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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:
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@mfx 
I like base but prefer other styles in Quake but man those shots are looking beautiful. Looking forward to playing this. 
@mfx 
I like base but prefer other styles in Quake but man those shots are looking beautiful. Looking forward to playing this. 
WTF MFX 
That's just incredible. 
Mfx Go Finish Map 
Looks amazing. 
Map Finished Mfx 
@yeh1 - : Thanx for that! I used Gamextractor to get out of the Chasm. Made a new wad for it on Quaketastic and also the inspiration to make a new fan-vent models. The 3OView showed the two models, but the others are used in another pcx format and crash the viewer. So for models I have to play the game a lot. Started with the dino.

@- Barnak : No it's a pizza deliverer that uses self supporting sparechange. 
Fucking Mfx Man 
only criticism I could possibly level at above RubiCR8 shots: slightly distracting degree of tiling with the sand texture in shot 1.
eg rotate and increase scale a bit? or rejig texture? 
I Am Mfx 
All your base are belong to us. 
Mfx 
stands for Mapping Freak extraordinaire...

Moody AF! 
The X In Extraordinaire 
was supposed to be capitalized. Fuckin' autocorrect. 
 
mfx's shots look very dark, which I like but have been told off for doing before. The double standards in mapping!!!1!

Honestly though, I hope to one day be as accomplished a texture wrangler as mfx is. I'd like to imagine that I'm halfway there, but that's probably an optimistic estimate... This stuff is amazing! 
 
 
15000! 
Lol I Derped 
15000 Fail! 
Duplicate of #14999...
Really digging that ongoing neon band in #14998.

@Pritchard Darkness is fine as long as the important stuff is properly lit or signalled. And these shots don't look that dark to me. 
#15001 
JFC that's nice. Hopefully we can play this soon. 
Fucking Hell 
fuck you mfx, seriously.
asshole. 
@Mugwump 
I personally think that everyone is a wuss for being afraid of the dark. People seem to have this obsession with high visibility, even though you really don't need to be able to see what you're shooting that well in Quake.

I really like what mfx is doing with their lighting, plenty of bright highlights that are well placed/used appropriately. I just feel like if I made my level as dark as I had originally wanted to...

1. The water would look even worse. Seriously, where is my lit water support?!
2. People would complain that they couldn't see well on their 17" 2003 matte TN panel that they use in direct sunlight

Things like hiding the floor in darkness (ala https://i.imgur.com/U59qE2D.png) and only highlighting the edges with light are things that I would like to do, but my experience last time I posted my own screens has made me wary of trying... 
@madfox 
There is a chasm the rift reverse engineer project

https://github.com/Panzerschrek/Chasm-Reverse/releases 
 
mfx, amazing shots, very impressive! Although I do feel the contrast between the sky and everything else is a bit too much. 
@mfx Looking Like Something Made In The Source Engine! 
 
#14987 You Never Watched Aliens? 
GTFO 
Total_newbie 
Thanks for the feedback! It's welcome anytime. We're very much on the same page as far as the dos and don'ts :D

Honest question: why is it important to prevent the player from e.g. save-scumming?

Think of save-scumming in terms of its mechanical impact on the game: it's sort of like a retroactive god-mode. Save-scumming fundamentally undermines the game itself by not allowing it to make demands of the player, or to reward the player for their successes or to provide consequences for their failures. What you have left is a walking simulator where the player has no accountability and meaningful interaction with the game is at a minimum.

Now, I'm not trying to imply that the player should be pushed to frustration or deprived of agency. If the player is regularly failing a challenge then they are either playing on too high a difficulty or there is a serious design flaw within the game.

Soul Tethers integrate the powerful mechanic that is quick-saving into the game. They themselves can be a reward for exploration or for completion of other challenges. I want to reiterate that the player is not denied the option to save; they are denied the option to save very often to the point of abuse. Consider this: say you have a level with a 20 minute play time. Within this level are 3 shrines (checkpoints) and 3 soul tethers. That's an average of 1 save every 3-4 minutes (assuming the player has no other soul tethers in inventory). IMO, that doesn't sound so bad. I hope this helps.

@mfx - lookin' great! 
 
But not everybody plays the game for the Challenge, also this is like console gamers saying "if quicksave exists I can't help myself" 
 
But not everybody plays the game for the Challenge

this is where difficulty modes come into play. 
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