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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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@sunk 
Ummm wow. Looking great so far and very unique. 
Demos Of Bod, Spy's Map 
I uploaded some demos of my first four attempts (actually, demo 4 was my fifth attempt; I just had died so soon in my fourth attempt that I hadn't started recording yet).

http://quaketastic.com/files/demos/bod_esrael.7z

My comments are in the demos, where I comment the lighting as much as possible, as requested by Spy.

I hadn't expected a huge map with over 300 kills, so I guess I'll record more demos and finish the map when I have some more time. And I guess I gotta swallow my pride and quicksave/load. :C 
Sunk 
damn son :)

Looking forward to playing it! 
Sunk 
Looks very interesting especially the tall stuff with nice neat textures. Keep it going man. 
Le Grunt 
fallen mercenary WIP. Had to pump out one more guy before moving on to more interesting stuff...

@qmaster - it's getting easier...

@sunk - looks cool! 
@Esrael 
Thank you Esrael for your demos, i'll make a corretions.

while watching the demos and comments it's makes me realize that you haven't played kinn's huge masterpieces bastion and marcher, the most significant releases of 2000'

so i strongly recomend you to play them,
bod uses the very same assets from kinn's mod

looking forward for your next demos
maybe i should post the updated link 
@spy 
I sent you an email with demos and a full report. Hope it helps. When this is released I know people are going to love it. 
@dumptruck_ds 
Thanks For The Update, Spy 
I've done my fifth playthrough now, only this time with the updated map. I died during the second to last arena, so when I quicksaved, I didn't know it stopped recording the demo. It means that there is no demo of me finishing the rest of the map, so I'll just type here the comments that I had made during the last part of my playthough.

The demo is here:
http://quaketastic.com/files/demos/bod_esrael5.7z

There was a point where the map told the player with a direct message to watch his/her step, which is fine in the sense that it spared me from a surprise death. But, I would prefer if there were some indirect clues that made it clear for the player to watch his/her step. Just telling it by a message is the easy way out.

The second to last arena had the player face hordes of a single enemy type, which meant that sometimes the player had plenty of room to just easily walk around to dodge the enemies while taking them out one by one. Especially the scrags were too easy. Maybe a mix of monsters would keep the encounter more engaging? Like some ogres or fiends to keep the player occupied on the ground as well?

Otherwise the map looks really nice and if the lighting used to be bland, it definitely is no more, in my opinion. The ammo balance was a lot better for me this time, and even if the map is long, it didn't feel dragged out to me. There was enough variation to keep things interesting; even a little bit of platforming to change the pace a bit, which was nice.

In the end, I had fun, which is what matters. 
New Enforcer 
Everybody,

Please check out my new enforcer model:
http://www.quaketastic.com/files/models/enforcer.zip

Screenshot: http://www.quaketastic.com/files/models/ENFORCER.jpg

I would love feedback. Thanks! 
Looking Tasty 
Liking the screenshot! What inspired you to remodel the enforcer, in particular? :) 
@Chillo 
Very nice work. It's very subtle at first glance. I went back and forth between the original and yours. The differences are very subtle. More polys for sure but still old-school looking. I like it but I wonder if there's just a bit more detail you could add to the skin or something else to distinguish this from the original? I know it's a fine line though. Overall great work. 
 
if it's supposed to be a replacement, it probably shouldn't look distinct from the original. 
 
also, nice work 
Enforcer 
@Esreal I wanted to start remaking all the monster models in time. The enforcer is just one that I haven't seen anyone else remake yet, so I figured I'd go with him early on.

@dumptruck_ds I struggled with the concept of adding more differentiations on my model. it would be great to eventually tweak the skin and animations to where it still fits Quake, but is also more noticeably different.

@metlslime yes, i want it to look like it fits Quake, but I do intend on changing it up a little in the future, so that the player easily notices that it is a replacement model.

Thank you all for your kind words. 
Generally Replacements Are Best Done By Improving Quality. 
Rather than radical changes. I think this fits the bill :). 
Awesome, Chillo! 
I dug your ogre and I dig this too. I like the pushed shapes - the spaulders, bracers, the gun and the bunched up pants where they meet the boots. I like his slightly more 'realistic' proportions as well, he's a bit more formidable than the original. The skin is great, but this leads to my few criticisms: being that the skin is slightly higher res and quite noisier than the original, there's some texture aliasing in-game. The contrast is a bit too much, too, and the edges of the backpack are a tad bright in particular. Maybe reduce the contrast a bit, pull back the highlights and lower the noise/diffusion when palettizing.

Great model and I look forward to your treatment of the other enemies!

I noticed this has 270% more triangles than the orginal. The future is now! 
Awesome, Chillo! 
I dug your ogre and I dig this too. I like the pushed shapes - the spaulders, bracers, the gun and the bunched up pants where they meet the boots. I like his slightly more 'realistic' proportions as well, he's a bit more formidable than the original. The skin is great, but this leads to my few criticisms: being that the skin is slightly higher res and quite noisier than the original, there's some texture aliasing in-game. The contrast is a bit too much, too, and the edges of the backpack are a tad bright in particular. Maybe reduce the contrast a bit, pull back the highlights and lower the noise/diffusion when palettizing.

Great model and I look forward to your treatment of the other enemies!

I noticed this has 270% more triangles than the orginal. The future is now! 
I Just Had To Say It Twice! 
but yeah, I pressed submit once... 
@metlslime 
if it's supposed to be a replacement, it probably shouldn't look distinct from the original.

The recent Orge and Shambler replacement models are quite distinctive and got a bunch of high praise. This one seems so close to the original that I wonder if it was worth the effort.

Good example of what I mean:

https://www.youtube.com/watch?v=D-VTyozbUvs&ab_channel=RenierBanninga 
 
I don't see that replacement shambler as distinctive. It seems to stay true to the visual design of the original, including the colors, sillouette, etc. and simply adds a little more fidelity, fixes ugly texture seams, etc. 
Avant-garde Enforcer 
Looks very good, nice touches while still staying true to Quake. Good job! 
Enforcer Model Looks Good 
I vote for NOT making it more distinct. The good replacement models in my opinion are the ones that don't immediately jump out at you as new and different, but rather are just subtly improved (matter of opinion, of course). That replacement Knight by Capnbubs would be a good example, as well as most of dwere's replacement weapon models.

Am I the only one who really doesn't like Skiffy's Shambler as a replacement? I mean, I respect the work that went into it and it's incredibly well done, but it looks completely out of place with its smooth curves and high-res textures. 
@former_total_newbie 
I really like his shambler, I just think he should redo the rest of the monsters to follow suit. Until then, it is incredibly out of place. 
@Chillo 
Very nice faithful remake, good job.

My only question is, why is this enforcer so "jiggily"? Standing still in E2M1 he resembles a bowl of jello!!

Much more dramatic than stock models. Is this a Quake .mdl format limitation/issue? The higher the poly's the higher the drifts? 
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