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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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Yes, It Is 
you don't just run up to stuff in quake and click it to death 
 
No, you stand back a ways and click it to death. 
 
oooauu baby 
 
No, you stand back a ways and click it to death.

hehe pretty much. :) i mean, sure you dodge shots and take cover in quake, but you do that in melee too, but aside from dodging shots, you're also juking back and forth to trigger melee attacks while avoiding the damage.
it's at least on par with quake in it's simplicity/complexity.
the big difference now is that item management is removed and placed in the player's hands.

i think what's maybe missing is more variety in the main attack-- the sword itself.

what i think i'll do is something like oblivion where the direction you move affects the type of swing you'll do.
back: normal damage + bleeding
forward: strong single attack (more damage if bleeding)
or there's the option of just making sword hits do different effects and you'd switch them like weapons in quake.

or something.

thanks for the feedback though, i appreciate it. :) very helpful while developing this on my own for so long. 
 
being at range means you have an order of magnitude
- more space in which to dodge projectiles and advancing monsters
- more targets to prioritize
- more attacks of your own to choose from

your video doesn't show you juking to trigger melee attacks, you just wade into two dozen hell knights and start clicking. Occasionally I see a label appear like "regeneration," and the combat doesn't appear to change at all.

movement based attacks would definitely help although there'd have to be reasons to use each one depending on the situation you're in. More than one melee weapon with some differentiation between them would be nice too (ala the warrior class in Hexen). 
Charged Attack? 
Holding down fire charges the sword, when released it does a single strike for more damage.

Thirdperson camera would be good as well to put the dodging back in - but the general reaction to thirdperson cameras in Quake is disgust.

Could work well with the teleport spell though. 
Interesting 
MMO-style combat mechanics generally need to be supported by a really good HUD/interface. Without the proper feedback as to what the heck's going on, it all tends to get a bit messy and confusing. Being in first-person might not be helping matters either, but what the hell, it sounds like an interesting experiment. 
 
your video doesn't show you juking to trigger melee attacks, you just wade into two dozen hell knights and start clicking.

if you're talking about the very beginning, i wade into the monsters because my original plan was to stick with the fiend pet. his melee attacks hit everyone in front of him, so i was going to make monsters swap between me and it but i ended up getting cut off from him and he drops like a rock. at that point, i knew i was in trouble, so i pop regeneration to mitigate some damage. now i'm fully trapped in a corner, surrounded by hknights so i teleport through them in order to get some space.

ijed: i tried it out with the built in fitzquake 3rd person cam. it's ok, but you loose some accuracy esp. w/regards to teleporting (at least for me). it's not something i'd want to enforce on the player.

kinn: yeah, not having the ability to display information is making me run up against a lot of walls.
cooldows are displayed in the ammo counters but that means i can only ever have 4 cooldowns (and the cells slot is used to display pet health %).

i might try to shift this over to doom3, but then that'd be even more work and d3 isn't as flexible as quake before you need to start compiling the sdk. 
 
saw this picture in #qdq anyone know when it will be finish?

http://trinca.quaddicted.com/temp/joequake112.jpg 
Soon 
A month or two I think. 
But Ask Trinca 
 
 
near christmas T|M i wish... layout is almost finish necros,negke and ijed are helping me a lot, i will not rush this map like others... i wanted to make this a blast, i will try hard at least...

http://trinca.quaddicted.com/temp/joequake106.jpg
http://trinca.quaddicted.com/temp/joequake107.jpg
http://trinca.quaddicted.com/temp/joequake108.jpg
http://trinca.quaddicted.com/temp/joequake109.jpg
http://trinca.quaddicted.com/temp/joequake110.jpg

still have many stuff to fix, but i�m not withy any hurry... the best are helping me out and i dont want to desapoint then! 
 
this is a really great looking map, and i see you've put some good work into the lighting. shots 3 and 4 esp. look atmospheric.

great job so far :) 
Love It 
Yeah I am really looking forward to playing this one!

One thing I will say is that will the bright skybox in one of the pictures the level looks quite dark, maybe adjust the skylight parameters there? Otherwise...Kick arse. 
Necros 
thks to you concerting in lights!!! you gave me 90% help on this issue. i read the Aguire manual just have some dificult on the softangle :\

Daz skybox is not decide iet :\ i must get a proper on...

thks for the motivacion! i will not quit this one and i will not rush it. 
That Looks Pretty Good 
not sure if you can break up the texturing a bit, that would be the only thing I can think of from those shots. 
If It Was Me... 
i'd try using more grassy ground in the exteriors (so it's green and brown instead of just brown.) 
Green And Brown 
I did a remix of two of the original Quake ground textures recently, blending together green vines and leaves and a muddy background.

If it suits your needs, here it is, already palettized:

http://mortisville.quakedev.com/ground_rmx1.bmp 
You Put A Bmp On The Internet 
that is so 2008 
 
Looks good, Trinca! I love the old temple and dirt style. 
Metl 
nooo, the browniness of it all is what makes it stand out for me in the first place ^^ 
DaZ 
www.bmpr.com (beta)? 
 
thks Willem, necros in lights and negke in brushwork are helping me a lot :) i hope the final work will please you all. 
Trinca 
Now go finish this Maya map: I want to play it !!!! 
Looking Good, Trinca! 
I am really looking forward to this release. Just don't let Negke convince you that you need a Puzzles or Traps section :p 
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