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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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Wow 
finish them 
Holy Schnikes! 
It would be a crime to not finish/release these. 
@SgtCrispy 
I recorded two runs with your map (Short Yardage) using DMSP2 (skill 2: 80 enemies).

https://www.youtube.com/watch?v=i3YKS8kA1_U

The central area is great to make enemies fight each other while you watch everything from above =D 
Hrimfaxi 
I believe in you! 
@DooM_RO 
I don't know if you are interested, but i recorded a playthrough of your map "Chapel of Darkness" =D

https://www.youtube.com/watch?v=kfQ5mXnMgJ4 
@DooM_RO 
Between Tribal and I - your map is getting a lot of attention!!! Here's a new series of more general Quake-y type of stuff. A newb mapper review this time.

https://youtu.be/G-Z5kgkxwHI 
Preview Of Castle Darkheart Interior... 
So I posted a TB block out of the castle exterior on Discord earlier, but I've been working on a new texture set, and have done some work in Blender to get a new prop model.

This gallery has 2 shots of the interior of Castle Darkheart. The new texture set is based upon photo textures, taken from images of cathedrals and other materials, all converted to the Quake palette. I've also been using a lot of RTCW, ad_magna, and Daikatana textures as a base to make new ones. (The banner is a fabric sample with Daik dragon, painted in brown.)

So I used Blender to import the knight.mdc from RTCW, converted to OBJ then to .mdl. It had a lot of problems, inverted face normals, and some of the vertexes had to be edited. I also had to create a new UV map and material because the .mdc consits of multiple models and 2 textures, where Quake mdls can only have 1. The end result is ok I think, 509 polys. Now we can finally have a suit of armor to decorate all those Quake castles.

Imgur seems to darken my images, so take that into account. Screens here:
https://i.imgur.com/Gp7cGHW.png
https://i.imgur.com/iQD7U7I.png 
@Redfield 
:wat: 
Noice 
 
Redfield 
Nice work. This is really looking cool but still Quake-y. 
Yup. 
 
Redfield 
That looks great! Maybe add a little more visual detail, for example some damage to the pillars or something. Otherwise it looks maybe a bit too clean.

But apart from that it's really nice, I hope it gets released! 
 
Puts my recent castle-building efforts to shame. I'll have to steal some ideas >_> 
Don't Worry 
It is too far over hill for me to not finish it now. @Sleepwalker yeah I plan to go over the map with a sledgehammer and smash some of those brushes to pieces. It looks too nice for Quake monsters to live in.

It just takes a long time to make new artwork (If it wasn't for google Blender would be worthless) I am hoping to have this map/mod done by the end of the year. 
 
Howdy all. I've been working on another map and got it to a point where some feedback would help! The aesthetics are all still pretty basic, since I want to make sure the gameplay is there first:
https://www.dropbox.com/s/4xj8zrshhcvlge4/simplex_b1.zip?dl=1

Here are some screenshots:
https://www.dropbox.com/s/hgub7s2h2vnia8x/simplex_b1_3.png?dl=0

https://www.dropbox.com/s/dy3xxqy5lcs75e9/simplex_b1_2.png?dl=0

https://www.dropbox.com/s/6mfmch8j4d2z16a/simplex_b1_1.png?dl=0 
Mclogennog 
This is on my to-do list today. Speedmapping to hit a deadline at the moment. 
Mclogennog 
Here is my playthrough \o/

https://www.youtube.com/watch?v=WaAzKYCqAQg

I love how the rooms are huge, with plenty of space to move and run in combat... but there is almost no combat :P
There's a lot of times that i enter the rooms waiting for a scrag to spit on me or for a grenade to blow up in my head, but nothing happened... there's so much space for epic fights, but there are no enemies to fight. Too many empty rooms, man. I played in hard difficulty and it felt like easy mode :(

Oh, I have to say that i love the green theme with broken walls on the first and second room, with jumping puzzles, pressing buttons and pushing pillars... it reminds me the first tomb raider game =D I wish the whole map was like this =D 
@Tribal 
Thanks for the playthrough video and feedback! Between this and mazotac, I'm definitely finding I need to add more enemies :| 
Andrew! Re: Simplex 
Simplex is looking great so far. Some thoughts after the link to my 4 demos. I had a long day between yard work and Speedmapping 182! So my playthru is terrible but I have some notes embedded in the demos. I'd suggest using Mark V to view them because it has FF and Rewind! You'll need them with my demos:

https://www.dropbox.com/s/imdm7mtrfjqjaxj/simplex_b1_dumptruck.zip?dl=0

okay some thoughts:

*Yeah you def need more enemies but not a LOT more IMO. I like quiet moments but currently there are too many. Also, you need quality encounters as opposed to the quantity. So for example: You have no fiends in your maps but a lot of loooooong hallways. Fiends are designed for long hallways. Throw a few in your next beta in strategic areas. They do get stuck on stairs and in small corridors but you have a lot of areas where fiends can introduce tension and OMG moments.

* You need some Vore / Shalraths in this. They are great with areas where you have a lot of cover. And your map has a lot of columns - this would be perfect for Vores. They aren't too hard to beat if you know what you are doing so don't be afraid to use them where the player can take cover to avoid. Just make sure the player has enough ammo to deal with them.

*with more monsters you need more ammo and armor. Use your puzzles as places to reward the player. There's one area where I hit the wall with the ax. (Large area with jumping puzzles and water underneath.) That would be a great alcove for armor to reward the player for making the jumps.

I LOVE the jumping puzzles overall. I noted a texture issue in the first demo. When you hit a button the texture should go from animated to non-animated. I got fooled for a second thinking I needed to hit the button again (duh me). I know you are "gaming" the system by looking at the map because the whole thing is a func door. However, you COULD try having the button on the func door have the texture of the "off" position of the switch. (+abutton) Before the player triggers the func_door you could overlap that brush by one unit with a brush with the animated texture on it. You make that a func_wall that will be "killed" using a trigger relay and killtarget.

I copy and pasted an example from your map of this into a test map of mine: https://www.dropbox.com/s/84mc8pimfm57swd/simplex_example.map?dl=0

It's a small thing but small things add up and it's not too hard to do. Quake has a visual language that we have to stick to and this is a good example of something subtle that can confuse a player.

* Think of enemy combos for this map. When to use ranged enemies like the Zombie and Wizards as opposed to Knights who are melee only. try different combos in different situations. Ogres below the player are pretty useless as I noted in the demo. I use Hellknights for those situations.

*The funiculars. I picked off a bunch of enemies from above before activation as you'll see. Trying setting them to the "ambush" spawnflag. They will stay asleep until they see the player or are fired upon. You don't have to fix this in this map but here's some food for thought: After the player activates the funicular maybe delay it for a second and teleport in those monsters so savvy players can't kill them before they are a threat.

Those are plenty of notes. This is going to be a cool map. You have some really unique game play ideas as with your first map! 
Dumptruck_ds 
Thank you for all the feedback! This gives me a lot to work with for the next version :) 
Something I've Been Working On 
Hey friends, long time lurker- first time poster. I've been learning Trenchbroom thanks to dumptruck_ds' excellent tutorial series. I'm dipping my toes, so here are some screenshots:

http://www.quaketastic.com/files/jcr_mire_beta1.png

http://www.quaketastic.com/files/jcr_mire_beta2.png

I'll have a link for DL once I iron out a few last things. Looking forward to some initial impressions! 
@jcr 
The shots look very cool and retro in the best possible way. I'll be play testing the beta upon release! 
@15641 
I can already hear the tink of grenades flying through the bars and the glorious glrrSSCHR-plsch of the zombies gibbing behind, and it is a good sound. 
Tester Wanted 
I have a retro-themed vanilla-ish q1sp episode of 5 smallish maps, currently at 'beta 2' stage. Looking for a tester who:

- is really nitpicky
- normally plays on hard skill
- can record demos over multiple maps

First to shout gets an email (obviously let me know address if it isn't in your profile)

Thank you kindly 8) 
@rj 
Can do that, if you need some hard skill demos* 
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