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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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Beta-testers Wanted 
just about gotten this badbwoi to the beta stage and could use a couple of volunteers to steer it in the right direction. only needs a fullvis (which i'm gonna do tonight)

http://isoterra.co.uk/stuff/e2m5/e2m5rmx.htm

(as you can probably tell from the screenies it doesn't follow the original too religiously, but the base layout is there) 
Mail Is In The Post 
Ijed Im working on yours 
This Board Needs An Edit Function 
i was going to add... if anyone fancies volunteering then let me know what email address to post it to. 
I Am In 
dan.naumovATgmail.com 
Looks 
a bit Insomnia.

Sorry, but can't test.

Look forward to the map though. 
Rj 
oh god yeah. The original is one of my favourite original maps, and that looks amazing.

Not testing though :) 
Rj 
click my nick (!) 
Rk 
looks fantastic! 
Looking Forward To That RJ 
 
Rj 
I will test - my listed e-mail address is the one to use. 
Negke 
are you critiquing my texture alignment under the lava? 
Greet Map Lunaran 
rj, those shots look pretty bad ass :) i like your use of trim and the semi-circlular room (top right shot) looks sweet 
 
fankoo people :D

jago, sielwolf, lardarse.. email on its way :-) 
Received, Preparing Reply Now 
Btw, you'll need DarkPlace to view my firstrun demo. Hope that isn't too much of a problem. 
Wewt 
Lovin' the look of that rj! Should be interesting to compare to the original :)

Some more of my UT3 DM map http://img299.imageshack.us/img299/4326/attachmentid6.jpg 
Lun 
Yes, it's a place players can and do reach. I meant some of the rivets on the slanted edge of the hole. 
I Have 
no clue what I am doing whatsoever: http://jago.pp.fi/images/UED.jpg 
I See 
That red brick wall is the staple. 
 
Hey, looks like a start. To something. :) 
Jago 
Run with it. If nobody ever did nothing would ever get done. 
New Qonquer Arena - Beta 
This probably won't see the light of day because I have apparently broken the Quake engine in some way. r_speeds are high (so don't use the software renderer!) and it's just -- slow.

I think there's either too much detail or I'm not allowed to use func_doors of this size. ANYWAY, download it if you want to take a look at what I've been hacking on for the last little bit:

Doom Arena
http://wantonhubris.com/qonquer/levels/DoomArena.zip

It's textured in Doom2 textures just to prove what a huge hypocrite I am.

Oh and if you don't have Qonquer, grab it here:

http://wantonhubris.com/qonquer/Qonquer.html

Again, this currently runs very slowly and I'm not sure that I'm going to finish it but I thought I'd give you guys a peek anyway.

I've always wanted to do a Qonquer level along these lines. Like a larger structure that slowly unfolds. I also thought the zombie minions were neat. Not all that effective as fighters but the fact that they keep getting up kicks ass. 
Willem 
Finish it ! The way the Doom textures are used and how it unfolds is totally kick ass. Runs a bit sluggish as you mentioned, but it's very playable.

Though it would be nice to have one box of rockets and more cells, these are needed around wave 15 where the multiple Shambler spawns kick in.

The rocket launsher wouldn't seem out of place either with the heavy monsters; it'd be also easily possible to rocketjump to the rafters - collecting the ammo and admiring the infights is fun :)

The detail on the floor is nice, but I hanged a few times there, and some more expansion on the side with the many teles would be great. Cool map. 
Minions 
forgot to say: the Zombies are funny for 5 min or so, but useless. What about Tarbabies as minions, they could cause alot of fun chaos, space is there. 
DoomArena Beta 
1. No slowdown whatsoever (in AGLQuake)

2. Theme and texture is nice. Wasn't sure if D2 textures would work but it's a pretty good look.

3. Unfolding arena is great, works very well.

4. Zombies are interesting. Pretty useful for keeping monsters occupied and preventing further spawns.

5. Difficulty level takes a huge jump on wave 16 with the multiple Shamblers.

6. Finish it. 
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