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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:
http://www.quaketastic.com/
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
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Sigh 
@DaZ - unusually salty response from you

@Pritchard Is it some kind of fighting/brawler mod?

This took some real digging (on Mankrip's Twitter feed!) I actually think it's pretty neat when you see the video in action. Not my type of game but still cool enough to check out.

https://twitter.com/mankrip/status/920581309478686721

@Mankrip Please 'splain more next time. :) 
I Actually Laughed 
I was obviously trolling in my URL description, so the anon's reaction was appropriate.

And it does indeed look somewhat bad by today's Quake mod standards; it was made around 2004 IIRC, and the maps were very poorly detailed because that mod was initially developed for the Sega Dreamcast ports of Quake.

Pritchard: It's The Ascension of Vigil. Pretty fun mod, never finished, and the latest versions only runs properly on Darkplaces. 
Sorry Pritchard 
had a voreling up my arse or something this morning :/ 
Daz. 
Pics or it didn;t happen. This is SS & B after all.... 
 
A cursory search revealed no easy way to get TAoV anymore, so I decided to upload it to Quaketastic. Hopefully that's okay and hopefully I put it in the right place.

http://www.quaketastic.com/files/single_player/mods/TAoV.rar 
Lol 
I actually just went thru the hassle of finding it myself. I want those skeleton guys! So thanks!

Looks like super smash quake or street quaker or maybe even golden quake axe. 
@mankrip 
I was obviously trolling in my URL description, so the anon's reaction was appropriate.

I didn't take your link as trolling at all. I just thought you were talking about the modding flexibility of Quake and that you could make a groovy little fighting game. 
Dumptruck_ds 
Well, Quake was never about being little, and its modding flexibility isn't all that the game is about. But thanks. 
Producing Pestiferous Peoples To Plague The Player 
afflicted animation/lighting test
model
retopo
sculpt
concept art
sprite version

bonus: scrapped deformvertexes shader stuff - I like the undulating effect, it makes the purulent masses look volatile. Sadly, I couldn't find a way to keep the outer vertices of the boils attached to the body mesh thus avoiding the clipping so I ditched the idea entirely. Not a huge loss, the effect is so minor I doubt it would even be noticed during gameplay.

I'm not crazy about the model and it wasn't fun to make. It still needs a lot of work but I'm happy to have the bulk of it behind me. Now on to more interesting enemies... 
Looking Bad Good 
You put a lot of work in it. It's quiet a challenge to create a model from scratch, but it sure comes out right.

While working on a new model it is hard to keep a fresh vieuw on it. Hardest part for me is painting the skin file.

Would be fun to see it in game, maybe like a Rune greenish sprite of bad smoke. 
Yeah Nice One Killpixel. 
Got an authentic Northern Britain skin care regime look there. 
Killpixel 
I really like the super deformed concept art, any reason you didn't go with this idea? 
Doot 
@madfox - Thanks, and you're right, it's pretty challenging. I don't think the hardest part for me is the painting, it's probably the rigging... or the retopology.... or the weight painting... or the overwhelming feeling that I'm fucking up throughout the entire production of the model. eh, it all sucks IMO :P

@shambler - I don't know what that regime is and I don't want to (maybe a little... drugs?).

@fifth - short answer: a mistake on my part rooted in lack of experience and the desire for the model to read well in-game.

long answer: original tests (with sprites) taught me that the thin, mangled and busy form of the original afflicted just didn't read nearly as well as the bulky, simple enemies from games of yore example so I simplified the sprite (see my previous post). That line of thinking carried over to the models. I'm not happy with the afflicted and will redo it at a later time and make it more interesting and grotesque. The current one is adequate for dev, so I'll be using it for a while. 
Weight Painting 
First have to make disasters
before one can judge the favorite one. 
Lol 
Weight painting sucks.
Rigging sucks.
Retopo sucks (I generally just avoid it but then again I don't sculpt much).
Animating a poorly retopoed, poorly rigged, poorly weighted model sucks.

Animating one that is mostly kinda sorta ok is fun though!

Good luck, looking pretty good. As for redoing later, you could maybe just swell up a shoulder or something else simple. 
WIP Shots From The Potentially My First Published Map 
https://i.imgur.com/GMD9KEM.png
https://i.imgur.com/m9z33ML.png
https://i.imgur.com/9lgDi0r.png
https://i.imgur.com/AcEqt0y.png
https://i.imgur.com/AHv0DYi.png

Inspired by the works of Tsutomu Nihei and brutalist architecture, the map is focused on exploration (especially vertical) and puzzle than combat. Monsters rather serve as frictions to both elements. It's using Quoth.

I hope I can release a beta version next month. 
 
Looks cool! 
 
Very different, will look forward to seeing more. 
@sunk 
Ummm wow. Looking great so far and very unique. 
Demos Of Bod, Spy's Map 
I uploaded some demos of my first four attempts (actually, demo 4 was my fifth attempt; I just had died so soon in my fourth attempt that I hadn't started recording yet).

http://quaketastic.com/files/demos/bod_esrael.7z

My comments are in the demos, where I comment the lighting as much as possible, as requested by Spy.

I hadn't expected a huge map with over 300 kills, so I guess I'll record more demos and finish the map when I have some more time. And I guess I gotta swallow my pride and quicksave/load. :C 
Sunk 
damn son :)

Looking forward to playing it! 
Sunk 
Looks very interesting especially the tall stuff with nice neat textures. Keep it going man. 
Le Grunt 
fallen mercenary WIP. Had to pump out one more guy before moving on to more interesting stuff...

@qmaster - it's getting easier...

@sunk - looks cool! 
@Esrael 
Thank you Esrael for your demos, i'll make a corretions.

while watching the demos and comments it's makes me realize that you haven't played kinn's huge masterpieces bastion and marcher, the most significant releases of 2000'

so i strongly recomend you to play them,
bod uses the very same assets from kinn's mod

looking forward for your next demos
maybe i should post the updated link 
@spy 
I sent you an email with demos and a full report. Hope it helps. When this is released I know people are going to love it. 
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