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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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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. ;) 
Void Town Now With Less Pain 
And minor changes.

Although the hard mode is still EXPERIMENTAL PAIN.

http://www.quaketastic.com/files/single_player/maps/voidc_b2.zip.

There is no SUPER secret. ;) 
WAIT THE LINK IS NOT WORKING 
@nolcoz 
Gave your map a shot. To echo some of Dumptruck's comments, ammo is still a bit tight but I did finish the map. The art is definitely not standard Quake fare, but that's fine- I like maps that look like they're out of left field. The map is just open-ended enough to make me think I was breaking something at the start though, and I missed both secrets and only found them when noclipping afterwards- there were definitely some issues with lighting being too dark (to requiring using shells/nails to light the floor) and possibly the fog being too heavy as well. The finale on the rooftop was unexpected because I wasn't keeping track of monster count- I thought it was just a few waves but then the thing started taking up the sky and that was unexpected and pants-shitting so absolutely keep that setpiece.

Recorded a few partial to full demos with text comments here. 
@Spud 
Thanks Spud!

I will try to change what you told me. Also that part where it seemed like you where breaking the map was actually intentional.

And good to know you liked the ending. :) 
 
Since the beginning of this month i was working in this "special effects" mod. Right now i'm too busy with real-life stuff and i don't know when i'll be able to come back to it, so i'm releasing it today as a BETA (because there are more things that i still want to add):

http://www.mediafire.com/file/6dlj7wvuju4o045/tribalfx-001h.zip/file

It only works with Quakespasm-Spiked because it uses effect.info to change some effects. You can use it to play any map (that doesn't come with its own progs.dat, of course).

From the Readme:
TribalFX is a mod that doesn't change Quake's original gameplay. It just add some "special FX" to enhance the game's experience.

I started this little project making some changes in the effect.info file that i took from Arcane Dimensions Mod. So, if you played AD you will notice that i made some ajustments in the weapons's particles code. But some things can't be changed just with effect.info. That's why i jumped into the QuakeC world.

In this mod you will find the following features:

-Fish count bug is fixed (by C0burn)
-Fish can be gibbed (also by C0burn)
-Crucified zombies now bleed when you shoot them and if you hit them with an Axe you won't hear that weird "stone" sound anymore (but you still can't kill them because this would change the gameplay of some custom maps).
-The axe now makes a distinct sound when you hit enemies and triggers (like shootable buttons and secrets).
-The enemies now lose some meat chunks when you chop them with the axe.
-Chopping a Tarbaby with the Axe make him lose blue goo.
-I increased the number of blood-particles that shows up when you hit an enemy.
-Tarbabies now have blue particles when you shoot them.
-Tarbabies explosions now have blue gibs, leaving blue stains on the ground.
-The gibs create blood-splats instead of blood trails (like in AD, but i selected another stain to make it more evident and gory).
-The attack from the Scrags now leaves a green trail of spit on the ground.
-I changed Shambler's "casting" effect for a "thunder" cloud with 4 randomized new sounds (this also fixes the "shambler vanishing with rockets and grenades when casting lightning" bug)
-The lightning attack from the Lightning-gun and from Shamblers now makes a spark effect when something is hit by it.
-The Tarbaby explosion now have a blue effect.
-The Vore's attack explosions now have a purple effect.
-I changed the teleport effect to make it more cool.
-The explosions from rockets, grenages and exploding-boxes now have orange and yellow particles. And they don't have that old explosion-sprite anymore.

Please keep in mind that i am NOT a coder. I'm learning by changing things to see what happens. Usually my technique is the good old copy-and-paste and a lot of try-and-error.

To see the new effects you have to write in the console: r_particledesc effectinfo

Or you can just add this line on your autoexec.cfg:
"r_particledesc" "effectinfo"

Thanks :) 
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