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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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Mathematica Rules! 
Hey Ubiq, I'm a Mathematica user too!

Mma is the best math package out there, and fuck Maple.

I didn't tried your code though. 
Loving This 
That Looks Ace. 
 
Whoa! 
That's a Doom map? The verticality is strong with this one. 
New Map, Need Advice 
Hi guys,
I've been working on my first map for 6 weeks and it's almost ready for release but I'm not sure about the ammo/health distribution and number of monsters. If anyone wants to test it and let me know if it's too easy/hard I'd really appreciate it. Also, any general criticism or advice is always welcome, as it will help me plan future maps better.

I intended to just test some ideas and learn the basics of TrenchBroom (thanks dumptruck for the great tutorials) but it got out of hand very quickly so I combined it all into a playable level. There are some puzzle experiments which I decided to leave in, but I made them easy to avoid frustration.

I limited myself to just using start.wad, so there isn't much texture variety, but I tried to compensate with geometry

The map is based on an ancient Dwarven Forge, infested with monsters. There's a small back story in the readme.txt

map & screenshots here:
http://daniel.brayforum.com/quakemods 
Sir, More Monsters In Nightmare Mode! 
I didn't tested the map yet, but I feel it is for sissies again.

In nightmare mode, there should be 500 monsters, at the very least. 
I Agree 
People play Nightmare because they want a real challenge, so I'll add plenty of pain for the release.
For now, I'd just like to get it balanced for Normal/Hard and then I can remove some for Easy and add loads for Nightmare. 
@sir_random 
The zombie/underground area was the highlight for me. The blue areas felt a bit cramped and the strong enemies made it challenging. I noticed bumping into the geometry in certain areas, see the demos. Check out my comments in the demos as well. It was fun and well designed. Great job!

Demos 
@jcr 
Thanks for checking it out, glad you enjoyed it!

How do I access those dem files? 
Figured It Out 
Thanks jcr for the great demos, and your kind words. I'll definitely take note of your suggestions, I need to tidy up those door edge textures, I keep forgetting because they're not visible in the editor :) 
City Of Lights 
City Lights 
Looks pretty chilling! Excellent work! 
Well God Damn. 
just watched that 3 times... looks fucking cool, keep it up! 
Well That's A Bit Bonkers!! 
Looks interesting to say the least. 
 
Friend: So they're finally getting used to your weirdness in mapping?

Me: They have no choice. 
LOL True Dat. 
 
Ken 
Looks awesome. I like the alleys, and yeah
Also impressive texture usage.
My eyes nearly fell off, as is expected i guess.
Cannot wait to play this. 
The Big Skeleton's Eyes Fell Out As Well 
Also its a bit hard to spot but the Eiffel Tower can be seen in the distance. And its not just a background decoration either, its part of the map from the bottom all the way to the top. 
 
Digs09 Test 
Hi all!

Need testers

Map require Quoth2.2 and engine with increase limits, support bsp2 and transparent sprites. In my arsenal only quakespasm can work with this map.

Screen:
http://digspt.ru/quake/maps/spasm0000.png

download:
http://digspt.ru/quake/maps/digs09.zip 
Digs... 
I tried your map. It's a nice one, but it needs MUCH more monsters in nightmare mode. Only 139 monsters on such a large map? Come on, it needs at least 1000 arses to fuck.

The ascending scales are not working. I had to noclip to move on.

The zombie pictures from the shooting plants game are funny. Not very Quacky though.

The last part before exit wasn't working. No monsters at all in that place (with all the broken bricks walls). I had to noclip to exit the level. 
Barnak 
You did not play correctly. The map must be run under the mod Quoth2.2

:) 
Digs 
This is what I did. Quoth 2.2 here.

I placed the sounds and progs folders directly into the Quoth folder, and they appear to not be recognized. 
Barnak 
Maybe you forget to make the right start?

quakespasm -game quoth 
Digs 
Of course, I did this. Here's my exact start command :

-hipnotic -game quoth +skill 3 -heapsize 480000 -zone 4096 -sndspeed 44100 -fsaa 2

Using the 0.92.2 Spike version of QuakeSpasm, under OS X.

I'll retry your map to see what happens... 
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