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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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Shambler On The Charlestone 
Texture, Lighting, And Minor Layout Changes 
In the previous version, I somehow glossed over the rocket launcher platform being inaccessible unless you happened to have spawned up there. There was originally a trigger_push-and-ramp jump pad to get up there, but I had to scrap it because it only worked reliably with QW physics.
I've lightened up the brick textures as it was hard to get good lighting on them without the lights being blown out.
The truck is now slightly smaller and has brake lights to light up the rocket launcher area. It no longer has iron bars behind it because they got in the way and they could trap players.

Screenshot 1
Screenshot 4
Screenshot 8

Zip, readme, and more screenshots

(The screenshots from the last post are still available, I've moved them to their own directory.) 
No Dumptruck, No Download 
Nice adjustments. Have you considered add bot support to the map?

For rerelease:

traditional bots: 
Rerelease Nav File 
I put together a quick and (mostly) functional .nav file for the rerelease. Bots can navigate most of the map fine but tend to get stuck in a teleporter loop trying to get the nailgun without a run-up, and aren't quite dextrous enough to make it through the lava slag path alive.

I'm hoping to find some documentation somewhere that describes older bot waypoints in more detail. After digging through the FrikBot QC, I've found that I might be able to put up a .ent map patch for FrikBot-specific waypoints, if I can find what map fields they use.

For other bots, I have no clue. A few hours of searching the internet brought up nothing else other than a few mentions of .loc files, which from what I've read, seem to be more of a "where I am" thing for chat messages rather than bot waypoints. I'll continue searching and asking around. 
For FrikBot you could alternately create a separate ".way" file for the map, if you don't want to bake those entities into the map.

I've never tried FrikBot waypointing myself, but the docs at have a "Waypointing" section that describes using an in-game editor to create and then dump out the waypoints. You can choose to dump them in a format for ".way" files, or as entities to include in your map, or even as QuakeC if you wanted to handle the waypoints in mod code (but IMO don't do that).

I wouldn't bother with other bot support I think. Nobody makes Omicron bot routes these days, and I think Frogbot pretty much requires baking the routes into QuakeC code. 
Does This Deserve A New Thread? 
So, for the better part of the past year I've been sort of writing my own version of the Quake world engine, specifically excluding anything gameplay related, in GameMaker Studio. Most of the vanilla Q1 funcs and triggers are implemented, in addition to some of the community-curated additions like brush alphas, RGB lightmaps, and the experimental new lightmap and light grid formats. That actually makes GM the first engine to support the new Q1 decoupled lightmaps and light grids. 
Yes It Does 
Bravo. Looking forward to seeing how it comes together. 
Thank Ya! 
It's been like 8 months of me toying away in my spare time. I'm hoping to support most of progs_dump, Copper, Arcane Dimensions, etc if I can help it lol I've already got rotatable brushes, breakable funcs, including the breakable spawner. Just the other day I added a nifty caustic light simulation using light style 64 multiplied by a funky caustic shader I wrote. :P 
My First Map 
A few screenshots from my first ever map. It's loosely based on a reocurring nightmare I used to have as a kid, probably due to playing Q1 too much lol.

Still very early in development, can't wait to share it once complete. 
Screens looks sweet, keep it on! 
Yeah this looks fun already. Keep at it. 
Looks nice and varied. If you want to go further in variety, make next rooms less cube-like in general shape. 
Those Look Really Cool! 
The only thing I would change really is the floor texture in the upright brush/door frame in mfm2. It just screams 'floor!' to me, if you know what I mean?

But yeah - good stuff! 
Just For Fun 
But the damn thing ate my quarter! 
My website has gone outdated.

Q1 walruz 
Map Testers Needed 
Hi everyone!
I am currently creating a Quake map as a university project, and I would really need some experienced players to test it and help me steer the development of the map

Here you can find some screenshots and all the necessary files to run the map:

Thanks to everyone willing to help! Let me know any feedback you have on it and your suggestions to make it better, everything is more than welcome 
My First Map So Far

My first map so far... A lot of textures still have to get fixed after reseting them all from 0,5 scaling. Let me know what you think, thanks.

Running on Kex engine
Made using PD300 
At Work 
I only watched the first couple of minutes but it's really a unique setting. Thanks for using pd300. I'll watch the rest and give more comments. Looks really moody. I like. 
Wow that was overwhelming to watch. Tons of action and interactivity. The level of detail is pretty insane. I'd be lost the whole time although it seems pretty linear (which is not a bad thing IMO). You've used all the pd3 features well. Can't wait to see the final product. The coffin "doors" were really cool.

My only suggestion would to be to vary the metal and wood sounds a bit on the breakables and if you feel up to it, combine some of the smaller metal bars into larger "sets" of breakables. For example, 3 bars per breakable as opposed to one each. IMO breakables should not impede the action for too long or it might become tedious.

Still, amazing work. 
Flocking Birds 
Thank you very much for your feedback. It is very linear at the moment, but it is on purpose - it is supposed to be a horror-themed level, based on a reoccurring childhood nightmare. That is the same reasoning behind rather tight spaces, but once there are high-tier enemies, it will get more spacious.

I really enjoy using PD3, as it makes a lot of things much easier. Also without your YT tutorial series, I would have been lost and would have never started in the first place!

This is my first mapping attempt ever, not just for Quake and as a lifelong fan of the series and Q1 especially, there was no way for me to half-ass it.

Thank you for your suggestions, I was becoming self-conscious about the breakables, not wanting to overuse them. As far as the sounds, at the moment I am only using what was included in the mod folder and planning on adding more sounds.

It is still very much a work in progress, I am still learning and implementing new things as I discover all the possibilities along the way. 
First Map For Any Game? 
WOW. Super impressive in that case. Glad to hear you are going to expand it. And I am really happy the tuts help and pd3 is working well for you.

One thing I didn't mention above is that I laughed a little when I read the centerprint in-game about it being a nightmare (or was it dream? gotta re-watch)

Anyway, I laughed because I have a lot of strange dreams that feature bizarre architecture. So for just one example, driving through a really tall, skinning parking structure next to a hotel that is round with maze-like hallways that lead up and down every few feet. And usually the spaces I dream about are very narrow and tight - like many of the spaces in your map!!!

It kind of freaked me out a little. The dreams are usually full of anxiety but not exactly nightmares. I had one last night that was a place with low ceilings and thick steel walls painted over like something out of Chernobyl.

Anyway enjoy mapping and stay in touch for sure. 
Nightmare Theme 
Yeah, it said that I recognized the place because I had been there many times before in a nightmare that kept on coming back when I was like 8 or 9 years old.

It was definitely influenced by playing Doom and Quake (I had another dream where I was in E3M6) at the time. One other feature that got into this dream was an entrance to an old-time shelter near my granny's house. It always kept me wondering what could be hiding inside, when I was a kid.

After "visiting" the bunker several times in the dream, I was able to control what I was doing.

In the dream, once I entered the bunker it seemed there was nobody inside, other than the old equipment and supplies but seemed to be work. Further inside I discovered a deep, large shaft with a cargo lift (not yet functional in the video below) and a ladder. At the bottom, there were two doorways, one small with pipes and cables, the other looked like the main tunnel, but with the view obstructed by a sharp corner. There was a flashing light coming from the main tunnel.
As I got closer to it, a shadow of a giant humanoid figure appeared in the flashes from around the corner, followed by grunting, growling, and monster-like screams.

Most of the times, this was the moment I got scared and ran back to the lift or climbed the ladder. But sometimes I just waited, or went through the small corridor. One time I tried to see the monster but as soon as I turned the corner, I woke up. I was the monster all along, I guess. :D

I've skipped the making of the actual start of the nightmare - entering the shelter - until recently and recorded it: It is still a work in process, but the main mechanics are there. I've added some "extra features" to make it more pleasant for the player to enjoy a visit to my subconscious.
Let me know what you think about it.

Fun fact: the video title says "a nightmare" in Czech, pronounced something like "notshnee moora". 
I Was The Monster All Along 
Very poetic. :) 
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