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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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Madfox 
You can use Panzerchasm to load up Chasm, then you can increase the resolution to get a better look at the monster 
 
The screenshots on the site give me enough info.
It was just the intention to extract the files like in Hexen or Doom.
It seems as there are no editors left to handle the stubborn *.30 extentions. I tried Noeesis, Gmax, no way.

To modify new models that look like them is something else.
I'm already glad I got the chasm.wad together. 
Heretic Model Test 
in-game test

retopo (just north of 1k tris!)

final sculpt

original doodle

@shamblernaut - Yeah, I really liked the look of sprites, too :( I'm still sad about it TBH. I made this oppressor sprite because I'm a masochist.

@fifthelephant - Thanks, here's another one :)

@madfox - wasn't the dino cut from the final game or am I mistaken? 
@killpixel 
Onward! (away from pixels.) This looks much better, feels much better and is still faithful to the idea of pixel art. I think you made the right decision.

You could do DLC later that is pixel art or some shizzle, but everything is looking ace ATM. 
 
Yeah, the heretic model is really nice with the swirling tongues and glowing eyes. 
 
The models look very cool. Though I liked the sprites, too. Not sure what's better in the long run. Models are probably easier to make and more flexible to work with; sprites more in line with the "classic" approach. Hmm, just keep both and make it switchable in the options! :D

Having models kind of suggests there could be some 3D architecture/layouts as well. Not necessarily as complex as Quake, but something to carry a touch of 3Dness over to the environment as well? 
Trailer For Jam9 
Late but worth a share or two.

https://imgur.com/8MZUM2Q

Should have a cut by Monday. 
 
@dumptruck - I think so too :D are you using premiere?

@mugwump - i appreciate it. I like the look and the tongues make it particularly unsettling.

@negke - thanks, although probably not happening, having the option to toggle sprites/models would be awesome. There isn't a game out there that does that, to my knowledge.

The gist of wrath gameplay is doom-like combat in quake-like spaces + other stuff I'll detail at a later time. 
@killpixel 
Yes I use Premiere (latest 2017 version) at home and Avid Media Composer 8.x at work.

I used a modified template for the grfx in After Effects. 
 
Well that's a new kind of spam. Does it just take an old post or two, jumble them up and mix a link in? 
Looks Like It. 
I remember that post, it was a reply to me. 
WTF With Spam And Fuck Bots !? 
These guys should be instantly teleported into Quake hell, without weapons. 
Back At It With An E2 Map 
https://imgur.com/wfjgEnX
https://imgur.com/4V86i20
https://imgur.com/YmwNzRs
https://imgur.com/kc7xPY7
https://imgur.com/nAMawtb

Here is an Episode 2 themed map I started a while ago that I've been working on again lately. It might be finished soon or go back into the pile of unfinished maps for another 6 months until I feel like dusting it off again lol.

Anyway, this one is clearly Ebon Fortress inspired. I've been kicking myself a bit for studying the original maps a little TOO close, so I'd like to try and stray away from that in future releases, but a lot of work went into this one already and I'd hate to just throw it away. 
MissBubbles 
According to your shots, this map is too old school for my taste. Add more details, broken pieces and debris. Make the map interesting to look at, not just to frag monsters. 
@MissBubbles 
I've been kicking myself a bit for studying the original maps a little TOO close

I have no problem with striving for the look and feel of the original game. Map for your taste first! You know from /r/quake I am a fan of this approach anyway.

This looks freaking cool. I hope you decide to finish it up.

And I will be reaching out for that test I mentioned on /r/ within a couple weeks. 
 
@Barnak

Not sure if you're pulling my leg or what, but if you're serious, then the map is indeed not for you! I don't map in that style for old-school games and probably never will, but I appreciate what other people are capable of achieving with Quake.

@dumptruck_ds

Thanks - the inspiration is flowing right now and I've managed to fix up some issues I've been having with it in terms of layout, so I really hope it will be going somewhere soon. I'm looking forward to testing your map too! 
 
Love the Ebon Fortress DNA. Full speed ahead!

There are parts of the original Quake ambience that have not had all their juice squeezed out of them in recent releases. It's great to see them pop their heads up again. (And I was always partial to the more watery/stony/mossy bits of Quake anyway.) 
Ignore Barnak, He's Weird. 
He wants "pets" in Quake, despite the inevitably terrible pathfinding...

...and he does the thing where there's a space before his punctuation:
Want a shambler as a companion pet ?

Screenshots look nice, hope we get to play soon :) 
He's An Idiot. 
One minor suggestion I'd make aesthetically based on yhe first shot might be to add a little bit of height variation. I'm referring to the wall on the left side there. Maybe some further upraised pillars/ buttresses etc. Maybe some tiering.

Sorry I'm drunk.
In general I think the map looks very good and clean. 
Meh 
Forget it. Nevermind. 
@Drew 
You "buttressed" your post with alcohol. +1 
Looking Great MissBubbles 
As a rule of thumb you want to ignore Barnak. Do your thing. 
Looks Good. 
I can only agree with the previous statements:

1) E2M4 is a good source of inspiration
2) Try to have more height variation
3) Ignore Barnak

My favorite part of E2M4 is the completely optional zombie sewer with the Gold Key, hoping you came up with something similarly twisty. 
First Shot Looks Great. 
The rest could do with a bit more spectacle IMO. Nothing too outrageous but the first shot has a cool style with the rocks and water, I think you could do more details and designs in the other areas without straying from classic Quake style. 
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