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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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Maybe 
if just enough people ask for it, Sock could change his mind.

@Sock: plz plz plz, those maps are just so delicious :D 
 
they're not maps though, they're just gonna be that one room. 
 
they're just gonna be that one room.

Or maps that get to the point quicker :p 
Sock 
btw, i printed that shot and hung it on my office pillar. 
Ogre's Brew 
Ogre's Brew 
Looks interesting, but it seems very "unpolished" and it doesn't have any Quake feeling in it. Have you tried playing a little with the textures? Try another texture on wall, not the same as for the pipes, it's just a suggestion. 
Would'nt Say 
it doesnt have any Quake feeling.
Reminds me of Ep2 somehow.
But the texture on this upper right pipe thing seems to be realy messed up. 
Megaman 
Really!?! that's awesome, thanks :) 
Hik 
@raverx - I changed the textures some time, first it had the malice.wad.
In Quake there aren't many pipe texures so I decided to keep them as metal as possible.

@wakey - I know, but if I scale them there's always a part that ends up blind. 
MadFox 
It is definitely Irish Ogre's brew... cause it is too green lighted !
Else architecture looks interesting, but you should have made an effort on texture alignment... though... it is difficult to align textures on rotated pipes...
Anyway, keep it up !! 
Thanks 
Just another test4 for 20h and reached a magnificent Hom in the area.
Hartbreaker bumps me 30maps back.

Texturing could be better, I know.
Hard when faiths leaps me back to earlier states doing them over again.

Feeling like an Ogre without chainsaw juice. 
 
Feeling like an Ogre without chainsaw juice.

I'm sure we've all been there 
Tronyn 
you feeling like that?

vis still keeping that dreary brown piece of shit from us? 
Ogre 
I really hope that thing's swimming! 
Pixel Palace 
 
Cool Sock, like the stripeyness. I'd change to a darker sky though, it's making the buildings go silhouette-ish with it that light. 
 
I like the white clouds. Makes the whole place seem very cold. Can't wait to be there! I just love the contrast and the big pixels.

My only criticism would be that I don't like the way the mace knight isn't looking straight forward. I realize this is probably to make him seem a little more dynamic, but I find something quite menacing in the way the vanilla death-knight always stares forward, almost as if he might as well be an empty suit of armor or some sort of single-minded automaton. But that's just me being picky really. 
 
I also like the white clouds and the general contrast going on here. 
 
The lighting seems weird and blotchy to me. Actually, it seems like the white texture has a dark part on it that seems like lighting. It is visible over the arches for example.

Otherwise wow. 
Love It 
 
Agree With Kona 
Feel a slightly darker sky would look better. Textures/ architecture/ lighting and baddies themselves look fucking amazing. 
Agree With Kona 
Feel a slightly darker sky would look better. Textures/ architecture/ lighting and baddies themselves look fucking amazing. 
 
I don't like the way the mace knight isn't looking straight forward
It's a random idle sequence.

Also, agree with Kona, not a fan of that sky. :P 
Maybe A Blood Red Sky? 
All else looks great, as others said. 
Too White 
Thanks everyone for the comments.

I can see the sky is going to be a love or hate thing. I designed it to work with the fog which has been removed from this screenshot. (I know not really a good idea!) It is not too bad in game just not the default dark cloud version. It offers a nice contrast to the very dark/bright stone work for the palace.

All monsters swing left and right and some have extra idle animations (necros awesome work). The blue flail knight is checking out what is behind him, normally they look straight ahead.

The lighting is a real problem for these textures, white light combined with strong white textures is certainly difficult to get looking right. I will have to experiment more and see if I can find a better setup. I can see why most quake textures are not white or black, having colour in textures distracts the player from the lighting. 
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