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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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Borax Man 
Those shots look properly menacing. Good luck. LMK if you need help with pd_ and also, we're working on 1.1.2 right now. It has some bug fixes and a handful of features. Not sure when it will be ready. Hopefully days, not weeks.

Good luck on Lords of Chaos. 
 
Yeah I like those touches of color. Really helps in a metal theme map. Reminds me of jam3_ionous just a bit. 
Good Stuff. 
I like the arches especially. 
 
While we are waiting for Lords of Chaos, do check out DK Shrine from Borax Man. Its a great set of Doom 2 maps with good gameplay and interesting non-linear layouts. 
DK Shrine 
Thanks Orl,

For anyone interested in DK Shrine, be sure to get the "Remastered" version and not the 1996 version.

https://www.moddb.com/mods/dk-shrine-remastered 
 
 
@lpowell.

Looks nice, and I'm pleased that you've strayed from using solely the standard 'metal' texture set and done something a little more original. 
Looks Cool. 
Except base enemy and knights together = totally unacceptable. I like the blend of map styles tho. 
 
You're probably gonna have to live with it. I mean the whole idea of the map is tech+medieval style anyway, so it would be weird to *not* mix monster types. 
@lpowell 
Nice looking shots. The lighting feels flat but not terrible. I agree the theme mix feels pretty fresh here. 
Base And Enemy Knights 
@Shambler. I disagree, they can work together, as long as the mapper creates the right context.

I don't see why user created levels have to stick to any rules or themes used in the original Quake. I prefer to see mappers not limit themselves to specific texture sets or styles. 
Use Tech Knight Models! 
from Operation Urth Majic

Gotta keep Shambler happy. 
Umm. 
base enemy and knights together = totally unacceptable.

E1M2...? 
Is Wrong. 
 
Dafuq? 
It's literally right there.

There's more precedent in the original game for mixing Grunts and Knights than putting Knights in runic. 
That's Part Of A Mistaken Mishmash Under The Guise Of Quake Having... 
...a coherent story. We have now transcended that with stronger thematic adherence. 
Double Dafuq. 
There was nothing mistaken about the monster order of appearance once the final episodic structure was settled. 
Dis Gon Be Gud 
The grunts are just possessed by the entity known as "quake" in the story, so there is no reason why this entity wouldn't just mix his new recruits up with his old knight fellas without sparing a second thought.

What shums is alluding to is a question of personal taste, of no more validity than an objection to certain texture combinations.

The Hipnotic mission pack did a lot more of this if I recall. 
Yes 
The Hipnotic mission pack did a lot more of this if I recall.

Yep and there's nothing wrong with it if you justify it with a Slipgate pad as otp alluded to. 
Custom Levels Are Just That, Custom 
Zerstorer if I recall correctly did this?, as did a few good maps in the 90s. I don't remember anyone caring back then, and in the Doom modding community, there aren't such rules. It is as kinn said, just preference masquerading as a rule.

Personally, I like when authors follow their own style and do something original, and don't stick to a predefined iD style. lpowells screens look great, and the style seems to work. 
I Do Get Where He's Coming From 
 
 
Base and Medieval enemies can be used together, but there needs to a reason why. A portal within a research lab where hell knights are coming through makes perfect sense. 
 
Thanks for the comments everyone. @dumptruck_ds, thanks for the comment about the lighting; getting the right Quakey contrast is something I really need to work on. 
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