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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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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. 
 
 
Unfortunate link name! 
Indeed! 
 
 
Zwiffle very pretty place in the Ville of Sintra next to Lisbon

There are some castles and palaces nearby this small one, was the Ville of kings in Portugal in meddle age

http://en.wikipedia.org/wiki/Sintra

http://imgur.com/gallery/GagON 
Happy Christmas Mappers 
That Looks Ridiculously Awesome 
love the textures. 
Sock 
looks great, textures and details (the roof window :)) like the first floor color
flags could be brighter 
 
Nice Mood 
No heads under the christmas tree though? 
A City Doomed From The Start 
anyone remember that doom2 city map i was doing? http://minus.com/m5OtHNgzN

well i finished it. my idea of having a big canyon/desert area didn't work at all [too boring and doom is not really good at big open rocky areas, or i just suck at it].

the idea for the map was to make levels based on phobias, so i choose isolophobia. no items or enemies, but i needed gameplay so i made some key hunting. hopefully its not frustrating, but it think it might be.

i'm going to write a midi for it, and hopefully that will give it some atmosphere, i hope so anyway.

if this is the right place to post them, then here's the map. i still need to polish some parts, but i think its pretty much done.

http://min.us/mrKqgQ6j8

the map was made for doom2.exe but it wont run because of visplane overflow errors. shouldnt be a problem since the project dude said to use a limit removing port, so i recommend zdoom, but try not to jump. its tempting yes, but whatever :D 
 
wow this map is huge! i ran around for a few minutes and managed to make it inside the city. very cool .... uh sector? work. nice details with broken bricks and such. i see what you mean by the outdoor areas... neg showed me a bit how to do it... mostly breaking up straight/slowly curving lines with rocks of varying sector heights. it's really an art though. 
Grahf 
 
@grahf i remember seeing those screenshots! so he never finished it? i forgot all about it.

thanks for playing the map necros. i think i'm pretty good at doing outdoor areas that are more canyon like [as in cramped stuff] but big wide open ones is just too hard to make them look good in doom. at least for me anyway.

now i need to fix the midi that keeps changing the drums to bass and its done i think. :) 
A Quick Doodle ... 
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