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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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@Qmaster 
You're dam right! Right now I'm creating the passage from zone blue to green with some cave stuff. But it now will have a bigger crate maze thing. Think I have to play some more Doom sessions for inspiration but will become funny. :) 
Drew 
Soon! Had a lot on this past few weeks (as has Newhouse I believe) but it's on the home stretch.

Maybe if I publicise my self-imposed deadline of 28 May on here (ie. right now, in this post) it might spur me on... 
28th It Is! 
send a couple more screenshots to gain more attention/extrinsic motivation! 
Sure Thing 
 
Choice! 
@rj 
One word: Amazing!! 
Fuck Yeah 
thanks!
assuming lighting is cranked up to avoid people on func spazzing out?

This looks very cool! 
Must Play Blue One Now! 
 
@KenChennar 
Your game play is spot on bro. Ter Shib was a masterpiece not just in design but also in terms of game play. The environment is a factor in my opinion and you managed to perfectly intertwine it with fights. Shib2 is a great example of this.

From what I remember, my only issue with Ter Shib was being severely ammo starved at some points. However, that was largely because I started from scratch at shib3 after losing my save files upon completion of shib2.

Pushing these old games like Doom and Quake to the limit presents new challenges because enemies weren't designed with these new, more elaborate, and substantially larger spaces in mind. However, you still made it work. Looking forward to your map (and maybe some day expanding on the arctic concept myself since I love the setting and theme). 
RJ 
Shots a tiny bit dark, bot looks really cool, proper quakey :) 
RJ 
Looking forward for your upcomimg release(s) 
*upcoming 
 
@RJ 
Well don't keep us waiting much longer! :D 
@RJ 
Wow! Looks realy great. 
Poorchop 
Thank you for the kind words, though I can see the glaring gameplay flaws the maps have. Lack of ammunition and even health isn't fun for some. Even on easy difficulty it is challenging.

This being said, future shib like maps I have planned will be more of the same mostly. Possibly with custom monsters to add variety that might work better with large maps. And the arctic theme isn't the only unique setting for a map I have in mind. And please, feel free to take inspiration from my maps and even the textures for your own project! I'm interested in seeing what you could create. 
Beta Map 
Hello everyone!

I'm making a new map and I really would like to get some feedback. It's quite short, and it's a remake of a famous FPS map. Can you guess it before looking at the screenshots?

Here's the link:

https://www.dropbox.com/s/im2a5qx8r7te3se/this%20box.zip?dl=0

Screenshots (they are a bit old, I've added more detail to the map):

https://www.dropbox.com/s/m5dzahde9zne82j/b1.png?dl=0

https://www.dropbox.com/s/iymn326uukljlff/b2.png?dl=0

https://www.dropbox.com/s/7ntdy4amrs30426/b3.png?dl=0

Also, it has difficulty settings (normal/hard).

Bye! 
@vaf 
Congrats on the new map. I love your selection of Knave textures and lighting was another standout. Feels evil and Quake-y.

Some thoughts in no particular order:

*combat was fun and hectic but maybe could use a few more trigger_counter setups to pace the monster spawning a bit better. Right now it seems a bit random as to when they spawn in. You may want that I dunno.

*Your trigger_monsterjumps are awesome good game on that!

*I really liked the lava jumping bit. Not too hard but just nerve wracking enough.

*I like dark and contrasty maps but others might say this map is too dark. If you get more than 2 or 3 comments on that use the gamma worldspawn key in ericw's tools to increase the gamma of your map slightly. (I just did this with a map on mine.)

*slow down the door opening to the exit to make it more obvious to the player that something has happened.

*there's a "post" or pillar near the doors in one area I got stuck on. it's dark and almost feels like a mistake. Maybe put a torch on it or thing about removing it.

Link to my demos:

https://www.dropbox.com/s/jumwloxzzqozvjc/dmptrk_box_demos.zip?dl=0

I always play on normal. 
@vaf 
Here is my blind playthrough =D

https://www.youtube.com/watch?v=HBR2pYTgn5s

As Dumptruck_ds said, the map is a little bit too dark. I had to mess with the gamma of the video before uploading it to youtube, because i couldn't see a thing :P

But I love the details, the architecture, the textures and the first fight! Man, I love multiple Vores attacking me at once just to use the purple balls to cause monster's infight XD Awesome!

Thank you for the map =D 
@dumptruck_ds 
Thank you for playing and for the demos!

This time I've tried to make a brighter level, so I went to the worldspawn entity and set the light value to 80, therefore there shouldn't be completely black surfaces. I think I'll set it to 100 and raise the skylight value a little.

I'll also make the exit more obvious, since it's different in this map. The initial idea was to trigger the exit (I mean, the intermission screen and the next level) after the last fight, but I couldn't manage to do it. It might require some hacking.

I'm not sure which pillar is the one you pointed out, but I'll try to fix it. I assume it's part of the broken walkway, to which I accidentaly applied a wood texture, so it's pretty hard to see it.

Thanks a lot again, I'm also learning from your videos :) 
@Tribal 
Thank you very much for the video!

I'll fix the darkness issue. It's supposed to be dark indoors, but not excessively dark.

There are only ogres in the start area on Normal, but then I decided put those vores because I knew you were going to play on Hard :P

thanks for playing. 
@vaf 
I'd advise against using the light key in the worldspawn. That raises everything and flattens out your lighting. If you increase the gamma slightly you retain your darkest areas a bit better if I am not mistaken. There are also some other command line settings/worldspawn settings you can tweak to adjust this. e.g. you can experiment with -bounce -bouncescale .4 - .8 - this will really change your lighting so I usually use bounce from the beginning of the lighting process. More info here:

https://ericwa.github.io/ericw-tools/doc/light.html

If it was me, I'd increase all the lights by hand in 25 unit increments and see what results you can get. But I like that dramatic high contrast.

Food for thought. 
@vaf 
Here's a couple of demos, I died my first try :D Is it supposed to be inspired by dead simple? That's the impression I got. I think the final fight with the 4 shamblers needs work, they kind of just stand there until you engage them. Also more ammo towards the end would be nice. I liked the lava part with the jumping vore, spooked me the first time!

https://drive.google.com/open?id=1rj5ioWkDfLWY1r1pJ9vPobAux_VAqr7G 
 
@dumptruck_ds

Yup, I noticed the flattening. I'll read the documentation carefully and test it to see if I get better results. Thanks again.

@jcr

Thanks for the demos and suggestions!

Indeed, it's inspired by Doom 64's Even Simpler, which by itself is based on Dead Simple.

I don't know what happened to your intermission camera, but that's not how it should have looked. By the way, did you find the map too dark?

thanks for playing! 
@vaf 
I didn't notice anything wrong with the intermission. I played on the latest Quakespasm if that matters. I don't think brightness was an issue, though you've been given advice on what to check out in that respect. 
@jcr , @vaf 
It's a known bug in Quake that the intermission camera looks wrong during demo playback.

See e.g. http://www.celephais.net/board/view_thread.php?id=60950&start=268&end=268#268
and
http://www.celephais.net/board/view_thread.php?id=61074&start=25&end=25#25 
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