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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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FYI => Demo Doesnt Require Any Mods 
 
Neg!ke 
Kinda big arsch_beads (only noticed because I used a software engine and decoration flickered out of sight).
The things on the ceiling walls look a bit out of place in my opinion. Except for that, super sexy as usual. Can't wait to play it some day. 
 
I noticed that flickering as well. What causes that, tons of func_walls? 
But If 
it's pointless I'll also stop mapping. 
 
Neg!ke: Noticed really high r_speeds as well, I assume this wasn't vised. Nice map, very slick, personally I'd like some more kinks to set it apart from other dual-atrium maps. It seems very modern. 
Thanks 
But what do you think about amount/placement of health and ammo?
Gameplay is supposed to be similar to DM1 (as the title implies) - a.k.a. scrappy and boring, yeah. :D I think having only one GL/SNG is ok here, considering the size of the map. Quad would be too much, ROS could work though.
The map is intended for 1on1 matches, possibly three players maximum - any more are too many, especially when playing without weaponstay, like in the demo.
Damn those flickering funcs, i will have to cut back on them, making the lights textures maybe. They are all func'd to bring r_speeds down. Then again, r_speeds are high anyway (up to 1200) - the map is vised of course, but it's too open/detailed - so those few extra polies won't hurt that much, I guess.. 
 
ROS? Do you mean Ring? I don't like it when acronyms are used when real words are just as short. I bet someone says QD when they mean quad.

Otherwise, I can't find anything to complain about in this thread right now as I don't have quake here, will complain later when I load it up.
(People avoid dm1 because it's not fun, or so I've heard, I haven't actually even tested it much myself, even the layout of dm1 is very amateur style IMO... But this doesn't yet disqualify this Small, Pointless Base-style Deathmatch Map or SPBSDM.) 
Skyboxes 
I suceeded in creating a skybox, and use the same mountains to create an mdl file of them.
They're much smaller in bytes than when I would have made them out of quake brushes.
Each mountain became a 125kb mdl.

So the pictured mountains on the skybox become physical in the map editor. Only they have a kind of slitch, as they are not real.
And texturing is hard, because they get really out scaled.

http://members.home.nl/gimli/skybox.jpg
http://members.home.nl/gimli/skyb0x.jpg

I used Wazat's Voident. 
The Best Weapon In This Map 
seems to be the SSG. But maybe it's my bad aim or tactics with the others. Tested a little with Gibbie.
I still didn't get any tactics since I couldn't yet get a grasp on what is where. 
Madfox 
That's pretty cool. Skyboxes are usually out of scale to the map anyway, so maybe just a plain night sky without the mountains would be better.

Is the idea to box the map inside clip brushes to stop the player exploring the (small) mountains of madness? 
Ricky: 
i wanna watch the demo but whats a dz file? how do i open such things? whats so bad about zip files?

:( 
Nakasuhito 
.dz files are to be opened with DZip.

DZip is a Quake community created program specifically for zipping demos, because it zips 'em up way tighter than any other compression prog.

Don't try to download dzip from the official page though, cause that version is corrupt.
Download it from Signs Of Koth, and rejoice:

http://kell.leveldesign.org/stuff/dzip.zip 
 
http://speeddemosarchive.com/dzip
in here got all the explinacion!!! 
 
Kell: Not quite. 7zip does it even better.

bambuz: I know. I used ROS because Shambler brought it up. At least it's better than using "666" for the the pentagram. I assume you don't like the use of "tp" for teleporter, either? :P
Thanks for testing the map; next time record a demo please. 
People, People... 
Nakashuhito - find your dzip.exe, stick it in the same dir as your .dz file, then run it from a command prompt like so: "dzip -x filename"

neg|ke - 7zip is a powerfull tool, but it will generate archives which you can only use with 7zip. When I was compiling the .zip for Thehand, at one point I had a .zip file which I could only open with 7zip! Top be fair it was a smaller file than the one which got released! When you pick the method used for compression, some are compatible with other zip programs/windows/whatever but some are 'too extreme'.
Thats not to say that Dzip is any better, you can ONLY open dzip files with dzip :P

Madfox - What you have created there looks pretty striking! I wouldnt know where to start making mountains like that! How long did it take you?

Bambuz - ROS, ROS - ROSROSROS!!! stands for (drumroll) "Ring of Shadows"! This saves you TWELVE keypresses! I mean "ring" could be referring to any ring in the level. Perhaps a hoop of some description. Maybe a corridor! Maybe the but-hole of Shub-Niggurath his very self! Haha!! I still think your funny tho ;-D 
Dzip 
Several engines support unpacking dzip "on-the-fly", at least Joequake, Qrack and aguirRe's nehquake (glquake maybe too).

7zip is a great compression I love and support. It is open source thus many un-/packers (could) support it. Quake maps and mods should always use zip (as default) though in my opinion just because it has been standard for more than a decade now. And don't confuse the file extension .zip or even the term "zipping" with the ZIP algorihm itself. :P

Madfox: Those are the best looking mountains I have yet seen in Quake, wow. I wonder how it is performance-wise. 
7zip 
can also be opened with WinRar. Of course, if you're still using that shitty WinZip, you'll have a problem. Yes, 7zip's zip compression is better than regular zip compression too. I've never had problems opening those with other programs. 
DZip 
7-zip is the leading allround compressor in terms of compression ratio, but dzip is almost always much better than 7-zip on normal q1 demos, i.e. demos made in std protocol 15, which is also the only protocol dzip understands.

If dzip can't parse the demo (e.g. any of my custom protocols, DP's or Tomaz'), it'll just default to std zip (or crash), no better and no worse. In such a case, 7-zip will easily beat dzip as it always beats std zip with a large margin.

So for std q1 demos use dzip, nothing's better than that. For custom demos use 7-zip, almost nothing beats that.

The only case where rar is usually better is on multimedia, e.g. lots of wavs.

In my upcoming versions of GL/WinQuake, I've added built-in handling of dzips, same as in present NehQuake. 
Interesting Idea Madfox 
So the mountains are models! And you did them in a modeling program.
The brushwork looks cool too... but quake wasn't really designed for that kind of work. So I think you're limited to a small map that way. 
Ooh - Upcoming AguirRe Quake!! 
:D :D :D :-D 
 
Speeds 
Oooooooooooooooh.... nice polys :P 
Speeds 
Build a map around that :-) 
Skyboxes II 
Ijed and Spirit, just download and tell me again.

Ricky,I have a terrain editor, that shifts landscapes like this. Exporting them to dxf give an huge amount of date. Fortunately I can import them into AM2000, an animating studio, and choose to export them again with smaller, quake friendly data.

Still the amount is 2010 vertices, quake's maximum. I wonder, if by doing this I archive more dataspace, then when I would use real brushes in Quake?

http://members.home.nl/gimli/mount.7z 
Thanks Kell 
got dzip and saw the demo. haha, cool shit! :D
now to find the reaper bots and play like hell. 
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