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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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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 :) 
Tribal 
Congrats on modding Quake. Downloaded!!! Usually my technique is the good old copy-and-paste and a lot of try-and-error. I hear you there. Keep at it - QuakeC is a blast. 
@dumptruck_ds 
Thanks!

I'm especially proud of the Shambler's thunder. I think the blue explosion and the sound effect add much more fear and power to his attack :)

I hope you enjoy =D 
Third Release Of Void Town 
How you doin.

I added some cosmetic changes and tweaked some other gameplay things.

http://www.quaketastic.com/files/single_player/maps/voidc_b3.zip

Here, a screenshot:


http://www.quaketastic.com/files/screen_shots/voidc_04.png

: ) 
Can Someone Please Playtest It And Give Me Their Opinion? 
I wont even have a problem if Barnak plays it on AD, it is id1. 
Call Me, And Here I Am! 
Yep, I'll probably try it on AD, since I'm a moron of epic level. 
Tried It Out 
Below is the download link to my demos:

http://www.quaketastic.com/files/demos/voidc_b3_esrael.zip

Really liked the unique looks of the map; made the map very interesting to explore! You can read the rest of my commentary in the demos. Good job! :) 
Tried The Map With AD :*P 
It's not my cup of poo. I really don't like the aesthetics, but this is just the moronic me.

The map remind me an old game called "Oni" (anyone here remember that cyberpunk game?). 
Yes 
It's my tamagotchi of the ninties.
(no foolin). 
EM22 
Hi, this is very much WIP but wanted to share some progress. Pardon my misaligned/temporary textures.

http://www.quaketastic.com/files/screen_shots/em22_wip_00.png
http://www.quaketastic.com/files/screen_shots/em22_wip_02a.png
http://www.quaketastic.com/files/screen_shots/em22_wip_03a.png
http://www.quaketastic.com/files/screen_shots/em22_wip_04a.png

It's using AD, and loosely based on E1M1, as you might notice in third and fourth screenshots.

I keep trying not to expand and add more to the map (there are 10 secrets already), and finish it ;p 
Looks Interesting. 
I like the weird organic shit. 
@LesQ 
I love the screenshots.

But in the last one, there's a door using a blue-keycard texture (on the whole door o_O)... that texture is supposed to be used like a keycard-lock that scans your keycard to open the door. 
Looks Great 
I agree with Tribal re: the door texture. 
@LesQ 
That looks dope. 
Thank You Guys! 
about the door: The thing is, I'm still not sure about the design of the front door. So right now it's basically a giant signpost screaming 'I AM SILVER KEY DOOR!!!'. 
@Esrael 
Thanks for the demo and what you commented, but im interested on what you said about info_notnull. Until now I though they had no porpuse. I looked it on quake wiki and they seem so be very usefull.

But how can I use them to make corpses? 
Whats This 
 
The Wonderful World Of Map Hacks And Info_notnulls 
Yup, all kinds of cool stuff can be done with info_notnulls. I learned about info_notnull models in this post:

http://celephais.net/board/view_thread.php?id=37116&start=36&end=36

In addition to the keys mentioned in the post, you can also add "frame" and "angle"/"angles" keys to adjust the model's posture and facing and whatnot.

To figure out the model's modelindex in Quakespasm, playtest your map and type mcache in the console and check out the placement of the model you want to display on the list.

Take note, that as you work more on the map and add new entities, the model's placement in the modelindex might very well change so you'll have to update the info_notnull's modelindex key value. Worst case scenario, you might have to make separate entities for different skill levels, with each having the correct model indices for the corresponding skill levels. :/ 
Thanks Esrael 
I am not gonna use it for this map but i will take into account in the future 
#16084 
Impressive geometry. 
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