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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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@Mkt2015 
I recorded a demo for you:

https://rickyt23.com/files/rickymkt1.zip

Fun little map, nice progression.

Some feedback:

Some of the textures are a bit plain - it's OK to break a wall up and decorate with more interesting textures

I found all three secrets, they weren't very well hidden. The pent made me run back for quite a long time before I found anything that could hurt me.

The map has leaks, if you fix all the leaks it will subtract the outside of the map. You can use the pointfile to find the leaks. After you have run qbsp, it will create a pointfile (.pts) - you can load that into the engine or the editor and a line will show you were the leak is. You might have to fix the leak, then it will still leak, so you will possibly have to do this a few times. To load a pointfile in your editor, put the pointfile in the id1\maps folder and type pointfile filename to load it.

Some of the jumping parts aren't very well measured. There's a bit where a platform extends, but you can easily jump across anyway. The button for the silver key - you can jump to that and skip the area with the ogres.

Put the demo I uploaded into your id1 folder, and use 'playdemo rickymkt1' in the console.

Overall the map has some nice combat and fun progression! :) 
Here Is A Video That Explains Leaks In Quake Maps Better 
Iron Forge: First Deathmatch Map, All Original Textures 
A medieval-ish-themed DM map with a big lava river and a bunch of teleporters.

https://thingvellir.net/archive/dist/maps/ironforge/screenshot1.jpg
https://thingvellir.net/archive/dist/maps/ironforge/screenshot6.jpg
https://thingvellir.net/archive/dist/maps/ironforge/screenshot8.jpg

At the link are more screenshots, a readme, and a zip with the compiled map and sources.
https://thingvellir.net/archive/dist/maps/ironforge/

Any mipmap hiccups are because I wrote my own WAD compiler, both as an exercise and because I couldn't find an existing Linux-native one.

(Oops, there's supposed to be a box of shells up on that long catwalk! I accidentally picked it up while taking the screenshots.) 
Nice 
The lighting is a bit flat for my taste but it does show off your textures nicely. Great work. 
Shambler On The Charlestone 
Texture, Lighting, And Minor Layout Changes 
In the previous version, I somehow glossed over the rocket launcher platform being inaccessible unless you happened to have spawned up there. There was originally a trigger_push-and-ramp jump pad to get up there, but I had to scrap it because it only worked reliably with QW physics.
I've lightened up the brick textures as it was hard to get good lighting on them without the lights being blown out.
The truck is now slightly smaller and has brake lights to light up the rocket launcher area. It no longer has iron bars behind it because they got in the way and they could trap players.

Screenshot 1
Screenshot 4
Screenshot 8

Zip, readme, and more screenshots

(The screenshots from the last post are still available, I've moved them to their own directory.) 
No Dumptruck, No Download 
Nice adjustments. Have you considered add bot support to the map?

For rerelease: https://steamcommunity.com/sharedfiles/filedetails/?id=2580864534

traditional bots: https://neogeographica.com/site/pages/guides/deathmatch_with_bots.html 
Rerelease Nav File 
I put together a quick and (mostly) functional .nav file for the rerelease. Bots can navigate most of the map fine but tend to get stuck in a teleporter loop trying to get the nailgun without a run-up, and aren't quite dextrous enough to make it through the lava slag path alive.

I'm hoping to find some documentation somewhere that describes older bot waypoints in more detail. After digging through the FrikBot QC, I've found that I might be able to put up a .ent map patch for FrikBot-specific waypoints, if I can find what map fields they use.

For other bots, I have no clue. A few hours of searching the internet brought up nothing else other than a few mentions of .loc files, which from what I've read, seem to be more of a "where I am" thing for chat messages rather than bot waypoints. I'll continue searching and asking around. 
 
For FrikBot you could alternately create a separate ".way" file for the map, if you don't want to bake those entities into the map.

I've never tried FrikBot waypointing myself, but the docs at https://www.insideqc.com/frikbot/fbx/readme.html have a "Waypointing" section that describes using an in-game editor to create and then dump out the waypoints. You can choose to dump them in a format for ".way" files, or as entities to include in your map, or even as QuakeC if you wanted to handle the waypoints in mod code (but IMO don't do that).

I wouldn't bother with other bot support I think. Nobody makes Omicron bot routes these days, and I think Frogbot pretty much requires baking the routes into QuakeC code. 
Does This Deserve A New Thread? 
So, for the better part of the past year I've been sort of writing my own version of the Quake world engine, specifically excluding anything gameplay related, in GameMaker Studio. Most of the vanilla Q1 funcs and triggers are implemented, in addition to some of the community-curated additions like brush alphas, RGB lightmaps, and the experimental new lightmap and light grid formats. That actually makes GM the first engine to support the new Q1 decoupled lightmaps and light grids.

https://imgur.com/a/xxrUtMH 
Yes It Does 
Bravo. Looking forward to seeing how it comes together. 
Thank Ya! 
It's been like 8 months of me toying away in my spare time. I'm hoping to support most of progs_dump, Copper, Arcane Dimensions, etc if I can help it lol I've already got rotatable brushes, breakable funcs, including the breakable spawner. Just the other day I added a nifty caustic light simulation using light style 64 multiplied by a funky caustic shader I wrote. :P 
My First Map 
A few screenshots from my first ever map. It's loosely based on a reocurring nightmare I used to have as a kid, probably due to playing Q1 too much lol.

https://www.quaketastic.com/files/screen_shots/mfm1.png
https://www.quaketastic.com/files/screen_shots/mfm2.png
https://www.quaketastic.com/files/screen_shots/mfm3.png
https://www.quaketastic.com/files/screen_shots/mfm4.png
https://www.quaketastic.com/files/screen_shots/mfm5.png
https://www.quaketastic.com/files/screen_shots/mfm6.png

Still very early in development, can't wait to share it once complete. 
@Venzen 
Screens looks sweet, keep it on! 
@venzen 
Yeah this looks fun already. Keep at it. 
Venzen 
Looks nice and varied. If you want to go further in variety, make next rooms less cube-like in general shape. 
Those Look Really Cool! 
The only thing I would change really is the floor texture in the upright brush/door frame in mfm2. It just screams 'floor!' to me, if you know what I mean?

But yeah - good stuff! 
Just For Fun 
Nice 
But the damn thing ate my quarter! 
Nevermind 
My website has gone outdated.

Q1 walruz 
Map Testers Needed 
Hi everyone!
I am currently creating a Quake map as a university project, and I would really need some experienced players to test it and help me steer the development of the map

Here you can find some screenshots and all the necessary files to run the map: https://drive.google.com/drive/folders/19GwLVTRfSpfJmW97A3QivQrBr6UiVbqN?usp=sharing

Thanks to everyone willing to help! Let me know any feedback you have on it and your suggestions to make it better, everything is more than welcome 
My First Map So Far 
https://youtu.be/2yJm71WwGmI

My first map so far... A lot of textures still have to get fixed after reseting them all from 0,5 scaling. Let me know what you think, thanks.

Running on Kex engine
Made using PD300 
At Work 
I only watched the first couple of minutes but it's really a unique setting. Thanks for using pd300. I'll watch the rest and give more comments. Looks really moody. I like. 
@Venzen 
Wow that was overwhelming to watch. Tons of action and interactivity. The level of detail is pretty insane. I'd be lost the whole time although it seems pretty linear (which is not a bad thing IMO). You've used all the pd3 features well. Can't wait to see the final product. The coffin "doors" were really cool.

My only suggestion would to be to vary the metal and wood sounds a bit on the breakables and if you feel up to it, combine some of the smaller metal bars into larger "sets" of breakables. For example, 3 bars per breakable as opposed to one each. IMO breakables should not impede the action for too long or it might become tedious.

Still, amazing work. 
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