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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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Alternate Mc Kri Szaree 
kriszera@t-online.hu 
I Dont Really Think I Understand What You Mean Mate? 
You want us to email you for information on what exactly? 
Viagra, Obviously. 
Duh. 
Heh 
 
 
I think he has between 20 and 40 million in the name of a prince who needs someone in your country to transfer it for him. You'll get a cut, obviously. 
 
extended pharse

wins Shambler's Goatse Seal of Approval. 
Hmm 
Isn't the entire of func_ an extended farce? 
Level Is Finally Complete (again) 
level has been fixed with everything i was told about in the previous release and i added a bit at end of it.

feedback would be greatly appreciated thanks

http://www.quaketastic.com/upload/files/single_player/toabeta2.zip 
GREATLY IMPROVED. 
The end game though, could be more challenging. Easy to pass by monsters infighting.

Which is not necessarily a bad thing.

The shambler near the gold key is still easily killable from behind the bars.

Great improvement in layout and nicely implemented multiple routes...

Good job! 
Deathmethod 
if that is final release, post a news item (or just post a comment confirming and one of the mods will). 
Nitin 
It says beta in the file name and a textfile is missing. ;)

Can't wait for the release! I so want to play this. 
 
It wasnt a final release, will add a bit more and release it tonight. 
 
then i will wait untill tonight :p 
Small 
Anyone feels for betatesting small Quake1 level? 
Beta 
Madfox 
i'm glad you didn't abandon that map 
Madfox. 
Interesting map. Very promising, a lot going for it, but needs a lot of refining too.

Good:
+ Strong theme
+ Consistent textures
+ Good and interesting layout
+ Interesting exploration
+ Backtracking is well covered
+ Some great scenes and some good architectural themes
+ Generally good, well balanced gameplay
+ Layout (water + backtracking) makes fighting more interesting

Bad:
- Architecture is sometimes scruffy.
- Not always a strong link between different sections.
- Some sections e.g. underwater are pretty plain, also underground cave section looks plain
- Underwater section underused
- Could do with more monster variety, how about some lesser used ones e.g. spawn and dogs
- Item balance a bit funny, not always items in the most useful place.
- A few too many shotgun shells and not enough rockets

Needs fixing:
!! Many doors upon upwards when they should open sideways
!! Lots of trim textures are b0rked and don't match the section they're on
!! Stretched windows and textures need fixing
!! Skeleton is a decent model but needs improving: Looks too puny, weak animations, CC animation almost entirely lacking, shouldn't be firing lasers in a fantasy setting
!! Shouldn't be enforcers in a fantasy setting
!! Boss monster looks ridiculous, texture and idea is good but looks like a giant cookie monster, also pretty easy to defeat.
!! In underground section, switch, key, and doorway to bridge need more lighting up
!! Various sections where it feels a bit easy to get stuck on stuff
!! Skybox has obvious corner seams and crude ground sections

Keep tweaking and polishing this, it's a potentially excellent map, just in a crude form at the moment. 
Great! 
Thanks for your commend shambler!

Architecture is a little rough because I spend most time on a few hom's that wouldn't get away. So I started from start and succeeded to construckt it again without a big box around it.

The way I transported Bones to Quake1 was a bit difficult, as the head had so many vertices I had to simplify it. And indeed it looks a bit thin, from a distance it is hard to hit. First I made its encraving touch on 4 units distance but than they glided away between the edges of bad polygons.
CC animations don't sound familiar, but wakes my interests.

As for the end boss. I know it looks stupid, yes. But I had this queer idea to make a thing coming out of nowhere breaking off space to escape along. So I ended up this way. My most concern was to make the textures right. They seemed to change from normal textures, as the lightning is supported otherwise.
I am changing its cube outfit more to distracted one.

So it all is in a half way state only to see if it's working.

Is there noone who can make a hom monster? 
Madfox 
Bones - needs to be beefier and ideally made more Quakier. Give him a Nailgun type thing maybe, and some brutal claw for CC. Maybe a slightly bestial skull, something like that.


End Boss - the idea is very good, something coming out of the walls, it's just the model looks silly for it, keep working at it. 
Yes 
On Tarspleen was a version of Bones who had the claw attack, but I had to delete them. They made the model spawn away. I still have the animation frames of bones, but the transport to Qmle is so hard due to verticemeshes.

I still don't get the convertion idea to Max3D.
In some way the model always returns with an altered vertice count.
But I can make the End Boss more like a crunchy rock-type. 
Looking For Quoth Gameplay Beta Tester 
I look for a beta tester who likes quoth monsters and would like to test new gameplay on one of the id maps. Brushwork and textures remain in 99% unchanged but gameplay is teh rock :) 
I'm In. 
Love to betatest.

Address in profile... 
The Silent And Negke 
I have sent a mail with the map to you. thanks. 
 
sst13 release beta versions of Q3 map remixes in Quake style: http://quake.ingame.de/forum/showthread.php?s=&threadid=261994
Damn nice, especially the "jumppads" on dm17. 
Bones Melee 
tried a melee attack for Bones with a sprite.

http://members.home.nl/gimli/bones.jpg 
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