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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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Madfox 
It seems like you've still got Quake shotguns - there's a few weapon patches that change them to their doom versions - just for damage / spread / fire rate.

Everyone is so used to the Quake shotguns that they don't realise how crap they are.

Looking good, by the way. 
Heh 
Vis took 8 and a half hours, but light is finishing now, and I have to go to work already.

Will send the beta in a couple of hours, when I get a break.... :) 
Not Quake, But Whatever... 
http://necros.quaddicted.com/temp/chasm1.jpg

really trying to finish it this time. :x that's lunaran's strombine textures btw. 
So What Are You Gonna Have 
running around down there?

Looks very Half-Lifey, prob the textures help..... 
 
necros

Very cool scene. One of the things that I remember reading awhile back was something from Levelord on level design. He said that one of the things that helps a level really feel 3D in nature is to have long vistas with tall structures in the visual path to provide visual parallax.

You have that there with that column and the curved half of the hallway chunk attached to it. As you come down that hall, that piece of geometry will partially obscure what is behind it and give that parallax effect.

Looks cool! 
Ijed 
They're not actually that crap... 
Is It F.E.A.R? 
 
Hm 
Does anybody use the SG once they have the SSG, apart from sniping monsters from miles away - which doesn't make much sense and isn't very fun.

They made the SG a pistol type weapon, which meant the SSG became the real shotgun.

Just me 2 cents. 
 
looks like q3 to me. where do the monsters go necros? :( nice lighting though, very doom3-esque. 
Thanks Guys :) 
that shot is early in the level (about a minute in or so). this is actually a "spiritual successor" to the venice HL2 map i tried doing before. doom3 meant a change in setting, but the original concept of a very lonely atmosphere is what this is going to be.

there is fps gameplay planned though, but i'm hoping to keep the player moving along without combat for at least a few minutes with puzzles and cool looking areas as rewards. i plan this to be a mod, with my doom3 'tweaks' included so it'll feel pretty much like quake, most likely, just with doom3 monsters.

anyway, that shot was mostly me breathing a sigh of relief as i was able to use 3ds max to model that area. i have some way cooler areas in progress. :) 
Screenshots & 
http://members.home.nl/gimli/hangar.jpg

Well my modelling skills are driven to their aces, but sofar I got the ZDoomGl models. And as always at the last moment one of the monsters doesn't behave as in my testmaps, lostsoul has gone lost bouncing.

It's more a pak to show my results than a real attemmpt for a level. I hope to come to a good confinement of how to handle these monsters.
Textutres look awfull in FirtzQuake. Aguire's engine is better. Glad to have them running!

http://members.home.nl/gimli/Hangar.7z

lol 
Spy, Grahf 
check your mail! ;) 
I Got It Ricky 
 
OK Here's Some Shots 
Meanwhile, Back In The Quake Engine... 
...and in a world where finding and using freeware image manipulation progams isn't rocket science...

Errrr yeah, looks pretty good, looks meaty. 
Thnx ; 
 
Fatty Ass Lights 
The light podiums sticking out of the floor look a bit fat imo, they need a diet of approximately 16 units!

Very nice overall, lighting is a bit flat in some areas for my taste though. What does the map look like in standard gl / fitz? :D 
OK - Heres One For Shambler 
http://www.quaketastic.com/upload/files/screen_shots/smablersgif.gif

Daz - 32x32 base is pretty fat I know, but Im on a strict diet of marksurfaces here and I dont think I can afford it....

you can jump on top of them all though :D 
Looks Nice 
my only complaint is that the 64x32 metal block texture is overused and boring.

also, i don't know if this is intentional or not, but all that bloom makes the map look very damp/humid and sweltering.

on a tangent, it would be nice to see games use bloom for specific effects instead of just globally applying it to the entire game. a level taking place in a sunny but hot swamp would make good use of bloom. 
Actually 
That one for me is pretty cool! 
Now THAT Is My Taste Of Base Map 
Not boring at all Ricky! Change nothing! (OK, rotate the crates in that one screenshot).

Yummy.

... What mod? 
I See 
didn't look at the monsters because I was so absorbed by everything else. 
Bloom Effect 
I'm just messin' hehe!

Thats Rygels 2.7Mb pack there as well guys. I cant put realtime lights on though. It kills the framerate completely. And I have to type some weird crap in because Darkplaces lights appear extremely bright in realtime mode with my method of lighting.

And I get about 8 fps.

But hey - I normally use FitzQuake 0.80 especially to play with. And I have textured the map using a lot of standard Quake textures, but there are plenty of non-standard ones too so as you can see from the shots it looks weird like that anyway because of the contrast between the really low-rez ones and the eXtremely high-rez ones.

Anyway it runs in Winquake, Darkplaces, Fitz, GlQuake, Tomaz, QMB, Joequake, Qrack, etc etc etc...

Thanks for the tips. 
Bloom 
Is a problem. If you apply it on a per-shader basis then it looks great, but immolates the graphics card.

Applying it over the entire game, that is, directly from the back buffer is MUCH cheaper, which is why lots of modern games have that sweaty look.

They want bloom but don't want make the graphic concessions necessary to have it, so instead they have to plaster it all over. 
 
I agree with what necros said, that texture patterns rather ugly. Also there are very dominant (and ugly) rivets everywhere (that might be less flamboyant with the original textures though).
The rest looks very promising! 
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