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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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i like it. the yellow point lights go well with the skybox. good attention to detail re: trim and texture alignment. 
Oooh 
that is nice! I like all the little bevels and extrusions. Skybox looks psychedelic (in a good way).

What textures are those? They are really nice. 
Castles N Shit 
http://www.dropbox.com/gallery/33279452/1/dazsurv2?h=1c62fd (go to page 2)

Any improvements I can make to the castle structure to make it look more authentic? I've messed with a few things but they didn't really work. It looks a bit bare imo and I'm not sure what I can add to fix that, maybe its just the texture I'm using... hmmz

Is the lighting of it a bit ott? A lot of castles I've visited have those huge floodlights that light up the walls in that way when it goes dark, I really like the look of it and that's what I'm trying to emulate here. 
 
*squinting*
i think i can see something...

seriously, it seems nice, but the shots are tiny, man. :P

i like that like none of the walls are straight and they all meander back and forth like in the ref. makes it look very natural.

maybe 2 or 3 larger shots though so i can see more details? 
Um :) 
There is a "fullscreen" button below each picture in the gallery view :) 
DaZ Is A Pro 
Pro level designer.

He knows what he's talking about.

Must admit the shots do look sexy. You should make a maya-themed Q1SP ;) 
Daz 
The thing I noticed most in your path compared to the real life photo you worked from was that the real one was much more broken and rugged. Your path was a perfectly smooth path. Same with the castle, it's like it's just been built, but castles are rougher. Add some broken and crumbling bits to it.

But otherwise I'm loving the atmosphere of it. 
 
Already making one Ricky :p 
Cool Stuff, Mech 
"Ogres floating in outerspace is a good thing".

-Martha Stewart

A few more shadows would help with the textures in some areas (too evenly lit).Lot a good ideas though. And I couldn't use r_oldwater 0 in my autoexec.cfg, the game would crash. 
R_oldwater 0 
Could not reproduce a crash. Did remove the fish.mdl from the pak file redundant in the Quoth pak0. I agree lighting does look a bit flat in some spots. Will work on that. 
Ah 
Found the problem. I resized nost.tga to 512 x 336 and titan.tga to 1024 x 1024 and all's well. It wasn't an oldwater issue at all, though it crashed more often using it. 
Thanks 
Changes Done! 
Half-Life 
Hella Cool 
what am i looking at though? You added a helipad to e1m1? 
 
Yeah.

The above shot is the entrance to the second indoor part.

http://spawnhost.files.wordpress.com/2011/09/e1m1rq_outside.jpg

In this shot, the bridge and the lift are to the right (the lift room is behind another of these arches). Crossing the bridge was turned into a mini-objective (without being called such) where you have to press a button to extend the bridge. Otherwise the route is the same.

There is a second entrance to the nailgun area now (to the right behind the helipad) leading through some new areas.

The base got more of an outside, but the route was changed very little.

Preach's "Beatles" comparison is apt; if Quake is "Abbey Road", RemakeQuake is a tribute album. It's not the same, because the original is untoppable. So why not have some fun. 
 
And I ripped from ETQW, Crysis and even Doom3 here quite liberally, besides Half-Life. To me they're all Quake's children. 
Looks Like Geocomp 
 
Mechtech 
Pretty epic looking map! I loved all the intricate details - the grunts floating off in to space when the walkway blows up, sleeping dude and the quake jukebox, the ogre body, etc.

Things I would suggest:
- in the blue room with the slipgate, it looked like I should have been able to pick up the power cube - I thought I was supposed to be collecting those?
- the air ducts were confusing for me; I appreciated some navigation aids like ambient sounds, the odd voreling, but I still was not sure if I found the right exit and was getting tired of running around
- overall I felt a bit lost, like too much of the map was opened up right at the start.
- it would benefit from more monsters, I think, or at least having the current monster encounter spots be more of a fight. I can appreciate wanting to have a map that's mostly about exploring, but it left me craving more action :-)

Here is a demo of my first attempt:
http://www.quaketastic.com/upload/files/demos/Titanbeta1_demo_ericw.7z 
Gl-nobind 
Disco Zombies ! 
.. are killing me ;) 
 
LOL 
Oh Man 
How did my nan's knitted hats get into my Quake! 
Ericw 
Thanks for the Demo
set skill 0. That's were the monsters are.
Gameplay should be easy. I might but some arrows in the duct work for easy skill only.
The cubes get placed by the teleport.
You missed cube 2 and 3
Will setup more in game info about need to power the teleport.
At the end of the demo the sign did say DANGER :) 
..I Was Thinking 
..why so few people actually post screenshots ?
This should be a screenshots section instead I see mostly endless flows of words.
..Maybe all the Q1 comunity is slowly disappearing ? 
 
heydan the community still active and small as have been in the last few years, we just don't need to post a screenshot on every room we make... it spoils all the surprise in the release...

There are some maps in construction, Quake is no more a game of young teenagers that don't have nothing to do, almost all of us have jobs and kids to take care... things come more slowly :)
But we still alive and kicking... : ) 
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