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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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Lol! 
"is that some kind of puzzle? weird floating cubes or something"
sorry, couldn't help it.

Sock, that looks amazing.
Are you like... REMAKING ID E1 AS A MEDIEVAL RPG, thus doing what id's original plan for Quake was?
You badass! 
Sock 
Those shots are really nice: I can't wait plying this/those map(s) :) 
 
I hate your awesomeness. 
Medieval Testing 
Thanks everyone for the comments, I have been working on this map for a while now and it was certainly a lot of fun to create. Luckily the map has proven to be a very good test map for my new AI system at the same time.

Here is another Image of the first room inside of the castle, hopefully it should be familiar enough that you recognize the area. 
Wot !!!! 
A remake of e1m2 / Castle of the Damned !! Great !!! 
Holy Jesuschristshit 
fuck. 
Can't Think Of Anything To Criticize In Those Shots 
they look perfect. 
 
btw, shot1 is now my phone background. ^_^ 
Wow 
surely looks great, sock. I hope it gets released in a timely manner! 
Monsieur Sock 
With zeez screenshots you are really spoiling us. 
Love The Brushwork, 
the texturing and the candles. Not so sold on the more Hexeny assets/particles. 
 
something that is unfortunate about doing particles like that is that they don't scale with distance the same way engine particles do.

I can see why you chose to make them 4 pixels instead of 1, but it makes them look fat when you're close to them. :( 
Particles 
I can only think of two ways to create particles like effects using the standard Q1 engine.

1) Sprites; They are a fixed texture size and cannot be alpha faded, but they can be controlled perfectly via QC to create loads of different effects.
2) Built in Particle command; can only be a dot shape, single colour and has a fixed life span. There is also very little control via QC besides the initial settings of origin, movement vector, colour and quantity.

I know the sprite particles can look dated with their large size and lack of alpha, but I thought it was acceptable considering the style (original resolution) of this MOD. 
 
For clarification, by "Hexeny" I meant beardy-weirdy wizards and dragons stuff rather than Hexen-era or Hexagonal. It's just a preference really, I think the same of the health vials in RMQ. 
 
oh my.

i feel so inadequate now, great work Simon! 
 
What else to say than: cant wait to play :) 
Exceptional... 
...and I can't wait to get amongst this mod. 
Coloured Lighting? 
Seems you are using some subtle orange tone on your torches. Looks really good. I always intentionally avoided coloured lighting in Q1, but I guess it can look good if you have restraint :) 
Beta Test Help Please! 
if anyone has time to help test my map, please email me:
andyp.123 (I have a gmail account)

I'll probably end up releasing very soon (this week) because I'm so sick of the map and want to release it at last, so I'd prefer people who have time to test today/tomorrow. 
 
i have time right now! 
Coloured Light 
@than, I have been using coloured light in all my Q1 screenshots, I only use pure white for fill lights. I am very careful to match the colour to the light source and to use subtle colour changes if trying to accent something. The screenshots have brightness and contrast filters (applied in PS) to bring out the details and make the blacks deep to create a better mood. 
Thanks Ronald! 
Much appreciated and needed! :) 
Another Quoth Mapobject_custom Pic 
That's One Pissed Off Looking DK 
 
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