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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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Heh 
also I meant BUSY-ness.
Nice alienish vibe. Like Unreal's Skaarj maps. 
 
those shots look wild, man. :)
same here, btw, not a fan of those rocks.
also, scale the water up at least 2x, even 3 or 4x in the second shot. it'll hide the tiling and the waterwarp + translucency will hide the pixelization.
very interested in seeing this map. 
Orl 
That looks awesome. Like me (and almost everyone else) you have started to make huge open environments for Quake. Which lets face it just looks cool. Rlly nice work man, cant wait to see this.

The green tiled texture on the wall in the first shot - well, I think you should give it a 256x256 texture or maybe a 256x128 texture perhaps? Or even better still, break it up into horizontal layers or something. Or give it some support pillars embedded in the wall maybe. Bit of texture aligning here and there.

I wonder what fauna will be present in these maps?

Map limits B gone, the way things are going I dont think it will be long before people are making maps double the size of anything that has been made up until now. ;) 
Oooh 
Yeah, looks great!

Finish it bitch ;) 
Awesome 
The first shot looks so cool, it looks like an UT map. 
Amazing Shots 
although I'm with ricky about the green tiled texture and the others about the rocks. 
Orl 
Yes that is very cool indeed especially shot 1. Texturing could be a bit smarter but designs are great. 
I Made A Video Too! 
http://www.youtube.com/watch?v=WWcljfdhOkU

not as awesome as daz's playthroughs though. 
Meatball 
point of vieuw I think.
Daz fixes a player, this looks more like a giant CFT.
The monster AI looks good with that Shambler explo. Funny to see it jumping down and taking the elevator again. Good it's named anylizing monster Ai, because I could't undertow a feeling of panic, as one man player. 
Necros 
i remember it used to be a bit of a teenage nerd gaming fantasy of mine to see a full on battle between the quake & q2 monsters. so that is still awesome :D

are you converting all of them? 
 
i've been tossing the idea around of making a map where you either play as a futuristic soldier assaulting a demonic stronghold with your buddies (you and q2 'monsters' vs quake monstes) or a map where you are just trying to stay alive during an epic battle between q2 monsters (who hate you) and original quake monsters (who also hate you).

but i'm not sure how cheesy it would be to convert all those q2 monsters so that kind of puts a damper on it for me and i haven't converted more than 5 or 6 of them. the jorg boss (minus the guy sitting on him) is pretty cool, and i'd like to make a q1 boss out of him though. 
 
arguably the very idea of combining the two sets of monsters is cheesy from the outset, considering one set is organic and demonic and the other is futuristic and mechanical. but i still maintain it would be awesome (in a cheesy way)

a mod where you could choose to fight for either side would be cool. maybe it could even be done without weapons...

and a jorg vs armagon final showdown would be pretty epic :D 
RQ Guys 
Big Gun boss vs monster_wizard. Make it happen. 
Eh 
monster_boss2 I mean 
Something Non-stupid This Time... 
Awesome.... 
i've long had plans to add ambient creatures (birds, bats, rats) to quake levels, to enhance the mood. 
 
i know it's just birds... but this just looked really cool: http://www.youtube.com/watch?v=_NrHNilIqLo

^_^

fps is shit though cause i had to turn on realtime lighting otherwise the birds were fullbright for some reason. 
 
Nice one, I've been planning to do the same thing for a while. Looks good. Can you post the code, or do I have to write my own? :)

You're going Darkplaces? Makes sense, unfortunately all my maps run like shit in DP though. RT lighting and stuff like pretty water would probably kill my FPS for good.

I look forward to seeing what the system requirements will be. 
And Also 
we have a great engine already. :-P 
DarkPlaces == DP 
The name says it all :-P 
Necros 
Errr, senseless slaughter... Looks cool, though. 
Orl 
So do your screenshots. But make sure to have those textures aligned properly this time... like, fucking hell! 
Gb 
i'm not 'going' darkplaces. bad wording on my part, i just meant i wouldn't ignore DP until the last minute and hope that it was playable. :P
i still plan to have everything compatible with fq/qs. :) 
If You Are Interested In The Bird... 
here's the current source code for it: http://necros.quaddicted.com/temp/ne_bird(18.12.11).qc
you'll also need this model: http://necros.quaddicted.com/temp/raven.mdl (that's the h2 raven model with an ugly new skin)

should be almost plug and playable. probably just need to declare a few extra entity fields.

also, this is totally a WIP... that code is probably pretty wasteful atm and there is a lot of unimplemented stuff.
i eventually want to give them real goals like eating (diving for fish in the ocean), hunting (flying in a local area over water) and resting (standing on the ground wandering around) as well as making them sort 'stubborn' so they'll form up in distinct groups and tend to stay with their own group, instead of forming one giant flock 100% of the time.
they don't land on their own, but if they hit the ground in a way to set their on_ground flag, they will sit around for a little while before flying again. there's supposed to be some extra stuff here that's not implemented, but standing birds should try to move together if other standing birds are near, and should be more likely to wait on the ground if they have company or fly sooner if they are lonely.

to use birds, just put some creature_bird entities in and then make some bird_anchorPoint entities in areas you'd like birds to loiter around. they'll move to the different anchor points randomly. 
Sure! 
Good example for in the model thread, as I apreciate your sharing models with others.
For good fun, I would like to try it with the serpent, the old scratched model from QuakeTest.

As I expected my ancient proqcc turned the qc into ogregibs. 
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