check it or mail me your new one maikfranzxaver at g mail d co m. Please. 
Doot Doot 
Test Compilation I

Back in April, the team at KillPixel Games doubled in size with the addition of a programmer. Since then, the project has gone from being handful of mockups and documents to becoming an actual, functioning prototype. These are the first fruits. The next test compilation will be gameplay oriented, whereas this is more general in nature.

Although early in production, any feedback is welcome! I would also like to take this opportunity to ask a few specific questions:

Are you interested in retro-styled FPS games?

If so, what is something you want to see in this type of game?

What is something you do not want to see?


Probably unnecessary disclaimer: some of the temp sounds contained in this demonstration are property of Id Software.

P.S. this isn't an official announcement, but is a sneak-peak for the quake community. Please keep that in mind if you choose to share this material. Thanks! 
Looks Amazing! 
1. I am definitely interested. :)

2. Good monster and weapon variety, and good weapon SFX. The SFX in particular is very important as it affects the feel of the whole game a LOT, imo.

3. Procedural/Random generation of levels! I don't expect that you'll make that mistake, but I think it bears saying anyway; "unlimited levels" do not maketh for a good game. Actual handcrafted maps, even if they're not the best or most interesting out there, are always much more fun to play on and engage with. 
 
No Random levels please 
 
looks great!

I'd love to see some magic and other runic style weapons. Magic weapons Ala American McGee's Alice had a great arcadey feel whilst remaining fps-y

Give the character a little air control and give us a level editor XD

Don't make it feel too techy- we have a shit tonne of other tech fps already.
I wouldn't bother about multiplayer unless you're including coop.

I'm looking forward to seeing more. 
Killpixel 
I'm liking the early steps so far. I would definitely encourage you to take some inspiration from Blood and add horror-inspired themes. 
Killpixel 
1. We're on a Quake 1 forum, so I'm guessing pretty much everyone here would answer "yes" to this question.

2. Doom/Q1 style of fast-paced movement.

3. Being limited to a "realistic" carry-2-weapons-only gameplay.

Other than that, what Pritchard said. 
Feedback 
Thanks for the input, guys. I think we're on the same page, more or less.

Procedural level generation
This is the most common response. No danger of his, hand-crafted levels all the way.

Don't make it feel too techy- we have a shit tonne of other tech fps already.
Agreed. The first few drafts were straight-up sci-fi/tech. That idea was ditched for a variety of reasons.

I would definitely encourage you to take some inspiration from Blood and add horror-inspired themes
That's the intent, though not 'classic' horror mythos and tropes.

Being limited to a "realistic" carry-2-weapons-only gameplay.
Agreed. 
Killpixel 
One thing I thought of that I forgot to mention...

When I saw the monsters in your latest video I was reminded of "living" technology. It would be awesome to see some "living" guns, like some of the weapons in HL / or the dragon gun in Undying. 
Ooh 
Ya the green ball launcher from Opposing Force was such a cool idea! 
Living Tech 
yeah, that's a cool idea. I've tossed that one around a bit. I was thinking something along the lines of prey 2006 but more decrepit and bony, not so gooey and insectoid. 
Chasm Wad 
Chasm wad and fanhouse vents added to quaketastic.

I'm not sure, I tried the chasm wad without and with an extra textures file with tga's. It looks as if they are slightly different, but in the sky and m1/2 it is hardly worth mentioning. 
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