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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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Hmm 
the shots with original quake textures look much better than with those shitty hi res ones. 
Indeed 
#7312: "I see you went for a more cohesive texture style this time"

If mixing metal, medieval, and tech-base all in one room is "more cohesive" than the last iteration, I'd love to see the earlier drafts... 
 
i like the texture scheme. i don't have a problem with it being monotone. kind of like a poured concrete runic map. the hirez textures work much better this time, and the regular textures go well too. at the same time, however, it could use more variation on the larger flat walls, not just the same texture over the whole surface.
for example:
http://necros.quaddicted.com/temp/ne_q1shw2_b1_02.jpg
blue area should be the same texture but at 90 degrees
green area should be like a demon head texture or something.

just an idea but this is what i mean by breaking up the wall. 
Kinn 
ShadoW 
Notice how the textures on the angled surfaces look different from the rest - stretched to fit the width. For maximum neatness you should reduce their scale accordingly, e.g. on 45� walls it should be something around 0.75 (x or y, depending on which plane it is). 
 
Yep guys, there are some issues, and I know about them :). It's beta, obviously. Tbh I expected more feedback about layout and item layout then texturing ;) at this stage. 
Oh 
well, you'll never get that from me. :P i never played quake dm and competitive layout has never interested me much. afaik, just put RA and RL at opposite ends of the map and you're set. :P 
 
ra and rl at OPPOSITE ends? shit no wonder no one played any of my dm maps :P 
Any News On "Mortisville" Mod ?? 
Someone knows if the mod "Mortisville" is dead or what else ?

..I remember some screenshots pretty good 
 
it's ne_melee 2.0! :P

not really, but just something i hammered out today. feels like a better implementation than that original mod i tried way back.

swing damage increases the longer you hold down fire, just like most games out there.
block is automatic though. you can't block when you're swinging, obviously, but you will block as long as you face your attacker.
you can only block other melee weapons though.

thinking of making some kind of stamina system so you get tired blocking or something but there isn't really anywhere on the UI to put that, unless i used the current ammo slot. i had planned to make the current ammo slot the 'swing power' though. :P

not sure if i'll actually make map that uses this thing... it's very powerful and needs multiple attackers to keep it in check (so that a monster can hit you on the side where you can't block). if it's just 1 on 1, you never have to take any damage. 
Looks Cool :) 
Yeah if there was a stamina thing it would make it quite a cool little upgrade in normal Quake for low ammo type maps. Why not just display your blocking stamina on the weapon's ammo counter? I suppose that wouldn't be great if you plan on including Hexen style weapons that are melee but use mana :E

Also would be cool if the sound of actually hitting something was more meaty. Also would be fairly entertaining if strong strikes would gib. Feedback is the best thing about the Half-Life crowbar and such :)

---

Video of my own, playing with video uploading, this time it's a better resolution. I knew the video was too dark but didn't realise it would fuck up the compression, but anyway hope you can see what's happening. It's fairly obvious I think.

http://www.youtube.com/watch?v=6eg97zrg-Uw 
Hmmm. 
I tried to add &r_fullbright=1 onto the end of that link, but it didn't help. From what I could hear, it needs more Vorelings... 
 
Squeal piggy Squeal. 
Necros FFS 
I expect your cath/dragon/oblivion episode yesterday!
Please don't give up on that Doom 2 map, either. It's practically finished minus a few details. 
 
with all the qexpo talk lately, i'm holding off to see what happens. it'd be pretty cool to release everything over the course of qexpo. 
Btw 
Are those custom realistic door swing physics? 
 
If there were a QExpo this year, I would work to finish my Quake map by then. It would be a quick, tiny map but at least I would finish it. 
 
Are those custom realistic door swing physics?

yep! :D i'm pretty proud of them. both players and monsters can push them and they emit sound depending on speed. i'm thinking of adding random sway for wind effects, but angle precision is too low for that kind of thing unless you use DP. 
Cool 
That's the saloon variety. Now add a use (grab) mechanic. 
Huh 
i don't know if that's fully possible without engine extensions.

you could haxor in a use key, but it wouldn't be perfect.

i suppose you could make the 'fire' button contextual for swinging doors, but that risks getting in the way of shooting. 
Swinging Door ? 
nice! I'd need them for a saloon in a western mod I was planning but aborted.

So how can I obtain that effect ? 
 
it's not overly complex, actually. i was surprised no one had done it before when i realized that.

you basically reverse the functionality of the func_movewalls and func_rotate_door.
drop the func_rotate_door into an endless loop and then set movewalls to use a touch function that sends the player's velocity to the rotate_door. from there, use dot product to figure out how fast to move based on angle of door.
there might be a smarter way to do this actually. calling the rotation code directly from the touch function for the first time or something instead of just leaving the door looping all the time, even if it's not moving.

for monsters, it's a little trickier. they will never proc a touch function on a solid_bsp like movewalls because movetogoal and walkmove will detect if it *would* hit, and just not let it.
luckily, the rotate_object has a nice bounding box sized to cover the entire area that it will rotate (i think that's done automatically by qbsp?).
so you give a touch function for the rotate_object and then use this math: http://mathforum.org/library/drmath/view/54823.html to figure out if the monster is 'touching' the door or not. from there, it's a simple matter of deciding which way to push the door based on monster position. 
Necros 
cool video, I liked the block function as well. nice looking map, good atmosphere with the storm and creaking doors, good combat. 
Dudes 
Don't use that "math" to figure out if a point is in a rectangle (or bounding box). It's slow and awkward compared to the simple solution, which is to check if each point coordinate is within the min and max vectors of the bbox.

Also, for checking whether a point is within a polygon, I prefer the "shoot ray from polygon and see how many polygon segments it hits" method because it is not computationally heavier, it is simpler and it deals with non-convex polygons as well. This method is esp. simple if you translate your polygon by the negative point (which then becomes the origin) and check whether the polygon becomes the origin.

To do this in 3D, project onto one of the coordinate planes (preferrably the plane where the projected polygon has the largest area). 
Err 
becomes == contains 
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