News | Forum | People | FAQ | Links | Search | Register | Log in
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
File size limit is 128MB.
First | Previous | Next | Last
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 ... 
Sequel To Edge Of Forever? 
cause DAMN that looks awesome. are those all your own textures again? fantastic work, if they are. ;) 
Sock 
that Italy trip seems to have been paying off :) 
Holy Textures Batman! 
 
Performance Testing? 
Any one with a relatively slowe pc, like p4 or an old a64 willing to do some performance testing? 
Testing 
I have here an nf2 ultra board, I can put on it xp1700+ xp2100+ xp2500+ or xp2800+
I also have tualatin 1400, but I guess that's too slow.
Videocard - anything you want, I have a videocard collection, I can test it with anything from voodoo1 to gtx460 (my current card). 
Gone Forever 
necros, the textures are all my own work, I am not sure you why you are winking in your comments, I thought they were good quality. I was planning another puzzle map but my laptop just died yesterday and took all the data with it, such as life! :)
nitin, yeah the Italy trip was good, I took about 5K of photo's and I have mountains of new texture / architecture reference. It is always refreshing to see new places when wanting some inspiration. 
 
not winking, just a little light on the shift key. i really do think they look good. 
Sock 
you planning on using Eraser's enttiyplus mod? 
RaverX 
check mail 
Nitin 
I was developing my own set of SP style entities which I was hoping could be merged into entityplus. Unfortunately if I don't get my HD back from my old laptop, it will be all gone. 
 
Bleh rather fed up with fiddling with this thing, it appears to be working okay now, so anyone interested please take a look.
No area in it is finalised, and a lot of it is raw layout with no brushwork (but a lot is also pretty heavily worked on).

I'm quite busy irl so I wanted to get this out for feedback before I disappear off again, so sorry for releasing an unfinished product :(

If you have an old machine don't try it, it's only fast-VIS'd

-Monsters-
Easy: 247
Normal: 291
Hard: 490

Hard has loads of Quoth monsters, less powerups, more traps and is generally really nasty.

***Requires Quoth and a powerful engine***
http://www.zealousquakefan.com/junk/zqf_arrival_alpha.zip 
 
Damn It 
was looking forward to that. 
 
If people like it I still want to finish it properly, would probably want some help though :E 
Other Bits Of My Base Episode... 
Light Glitches 
Just catching up on 2 months of stuff! That's a large amount of texturing to be done zqf. Got halfway into it so far. For now on I'm using a shotgun to learn code.

I was getting a problem in one area where a brushface wasn't getting lit fully, even by adding a light directly under the face. Nearby is a triggered light, and at a distance some other non triggered lights. Turned out the distant, non triggered lights overwrote (lit) the final version of the rendered face, and not the later (much closer) triggered lights. By deleting the non triggered lights, the face was lit the way I wanted it. 
Roblot: 
Did you see any warnings like "too many styles on a face" when running light.exe? That would explain the problem you were seeing. 
Zqf 
Nice pipes; for the lighting either play with anglesense, switch to q3bsp and darkplaces and use patch meshes, or place point lights around them to fake proper lighting.

Plus, any light problems are less visible when your map is overall bright...

The reactor: Just surround it with tons of pipes and blinking lights ;-)

Ambient sounds!!

Could be overall a lot brighter, but I realize the space theme requires deep shadows. 
Drakness... 
.. just eat the shots... 
 
At first I was using bjp's light with no warnings. Months later I tried Tyrann's tools and got the too many lightstyles, so I stuck with bjp light. Thing is, the light setup and architecture is mirrored (i'm guilty) and one side works correct the other not. I fixed it by moving lights around, but the problem came back when adding more brushes in the room in other remote areas.

Tyrann's warnings may be correct, not sure, but I still have the same number of lightstyles and it's all working. It just seemed like the same triggered-on light would act up on the same brush face on occasion. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.