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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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Looks Great Neggers. 
Just needs a proper skybox, some fog, and nice coloured lights. 
Nice 
 
 
Also does anyone know what map has a "bloodfall" texture? I think I recall playing a map that had one but I can't remember what map. 
Wrong Thread 
 
Jam3 Has Bloodfalls 
Else search quaddicted wads

https://www.quaddicted.com/files/wads/ 
Czg07? 
 
 
ps Bal shit is as inspiring/dispiriting as ever.
Love the pointers and hints marbled in with the brainbreaking detail shots.
Negke - yes please! Some of my favourites from you are in this vein. Hope to get to play eventually. I'll even record a demo! (will probably record it in quoth though, full disclosure)
Shambler - you've been oddly quiet on the map front as of late! Here's hoping you release something with a proper skybox, some fog and nice coloured lights some time soon 
Drew 
Thanks for the encouragement, I haven't been mapping nor playing Quake though, I've been catching up on other games, and painting: https://teamshambler.blogspot.com/ 
@Qmaster 
@Qmaster, are you still working on the keep mod? 
Gaaaaaaaay 
 
Jk 
hope you map soon tho 
Put The Jump Boots In The Keep Mod 
 
Stained Glass 
Finally a way to blast the window and get way through the pew!
tiffany 
Ah 
stupid, it's sealed. 
That Looks Very Cool. 
 
Maybe A Grenadelauncher.., 
Not To... 
...be a downer, but is that window intended to be used in places where a solid wall would exist underneath it? 
Unreal? In My Quake 1? 
Screenshot

Using Hourences' converted icy skaarjtech textures from Xidia Gold. 
Indeed 
Presuming it would be on 64 units height would give a natural look. It is always possible to lower the gibs of the underlying debris.

It is made as a static_debris using "newton force", that makes it possible to ruin every object in an exploding act so al components make a real advantage use of the gravity they depend on.

I made it a second time, as the first one didn't give enough space to crawl through. Now I'm left with a ruined scrambled skin. 
As You Can 
see

These are both static_debris with the original as reference. I used the HR tga windows0_1 skin file, so it might look a bit pale.

Now it has ruined my qc knowledge how to toggle it on and off for use as breakable and how to correkt the skin file. 
& 
as this is the beta thread..,
here you can find both files.
If someone can clear up my qc settings I would explode it! 
What Kinn Said... 
it looks like half the debris will end up inside the wall. 
Yes 
I know. The first one with the falling glass ends nice upon one side, but won't leave space to get through.
The exploding one will leave debris in the wall, but I don't think that's relevant taking in mind that there are fifty scattered objects. They do fall both sides, are penetrable. I made the bouncing box just high enough to jump over.

My god, I start excusing my glass assurance!:P 
 
The exploding one will leave debris in the wall, but I don't think that's relevant taking in mind that there are fifty scattered objects

I'd say it's very relevant. Just tweak the direction of the force in your simulation to throw them clear. Should be a trivial fix. 
Sure! 
I could make a debris causing it in or outwards.
I did it this way because I want to use it on both sides.

You are right saying it is relevant, but do you see much errors except the scrambled skinfile
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