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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:
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Acquaintance - Beta Map 
Here's a beta version of a map I'm working on, in id base style.

This is what would be the final section, the finished level would need to be larger and the player would work their way vertically downwards ending up in this section.

No prior experience releasing maps and learning as I go, but I have gone through Dumptruck's Trenchbroom vids so I have a decent high level understanding of how to put a map together.

I'd be happy to receive constructive feedback on the gameplay and any other points. I'm not aiming for a hardcore challenge, this version would represent "normal" skill.

This uses the copper mod so if you do play it, be sure to have copper installed and drop the .bsp and the .lit into /copper/maps/ not id1/maps/.

Happy gibbing

Screenshots:
https://www.quaketastic.com/files/screen_shots/acquaintance1.png
https://www.quaketastic.com/files/screen_shots/acquaintance2.png
https://www.quaketastic.com/files/screen_shots/acquaintance3.png
https://www.quaketastic.com/files/screen_shots/acquaintance4.png

BSP and Lit file (zipped):
https://www.quaketastic.com/files/screen_shots/acquaintance-coppermod.zip

If you really want to dig into it here is the map file:
https://www.quaketastic.com/files/screen_shots/acquaintance.map 
 
Looks like large box corridors. Needs more angles and details. Instead of two different textures on the roof, make the middle texture further inward. With some pipes or bars or lights. Something that doesn't make it a flat rectangle surface.

The second screenshot, put some trim around the steps. In fact, realistically why are these steps here? Maybe add some windows and something outside so they have a purpose.

The other screenshot - way too dark. Make the giant hole in the floor not a perfect circle. 
Wow 
Kona? You been doing any mapping lately? 
Wow 
Kona? You been doing any mapping lately? 
@GunStgHighway 
How are your posters going? 
 
Nah not for almost 2 decades. Would like to because the tools are so much better now. I always had to make small levels because of shitty tools and a slow computer I'd get pissed off waiting days (or up to a week) just for vis. The tiniest amount of detail and leaks start opening up. But now it seems you can put as much detail in and make levels as big as you want, which would be great fun now. plus there's great mods like AD to map for.

But I don't have time these days, it's hard just to find time to play games. 
Yeah 
life adds up 
 
Weird bot 
 
<a href="https://home.kpn.nl/lo2kf8/quake/models/cycle.gif
">spam_guard</a> 
 
New Quake1 Monster 
Here is the file. It's an converted version from scratch of the Jugler of "Future versus Fantasy".

Q1_Jugler.zip 
My First Map 
Make It A News Post :) 
 
@phorgettable 
Those shots look really cool - I especially like the curved sewer part - nice work!

If there is a .pts file it means that there is a leak.

If there is a leak, it must be sealed, then your map will run faster and take up less file space. The .pts file is a file containing a line that will show you where the leak is.

When you run qbsp, you will see if there is a leak, and a new pts (pointfile) generated. If you copy the .bsp and the .pts file into your maps directory, then run your map, bring down the console and type 'pointfile', you will be able to see the line that shows you where the leak is. You can just noclip around, find the line, follow it until you find the leak. Then you can adjust your brushwork and seal the leak :) If a map doesn't leak, no .pts file will be generated. 
OK 
I flew around your map file, and I loaded the pointfile.

2 things:

1 - My editor (Worldcraft) cites 200+ invalid brushes. So you might want to check for errors.

2 - I see loads of point entities outside the map. You need to keep all of your entities sealed inside from the void, this way you won't get leaks :)


I hope you stick with it, for a first go this is pretty impressive stuff :) 
Quake Saver 
Automap Quake 
Hi everyone, I got bored the other day and decided to program a top-down shooter mod for Quake entirely in CSQC. It's compatible with all Quake mods (and vanilla id1) that don't already use CSQC, though maps are hit-or-miss as to whether or not they look good.

Download newest version (currently 1.5) here:
https://jaycie.erysdren.me/quake/automap/

That page also has console commands and cvars reference, and installation guide. Keep in mind that it REQUIRES FTEQW engine! Darkplaces is untested, and QSS doesn't work.

Screenshots:
https://jaycie.erysdren.me/quake/automap/e1m1.png
https://jaycie.erysdren.me/quake/automap/e2m1.png
https://jaycie.erysdren.me/quake/automap/e3m2.png
https://jaycie.erysdren.me/quake/automap/end.png 
Work In Progress &quot;Castle Of Doom&quot; 
Hi.

Here are some screenshots of my new project "castle of doom".
It will have max. 4 Levels in medieval style.
Level 1 is now in beta and was my playground on rotating entitys.
Level 2 is now in alpha and gets its final boss-fight. There is a section with some Escher-stairs inspired by the Lavyrinth.
Level 3 and 4 are build in raw and wait for polishing.

Level 1_1
Level 1_2
Level 1_3
Level 1_4
Level 1_5
Level 1_6
Level 1_7
Level 2_1
Level 2_2
Level 2_3
Level 2_4 
GunSgtHighway 
Wow, some very nice shots there. This thing looks to have quite a few huge set pieces. Not surprised at the scale considering your other projects. We should get you progs_dump 3 ASAP. 
@dumptruck_ds 
Thanks. Yes it's a big set. But this time less to go and more directed. 15 up to 25 Minutes are realistic for the first level. If you want, I can send you a preview to take a look? 
Alkaline Map Screenshots 
@Mememind 
Nice.

Remindes me on Half-Life. 
 
The dam section in Half Life is one of the major inspirations. The other was the Hoover Dam, more specifically the Battle Of Hoover Dam in Fallout New Vegas. 
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