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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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It's Starting To Feel Like Quake Can Do ANYTHING... 
wow. 
 
That looks awesome and I'm stoked about another Arcane map. 
 
Was wondering what happened with that spaceship map. 
Yup 
Can't wait to put my dirty quaker fingers on that thing! 
This Place Is A Little Dry... Here's A Wet And Slimy Preview 
First I want to say that mfx's shot looks awesome!

Second Madfox if you are reading this, I hope you finish that StarTrek mod cause it looks great.

Third, I'm working on a really late under the sea themed map. The map itself isn't anything special, but it does have new monsters and other surprises! Take a peek:

Shark spray?
https://i.imgur.com/hoBCa4m.png

A witch!
https://i.imgur.com/kAoLGFv.png

Mdl animation demo:
https://i.imgur.com/8aQXJZm.gifv 
Redfield 
Those models do not fit into Quake in my opinion. They would better fit into a child game. There are already additional underwater monsters available for Quake including qc code. Ready to rumble:

The eel from Dissolution of Eternity:
http://quake.wikia.com/wiki/Electric_Eel

The Q2 Barracuda Shark:
http://pnmedia.gamespy.com/planetquake.gamespy.com/images/oldsite/clusterimages/barracuda.gif
http://www.quake2.com/gameinfo/enemies/flipper.jpg

The jellyfish from Madfox:
http://home.kpn.nl/lo2kf8/quake/models/q1models.htm

You could even use the serpent as an underwater model because it looks and moves exactly like a skate:
http://home.kpn.nl/lo2kf8/quake/models/q1models.htm

The Hydra:
http://quakeone.com/forum/quake-mod-releases/finished-works/6241-small-mod-compilation 
Quake Map? 
Yes I am aware of the other water monsters, I have played Quake for a long time.

I made these monsters because it is intended NOT to feel like a Quake map. Mission accomplished maybe:) 
Redfield 
Yes, that looks like a fairy monster that could fit well in your mod.
Don't look ugly like the ordinary quake ones, but attraction can have its own kind of scrambled inescapability.

As far for the StarTrek mod I'm still betatesting.
The new monsters are still a bit wriggled and tend to overload the game. I could post it on Quaddicted but with the site down, well uh..,
It's almost done, just have an 744 eddict where only 640 is permitted.

A bit strange I never had a response from the Gorge level I made for the QAnniversary 2016. 
 
Madfox, did you ever finish the stratos? 
Yes 
It tumbles for code. 
First Map, Feedback Appreciated 
I wasn't able to finish this map and I won't be able to work on it for a really long time, so I'm releasing it as an unfinished beta. This is my first Quake map and it was mostly an exercise in learning the tools. There are some bugs but it should be playable from start to finish. The ending areas were cobbled together at the last minute so some of it still looks like an unfinished mess.

This is a short map heavily inspired by sock, muk, Orl, and many others including everyone who worked on jam9. I'd like to say more but I'm already running really late for something and I have to bounce.

Feedback will be appreciated, although I might not have time to watch demos for a while. I'm hoping to get some advice on game play so that I can make something much better for my next map.

Screenshots:
1
2

Download:
Dropbox link 
That Looks Very Impressive Mr Chop. 
 
Mahogany Map 
Dude, your map is awesome.

It's unfinished? It looks like a finished product to me. Didn't found any bug yet. This map feels very Sock style.

About game play : in nightmare mode, there's not enough ass holes to frag in there. Need more arses to kick.

Map style and details are really great. Please, finish this! 
 
Sorry Madfox, you mean that the stratos code is not finished? 
Yeh1 
One of the major problems I have with the chasm models is, that it is rather hard to convert the skin file.
The models self are easy, but to remain to the original skinfile I have to paint them back again from a side-to-side skin to a qmle skinfile.
I know there are other methods to do this, but that is not in range of my workstyle.

So here is the result of my archivement. As you know Stratos shoots a double ringed sprite.
For getting that code right I have to lean back on the G-Rail code of Dr.Shadowborough.

So for maintaining your request: no, the code is not finished yet. 
Linked Animation Looks Great Madfox 
 
 
@Shambler
Thanks m8

@Barnak
Thanks a lot for the kind words. I'm really glad that you thought it felt like sock's style because that's exactly what I was shooting for.

I had initially planned for a lot more monsters but once I started adding them in, it felt like I didn't really allocate enough space for combat. Big open spaces and long lines of sight also made it hard to add monsters since that kind of forced me to teleport most of them in. 
Poorchop 
this is vanilla? 
@madfox 
Got it, Looking forward to seeing it in action.

Did you convert any other chasm models? 
Drew 
Yeah I forgot to include installation instructions in the readme, I just typed it up really quickly without thinking. Regular id1. 
@poorchop 
Congrats on an excellent first map, here's a Playthrough for you. I'd say aside from some minor clipping, there's little reason not to release it outright IMO. 
Jcr 
Thanks a lot for the compliments and for the video. It's really rewarding to watch other people play through my maps.

Regarding the clipping, I had a really hard time blocking off that roof that you tried jumping onto without making it look really ugly. I actually added that wooden bar and a drape on the other side of the tower in order to try and discourage it but you were determined to try and get on there, understandably so - I'd have tried doing it myself.

Your play style is really interesting. You were really conservative with ammo, opting to use the axe on occasion. You also went in head first in the library and I got a little worried when you dropped down to 5 health.

I got a kick out of your in game comments and I appreciate you taking the time to write them while playing. I was keeping my fingers crossed that you'd find the lower library secret with the books. You actually found the hardest book by accident and you came so very close to finding the final one. Three of the books are illuminated and you happened to stumble upon the one that was barely visible. I was still glad that you persisted for a while and tried hard to find that last book.

Thanks for the feedback and for playing through. I might take a few minutes to fix some of the known bugs and then release it properly due to the encouragement. 
Poorchop 
It would be really a shame not to release that great map, with its bugs fixing.

Don't stop maping dude, you have talent. 
@poorchop 
Regarding the books, I think it would be best to illuminate them all consistently to ensure the player finds them IF he is looking for them. I actually noticed the relief before I noticed the spotlight on them. I thought it was a well done secret but I didn't want to spend much more time on it. Regarding the clipping, the faraway cave was a cool intermission screen, but seeing it from the player's perspective was obviously tempting to try going after! 
 
Thanks Barnak. I'll be mapping more in the future when I get some more time. It's a lot of fun.

jcr, the book you hit accidentally actually is illuminated but there's a nearby flame that kind of obscures it and it's hard to make it any brighter than it already is. I actually thought that the other 3 books were way too obvious, which is why I didn't do much about making the fourth book stand out too much against the torch light. You brushed up against the surface of almost every single book case except for the one with the final book. The biggest issue I noticed with that secret is that you thought one of the books might have been on the upper level.

Anyhow, that was supposed to be the hardest secret so I wanted the player to work for it. As for the cave, I remember RC playing breezeep's Mayan jam map and appreciating some unreachable details like distant trees, so that's kind of what I going for with the cave. It was also a shoutout to Orl's Ter Shib maps with how he had some details and storytelling elements in the far distance. In retrospect, I'd redesign the entire layout to ensure that the player wouldn't be in any position to even try and jump on top of the roof. 
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