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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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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 ! 
Madfox 
that was indeed interesting to look about, thanks! 
Interesting ? 
wtf. stop stealing/butchering another game maps. make your own (even if you copy q2 maps layout or style)

ripping smth from another author and making it worse is lame 
Speeds 
As I mentioned before I was not planning to distribute this level.
I was comparing the wad file I converted from someones hard work to make Q2textures available for Quake1.

Why always that picking on someones authorizing capabilities? 
Erm 
sorry for finding it interesting, speeds. I was wrong. Forgive me. 
Happy Whitsun 
right, I renewed the Q12 level, with func_explode and func_train and wondered if coloured lights would make it look better.

I also have a beta, and because the response was rather low, I publish it as a beta.
hit me with your joystick!

http://members.home.nl/gimli/grenade.zip 
 
Madfox crates textures are all fuckedup man! look crates top! in start the first ones... 
Fun Gameplay 
There are plenty of visual problems, but gameplay is solid and it's a big map. As usual, there are progression issues, but nothing detrimental. Challenge was OK on Normal, but I'd like more health and especially armor in the later parts. There is enough overall, but some stuff should be moved to later areas.

Maybe also replacing the RL with the secret GL (I only found it afterwards), marking secrets and deleting the rogue fish at (2304 -1024 -1248). Otherwise a fun oldskool romp. 
 
i will need serius beta tester�s also got neg|ke and JPL at least more two will be great!!! but to give many feedback not just say "IT SUCK" this i already now :) 
 
o.k got 4 
Trinca 
Mail me the map. EMail address is in my func profile. 
Thanx 
for your responds.

True in the middle part there is rather little ammu when one starts fighting the monsters in the castle. I just left them and played on.
I put in the grenadelauncher for killing the hellspawns, but I thought I marked the texture well out. And indeed, there's one monsterfish stuck, good you attend me.

Trinca, I think you can jump real high for blam
ing me fuckedup textures on cratetops.
But it was just a betatester so I just won't say fuckup. 
 
MadFox u are the english man for me fuckup and fuckedup is same shit :) 
MadFox 
Overall a big improvement from your last maps!

As said above, there was some progression issues - I had some trouble finding the exit since I didn't know where it was.
To help progression you should make some of the doors keydoors, so that players more easyly can remember where to go.

As Trinca said all cratetops needs fixing, and on one face on one of the watherfalls the water runs the wrong way.
I think you should give some of the doors a 'real' doortexture as well.

I played on hard and didn't have any ammo problems, I run short at times but not anymore than to expect on that skill. Allthough I somehow missed 5 monsters somewhere acording to the score.

A big nice 'oldskool' map that needs some small ajustments. 
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