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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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Distrans 
Does it have QuakeWorld support? If so I would know someone who could host a good server. And I could play with him. (Not before in ~10 days though...) 
Distrans 
It might be possible for me to continue in the same (or similar) situation as before. I've since moved and I haven't tested this internet service using a Quake server, though.

Also, I'm quitting my job and will probably be between jobs for a while so I might actually have time to test it. 
Coop 
i think the main thing about coop is as long as it has qw support. playing multiplayer with netquake is pretty brutal unless you've got some really low latency. 
Trinca And Spirit... 
...thank you heaps, I thought RPG was unavailable atm. Given that he has already done some coop testing for the project, it's probably best to stick with him.

RPG, I'm guessing the inclusion of (or similar) means Kell may not be available given the work on BasePak at the moment. No problem as long as you can find someone as experienced :)

As soon as Asaki sends the latest progs.dat I upload. Ta mate. 
Well... 
More like the "or similar" rather means I've been so busy for the last 3 months that I haven't really communicated with anyone aside from the occasional post on Func. If Kell wants to do the same as before, that's lovely. Like I kind of said though, I'll need a playmate to help me get everything setup (assuming the speed of the connection is suitable, etc). 
Detail .....Quake.... Huh? 
im making a new map pack with about 5 to six maps full of detail. from cylenders to planks to boxes to bars. clever traps and interactive surroundings. im hoping to copy alot of the hl2 sorts of game play with a little of my own crazy ideas. hope you like what i got so far. im also trying to make it a good coop map pack. and add a few deathmatch levels good for teamplay and all of the above. anywho im nearly done with a third of it. heres some screen shots.
http://www.t540.com/quake.htm
the download of the beta levels is also there. 
Hmm.. 
Haven't downloaded it yet, but two things strike me as problematic:

1. cramped levels are worse for coop than spacious levels, so if your levels are cramped, coop might be pretty annoying.

2. trap design in many quake levels fails when a second player is introduced, because you can't assume you know where the other player is when the first player triggers the event. Of course, you might have taken this into account, in which case, good job. 
Hmm 
I can't find a d/l link on that page ... 
Pain Of Perplexity (beta) 
In Progress 
i have taken alot of that stuff into acount. and alot of this is just in the makings. for traps and other things im using counters and things but i havent really gotten to alot of the heavily dedicated traps yet. and the levels are simply smaller. they arent necisarily cramped. and even then im making it a little more geared tward single player anyway.

And the d/l is at the very bottom of the page were it says hl2.zip. 
Hipshot 
looks interesting, I'll check it out. 
Re: Pain Of Perplexity 
shots look good... i'll d/l... 
Had A Look See 
visuals look very nice. consistent theme and quality. couldn't really find much to fault with the brushwork, except that the moon lights seemed to be placed a little haphazardly. in one stairwell, there were 2 lights, one on each side of the stair, but at different heights, which looked kind of odd.

still, it's a great looking map :) 
Re: Pain Of Perplexity 
Some really nice new textures in there. I like the look; makes me think of a cross between Cardigan's Estatica ( Q3 ) and the terracota city textures from e1m5/e4m4 ( Q1 ). Neat shader work, such as the teleporter and skybox.
I don't like that the jump pad texture is square.
Haven't played it yet, but it seems like a good layout and a reasonable item load. 
ADHDhazard 
I would`nt count on coop - its hard to get ppl to play it for such old game as quake, thus coop-only map would be unplayable for most.
If its normal Single Player, with just coop as an option - ok then, but dont sacrifice gameplay for coop compatibility.
Also QW is not 100% compatible with normal sp 
Mortisville Shots 
I've spent the last few evenings cleaning up the Mortisville map. As AquiRe pointed out to me, there were an excessive number of HOMs, and some other other errors that reveal themselves in the compile. The map is now clean as a whistle, and ready for the next round of development.

Given, all my previous screenshots have been terrain and building exteriors, here are a few interior shots:

http://img47.imageshack.us/img47/8103/mv5iq2.jpg

http://img322.imageshack.us/img322/6922/mv6eo7.jpg

http://img180.imageshack.us/img180/4317/mv7cn0.jpg

http://img56.imageshack.us/img56/2788/mv9fy6.jpg

Pics have been remixed in Gimp for visual clarity and are not necessarily reflective of the lighting in level.

Previous screenshots can be found here:

http://qexpo.quakedev.com/booth.php?id=15 
Re: Mortisville Shots 
Pics have been remixed in Gimp for visual murkiness and are not necessarily reflective of the lighting in level.

Fixed your typo :) 
Re: Mortisville Shots 2 
Regarding your actual level, it looks like you could benefit from some additional textures, including some trims added to some structures, and varying more the construction materials used. 
Agreed... 
The Mortisville architecture looks more ambitious than the texturing. I hope the next round of development includes correcting misalignments and breaking up those big blank spaces. (And please lower the floating flames in shot 3.) Impressive, though :) 
cool architecture, but texture alignment is hurting, esp in the second shot (http://img322.imageshack.us/img322/6922/mv6eo7.jpg)

nad yeah, like metl and generic said, needs more texture variety to bring out the brushwork. 
Thanks For The Comments And Typo Correction 
So far, I've put all of my attention into the geocomp and technical matters. Even at its current size it is still only 3543 brushes, so there is still much to add.

The texturing is sloppy 'cause I've been back and forth quite a bit on texturing. At one point it was all IkBlue and then IkWhite, but those didn't work for these designs.

I like how the Q3test textures work for the exterior shots, but as all of you point out, more variety is needed for the interiors (though these compliment the traditional Quake Runic set quite well).

Kell's Knave is one possibilaty. Or, I could take his advice and make my own, as I have plenty of designs that would translate well in
Quake. That would add at least a month to the development time though.

One last thing, this shot was suppose to be included in the others, and it is probably the best one!

http://img150.imageshack.us/img150/1797/vm8ag0.jpg 
HeadThump... 
...with a work of this quality and magnitude, who cares if it takes another month. A set designed by you to clothe the specific architecture of this level would send it over the top. Please consider making your own textures. 
Prey DM Map 
Re: Prey Map 
it's very busy... difficult to see brushwork. :( 
Hipshot 
Sexy looking. I like those textures. Did you make them yourself and/or where can I download them? 
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