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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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Nobody 
from Raven, that's for sure 
Rimshot 
 
Cool 
Looks fun, and I don't care what anyone says, I always enjoyed the Neil Manke Quake maps. :-� 
Manke 
Quake and Quake II, esp. Coconut Monkey and Slaughter Ship were fun maps to play. Both Half Life series, They Hunger and the more conventionally Half-Life like one were kind of boring. 
Starship... 
was probably my favoite manke map and probably in my top 10 or 12 levels of 1997. It had a good mix of solid classic q1 progression with quakec gimmicks, and the aesthetics, while simplistic, were actually about on par with other levels at that era. His first soldier of fortune map for quake2 was also pretty good, actually, and hit the curve at the right time for quake2 build standards. 
Oh... 
nevermind, soldier of fortune was for quake1. I think i'm mixing memories of that map with the sequel he made for Q2. 
For The Record, I'm Just Shitstirring 
Neil Manke is perfectly suited to work at Raven. 
S'more For Inert 
Cool 
looking much more interesting! 
He He 
For The Record, I'm Just Shitstirring

Perfectly understandable, a little schadenfreude is good for the soul, but I bet you find yourself on the recieving end of people shitstirring more than your fair share of the time. 
Oh, 
great looking shots Zwiffle. 
 
fuck Zwiffle u realy map good... hope u get a job soon i want you in q1 maps again!!! ;) 
Metl 
yeah soldier of fortune episode two was his first q2 map, and I still like that one. 
Headthump 
yeah, I usually don't blame them because I know I'm recieving what I give.

except inertia. screw that guy! 
Oh Lunaran... 
I see what you did there. :D

Zwif: looking better and better dude, looking forward to playing it when I have net access at home again. 
Zwiffle 
Needs more monkeywrench.

Also, worth quitting your job over. 
Welcome To The Machine - BETA 1 
http://faqtion.org/zwiffle/files/spacepistonbeta1.zip

Prey 1v1 DM BETA map. For those of you who have Prey, any comments would be useful. Thanks! 
New Sprite 
my first attempts to make a new Quake1 sprite with Fimg...

http://members.home.nl/gimli/sprite.dz

there seem to be a frame loss, but I could not find any sprite info in the qc files.

thanx FrikaC! 
New Map Soon... 
Hipshot 
I like this shot:
http://img294.imageshack.us/img294/9248/shot0616nd1.jpg

Overall reminds me bit of Aliens + HL2, heh. 
Hipshot 
Oh, really nice screenshots ! Good work ! 
Nice, Hip 
When I look closely I realize those are the same old crappy Q3Base textures, but the lighting just kind of smooths all that over.

More ammo for my lighting > alles theory. :) 
Some Input Plz 
http://img129.imageshack.us/img129/2520/quest003kj4.jpg

it looks much better in the editor, the screenies just were too dark somehow and got re-gimped. This is just to show the texturing scheme, because you all know that map. :-)

Yes, it's DM4Q2. (pun intended) I started doing it in the mine textures, but they didn't fit really. What I needed was a perfectly tiling 64x64 texture that looked a bit like wizmetal, and after some searching q2's texes I found that little rusty gem. I think I never saw it in the actual game, though, at least I don't remember.

how should I substitute the weapons? I was thinking Chaingun as a substitute for the shaft? Machinegun instead of SNG, and shotgun instead of nailgun?

rest would stay the same apart from the slipgates, Q2 teleporters look very different but work the same.

i didn't decide on a ceiling texture yet. the original is crappy too, so I'll probably just go with some brown stuff.

its amazing how crappy the original is, when you really study it. 
 
oh, any tips on what tools to use for compiling q2 maps? 
Hmm... 
nailgun -> machinegun
SNG -> chaingun
lightning -> hyperblaster

But you should probably tune it based on playtesting too... sometimes the obvious replacements are not the best, becuase games are balanced differently. 
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