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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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Scary Monsters & Supa Creeps 
These are some monsters I have been working on this week end. They are more low polygon oriented than previous models. It's just easier to build skeleton animations around the low poly structures and then add in detail as needed. I'll likely have seperate packs for low and high polygon models.

This is the Spectre, a replacement for the Wraith from the Disolution of Eternity (DOE)episode.

http://img89.imageshack.us/img89/7497/spectre28xn.jpg

This is a scourge model to take the place of its namesake from the God awesome Sourge of Armagon episode.

http://img138.imageshack.us/img138/1516/scourge8cu.jpg

This is a replacement for the tarbaby. Yeah, I remember what I said last week ;)

http://img162.imageshack.us/img162/4897/mite6ca.jpg

This is a wild, undead boar who'll stand in for the fiend.

http://img99.imageshack.us/img99/4016/boar2jg.jpg

and a substitute for the Rouge pack (DOE) eel.

http://img99.imageshack.us/img99/9066/eel7tm.jpg 
Replacing The Fiend? 
NOOOOOOOOOOOOOOOO! 
I Suppose I Could Keep 
that spine ripper, but he is getting dreadlocks! 
Boars 
don't have much of a neck. 
LOL 
Nice boar cock. 
Somebody Noticed! 
I thought it would be wrong not to include it.

This is the pic I based it on.

http://www.swla.co.uk/SWLAmembers/meadh/Mead_wild_boar.JPG

My boar's cock is smaller, but I figure it is pretty difficult to get a full on chubby when you are undead. Hmm, how do vampire's do it, not having a blood flow and everything?

Bambuz, you are spot on right. I eliminated the line between the front blade and the shoulder and lifted it up to create a proper dorsal to correct that problem. 
Abandoned Farm 
Pfft. 
That's just unrealistic Kell. Where are the barrels? 
 
HeadThump: why have crappy replacements? 
Hmmm . . . 
HeadThump: why have crappy replacements?

1) The models primary function is not to be replacements but are to be the building blocks of an entirely new game with a Quake like sensibilaty. QuakeC coders over on Inside3d have been developing physics, mathematic, UI and AI libraries. I would like to use these as a modder, but frankly, a lot of players get pissed if you mess around with the game basics so it is best to start from scratch. That is one reason for the models.

I have pretty detailed plans for several episodes in a story arch concerning undead immortal rivals vying for world domination, and the human mercenaries who do their bidding. Locales include Venice, Marrakesh, Port au Prince and Baja California.

A few summers ago, I collected hundreds of photos and documents on these locations,for what was intended to be a Deus Ex mod. However, since then the idea has evolved into its present form. I prefer to develop this on a non proprietory engine like the Quake engine where anyone who is interested will be able to play it, instead of the game being limited to those who own copies of either Quake or Deus Ex.

2) To have any change of these ideas coming into fruition, I'm taking a holistic approach. I put together all the material as quickly as I can, and then I can fine tune the models, sounds, fx, code and etc. as I go along.

I'll be the first to admit, the quality varies. The boar looks like shit, and the eel looks like total shit, but the scourge I think is pretty good. The spectre needs tweaking, but I like my overall design for it.

Why would I show these in there present Alpha stage forms? I'm trying to encourage as much criticism as possible. It really helps to have
Bal or Lunaran, real seasoned pros pick these apart. 
Personally 
I think it will be extremely difficult to replicate the 'Quake like sensibility' in real-world locations. 
Kell 
lol 
Oh, And 
the third shot has too much bloom effect! 
Why 
Does Peerguardian block leveldesign.org? scampie, what did you do? :)

kell's #0: lol, how long did they search for a spot with that even lighting. 
Kell 
lmao, that made my day :} 
Vormit Will Haunt Me For This 
I recompiled the Q2 textures of Richard Neff into a Q1 wad. And by doing so I wanted to know how they would look in Quake1.

So I took the first Q2map and converted it to Quake1. I didn't use the coloured light, but I intend to do so.

http://members.home.nl/gimli/gimli09.htm 
Mad Fox 
IMG SRC="file:///C:\Quake\tmpQuArK\test07.jpg 
Refresh 
sorry, had to much hosting on my site. 
Why 
am I refreshing an empty grey page? 
Because My Site Is Lame... 
But Thanks For Telling Me 
Which Icon Do I Use? 
that's pretty interesting to look at. any chance of you uploading the bsp so I can run about it? 
Quake12 Of Course... 
The level is in a test state to watch the Q2wad file. Therfore it is not made to make it a real challenge. I made it as an exit for the abandon pak I made. But it has been a rather tacky aprehension I set myself.
Exploding walls are not there, no coloured lights, the overflying planes have to be added as funk_trains etc.

But if you are curious, give me some hints!

http://members.home.nl/gimli/test187.dz 
Madfox 
Those pictures look really interesting. In quake the level looks much better than in quake2 :) 
MadFox 
Wow, really interesting indeed ! Keep it up ! 
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