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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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@wi 
Thanks.

Yes the repetivity is in it. I had to learn how to use the trains and look forward to create more interesting levels from now.
Thanks for the technical hints too. I'm fixing that.
Looking forward for a more cleaner episode two. :) 
@dumptruck_ds @wi 
What do you think about smaller trains?
I also think about a shorter starting platform.
Now its 6 Units. What about 3 to 4?

Best wishes 
@GunSgtHighway 
I'm not sure what you mean by the starting platform being 6 units?

As far as smaller trains... if you mix them in with larger trains in more advanced levels why not?

Also I wonder if you could use the code from func_fall in some way? Those are platforms that fall out from under the player and fade away. Newly released in 1.1.0 You'd likely have to combine a train with that code the way the mod works. Also in 1.1.0 there is metlslime's "retrigger" spawnflag for func_trains. I bet you could put this to good use in this mod. 
Chasm_entities 
The models from Chasm_theRift contain as double as much frames as the Quake asset. They also have more extra subroutines like victory and shout. Here some screens of howfar I've come.

examp1
examp2
examp3

chasment_test2 
 
haha, they fit very well together.

The chasm monsters still do not have AI? 
 
Madfox, can I share the video on another site? 
 
If they didn't had IA they wouldn't appear in game.
Share whatever you want. 
 
Can you make an video on you fighting a chasm monster?

Or chasm and quake monster fight each other? 
 
i love that color palette 
Poor Man's Luck 
I'm fighting a chasm monster?
Looks more as it is fighting me!

Can you make a yhe1 demo and show how you fight them? 
 
It said H-scor.mdl not found 
Sharing 
Some screenshots from Quake Mapping Discord.

ComradeBeep

Kayne

Heresy 
@_yhe1 
Yes, I thought I had disabled it.
Here is a better one.

Chtest10 
 
It is good, although I think an analog for the stratos weapon can be found in quake malice

https://www.dropbox.com/home/Public?preview=blast.jpg 
Good 
Do you still have the links to that site of panserkreuzer?
I'm searching for the monster sounds, but I can't find them. 
 
@dumptruck_ds 
Thanks for the screenshots. The Heresy one looks particularly interesting, but probably will need to put something after the door or block more of the door frame with it 
 
Madfox, one other thing, the faust's rocket can homing in, so you may want to check the code of the Quoth or AD rocketeer 
 
The stratos also has a kick attack when he is close to the player 
Readme 
Lame attacks, small amount routines
My qc isn't the hat of the wizard, for sofar I'm comparing the seize, not the attack or weapons.
Some parts of the poseframes in the models look almost identical. 
@_yeh1 
Here's a kinky wmv of the collected chasm_entity file. I've managed to get the skin as close as possible, but it leans on chasm.pal still. I am surprised the odd skin file 64x1010 won't crash qmdl.

I'm not sure the seize of the creatures is proper. The comparisment between the two games is rather large. All textures are twice as big,
the entities I made 0.25 smaller. Worm is a mystery to me.

Looking at the seperate frame poses there are a lot of doubles in the attack and pain frames. Stratos has three identical pain poses,the fourth is a repeat of the shoot pose.

In quake they act kind of slow, as I used all available frames, reason the pain pose is too slow. At the point of the qc I have still my doubts. :P

loko1.zip 
Looks Amazing, Madfox! 
These fit into Quake so well!

Can't wait until they're all up and running ingame :) 
Chasm_devkit? 
As a matter of fact I can use some help as I'm feeling everyone wants a chasm quake mod, but I'm the donkey that carrots.

So far I've got the models in Quake running, but only on "notarget" function. If you have any ideas here is a devkit with the results.
There is still a lot to be done before all subroutines are cleaned up. For some I have a solution, but there are a lot of double poses in them.

To be done:
- stripping the frames for double action.
- adding the attack pain and death qc.
- eventually change the weapons.
- adjusting the sound files.
- making maps for it with the chasm.wad

chasm_ent1
chasm_ent2
chasm_ent3

chasm_quake_dev_00.zip 
Erratum 
.., forgot the deadguy.

chasm_quake_dev01 
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