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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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Rockwork Looks Great In That First Shot. 
how far along is this approx? 
3-4 Years 
I have several maps In the works, need to figure out how to tie them together.
Episode or just hub style.
We‘ll see. 
WOO 
2023's gonna be an awesome year for quake! 
Nice System Shock 1 Beds There GunSgtHighway! 
Looks nice, bit dark in some places though. 
 
My first map, a super short techbase thing. I learned a lot!
https://imgur.com/a/hAJR05x

trainstation.bsp, used progs_dump which is included.

https://drive.google.com/file/d/1ZghLFK244N0UvQc6_gWntE2bS32Bb5sT/view?usp=sharing 
Sweet Looking Shots 
congrats on the first release

I'll d/l this tonight and take a spin. 
@fimmy 
For a first Quake map it's really beautiful and highly detailed. Most importantly, it's fun. I loved the floor grates etc. Quick little map on the easy side, nice usage of the progs. I believe yours is the first single release using progs_dump.(?) There have been two jams already but this is how I intended the devkit to be used. So thanks for trying it out and congrats on the results!

If you are planning to revise this, my only suggestion is the ammo balance is a bit off. There are sections where I ran out of ammo but I am a pretty terrible player.

Here's a demo that should be compatible with Quakespasm. 
 
Thanks, I really appreciate seeing how people approach my map. Got another demo on discord and I can see what worked and what didn't. 
@fimmy 
Great first release. It's indeed a tad easy, but there were moments I was low on supplies, and after clearing a room I got some breathing space to restock. Good atmosphere and overall theme, although the monsters weren't that varied, but meh - base maps right. You've given me more reasons to finally finish map_1a_final_2b_final_final_forreal.bsp 
Khthonic_RC1 
http://www.quaketastic.com/files/Khthonic_RC1_1.png
http://www.quaketastic.com/files/Khthonic_RC1_2.png
http://www.quaketastic.com/files/Khthonic_RC1_3.png

Hey, I've been working on this Deathmatch map for a while now and I think it's finally ready for some public feedback. It has reaper bot included so once you move your PAK files to Id1 you should be able to just play from the shortcuts, no friends required. Also Explore has no bots so you can just look around and practice your sick trick jumps.

I also want to thanks to the Trenchbroom community and especially their discord channel for putting up with my questions and just being awesome.

Please let me know what you think, I'm really open to any feedback you have. I'm new to quake mapping so I'm sure there are some embarrassing mistakes for you to find. Let me know and I will fix them as soon as I can.

https://drive.google.com/open?id=1YW8xKb-axAm90PFA4ufqVg0py0P04oZi 
@Qmaster 
Thanks!
Seems you're the first to find out. :)

Can't say if the room is to dark. On my screen the lightbalance looks ok.
On old Monitors I would calibrate my RGB-settings.
Do you have any idea to do this on modern flatscreens? 
 
Hi all,
Recently got back into mapping for Quake. Last time I did anything like this was probably back in 2000.
I have been working on and off for the last 2 weeks on a Duel / 2on2 / FFA map using only the Metal.wad.

http://www.quaketastic.com/files/oRdm1-1.png
http://www.quaketastic.com/files/oRdm1-2.png
http://www.quaketastic.com/files/oRdm1-3.png
http://www.quaketastic.com/files/oRdm1-4.png
http://www.quaketastic.com/files/oRdm1-5.png
http://www.quaketastic.com/files/oRdm1-6.png
http://www.quaketastic.com/files/oRdm1-7.png
http://www.quaketastic.com/files/oRdm1-8.png
http://www.quaketastic.com/files/oRdm1-9.png
http://www.quaketastic.com/files/oRdm1-10.png

I've always been a fan of DM4 by American McGee and it started out with a lot of inspiration from that.
As things went on, it changed a lot!
I've uploaded the map to Quaketastic and would love some feed back.

Weapon / item placement
Lighting (gamma 1)
Any modifications to the layout to better the flow of the map.

Thank you!

http://www.quaketastic.com/index.php?dir=files/multiplayer/ordm1_test1.zip 
A Link That Works! 
@ ORuin 
I don't see any fog in your screenshots but if you added it after those were taken it is waaaaay to strong.

Jus' thought I'd let you know.

QS shows density as 0.600000 
I See What Happened. 
From your map:

"fog" "0.600000 0.500000 0.400000"

A single line fog command is formatted as such:

"fog" "Density | Red | Green | Blue" 
Oruin 
DM4 is a good look! I'm sure McGee would approve! 
Fimmy 
Fimmy, I forgot that I recorded a first-run demo of your trainstation map. Better late than never?

Demo is here. It's protocol 666 (QuakeSpasm default), Nightmare skill.

I wouldn't normally do a first run on Nightmare, but IIRC the readme made it clear that there wouldn't be a difference between Easy/Normal/Hard, so I figured that if I played Nightmare, I'd at least have the faster monster attacks to keep it challenging.

It was a really nice map! Short and sweet. With the textures and theme, it felt like a good Quake 2 map, but with some modern design sensibilities and attention to detail.

Random points of constructive criticism / feedback:

* The first secret felt rather too easy.

* The medieval knights felt out of place in the high-tech setting.

* The grenade launcher felt like it should have counted as a secret.

But those were minor things and overall this was a very positive play. It felt like it could have been the first map of a Quake 2 style episode, and I would have been happy to play the rest of that episode.

Keep up the good work! 
New Map For QuakeWorld 1v1/2v2: The Catalyst 
Heresp5 
Here... 
Thjs map is fantastic!

There are about 48 textures missing (message in the console while loading the map).

I noticed a missing texture on the side of the last door (exit slipgate).

I believe the lava texture could be much better. Currently, it's looking like vomit (low res orange-yellow lava texture).

Also, the texture used on the teleporter could be better. It is too low res!

Also, once we fall on some parts, there's no way to get back. Especially on the large pipe under a floor. It's looking like hiding some secrets, but we can't walk on the pipe.

Despite these first crittics, the map is awesome! Nice new ideas in there. 
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