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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.

Need a place to host your screenshots? Upload them here:
http://www.quaketastic.com/
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
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Hehheh 
http://www.tradition-shop.de/images/6037-1.jpg

I like it - reminds me of the ogre cook. 
OMG !!!! 
Ogres are Hell garden gnomes !! Really ? 
 
lol madfox. :P 
I'm Doomed 
sadly its not quake, but its doom2. its a level i started for a community project. each level is designed around a phobia, and i choose isolopgobia [and a 2nd map, with claustrophobia as its theme].

http://minus.com/m5OtHNgzN#1 - i thought a city without anyone, no corpses, no items, no enemies, etc - would make it feel empty and lonely.

my idea for the level is to start in some canyon/dessert area and the player slowly makes its way to the city, and that's that. i hope to make it big enough to get lost in, without it being boring.. which i think might be hard. 
Looks Good 
That's an odd theme you're going for. Not sure if it works in a Doom map. But kudos for the attempt. Really no entities whatsoever? Not even a few blood splats hinting at something terrible that took place there, or at a few Lost Souls? 
 
Wow, that is awesome and I want to play it. 
@negke 
i thought having corpses & blood smears or anything like that would be too obvious. so i decided against the idea of using any dead thins or enemies and even items. there are props and all, but without any items to pick up i think the player will either grow bored of them map very quickly or maybe they'll feel that it is actually empty. or maybe think nothing at all!

i'm also thinking of not having any puzzles in it, like no switch-open-door stuff, maybe have a few that feel like someone already solved the "puzzle" or something. will make things boring as hell maybe, but i dont know.

i'm sleepy so hopefully i did not write any gibberish. :) 
 
with corpses and blood and such you can attempt to build some kind of story that may keep the player interested for longer than just wandering around a completely empty map. 
Never Played Doom 
But I think it would be cool if there was a Spectre or two there. 
 
I actually think the original concept is great. Not every map has to do the usual thing. There are loads of DOOM maps with monsters already.

Going only for atmosphere of the place and exploring that sounds great.

Plus, I'm sure someone will mod it to have monsters quickly enough.

nakasuhito: Trying to grab the player's attention without any combat will not be easy, I look forward to your solution. I'm doing the same in one of my maps atm, which is why I'm doubly interested. I use small puzzles, though, to keep the player nominally busy while they explore. To keep their interest, I use somewhat unusual setpieces, a lot of new mapmodels, stark contrast in lighting and a lot of sounds.

The first part of Doom3's Delta Labs was an inspiration, since it also has no combat (but does require getting a key).

I think such alternative angles to making a map can be very interesting. 
Beta Map 
Map is complete for easy skill (skill 0). Please take a look. Should be easy fighting. Getting lost/stuck? let me know. Pak file for Quoth. Use fitzquake 0.85
Pak file
http://www.adrive.com/public/2ed6ad3c0211d30e24cc796746348ae6e087ccfd357893b0faaa26c57c400620.html
Readme
http://www.adrive.com/public/01588fade44f7594489b7534ee76735fc2d1c82f471393e4e3a38cd3361bf5b7.html
Screen (for people who love quake crates)
http://www.adrive.com/public/b892c1ea241e014af5bd62592c16771c1b0e641b169d23b0378c906785465473.html

Links will die in 14 days :(
Email me or post comments
Thanks mechtech 
I'm Pretty Sure Everyone Has Quoth 
 
Also 
Packing in .zip would have been nice... 
Another Beta 
After a longer vis I wanted here's the beta of Tarratorium.
It has only one skill setting on normal, as I'm still corecting the gameflow. I have the feeling it is a bit too dark.
If you have some sparetime and want to try out, you're welcome with good advice!

screeny:
http://members.home.nl/gimli/torm2.jpg

map:
http://members.home.nl/gimli/tor.zip 
Oops, Bad Phonetics 
Screeny. 
Wow. Coloured lighting a bit too much, but other than that very cool, nice rock structures indeed, decent textures too. 
Holy Colored Lights Batman! 
Nice job, madfox. 
 
yeah, brushwork looks great, but the coloured lights make no sense at all. blue liquid but red light for no reason? 
Tube Larshed 
I admit the colored light is a bit overdone.
I needed some brown color to lit the green tex.
Then again, without the lit file lights are still sufficient. 
Forgot To Hit Record... 
someone please make a demo of MadFox's beta, wandering around in circles and saying "is there even a goddamn silver key in this level?" Thanks in advance. 
 
Aight, played it and recorded a demo. Comments and thoughts during the playthrough, overall it was good, but needs some work. Most importantly, the layout is pretty confusing, probably substantiated by the same-ish look of most of the areas. This could probably be avoided by varying the textures a little, as I also note during the demo, and making the rooms more unique in other ways. I also noticed a lot of misaligned textures and corners of brushes extruding through walls and such, especially with the curved pipes (which were nice by the way!), probably caused by the vertices not being exactly on grid - but I know how difficult such structures are to work with and such problems are almost impossible to avoid. I didn't really get stuck on any architecture either, so I guess it isn't more than just an aesthetic problem.

Also, I think you should indeed tone down the colored lights a little, as in some areas they were overdone - make them more subtle, and also add some more neat, subtle light/shadow effects like I noted near the exit in the demo - it works wonders for atmosphere! And yes, I thought it was a bit too dark overall as well.

On the gameplay side of things, I thought it was pretty good, except for the confusing layout that makes it easy to get lost. I found it a bit empty though, maybe add some more enemies and interesting ambushes, perhaps some powerups to keep the action flowing?

Pretty good stuff, looking forward to more. Oh and yes, the demo of course: http://www.quaketastic.com/upload/files/demos/grad098_bern.7z 
 
The architecture is interesting, though rather small. And yet all raw. The key, I could not find. Sometimes get stuck in the pipes. Maybe this should be at the bottom of the tube put noclip texture?

http://www.quaketastic.com/upload/files/demos/digs_grad098.dz 
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