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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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Generally Replacements Are Best Done By Improving Quality. 
Rather than radical changes. I think this fits the bill :). 
Awesome, Chillo! 
I dug your ogre and I dig this too. I like the pushed shapes - the spaulders, bracers, the gun and the bunched up pants where they meet the boots. I like his slightly more 'realistic' proportions as well, he's a bit more formidable than the original. The skin is great, but this leads to my few criticisms: being that the skin is slightly higher res and quite noisier than the original, there's some texture aliasing in-game. The contrast is a bit too much, too, and the edges of the backpack are a tad bright in particular. Maybe reduce the contrast a bit, pull back the highlights and lower the noise/diffusion when palettizing.

Great model and I look forward to your treatment of the other enemies!

I noticed this has 270% more triangles than the orginal. The future is now! 
Awesome, Chillo! 
I dug your ogre and I dig this too. I like the pushed shapes - the spaulders, bracers, the gun and the bunched up pants where they meet the boots. I like his slightly more 'realistic' proportions as well, he's a bit more formidable than the original. The skin is great, but this leads to my few criticisms: being that the skin is slightly higher res and quite noisier than the original, there's some texture aliasing in-game. The contrast is a bit too much, too, and the edges of the backpack are a tad bright in particular. Maybe reduce the contrast a bit, pull back the highlights and lower the noise/diffusion when palettizing.

Great model and I look forward to your treatment of the other enemies!

I noticed this has 270% more triangles than the orginal. The future is now! 
I Just Had To Say It Twice! 
but yeah, I pressed submit once... 
@metlslime 
if it's supposed to be a replacement, it probably shouldn't look distinct from the original.

The recent Orge and Shambler replacement models are quite distinctive and got a bunch of high praise. This one seems so close to the original that I wonder if it was worth the effort.

Good example of what I mean:

https://www.youtube.com/watch?v=D-VTyozbUvs&ab_channel=RenierBanninga 
 
I don't see that replacement shambler as distinctive. It seems to stay true to the visual design of the original, including the colors, sillouette, etc. and simply adds a little more fidelity, fixes ugly texture seams, etc. 
Avant-garde Enforcer 
Looks very good, nice touches while still staying true to Quake. Good job! 
Enforcer Model Looks Good 
I vote for NOT making it more distinct. The good replacement models in my opinion are the ones that don't immediately jump out at you as new and different, but rather are just subtly improved (matter of opinion, of course). That replacement Knight by Capnbubs would be a good example, as well as most of dwere's replacement weapon models.

Am I the only one who really doesn't like Skiffy's Shambler as a replacement? I mean, I respect the work that went into it and it's incredibly well done, but it looks completely out of place with its smooth curves and high-res textures. 
@former_total_newbie 
I really like his shambler, I just think he should redo the rest of the monsters to follow suit. Until then, it is incredibly out of place. 
@Chillo 
Very nice faithful remake, good job.

My only question is, why is this enforcer so "jiggily"? Standing still in E2M1 he resembles a bowl of jello!!

Much more dramatic than stock models. Is this a Quake .mdl format limitation/issue? The higher the poly's the higher the drifts? 
Enforcer 
Good model Chillo!
It's a bit rougher than the original, as it comes out to be more solid.
I miss the gunflare.

Qmle has a poor grid (512x512?).
When scaling a model down to get it fit in qmle, it often has given me a jiggled size. Then I tried to start them the right size, so small movements don't get scattered. 
@Esrael 
Thank you for the tips and demos 
Jell-o 
Yes, there appears to be some jiggling (Seinfeld reference).
I may need to rework the model completely. It wouldn't be too big of a deal. Right now, I'm remaking the fiend, and making sure the vertex wobbling doesn't occur any worse than the original model.

If that model comes out looking solid, I'll apply that technique to redoing the enforcer.

Thank you all for the support and suggestions! 
 
Apart From The Skating. 
That is cool as usual :) 
Love It 
That shotgun reload is very smooth. Great stuff:) 
@killpixel 
Agree with Shambler about the skating... loving each update. Cannot wait for this. 
Glad You Guys Dig It 
skating

I'm using func_train for lighting tests. feet will get dialed in when working on the actually entity.

Cannot wait for this.

you and me both! 
BETA: The Dreaded Dreadbase Of Dread 
Hi there,

some time ago I wrote a tool to mass-convert directories with textures to Quake .wad files (https://github.com/maikmerten/QuakeTextureTool). One of the texture sets I applied this to were the textures from FreeDoom.

Clearly, I had to try these textures in a map.

The result (I still consider this unfinished, but playable - a *beta*) is "The dreaded dreadbase of dread". This is my first Quake map, so I'm not sure if it is a) somewhat fun and b) if the difficulty is roughly okay. I can breeze through this thing quite easily, but then again this map offers no surprises for me.

Screens:

http://maikmerten.de/base1/base1-1.jpg
http://maikmerten.de/base1/base1-2.jpg
http://maikmerten.de/base1/base1-3.jpg
http://maikmerten.de/base1/base1-4.jpg

Download:

http://maikmerten.de/base1/base1.zip

(Includes sources, the .bsp and .lit).

I'd be interested to know if this is something that can be salvaged into an enjoyable map.


SavageX 
@SavageX 
For the most part I do like the textures. I am kind of a wad fiend so will look at them in more detail.

The map was fun and very good for a first map.I must say it's probably too easy on Skill 1 because I am a pretty crappy player as you can see if you ever watch any demos. I was playing this at work with a trackball so sorry for the herky-jerky movement. I was playing very cautiously so I only died once. 2 demos here:

https://www.dropbox.com/s/6ugey07slx60gvq/base1_dumptruck.zip?dl=0

I gave you some notes in the demo but I want to add that i think there are too many crates. This is a very doom-y map - and that's fine but add some interesting details to your base. Also the stairs are kinda bland at the moment. Maybe some side with interesting textures and such.

Play Arcane Dimensions: Critical Error map for the pinnacle of base map design. (IMO) It may be some inspiration for you. Here's a 'tube but I recommend it. Fun, crazy map.

https://www.youtube.com/watch?v=UFhUSsa12Es&ab_channel=WhamNinjaMolehill

Congrats and make sure and update us on the next version or final. 
@SavageX 
Sorry. I just happened to notice the link above was a shortcut to the demo zip. Here's the correct zip file with my demos for your base1 map.

https://www.dropbox.com/s/6ugey07slx60gvq/base1_dumptruck.zip?dl=0 
@dumptruck 
Wow, thanks a lot for your playthrough and demos! This is extremely helpful!

I agree on the crates - a cheap way to fill room without clear purpose since 1993. I need to reduce the overall count of those...

I hope freedoom.wad is useful - all credit to the FreeDoom texture artists, of course! 
@SavageX 
No worries. That's what func is all about. 
 
 
not fair using a replacement grunt model to make your engine look better :) 
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