News | Forum | People | FAQ | Links | Search | Register | Log in
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
File size limit is 128MB.
First | Previous | Next | Last
Redfield 
I think the secret is to light it to let the player see everything, but still trick it into looking like deep darkness. Like night scenes in the movies that are shot on broad daylight with a black background. Maybe high contrast with dark colored lights would do the trick.

This kind of "old mansion" set is one of my favorites. Loving this one. 
Hey! This Is A Screenshot Thread. 
More Sexy Quake Screenshots! Give us an erection, dammit! 
Simple And Cubi 
I'm trying to make map with Trenchbroom 2.0 instead JACK and Radiant.

https://i.imgur.com/nxkJboU.png 
Nice One DOOMer! 
I feel doom stricken already, Keep it up! 
 
Classic style. Nice lighting. 
Very Dark But Promising. 
I too like the style. 
 
Thanks for feedback, guys.

I did not work on the lighting at all, just placed the light sources through approximately equal distance between them. Even intensity of not drive the money changers.

Now I hasn't decided to make light in old school or more modern. But in General, the map will be most likely simple by design, doom-like geometry (without a large vertical gameplay). 
@DOOMer 
congrats looking like you are taking to TB2 nicely. 
@dumptruck_ds 
Thanks for your TB2-tutorials, it very helpful for me. 
 
@Chillo

You do some awesome Model work.
The only thing I'm not too fond of in that last ogre is the Silver metalic looking "Q" sign. It's a bit distracting. Your other models in your 1.6 pack are great too. 
 
lighting

I recently discovered linear attenuation + fading and some better sunlight shaders :D 
Killpixel 
Great stuff, looks faithful to the '98 era. 
Thanks ;) 
I'm relieved to finally have the lighting figured out for the most part... 
Looks Very 'unreal' 
Good work, best retro modern shooter to date? 
That's A Tall Order 
reserve your judgement until after you play it :D 
Nice Screenshot Killpixel! 
Spiffy lighting in that one. 
@killpixel 
It's really coming together! GG 
@mjb & Dumptruck 
thanks ;) 
Any Playtesters For A Base Map? 
Hi guys!

Would anybody be interested in beta testing a small/medium base map? It's called the Subterrestrial Hangar picture, and is planned to be the first map in a series of maybe four maps.

The idea in all of the maps is that in the beginning you choose a path each with its own playstyle. In this picture you can see that this map has three paths: one involving Quad running, the middle one a "vanilla" path with no powerups and the last path about navigating a slime maze (probably a path everyone's gonna hate, but hey, if you don't like mazes, don't play that path!). ;)

So what I'd like you to do is give feedback on the gameplay: difficulty, balance, and above all, whether it's fun. :) I'd be interested in hearing any suggestions on how to improve the experience. A particular combat encounter of interest for me would be this slipgate room.

I'd like you to test each of the paths on all difficulty levels from easy to nightmare.

The vanilla and quad paths each contain three secrets, the third of which I anticipate is going to be quite tough to crack. Can YOU figure them out? ;) Should I provide more hints for the elusive third secret?

I've tested the map mostly on Quakespasm, but a little bit on Mark V GLQuake and WinQuake modes, too. The map is a mod (due to some custom decorative models), so unpack the zip onto the root of your Quake folder. It will unpack a mod folder called sthangar, so start the mod by typing "game sthangar" on your console and then type "map sthangar" to test the map. (Just giving detailed instructions like these in case of the unlikely scenario of a person with less experience with custom content happening to stumble upon this post.) 
Looking Good, Killpixel 
Quite a bit of work you've managed to pull off! You've made those monsters yourself from scratch? They remind me quite a bit of Doom2's revenants. Where'd you get the textures? 
#15553 
Nice shots man, not sure when I'd find time for testing but I like the nice bright lighting especially in the 2nd. The multiple path choice does sound interesting as well! 
#15554 
Thanks, I drew the textures ;) 
Thought About Making Bank On Your Game? 
You've certainly got quite the knack for art, I give you that! *o*

Got enough material on your hands already that you could showcase your game on a Kickstarter campaign, or something? ;) 
2 posts not shown on this page because they were spam
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.