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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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@nolcoz 
Here's a short demo of the last part of the map. I use Mark V's auto demo to record and I died a few times so it overwrites the prior demo.

This is the version of the map before the release you posted above.

I really enjoyed playing this. I think Quoth is a good fit for what you are trying for. Some very nice areas and challenges over all. My only issue with the map is actually on display in this short demo. I wasn't quite sure where to go after the stairs were revealed to me. I could drop back down to the beginning of the map or ??? I think one thing you could do is use Quoth's light_marsh effect to draw attention to the horizontal teleporter that takes you to the final room. Just a suggestion. I watched a bit of Turok on YouTube so I know you nailed the aesthetic on this map!!!

Sorry it's not a complete demo: http://www.quaketastic.com/files/demos/fv_dmptrk2.zip 
Sorry, Wrong Link 
SILENT BLOOD – Public Alpha 
Hello, it's me again with the "scarry" map.

***************************************

Not sure what will come next – I just throw stuff at the wall to see if it sticks, so I'd like to observe other people's reaction on the stuff present. As usual, the last parts of the map are not complete. I wanted to include some sort of narrative, but it's not very coherent and not formed yet, so don't look for a black cat in a dark room.

***************************************

The map needs two .wads: "blood_tiles" and "sb" (my custom textures, partly ripped from SH2). They all are included in the archive provided. Also, it probably won't work in the vanila Quake, due to it's enormous (12Mb) size. I ran it in Quakespasm.

Main Archive: https://drive.google.com/open?id=1o2utFnO6O7cbfT8GwdzctdAnHR11qMMA

MAP file (if you're curious): https://drive.google.com/open?id=1t3QF-zwgfrvdDzo4I47Qc4cu8__92uxG

***************************************

Some tips:

• sooner or later all doors will open, except for the jammed double door near the cracked wall (map's not complete there).

• conserve ammo

• don't touch the fire

***************************************

If you want to experience the whole thing, without spoiling the impression with this half-baked version, I'd recommended to wait till the release, but I don't know, when it'll happen – I'm not a prolific author and it takes me months to get the ball rolling.

***************************************

P.S. Don't be confused with the .bsp name – it's an old working title. 
 
P.P.S. Parental Advisory: explicit language, disturbing content. 
Tried The Map 
Lots of atmosphere in there. It's a bit too dark, not enough monsters (I know it's unfinished). Not enough Playboy pictures on walls and mags on desks. Add more blood spills on walls in some rooms.

Also, add some piss or farts sounds when the player enters a toilet room.

And since I'M A MORON OF EPIC LEVEL, I played this under the AD mod. So fuck off OTP ! (hey, I even added a space before the !, just for you). 
Re: Tried The Map 
There should be more monsters on the hard difficulty (but now there's only 3 more if I'm not mistaken).

Rooms will become more blood-splattered the futher you are.

I'll think about Playboy mags, but no fart-sounds, thank you :). Only default drips or screams.

Did you feel lost? Was it easy to navigate? Did you notice "new" room?

P.S. And abot doors. It's clearer to say that if it' "jammed" or "broken", it won't open. If it's "locked", than it could be opened. 
New Map: A Trip To ADORIA - Screenshots 
Hi everybody.

After a long time here are some screenshots of my new project "A trip to ADORIA".
Thanks again for all the help, critcs and likes for my first encounter.

As the first map, for me, was to try out everything I'm now focusing on lighting and enviroment.

At the moment I'm in the state of level design and lighting. 3/4 are finished.

This map is ment to be a tribute to some realy great games of the 80/90s and films too.

Hope you enjoy it!

http://www.quaketastic.com/files/screen_shots/gshw_atta/ata0.jpg
http://www.quaketastic.com/files/screen_shots/gshw_atta/ata01.jpg
http://www.quaketastic.com/files/screen_shots/gshw_atta/ata05.jpg
http://www.quaketastic.com/files/screen_shots/gshw_atta/ata06.jpg
http://www.quaketastic.com/files/screen_shots/gshw_atta/ata1.jpg
http://www.quaketastic.com/files/screen_shots/gshw_atta/ata2.jpg
http://www.quaketastic.com/files/screen_shots/gshw_atta/ata4.jpg 
I Have To Be Psychic!!! 
I was just wondering if you were still making maps. Glad to see you are onto a new adventure GunSgtHighway!

Looks like a ton of variety in this one. Will be fun to try and figure out the influences. 
@dumptruck_ds 
Thanks. Yes, still kickin! :) Had some job to do and to pimp up my mapping skills.

Yes, there are "some" variations. :) As usual I was getting to excited in doing different ambients. so there are three different areas with there own design.

Also your progs_dump is in use. Took a time to learn, but it gives a big freedom in working. thanks for that inovation!

I don't want to promise to much but I hope to bring out a playable version in two months or so. 
Re: Progs_dump 
I have a new version coming out soon. Will have a test version in a few weeks (at the latest). It should be backwards comparable. Here are most of the features:

* Added reset_items key to worldspawn entity; resets players items on map load (no need for Rune hacks for new start maps!)
* Added classnames to "bonus item fell out of level" and "monster stuck in wall" errors when developer is set to 1.
* Add entities for Thunder, Water and Sky sounds. Use these when you want to hand place these instead of having VIS.exe add them automatically.
* Fixed door unlock sound not playing (id software bug)
* Added ladders
* Added breakables
* Added spawn_angry key/value for use with Trigger Spawned monsters
* Added meat_shower (regular or large, triggerable, silent or random gib sounds)
* Added trigger_void
* Added trigger_shake (earthquake)
* Renamed dtsounds.qc to dtmisc.qc
* Added deadstuff entities
* Added ritem (items respawn)
* Added trigger spawning to items
* Added items suspended flag
* Fixed trigger_ladder conflict with trigger_setgravity
* Revised FGDs
* Added pain_target and pain_threshold
* Added func_togglewall, func_counter, func_oncount and func_particlefield from Hipnotic
* Added pd_ladders test level
* Fixed H_MEGA respawn bug
* Added pd_zombies and pd_meat maps


If you ever have questions you can ask in this thread: http://www.celephais.net/board/view_thread.php?id=61633&start=12 
Re. Progs_dump 
Wow! Thats an enormous update.
Great job. 
Thanks 
I think pain_target and pain_threshold excite me the most for a couple of reasons: it was an idea that came to me and after a bit of help from Qmaster, c0burn and others I was above to code it up myself based on exiting id1 code.

The second thing is that it allows you to fire a trigger when a monster reaches a certain amount of damage (in addition to when they die as usual).

So during play testing if you notice someone "cheesing" a Shambler or other monster encounter you can spawn in reinforcements or set off some other trigger to enhance the battle in the middle of the action. I'm looking forward to seeing what people come up with. 
Re: Pain_target _threshold 
That sounds interesting. I'm looking forward to test this in the map. Would be nice in an area with enemy waves. 
 
 
Cooler Master tie-in? 
Episode Beta 
Some months ago I started work on a mini episode, but then life got in the way. I thought I'd upload progress so far (a start map and one map) rather than leave it sitting on my hard disk.

The download is here:
http://www.mediafire.com/file/pwk2drpfbass3sa/e1ubi.zip/file

(requires quoth)

Here's a screenshot:
https://imgur.com/a/PPX315Q 
Screenshot Looks Different In A Good Way! 
 
Single Player Map Beta 
Good day mate.

I have a new map that needs some testing.

It is a void map with a city theme that has various paths to the end.

There is also a SUPER secret area. It is so secret it doesnt even count as a secret.

Here is the map:

http://www.quaketastic.com/files/single_player/maps/voidc_b1.zip

Here are some screenshots:

http://www.quaketastic.com/files/screen_shots/voidc_01.png
http://www.quaketastic.com/files/screen_shots/voidc_02.png
http://www.quaketastic.com/files/screen_shots/voidc_03.png

I await your feedback. 
Those Shots 
...look pretty interesting. I'll be checking this out when I get home. 
Shib7 Preview 
5 minute preview of shib7, a 30+ minute map to be released in the second part of Ter Shibboleth.

https://www.youtube.com/watch?v=ocZRo7U4yU0 
Nolcoz 
Played your map for a bit. It needs a lot of balancing. Not enough ammo across the board so IMO unplayable.

Here's a partial run through with a few notes. The theme and layout are interesting and I do want to play it all the way thru. Not crazy about the custom textures. Some look good but the yellow ones are a bit too bright and over-used. I think if this was a base map it would work a bit better but you are using the city theme. 
@KenChennar 
Can't wait! 
@dumptruck_ds 
The fact that there is not a lot of ammo is actually on porpuse and i was being a little experimental. I may have gone too far in few places.

I should probably rebalance the begining of the map, and maybe add some other changes. Or I could leave it how it is for the hard mode.

Also, when I was saying it was a city theme I didnt mean like quake style city, I meant like a (not that)real city. 
@nolcoz 
So you are "experimenting" with pissing off the player? Got it. ;) 
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