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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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Username: quaketastic
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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. 
@madfox 
Madfox, maybe see if you can video the monster models using this:

http://www.chasmaction.com/files/demos/1.02%201996-07-04/MONSTERS/ 
#eXistenZ 
It would be awesome to see some "living" guns 
I Need Two Testers For Very Hard, And At Least One For Easy 
 
It's... 
A medieval map, between 30-45min of play, ~230 monsters on hard, ~120 on normal, less on easy. 
Send It 
 
Could Test Skill 2, 
if that's what you mean by "very" hard. 
Megaman... 
...I haven't been able to offer much to the community for quite some time, but if you need an 'easy' tester then my hand is in the air. 
You've Got Mail ;-) 
 
@yeh1 
thanks for the file.

Fact is that most programs only work under DOS6.4. So to have acces I have to try them on another computer. I've managed to extract the textures, sounds and most other files, but for *.ani files there are no editors anymore. Also the *.30 files are hardly editable. I tried the editor but it's an advantage to get it working.

It reminds me of the first Doom editor which also gave me a hard challenge. I don't think I can get a grip on them, but at least it's worth trying. 
Chasm Monsters 
People keep mentioning it, are you trying to actually convert them to Quake? That would be fairly awesome if true! 
@Killpixel 
What is something you want to see in this type of game?
Honestly all I'd recommend is ensure the overall style and feel isn't simply a quake replica; art direction will go a long way here too. Personally I'd start with the weaponary as an example, maybe focus more on the arcane (since Quake's were very normal/techy) or some combination of two styles like that shotgun shown in the video with the... glyphs?

What is something you do not want to see?
Walking into a room, forced to backpeddle to gun them down, progress forward, rinse repeat. Common mistake I see in "retro fps" attempts. I'm perfectly fine being forced to keep on the move, area denial and such, but that's done through varied enemy types and properly designed encounters.

Art related suggestion
I understand its probably too early to bring up art related stuff, but I feel this is still worth mentioning so it can be thought about earlier than later in regards to, not only visual style but also gameplay;

Don't be afraid to get bold even with something as simple as ammo sprite pickups. I'm assuming those pixel shells on the floor are temporary, but do ensure even these item types look visually appealing and have distinctive silhouettes which can be recognised from across any room/distance, even if the item art needs to be larger than you currently have it. A few pixellated blocks will eventually be lost amongst the scenery I fear. Here's a rough example I whipped together to showcase exactly what I'm thinking. 
Killpixel. 
Doom-era retro is not my personal taste, but in the context of that, your stuff looks very good and pisses all over most of the so-called retro stuff that actually gets released. Simply because of the theme, consistency, art style, atmosphere, etc. Everything about that little test video is completely harmonious from the gun to the trees and rain etc. The semi-modern effects are nice in it too. 
Oooh 
Looks really cool killpixel, love the little touches like the subtle colored lighting, reflective blood, blood running in the grout, and lightning.

Is this Darkplaces ran or something else? 
Feedback 
@quakis - Excellent feedback, thank you. I strongly agree with all your points.

I understand its probably too early to bring up art related stuff

Is it ever too early? :P

You're example is precisely what I had in mind. The small scale of item pickups is an artifact of early paper designs where *everything* was intended to be as close to a realistic scale as possible. I quickly found out that this does not work in practice, at all. And yes, most of the art in the demo is temp. The next demonstration will have, aside from actual gameplay, a more unique, cohesive and functional aesthetic.

@Shambler - I appreciate the kind words! Still, what's in the video is very basic, I'm confident that later iterations will be much better!

@Qmaster - Thanks! Yes, it's running in DP currently. 
Your* 
 
Darkplaces 
For what you are doing, should work nicely. Do you plan to/do use csqc for the hud? 
DP 
It does the trick. Yeah, the hud is csqc. The game is retro to the core, literally! 
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