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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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@mankrip 
It doesn't remind me of E1M3, but that's fine.

I'd put some stone faces in the walls.


Well, inspired is the key word there. ;) There are tons of stone faces. One directly behind the player in this shot. I still have a few weeks to go but looking forward to wrapping this one up. Almost finished with the first pass at gameplay. This will be my second SP map for Quake - I've learned a lot.

How did you recreate your start map BTW? Did you do it by eye? If so, very nice. 
 
Well, I've just opened the GPL version released by Romero and started overlapping the original brushwork with my own to get the proportions and the positions right, deleting the original brushes afterwards. There's also a lot of brushes where all I did was adjust the position & scaling of the textures to align them. It's not a full remake. 
Mankrip 
GPL version? What is that? Where'd you get it? 
Sevin 
MFX 
Oh, I have the map sources. I thought GPL meant something special about the file he has, but I guess it's just referring to the GPL license? 
Yes 
 
AD Map Beta 
Alright so here's a beta of my second proper map, for Arcane Dimensions. Some info:

- Metal/tech theme with some otherworldly bits.
- Coagula style, with horde- and vertical arena combat.
- Skill 2 is meant to be pretty chaotic and hard. For warning... if I did my job right, anyway.
- Final area could probably most use some additional balance and tuning, I think.

Link:
http://www.quaketastic.com/files/single_player/lpspad-beta.zip

Couple of screenies:
http://www.quaketastic.com/files/screen_shots/lpqsp2b1.png
http://www.quaketastic.com/files/screen_shots/lpqsp2b2.png

Any comments, advice, aesthetic insights, and pointing out of dumb shit I overlooked are appreciated. 
It's Runicon 2!! 
 
Looking Very Good In The Screenies :) 
 
 
Really nice shots, specially the second. And I liked the custom textures in the first. 
Feels Like Episode 3 
Hi, I sent you an email with a 1st run on hard. Good looking runic oldschool feel to the map. Difficulty is very very very hard, could not complete even the first room after a dozen attempts. I suggest deleting a few monsters, or giving them a delayed, staggered spawn. Or create more line of sight blockers to hide them from all aggroing instantly.

Couldn't complete the map because I got stuck in a room after the plinth floated up when I pressed it... Looks very promising overall. 
#14833 Was From Me. 
Wasn't logged in apparently. 
 
Thanks for the demo!

One thing I want to make clear is that skill 2 is meant to be very hard, for people who normally find skill 2 too easy--I will make this clear in the readme. Obviously knowing the map inside and out it's hard to judge myself what's fair, so I'll keep that in mind. Ideally, if people could try skill 0 or 1, that would be great--if *those* are too hard, that's bad.

In any case, I already noticed some important mistakes--you are *not* supposed to jump straight into the gold key elevator! Also, the .lit and .bsp files do not match. I'm quite the dummy! So yeah, let me fix those and reupload before anyone else plays this, hehe. 
 
I realized part of my last comment might make me look like a dick.

To clarify, I WANT skill 2 to be harder than most maps on skill 2. But I also want it to playable. Not trying to make a map that only speedrunners and Ubermensch can play on skill 2. 
 
I get what you're saying. You can make it really hard as long as there is some way to beat it I suppose. I did find normal much more manageable. I would definitely include a warning about hard mode.

The map does look really good though, I guess I should have said "coagula" as opposed to Episode 3. I would consider making the sky pure black as in coagula because the stars warp at the horizon. Or use a skybox in space/nebula maybe, because it is Arcane Dimensions and skyboxes are the thing to do. I suggest you check out Kells Signs of Koth page for some great space skyboxes. Also check out that second teleport I mentioned, I should have recorded it because I was trapped in that area...

Nice work:) 
Fixed Beta 
Lpowell's Beta 
Pretty cool map. We need Qoth to play this map ?

Played in nightmare with God more on.

Found a few bugs : once a button activated in that funky floating space (after a teleport), I returned there to see again and wasn't able to return back. Had to noclip.

That floating place in space is ugly. It's really weird to be able to walk on a space full of stars.

For the last button (below a crucified zombie), I got teleported back into (inside !) a zombie crucified on a wall. Was stuck there, inside that zombie, and had to noclip again.

Got several cool monsters from Qoth as a surprise. I love those weird looking tentacles monster. They're so hilarious ! 
AD 
We need Qoth to play this map ?

Alright so here's a beta of my second proper map, for Arcane Dimensions.  
Quarks 
@madfox 
Those are fun. Is this a TC or just a small project? 
Borg 
Not familiar with terms. (What's a TC?)
Took me years to understand the word mod.
So I guess it's a small project of a quakemod with the startrek vessel and a borg cube.
Some new monsters and a challenge to resistance
(is futile).

short declare:
Once I made a rebuiled of a DukeN3D level of Startrack. Converted it in an obvious way with qwinbsp to Quake and got a level that outdstrided its dimensions much too large. It also had so many wedges I spent weeks deleting them untill I had a "reasonable" level. Years on I went back searching but it was lost.

Then I tumbled into a mod from Andrew Wyllie from 1997 and again my facination grew. It was a perfect mod, complete with additional qc, but no players as it was a level made for the net. And for me as addicted singleplayer this was a sad conclusion. I couldn't contact Wyllie, all posts from 1997 were lost.

So I began rebuilding the level piece by piece, as nowadays compilers are much more flexible. Also I thought the lightning was far too bright, and I wanted to add some new parts to make the level more attractive.
Then I came to the part I don't want the common Quake monsters in it, so here I am, construckting Romulans and Ferengi's.
 
Metfox1_2 
Quark is from Deep Space 9. 
@madfox 
A TC means total conversion. Replacing all models and sounds and textures etc.

So no, this is not a TC as you will have kept a bunch of Quake stuff in your project. But that's cool and it looks like it will be fun. I was just curious. Also Quark made some appearances outside of DS9.

Armin Shimerman first appeared as Quark in the Star Trek: The Next Generation, season seven episode "Firstborn", where in conversation it is clear Riker already knew him, and in the Star Trek: Voyager pilot "Caretaker". He also played the character Quark on The Tonight Show with Jay Leno and Regis & Kathie Lee. 
New Map Beta 
Just A Trekky 
As I made new monsters for it, used the original textures of Andrew Wyllie, stripped the naughty sounds from the Startrek movies I'm close on the way from mod to tc. Only Quake's qc is still in use.

And yes, Quark may be in another chronologic matter, but I mapped for so long with the so called editor, I think it a tribute for the rather old actor nowadays. I thought eighty years or so. 
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