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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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Hm 
~9 maps in beta.

We're basing all the code off the gameplay needed in the maps, meaning as the maps get closer to completion more entities will probably be introduced.

The basic stuff like old, known bugs and a completely reworked multiplayer system is close to finished.

New enemy list:

Axegrunt
Nailgrunt
Berserk Ogre
Nail Ogre
Vomitus
Lavaman (subject to change)

New Behaviours:
Spawning (Quoth style)
Sleeping
Dodging (mild)
Flagged 'Wargear' (some monsters can carry extra stuff)
General AI improvements
Monster grouping

And lots of stuff in the works. 
 
Lavaman (subject to change)

Is that, like, the miniature Chthon? I didn't like those a single bit. 
Yeah 
That's why we're thinking to change them - a scaled down chthon doesn't add much. 
Meltpod 
I was melting some archville mdl.
What a creep that qmle and verticecounts.

http://members.home.nl/gimli/archville.wmv 
He's 
Not going to blast the player in place?

Like the walk animation. 
He Crawls So Hard I Couldn't Make A Demo Before He Grabbed Me 
It's a tryout for seeing how far I could imitate its original sprite.
For testing the walk scene I just put notarget. 
Woah 
That looks great. What a creepy bastard! Textures/Skins are always the "yay or nay" parts, it definitely is on a good way. 
The Zdoomgl Models 
The ZdoomGl monsters have their sprites in mdl.
I was trying to combine them in Qmle, but it�s a hazerdly job.
Qmle is extremely worried about the same verticecounts, even when they are the same.

My goal is to give them the same look as in Doom, but mdl will never substitute a sprite.
And yes, texturing is almost as far from mapping as modelling is to texturing. 
Woo 
just started mapping again for the first time in AGES and managed to get a nearly finished base map to very nearly complete. I imagine there will be a beta ready soon. Anyone interested in testing? It's my v.late basepak map ;)

http://than.quaddicted.com/ < old pics here

On another note, I looked at another big nearly finished map I have and had loads of ideas for fixing it, so maybe I will finally get that out early next year too :) 
 
ye, keep then coming!!! 
Sweet 
Been looking forward to this one for a while. What's the status on APSP3 btw? 
Yeah Yeah. 
APSP3 PLZ KTX LOL 
 
than you are a inspiracion to all the mappers...

when i growup i want to map like you!!! 
That's "If" You Grow Up Trinca 
 
Dude.... 
get a move on!!!

Than: I would really love to test your maps should you so wish sir, it would be an honour!

(drool...) 
Than 
I will test base maps. E-mail address is listed in my profle here. 
Than 
Combat Layer looks very interesting. Is it based on Quake? Any (working) link to it? :) 
Than 
Everything's looking good there, APSP3 especially. 
Boner Shorts. 
 
Thanks + Info 
ok, I will send out the first beta to everyone who said they will test once it's ready. I'm just doing gameplay stuff and tweaks at the moment, so it should be sometime this weekend or next week. What I might do, however, is select a couple of people for the first beta and then once feedback from that is taken into account the subsequent beta will be sent to fresh testers too. Oh, and since it's way too late to be in the basepak, it will become APSP2.

APSP3 will probably be early next year. However, lot of it needs overhauling so it might take longer than expected.

Cocot: combat layer is a crappy game I made at university. It doesn't use the Quake engine - just a really basic engine I made myself. However, it does use a .map compiler to generate its level format, though it's not exactly intuitive once you've made the basic level, since you need to add collision detection data in a text editor then compile that with the .map to get the proper level data. Doesn't have sound either.

I guess there is no working link at the moment :) 
Than 
Oh, ok, I see :)
It looked good from the screenshots ;) 
Cold Times 
thought pain would be harder to convert than cacodemon, but it went otherwise.
the blobby thing just crashes verticemeshes.

http://members.home.nl/gimli/cpain.jpg 
Might Just Be Me 
But they look a bit washed out, skin-wise.

Maybe up the contrast and darken (burn) a bit? 
Madfox 
I think Ijed is right - just a "little bit" darker.

Also - totally ace! Really cool. Keep it coming.

Will we be able to map for it eventually? 
Pain Elemental And Cacodemon 
i dunno if anyone mentioned this, but the death animations for all those converted doom/doom2 models have more faces/verts. it was so they could reproduce the death animations on the sprites which often had stuff like an arm ripping off or an eyeball leaking out (like the cacodemon) or like the mancubus where it just collapses and the rib cage sticks out.

come to think of it, i miss the old days where the death animations were very elaborate. i think we've lost something in this age of ragdolls where they just pop the limbs a bit to give a little bit of initial movement. 
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