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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
File size limit is 128MB.
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Just Doodles Advanced 
maybe an episode? 
Very Nice 
mfx: love the Ikwhite shot, concept and style are great.

qmaster: Egyptian stuff is always epic, concept and style looks great here as well.

Upside-down temples ftw! 
@qmaster 
Your Coagula maps looks insanely intricate! 
@qmaster & Mfx 
Looking great. 
 
honestly super stoked on the look of that rubicon2 themed thing most, never get tired of that theme! 
New Lara Fembot 
Although I'm a SinglePlayer I made a new female Dm player.
I used the sexbot frpm Krueger's Atlantis bot, because it had a clear vertice structure.
There still are some rare vertices in the axe while converting, but that's marginal.

I made screenshots of the player.mdl and used them as rotoscopes in an animation program, rigged the bones as close I could trace, and now I have a bone structure that will fit almost any model.

The most time I spent with the skin file, terrible, I don't know if it's my lack of patience, or do I have to admit skinnfiles are an outstanding art by themselve.

Maybe there's someone to take a vieuw and normalize my standards.

Q1femplayer

femplayerbot 
Again 
16014 
Now this would be the perfect basis for a Lara Qroft mod 
Neat 
Now go map the Soviet Installation from Rise of the Tomb Raider. 
Looking For Beta Testers For A Turok Style Map. 
Hello there.

I would apreciate if someone can playtest this map I made, that is heavely inspired by Turok: Dinosaur Hunter, and give me your opinion about it.
I also included a .ogg file from Turok in the .zip

http://www.quaketastic.com/files/single_player/maps/fv.zip

Here are some screenshots:
http://www.quaketastic.com/files/screen_shots/fv01.png
http://www.quaketastic.com/files/screen_shots/fv02.png
http://www.quaketastic.com/files/screen_shots/fv03.png 
Requires Quoth! 
Sorry, I forgot to mention that. 
I'll Check It Out 
But I have never played Turok. :( 
It Doesnt Matter :) 
I dont think you need to have played Turok to enjoy the map, besides I tried inserting some original ideas of my own into it.

Only things that are directly from Turok are some textures and the .ogg file 
Tried The Map 
Not enough monsters (especially vorelings) in nigthmare mode. Tunels and caves geometry is too simple (too linear, too much old school). The walls aren't feeling very rocky and natural. I suggest that you add more details (rocks, ...).

I played the map with the AD mod (it's my default for every Quake maps), so there was some odd behaviors with walls and buildings firing laser-bullets to me! 
You Are Right About The Tunels 
I did make them purposely simple to emulate the tunels from Turok, thats why they are so simple, and also because I am still not good at making natural looking structures.

Also because I am still new to quake, I dont know how to add monsters on nightmare difficulty.

And, could you tell me which walls were shoothing at you? I dont know how could that happen. 
 
With normal Quake C, I don't believe you can make nightmare mode have different monsters than hard mode.

Also, IMO it's not useful to "playtest" with a mod that the map is not made to be played with. I mean, play how you want, but bug reports and balance complaints and stuff will be kind of meaningless. 
Barnak 
Should not be considered a tester man. 
Hey Dude 
I watched that cool movie you made but I swapped the audio track with that of “Honey I Shrunk The Kids” so none of the dialogue made much sense which made your film suck so I didn’t enjoy it sorry. I hope this feedback is useful. 
Nolcoz 
I liked the map. For a newbie, not very bad. There are some points. As mentioned above, slick simple tunnels. And in one more place I noticed a sharp disappearance of fog during the descent into the dungeon.In general, I was pleased with the idea and the scale of what was done. I hope in the future you will grow and make better maps 
Nolcoz 
Here's a cool trick you can do to keep morons like Barnak out of screwing up your map:

https://tomeofpreach.wordpress.com/2014/09/15/quoth-required-message/ 
@otp [178.235.146.77] 
Thanks for the idea!

I now updated the file to implement something similar to that using func_wall 
Then The Moron Was Useful To Improve Things, Heh!? 
Gang of shitbags! 
Yeah 
The map is now improved meaning that nobody will play it in AD and break it! 
Barnack Spotted During His Latest Beta-testing Marathon: 
 
@16023 Of course you can change monsters with regular QuakeC in nightmare mode. Just check for the "skill" value and set your monster type accordingly, before you place them on the map.
Just like they are removed in multiplayer.
The code is already there. Just use it.
If you still have problems, look at how Ogres are handled in Mission Pack 2. ;-) 
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