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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.

Need a place to host your screenshots? Upload them here:
http://www.quaketastic.com/
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff

[[[CAN WE PLEASE HAVE A NEW PASSWORD FOR THIS AS THIS ONE IS UTTERLY FUCKING ANNOYING]]]

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Ipowell 
i didnt get any crashes, what is stack overflow?
I'd like to see some demos people playing these crazy maps. 
Demo 
http://www.quaketastic.com/files/demos/lulz2_lp3.dem

Gave it a few more runs. That particular error hasn't repeated itself, but I got other bugs while playing it. Note the fiend that glitches out in the demo! I think you may be running against some engine limits or something.

Anyway, I actually unironically like this map, and mean to record a full demo (can't promise 100% kills). It reminds me of Doom II slaughtermaps in a way. Savescumming your way through it would be a grind, but to play it through without saving you have to really think about the best route to take, the most efficient use of available powerups, etc. The demo I uploaded was the best of 6 runs, and my main problem was that I was hoarding rockets and should have used the quads on the lower level shamblers.

If you make more of these you should release them as a pack. 
Full Demo 
No weird glitches. Missed one kill somehow. Fun stuff!

http://www.quaketastic.com/files/demos/lulz2_lp4.zip 
Lulz2 
NOW THAT'S A FUCKING QUAKE MAP, TEXAN STYLE ! 
Thanks For Playing Ipowell 
 
 
haha Barnak, love the comment! did you try LuLz 1? its even crazier! 
Sm73_hrim_DLC 
http://hrimfaxi.dk/Basepics/sm73DLC.html

It started with a speedmap in 2005 so 12 years old!
Maybe it will be done in 6 to 7 years.
Maybe! 
Maybe 6 Or 7 Days?? 
 
#14614 - Noice 
Noice. 
Sweet Shit 
 
Wow 
nice 
Nice 
I approve of those 2017 detail levels on the crates :)

But seriously, finish it :) 
Hrimfaxi 
Very nice! 
 
i unironically liked lulz1, more than lulz2

a quake slaughteramp! and it's fun!

now i want to make one too 
Topher 
go for it! im making LuLz 3 this evening and releasing it tomorrow 
Hrimfaxi... 
...you make ID base look damned good. 
@Naitelveni 
It is fitting that LuLz expresses the feelings I have for Peripheral Fundament (considering it's a joke map series "influenced by Hexcalk"). When I look back into hc0, I laugh at how insane and awful it is, which is what LuLz is trying to recapture. I've moved on to distancing myself away from problems in my Quake maps.

Your maps are great, by the way. 
Hexcalk 
I like HC0 because it was fast, short and brutal.
and thats where LuLz series gets its inspiration from.

ofc HC0 was unpolished but i dont really mind it.
HC3 had a much better level of polish and consistency in style. 
@Naitelveni 
Where's LuLz 3? I enjoyed your LuLz maps positively, but you said you would release LuLz 3 one day after LuLz 2. Delays? 
Hexcalk 
im vising it at the moment! just a couple of minutes more! :D 
Map Release: Leviathan Underworld Labyrinth Z 3 
Screenshot:
http://imgur.com/a/CKT8u

Download:
http://www.mediafire.com/file/cl1kda6w453d2w6/LuLz3.zip

Buildtime:
on and off 3 days maybe real work done is 7-10h

vistime:
10 minutes

monster count:
300+

Type:
ID1 map

background story:
It could be said that the subject is contextualised into a postdialectic capitalist theory that includes consciousness as a paradox. If cultural nationalism holds, we have to choose
between postdialectic rationalism and premodernist dialectic theory.


P.s. Mapping in 2k17, shoutout to baker! 
Proper Download Link ? 
Naitelveni, is this the proper link ? That map was already released. 
Barnak 
i just clicked on the link and it is the proper one. Click it again! 
Naitelveni 
LOLMAO THIS IS PURE QUAKE MADNESS, TEXAN STYLE !

What a wind of fresh air (and pure monster ass smell) !

You should also put some love on the geometry itself. Better, modern style, architecture (sock style ?). Awesome geometry with a pile of 2000 monsters could be incredible,with full quad on and ligthning gun ! (was awesome in the zombie cave!) 
Barnak <3 
thanks dude! :D

I did put alot more effort into the geometry in this map, i should do a polished map with 300 monsters because the gameplay is alot of fun. 
Block.bsp 
Heya, cross-posting this here from quaddicted. This is my first "complete" map meaning some challenge and an exit portal. It's really short, just a couple of fights and three weapons.

http://i.imgur.com/TWVNbzt.png
http://i.imgur.com/OWHXa1e.png

I realize my understanding of texturing is pretty off, still learning what they all mean out of context.

Block.bsp:
https://www.dropbox.com/s/axu3dw8way541yg/block.bsp?dl=0 
Your Understanding Of Texturing Is... 
...better than anything hexcalk will ever achieve. So that's something. Themes and designs look promising in both shots, keep at it man! 
Texturing? 
Well, I've had a mixed reception overall with my maps, but "block.bsp" looks beyond what I could achieve so far. 
Texturing And The Grid 
I'm sure that anyone who's tried to use it before will agree that the idbase texture set is an utter pain to use accurately. id themselves didn't set a superb standard at first.

However, the two step program is

1. Admit you have a problem
2. Sort it out

And you're half way there!

The bit that sticks out to me in that second shot is the big platform in the lower right, the textures are getting completely cut off around the edge. The thing that will make your life a lot simpler is having an appropriate texture in mind before you build a brush, and set your grid to multiples of the texture size. That doesn't help sort out existing problems though...

So what you need to be prepared to do is make modifications to the geometry in order to get the textures right. Try and find a more suitable floor texture. I suspect that no single texture will perfectly fit that space, in which case you may need to carve up the brush into more pieces. If you carved the inside rectangle where the texture tiles nicely into a separate brush, you could probably texture the leftover edges with a trim texture like tech04_3. 
Bilinear Texture Scaling 
Screenshot 1

Screenshot 2

Screenshot 3

Still some bugs to iron out. 
New Map 
Im taking a small break from mapping my tech castle, i want to get some distance so i have fresh eyes to see it with.

Now im working on a ID1 map.

Screenshots
http://imgur.com/a/pUjhN 
Cool~ 
 
Nait 
You are a mapping machine lately! This all looks really awesome man! Keep that up will ya please. 
@Nait 
I love those yellow light columns and the wood and iron trim you have there. Looking good. I want to jump in there now! 
Doom3 Textures Once More 
shipshot1
shipshot2_flat
shipshot3

Quaketastic seems to to have a hickup because of some outdated certificates and shit. IDC. 
Lets Try It Again 
Mind You, These Are Heavy WIP Models 
I'm not sure how to put it in my map atm, but only as misc_model or sth. We'll see, right? 
Lookin' Good Mfx! 
 
Insane 
And I thought my space ship model was good... :P 
Yours Was Moving Around In The Map 
so yeah, yours is better..
For now. 
Wouldnt Be Terribly Difficult For Him To Do The Same 
although it was Eric who did that not me. 
Hmmm. 
i know of the waypoints (path_corners) to change direction and movement. I need to talk to eric. But my ship has interiour to move in. So...
I plan to to have the player inside of it, which restricts me to linear movemovent, as in a func_train/door.
Or i do some magic with moving skip func_walls. IDK yet. 
Awesome! 
The animation in tfuma was pretty easy to setup, just a bit of trial and error to get the right angles on the waypoints. The two func_rotate_trains (one for the solid and one for the glass parts) can share the same set of waypoints which is nice.

If the player can be inside while it's moving, I guess you could try func_movewall's (I've never tried them, not sure if they work with func_rotate_train?), or just make it a linear func_train.. 
I'll Try My Best, Check Your Mails. 
 
Woah. 
 
Hoi 
Hi Jorg 
Never expected to see you here. 
 
I thought it just was someone calling out Shambler for being a massive jong. Rightfully so, one might add. 
NewHell Mod 
Thanks to Preach's help with the blood splattering code, I'm happy to announce my first mod release.

It's called NewHell, and it's a single player mod with the goal in mind to make single player vanilla Quake gameplay more interesting.

http://www.quaketastic.com/files/single_player/mods/newhell.zip

This is a small, 3mb download.

It features basically tons of blood/gore improvements, along with additional weapon/monster animations.

I hope you don't mind that I've uploaded it to Quaketastic. If this is a problem please let me know.

Thank you. 
Good Stuff 
Pretty neat, I found myself getting tired of the shell sound pretty quickly though. Also noticed that I could fire the nailgun while drawing it. Certainly interesting playing through a few levels with more "doom-like" guns. 
@Ruin Results Of Test On Quakespasm 
I had to use 999 protocol because I quickly got visedicts > 512.

While testing on my map, when I shot the dog I got error:
ADD_F 1039(?) 1027(mid_bouyancy) 1.2 1040(?)
gyro_physics.qc : Gyro_RunPhysics_Bouyancy
gyro_physics.qc : Gyro_RunPhysics
gyro_main.qc : Gyro_R

The error isn't regular: I killed about 20 dogs before get it.

Hope this will help you to find bugs and glitches. 
@Kres 
If you had to kill a certain amount before getting it, I wonder if it is an overflow error.
Is your map available for me to test on quakespasm? 
Interesting Stuff Ruin 
the shotgun feels really fun to use in this mod. 
Ruin, #14658 
Not my cup of tea (particularly not a fan of the changes to the weapons) but I appreciate the work you put into this.

In case you're interested:

Tested it briefly on some id1 maps (using Quakespasm 0.92.0 on Linux), and encountered missing textures on the following models:
The hurt/dead Ogre
The hurt/dead Rotfish
The gibbed heads of the Enforcer, Death Knight, Rottweiler, Fiend, Vore and Shambler -- basically all monsters except Zombies and Grunts (and Rotfish and Spawns, obviously, since they have no head models).

Examples of what I mean:
Fiend and Death Knight heads
Dead Ogre

When I activate noclipping, my forward key (mapped to "w") is stuck until I press jump (spacebar); then I can move around normally. Not an issue during normal play, but odd and somewhat annoying nonetheless.

Also, any reason why you included a config.cgf in the download? It messed up my video settings. Most of my other settings were the same as in the config file anyway -- but they could have been different, which would have made it even more annoying. I mean, it's not hard for me just to delete it, but it seems like a good way to scare off potential players of your mod (e.g. people who don't know what a config file is or does, and will just see their settings changed and decide not to bother anymore with the mod). 
 
Oops, forgot to list the gibbed Ogre and Knight heads -- their textures are also missing. 
Including A Config.cfg Is A Cardinal Error In Releases 
Several other errors:

- The weapon models don't show on Winquake. Not that it would be very playable anyway due to excessive packet overflow.
- The weapons generate "NAN velocity on edict #, muzz, progs/s_explod.spr" warnings on every shot.
- When switching weapons, there are "No such frame 13 ('shot1', 13 frames)" warnings.
- Most of the head gib models reference the wrong skin number as total_newbie says. The default skin is 0, not 1. 
@total_newbie, @negke 
I need to obviously do testing on more engines. Quakespasm and Fitzquake seem to be the most popular.

Right now, I'm using Darkplaces (I know I know) which seems to be a very forgiving engine as it didn't list any of the errors that are mentioned in your comments. So not ideal for bug testing.

What I've worked on since the initial release is cutting the amount of blood splats, and adding more splats to the model itself. This should help eliminate a lot of the packet overflow errors.

I was aware of the missing skins on Quakespasm, but kind of at a loss on how to fix it. I'm not a very good coder.

I've known releasing a mod with a cfg is a big no-no, I just forgot to delete the automatically generated one.

So yeah, like I said, I will definitely need to test on other engines. 
Lost Colony - Arrival Alpha 
Hello all, been a while. I've been going through old files and found the bits of my Quake projects that survived my harddrive crash years ago (which stopped me mapping because I had most of an episode blocked out and playable and lost 90% of it because backups are for sensible people).

http://i.imgur.com/8BODDCt.png
http://i.imgur.com/uHYsQV3.png
http://i.imgur.com/aK9o69N.png
http://i.imgur.com/xpGuzmh.png
http://i.imgur.com/qW5cHOd.png
http://i.imgur.com/xUfzoNx.png
http://i.imgur.com/0hNvIIH.png
http://i.imgur.com/Iakz4nj.png


Gameplay is a little different from normal Quake. Bits of it are a little Half-Life inspired with scripted silliness and a linear layout, and it's got a fair number of arena fights too. It is playable from start to finish, if you want to try it:

https://www.dropbox.com/s/fdpeclsqdowij7m/ZqfLostColony.zip?dl=0

Start on zqfarrivalintro

Monsters: 247/291/490
Secrets: 11

Notes:
> Requires Quoth 2 and limit removing engine blah blah blah
> There's a bit early on where some geometry doesn't have any collision for some reason. You need to jump/noclip onto a ladder.
> Lighting is awful, sorry. Feel free to throw the lit file in a bin and set it on fire.
> Hard difficult is brutal and assumes you know Quoth monsters already. Easy/medium introduces them more slowly, and gates you less aggressively.
> Map will auto save to 'zqfcheckpoint'. Probably something to ditch.
> It's full of little filler moments where two monsters attack you when a door opens. Somehow I didn't notice just how many times it does that.
> Negke, you've played this version already so feel free to ignore it :p

Now I'm going to see if I can get Worldcraft working again. 
ZealousQuakeFan 
Looks awesome! 
Whoa 
Crazy screens you got there! 
 
Insane looking in a good way~ 
 
Do I remember correctly that the map source was lost? Crazy idea if it's the case: plug the missing bits and polish the barren/unfinished parts by (ab)using Quoth's external brush models feature; it works with -onlyents. 
Wait 
Do any map editors support the viewing of .bsp files, for the purposes of onlyents editing and/or relighting? 
 
Thankfully I have the source for the two maps I've shared here. It's right at the vertex limit and I was having difficult with external brush models (hense the no collision bug early on) but if bsp2 is a thing now that shouldn't be a problem and gives me a lot more freedom to rebuild some dodgy parts. If anyone feels like giving me a hand with the lighting sometime that would be cool. 
Kinn 
Quark can open BSP29 and you can copy some stuff from it into a fresh .map.
Like .ents and textures iirc.
Stupid QuArK features.. (runs for cover...) 
That Looks Mexxesque IMHO! 
 
I'll Drop This Here For Now. 
Please keep in mind that these are WIP shots, not final product.

http://imgur.com/a/CFXe3

-Snaut. 
Yessssss! 
Much niceness and vibez :) 
That's Just About Porn 
 
Yummy 
+1 for making a gallery

Looking forward to playing the finals. 
That Shows Great Promise! 
cheers to all involved. 
Fog Is The New Pipes 
 
I Finally Got Started Mapping! 
https://imgur.com/gallery/AQkfi

It's obviously unlit. The greatest achievement is that I finally found some textures I feel comfortable with. And I wasted my life constructing a circular staircase. It could take months until I release it. 
#14682 
Looking good brassbite! Lots of fun having ogres bounce grenades down a staircase like that! ;) 
 
Looks like you'd constantly bump your head when running down the stairs. Be sure to leave enough vertical space for players and monsters to move. 
Apparently It's Enough Space For Anything But A Shambler 
 
 
If a Shambler doesn't fit then neither will an Ogre or a Fiend, they share the same bounding box size. 
It's A Height Of 144 
 
Think Inside The Box 
There are two bounding box sizes in Quake: 32*32*64 and 64*64*96 - there needs to be enough room for the whole box to fit plus a couple of units leeway. So in order for a monster to be able to walk the stairs, there must be enough room above and in front of it. To examplify, make a brush of the same size and try to move it down the stairs without it touching or intersecting anything.

Try r_showbboxes 1 to get an idea how it looks in game. 
Episode Jam HYPU. 
Can't Wait To Play It 
 
Shambler 
looks awesome 
Agreed... 
really nice ! 
New Q1SP: Unknown Kadath 
Hi, this is my first map, looking for at least 1 person to look for bugs before an "official" release. The map is Id1 with a skybox, the readme has instructions, a story and more.

Map Beta file: http://www.quaketastic.com/files/redfield1_beta.zip

Some screenies:
http://www.quaketastic.com/files/redfieldscreen001.jpg
http://www.quaketastic.com/files/redfieldscreen002.jpg
http://www.quaketastic.com/files/redfiedlscreen003.jpg
http://www.quaketastic.com/files/redfieldscreen004.jpg
http://www.quaketastic.com/files/redfieldscreen005.jpg

Thank you everyone, I look forward to feedback anyone can give. My email is in the readme for bug reporting. 
Cool Looking Stuff 
Congrats on almost getting ready for a release!

Nighttime terracotta with some lava is a nice mix! 
Redfield 
You got mail sir 
Looks Neat Redfield 
keep it up 
Very Nice Old-school Vibe 
 
Thanks 
Thank you all for the comments and especially the demo Daz. I'll be making whatever changes I can according to feedback before I post the map up officially.

Thanks again! 
Redfield 
Before releasing, if you're using ericw's light compiler, won't you try to apply some Phong shading in these columns? Check this out: https://ericwa.github.io/tyrutils-ericw/

Anyways, I love when people dare on brushwork. Looking forward to play! 
Heads Up 
gl_texturemode GL_NEAREST_MIPMAP_LINEAR 
Some Hilarity 
I made some statues as details/fillers. The sphinx-like ones are cute; as for the other ones, however, they kind of look like penguins or pidgeons wearing ties?! Maybe if they carried crates on their heads.... 
Penguins 
are officially a Lovecraft monster.... 
Cute.... 
....but not the negke map I am looking for. 
Redefining Egyptian Culture... 
...it turns out that they worshipped penguins. Who would've thought it? 
I Thought They Were Owls 
guess I was wrong... I love bsp prefabs like that 
QWTFSS 
I made a Quake Team Fortress map using Trenchbroom. I thought I might add a SS.

http://imgur.com/OZEspcg

It's hosted over at tastyspleen.net::MegaTF Classics (74.86.171.201:27502) 
Moat 
Cool stuff, I like the moat! 
Dunno What An SS Is.... 
....but the overall style of that map looks very cool :) 
Nice Work 
I wonder, is there an active TF community? 
Looks Nice 
Tip: make the top of the mountains a large rectangle, all back edges running in a straight line, in order to have only five sky brushes with smooth surfaces. Saves some polys. 
 
Sorry SS = screenshot.

Your best bet on finding a TF game happens on Fridays.

I made the sky that way so to give the towers the honor of being the tallest object in the map. The mountains are shorter so the sky had to be extended to accommodate the towers. Kinda makes them look bigger or maybe helps to focus the eye on them a bit more. 
Working On A Metal/tech Coagula Map For AD 
Cool Themes 
Awesome to see more and more maps in progress!

Cool theme going out there love Coagula 
Yes. 
This map is relevant to my needs. 
 
I've been practicing some mapping.
screenshot

I've noticed the seam, and the texture alignment hasn't been worked on yet.

Also, I've raised the brightness a lot for this shot; in-game it's darker, which makes the grainyness less pronounced. 
Smooth Lookin' Cave 
are you doing some special phong shading stuff with your lighting? 
 
Yes, but the cave's brushes aren't triangulated yet, so there's some vertex inaccuracies affecting the smoothing.

Also, so far I'm concluding that there's still a number of texture alignment tools that could be created to ease map development. Manually editing the texture coordinates for all brushes in the map takes an astronomical amount of time. 
Texture Alignment 
World vs Face:
World causes stretching on angled surfaces but allows for perfect alignment of, for instance, brick grout across bevelled corners.

Face allows for perfect representation of the texture on any angle of surface but makes alignment difficult. JACK/WC allow for Alt+RightClick to carry alignment across from selected face...tedious and still affected by...

NPO2 divisible face distances cause textures to end in the middle where edges on textures fail to line up with edges of faces in many cases. 
#14718 
The right-click in Jack doesn't really align the textures, it just copies the projection. This helps in some cases, but it's completely useless for wrapping a texture around a cube, for instance.

There really isn't any tool that properly wraps textures around brushes. To properly wrap textures without changing their projection, the rotation, scaling and scrolling offset must all work together to make the edges of textures with different projections match around a single axis in 3D space - of course, this doesn't apply to textures whose projection has a normal that matches the aforementioned 3D space axis.

Such a tool would be a complex task to develop, but it's sorely needed. From the experience I'm having with mapping, proper texture alignment alone takes days to do manually. With a properly semi-automated tool, all textures in a whole map could be aligned in minutes.

And another tool that needs to be developed is to automatically rotate a texture to match the angle of a user-specified edge in the brush. By the way, this should be implemented in the .map format itself. 
 
QuArK has a "wrap around" feature. Right-click a face, select "tag face". Then right click on an adjacent face, and choose "wrap texture around pillar" (or something similar). I think it does what you're describing.

TB has an alt+right-click shortcut which also copies the projection, but it's not wrapping around a shared edge between the selected face and target face. That could be useful. 
EricW 
Hmm... that looks really useful! The "Fit texture Across tagged" tool seems to work exactly as I described, I may try it later.

But this sounds bad:
Select tagged list [...]. This can be useful if you want to make a multi-selection of faces from different brushes, since [...] (if you have a face selected, to select one from another brush you have to select that brush, which looses your face selection).
So, the FTAT feature in QuArK may be not helpful enough after all. 
 
All I want is a way to make textures smoothly wrap around cylinders in 220 format. Something that can re-align every face on a brush would be a godsend... 
 
QuArK is unbearably slow and counter-intuitive. Using it for texture alignment won't make mapping easier. 
Pritchard 
align a texture the way you want it to tile across the cylinder, select that face in texture application mode and then alt+right click the next face along and it will align perfectly to it. Repeat the process as many times as needed. This works in Hammer and JACK. 
Align Along Specific Edge 
In JACK/Hammer, select face adjacent to the edge, use Alt+RightClick on face you need aligned.

This: http://www.interlopers.net/forum/viewtopic.php?t=20367

Trenchbroom users you are so screwed. 
And 
You can follow the alt+rightclick with a leftalign, topalign etc. To get the texture positioned quickly after getting the angle right, though this isn't necessary if you already did this to the touching edge. 
#14724 & #14725 
Thanks, that helps a lot.

It isn't perfect, because very often a texture needs to be scaled to properly do a full wraparound, but it already helps on a number of cases.

A good implementation would be to select all faces that the texture should wrap around, and alt-right click on the selection. The tool would calculate the full distance that the texture should cover, and scale the texture to make it fit. 
I Am A Trenchbroom User... 
...and I am screwed.

The texture tools in TB suck :( 
 
I believe Sleep mentioned wanting to get "texture wrapping" in to TB at some point. 
 
I think my biggest wishlist items for texture work would be:

1. Click on the texture name when a face/brush is selected to find it in the viewer
2. A better way to wrap textures around complex geometry such as cylinders
3. Being able to completely hide textures with conflicting names that have been overridden

I should probably be posting this in the TB thread... 
Untitled E1M3 Inspired WIP 
I posted some screenshots of this a while back. I set it aside due to work and real life. Hoping to jump back in very soon. Started in TB1 and will continue in TB2 RC4 as soon as possible. Work is slowing down for a few months - finally. Some screens.

http://imgur.com/a/YxGs8 
Looks Decent, Keep It Going. 
 
Cool As Shit 
Lovely id1 vibe. Looking forward to playing :) 
Great Work 
Looking great! I like the use of blood as the liquid here.

I can definitely see e1m3 here! 
Legit 
 
CR8-Vehicle 
Wow 
that looks great! 
Crazy Detail 
 
 
Ludicrously impressive brush-vehicles are the new crates now. 
Omfg 
 
Re: CR8-Vehicle 
WTF? Amazing. Is that really brushwork?!? 
#14741 
yes 
I Always Knew MFX Was A Fucking Loon. 
This proves it. Shockingly good. 
Mfx 
can we get an orgy inside that car ? 
#14736 
OBJ-2-MAP ? :) 
Doity 
Cheatin sunnuva Shambluh-monkey.

But still awesome. 
But Can It Roll? 
 
 
... 
Yes! 
thats exactly what a vehicle like that should look like in the Quake universe. Spot on, great work! 
Does It Move? 
 
Lol 
func_train, the wheels don't rotate and when it "turns" on its path, it doesn't rotate at all.

seriously though that's some amazing work mfx, it's epic watching you continue to push the envelope. 
 
#14745 no, fully made in editor with brushes.
It doesn't move. Thx Tronyn! 
Mfx 
y u no twitter? 
It Looks Kickass Btw 
 
#14752 
ahh, respect man, amazing work. 
If There Was A Func_detail Competition 
I think mfx just won. 
Hmm... 
Is quaketastic a good place to upload an html page for a new mod or is that presumptuous? 
Where Others Have Gone Before... 
...And Failed

The greater the number of assignments that are due in my course, the more progress I make on my map.

Procrastinating is easier when you can tell yourself you're working. 
Cool 
Telling a small story there.

Quake mapping can be finished at any time but your projects have a due date. Get em done! 
MFX's Car 
Can we go inside, even if it's stationary ?

Could be cool to get ammo and weapons from inside... 
Barnak 
Needs Deep Tire Tracks 
And a vista where the player approaches it from a slightly distant and elevated position to be able to appreciate the whole thing, because from it looks really huge in game when being close. 
 
my plan is to start from the vehicle, reaching a far out outpost which has gone silent after finding that evil stuff.... 
Whoa 
Notice mfx is still leaving us wondering what the inside looks like. Dirty rascal...now we must play it. 
Ooh 
Those tires! 
Tires 
tire.map

check it out

https://drive.google.com/open?id=0Bz_-bxPhC7gtY2RJZHBndDRNbzA

you need to rotate it yourself. 
Filth 
http://i.imgur.com/fBi32YF.jpg

Coming for ID1 or maybe something else, hopefully this summer. 
Otp 
nice! 
OTP 
Cool rockscape! 
 
Rool Cockscape more like... 
LOL. 
Nice one. 
 
A Deadly Drainage Pit

Despite all the mapping I've been doing, I'm actually still (mostly) on top of my coursework. I think they call this a "work/work balance". 
Into The Abyss 
Awesome man, keep sharing the progress...love seeing these!

And extra points for staying on top of your coursework...yeah buddy. 
@pritchard 
Looks great - reminds me a bit or Markarth in Skyrim. Which is a good thing. 
 
Pritchard: Holy crap, that's jawdropping. Great texture choices.
At first I thought it was a corridor, though; didn't pay attention to the link name.

mfx: Amazing work, that vehicle looks like something out of the Alien movies. 
HD Texture Support On Liquids 
First, here's how the vanilla slime looks in Retroquad's 8-bit color software renderer, with translucency and lighting enabled:
screenshot

Now I've also implemented support for HD textures on liquids, including luma textures, mipmaps, and properly scaled turbulence:
screenshot
The slime's QRP HD texture in this screenshot was manually edited by me to make the luma texture more subtle, because by default all QRP lumas on liquids are too uniformly bright. 
@mankrip 
Can't wait to see this in motion. Looks amazing. 
Good Stuff Mankrip 
That's some lovely liquid right there. 
Mankrip 
Awesome! 
Can't Wait 
For retroquad to "come out". 
Mankrip 
Will Retroquad support bsp2, protocol 999, and enhanced limits?

Or is that too "modern" for Retro? 
#14781 
BSP2 and enhanced limits would be nice.

Specific protocols from other engines will likely not happen, and I'll probably develop a custom protocol tailored to Retroquad's specific features. Also, hardware-accelerated engines will always be a better choice for multiplayer.

The only part of the BSP renderer still missing HD texture support is the scrolling sky renderer. There's also a bunch of usability improvements and some other stuff to do in the texture code, and the texture format still needs some changes & additions.

The palette management subsystem needs some big changes that will allow the implementation of a new color selection algorithm which should be more accurate in some cases, and also allow for colored lighting. 
Mankrip 
Decal support?

Also I was thinking that the tech that you've got in retroquad would make for a great 8 bit paint. Not very many programs let you paint with a palette with opacity. 
Shamblernaut 
Proper decals would take a lot of work to implement, and would slow down the renderer even more.
A more possible alternative would be to implement stainmaps similar to the ones in Darkplaces, but it's not in my plans yet.

Hmm, I didn't think about using it for 8-bit painting before. Nice idea.

The closest I had thought about was to create a modified version of the texture compiling algorithm as an alternative dithering method for quantizating standard 2D images (converting TGAs to PCX, etc.). It would be interesting to compare against usual 2D dithering methods such as Floyd-Steinberg. 
 
if you're still using a surface cache, you could try painting your decals into that. That should make them free other than for adding/removing them(or when dlights are around).
I believe this is the way halflife did them.
(stainmaps suck)

regarding 8-bit painting, increase the lightmap resolution and just megatexture the entire map! 
Spike 
Retroquad's surface cache only contains light levels, not texture data, and because of this there's no way to paint a decal texture into them. Lighting & textures are combined in realtime, per-pixel.

Also, decals aren't strictly necessary to achieve a cohesive visual style - they're an addition, not an improvement per se. Part of my main focus is on making the engine easier to produce content for, not on raising the amount of content to work on.

But it will always be possible to use sprite-based decals like the ones in Scourge of Armagon. 
Soft Depth On Opaque BSP Entities 
RetroJam 6 map: The Legacy of Giants, by khreathor. Edited version with soft-depth sand.

screenshot 
#14787 
Pretty nifty. 
Awesome Stuff! 
 
 
that's a clever use of soft depth effect, i've usually only seen it for liquids/smoke.

question, does it look good in motion or does the parallax give it away? 
Metlslime 
It looks good in motion because it's dithered in screen space, using an ordered dither. 
That Looks Rad 
 
Noice 
Looks Amazing 
any chance of a video? 
TF Map Pimp. 
Facing Worlds?? 
 
Pretty Much. 
 
 
Mankrip I mean, will you be able to see that the sand is either floating over the floor or sunken beneath it, due to parallax? 
Another One By Urthar 
Making My The 2nd Map Ever Made 
@Kres 
Looks very interesting. Unique geometry and feel to these. That rotunda in the first few screens reminds me of a roulette wheel. 
Cool 
That is some crazy central cylinder thing you got going there. I also like that sewer shot with an apparent gold key door. Nice work, keep us updated! 
#14798 
Yes, it looks a bit floating over. But if you look from an angle parallel to the floor, the sand will look fully opaque, because there won't be any surface near it from behind. The depth is calculated from the view plane.

I have an idea for properly multitextured surface blending, which would be way faster to render, but it's also too complicated to try at this moment. 
 
drow: It looks good, but you could use different texture themes for each side (medieval/metal/etc.), instead of changing the colors only.

Kres: Really bloody good. Water in Quake doesn't look good enough in pitch black areas, though. 
Kres 
It may look better if you try to align your rivet textures in the floor grid in the first shot: they should follow the angle of the metal pieces that make up the shape (dodecagon?).

Other than that, it is looking good. 
 
I'd be more inclined to use a more basic texture to avoid filtering seams and sliced rivets. There's a metal texture that's the same background but without rivets that might work better. Or is that one I made myself? 
Start.bsp Replacement 
I've got no time to finish this at the moment, but I'd really like some opinions:

download

screenshots

The floor on the exit to Shub-Niggurath's Pit is crap, I was doing an experiment that turned out bad and scrapped it. Also, the lava texture is wrong because there was a custom texture wad in the BSP compiler path. 
Mankrip 
Two obvious things:

1. the painted-on doorway trim in shot two does not look good (and Shambler hates painted-on trim), and the trim itself doesn't fit the width of the brickwork

2. in shot four, the brickwork of the transom is wrong on the left - the last brick on the left should overlap the pier below it (as it does on the right) otherwise it has no bearing strength 
MIke Woodham 
2: I agree, but I didn't want to change the proportions of the geometry too much to fix that.

Those columns are connected to the iron bars of the ceiling, and the fireplaces are centered between both columns, so to fix that I'd have to move the fireplaces and change the relative proportions of the wooden areas of the ceiling. But I'll play around with the proportions to see which looks better: extending the transom, or shortening it.

1: The thing is, the design of the original doorway from the main hall to the episode 2 corridor is almost impossible to salvage: screenshot. It was likely supposed to represent a toroidal arch, but Quake's BSP format doesn't support the kind of texture projection that would be needed to perfectly align the texture on all edges of such a thing.

So, I decided to reshape it using a mix of curves and square angles, keeping the textures continuous along the curves, and changing them along the square angled edges. With that in mind, I've also shaped it in a way that allowed most of the doorway to retain the original texture.

I'm not sure what you mean by the trim not fitting the width of the brickwork, but its proportions are exactly the same of the original doorway. In the original, the tiles in the lower steps were also cut in half by the doorway. There's no way to fix that without making the tile alignment change across steps, and I don't have a better idea.

There's a great challenge in trying to figure out what exactly some of the geometry in the original maps are supposed to represent. Trying to achieve a clear representation without deviating too much from the original design is a really interesting exercise.


The area where I took the greatest liberty was the path to Shub-Niggurath's Pit. The original was just a bland underground corridor with the same texture everywhere, but I thought that turning it into a proper underground cave would be more fitting. I've added wooden beams to make the steps of the staircase more noticeable, used a darker texture in the inside of the cave to give it a heavier atmosphere, emphasizing its "hidden underground" nature, and made the shape of the cave start wide and short, and end thin and tall, to emphasize the transition from the realm of humans to the realm of an elder goddess. I've also raised the ceiling of the room with the portal to Shub-Niggurath's Pit to put it in pitch black darkness, thus matching the ceiling of Shub-Niggurath's room in the end map. 
Memories... 
I did not remember how bad the original texture alignments were until I looked again just now. Oh, my word, they're bad.

The bit about the texture not fitting the brickwork is that the texture is based on circles and the circle is offset on the column. It just grates the eye; neither the circle, nor the enclosed diamond shape is centred on the brickwork. I guess the brushes were created without reference to the texture that would be used, and then the textures applied later at the default alignments. Also, now I look at it again, it is a totally inappropriate texture for a doorway anyway.

If I had decided to rebuild (not that I would) , then I would automatically correct those types of errors.

('error' is my choice of word as no builder worth his salt would choose to use an eighth of a brick with seven-eighths; they would use two four-eighths or one whole brick. Although Quake is a fantasy world, the architecture must still make sense.)

Nevertheless, good luck with the rebuild. 
@Mike 
Although Quake is a fantasy world, the architecture must still make sense

No. Maybe it's more believable to some but not necessary at all and limiting to have to create "realistic" architecture. Think about void maps like HipDM1 or the space maps of Quake 3 Arena. Those really defy all logic but they are fun. 
Dumptruck_ds 
I only play Q1SP.

When I say it needs to make sense, I mean that an ogre who can make a chainsaw capable of slicing your head clean off your shoulders, would not be so naïve as to not lay his bricks in proper, off-set, courses to ensure good bonding and load bearing strength ;)

But I suspect that we may have to disagree on one point: I don't think that 'making sense' is necessarily the same as 'realistic'. The best maps (imo) have fantastical architecture that, nevertheless, makes sense i.e it won't all fall apart with the first grenade explosion. 
@Mike 
I see you've been reading "Better Caves & Crypts" magazine for those Orge bricklaying tips and tricks. Cheers! 
Heh 
Because I stumbled into this awesome conversation I would like to say the following:

In one of the levels I've been working on, and maybe this is just a form of narcicissm as my theoretical builders suck at modern (Quake) design techniques, I think the builders, even if they were Ogres, did such a good job building, that it is kind of a shame to kill them. Alas, that's what the level is there for. Maybe I'll try to incorporate a merciful "no kill" alternative gameplay where a Ring of Shadows is always available within proper timing, if you can find it based on hints. But I swear at least some of those Ogres really can do infrastructure right... 
@Tronyn 
I just watched the Daz stream of your Zerstorer Jam entry the other day. WTF was that level?

Amazing... that's what. I digress...

I think we should refrain from culling the Ogre herd until we can be sure there will be enough for the species to survive. I've read at least one theory that those chainsaws were originally designed to cut bricks. Makes sense to me. Grenade launchers were originally "mortar" guns that spewed uh... mortar. In a bureaucratic mix up, the term mortar was confused and explosives suddenly were introduced into their construction routine, to catastrophic results.

The rest, as they say is history. 
Dumptruck_ds 
You're right about Better Caves & Crypts, I was given a subscription as a retirement present a few years back, and it has had a bad influenced me over me ever since

And I love the ogre chainsaw theory - mortar/mortar - brilliant.

Tronyn: having used some (plenty) of your mapwork in some of my released maps - A Roaming Wildebeest in Spain comes to mind - I would describe your maps as great examples of fantastical architecture that always makes sense. Please keep mapping. 
Descent2 Lvl -> Obj Prototype 
 
Sliced rivets always look very wrong to me. I've never seen less than a full rivet in real life.

Any time a texture with rivets spans across two surfaces and rivets fall on the seam, then it should align perfectly.

If the texture ends at a seam, it shouldn't end in the middle of a rivet.

This is not always possible to avoid, but should never be allowed in an obvious location. Hidden in darkness or where a player is not likely to see is okay. 
@rick 
I'm using a ton of the rivet texture in my current map. Trying to avoid "splitting rivets" is challenging. I've been tempted to fire up photoshop and make a rivet-less version of the texture to use as a clean-up for those edges. With content aware scale - this might be possible to do without too much pain. 
Splitting Rivets 
Splitting hairs?

Ha, no i agree, don't split rivets. 
Untitled E1M3 Inspired WIP 
New Screenie.

I have a title but not 100% convinced it's right. 
Dumptruck_ds 
It doesn't remind me of E1M3, but that's fine.

I'd put some stone faces in the walls. 
@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. 
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