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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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Got A Trailer And Demo For A Quake Based Dreamcast Game I'm Making! 
Hey there! I'm making a Dreamcast game using the Quake engine and thought you guys might want to take a look at what I got so far! I have a trailer and a demo that I update with new gameplay and fixes every so often.
Check it out!
Here's the trailer
https://www.youtube.com/watch?v=54ekGeP6yZg

Here's the demo:
tinyurl.com/rizzodemo 
I Was 
trolled appropriately. 
Bzzrp 
For Poorchop 
Want to reiterate - very strong debut material! 1st demo sober and cocky, dies poorly. next two demoes quite high so hopefully not too frustrating to watch 
 
420 blaze it fam 
@rizzoislandgame 
glad to see you're still working on this and making progress 
Aerial 
My 2nd map :

Screenshots : http://www.quaketastic.com/files/single_player/maps/aerial.jpg

Download : www.quaketastic.com/files/single_player/maps/aerial.zip 
Getting Some Maps Finished Up, Need Feedbacks 
Hey guys, looking for feedback for my map, it started off as a map for the copper jam, which evolved into an e2m5 remix, which evolved into the beast that it currently is.

Only one skill at the moment, there is a bit of detail to be added to some areas, and there is a lot of clip brushes to add.

Any playthrough demos would be awesome. Thanks in advance :)

Download:

https://www.dropbox.com/s/c4tjk216f52rfd4/snaut-copperjam-beta.zip?dl=0

Screenshots:

https://www.dropbox.com/s/n57nyqx4twfxivr/spasm0068.jpg?dl=0
https://www.dropbox.com/s/m63x662qqm9fyib/spasm0069.jpg?dl=0
https://www.dropbox.com/s/z4wzixorm4zablg/spasm0070.jpg?dl=0 
Lampoon 
If I had a lampoon fish, how would I make it glow in the dark?

I first tought fullbrights would do the trick,
but in complete darkness there's no light to reflekt. 
 
Fullbrights work in complete darkness 
Ah 
Then at least the trick works.
I wondered how it look in a dark cave. 
Cool! 
It looks kind of like the Angler Fish from Rayman Legends, and it would light the way in the dark.

Also there is a trick you can use to keep the environment dark, but light up your models: Since the model adopts the light value of the floor, you can make the floor a func_illusionary (with clip/skip brushes for collision). Beneath the func_illusionary place a func_group brush with _minlight set on it.

This method will allow you to keep the environment very dark, but also light up your models. I used this trick to light up my seahorses and mermaid splash in this dark cave of water:
https://i.imgur.com/Gbmv6Qn.gifv 
Fullbrights 
For my clear understanding,
I made a map with the lampoonfish, but in dark I see no sign of fullbrights.
So I made a tex brush of quakepal to see if the lower range would glow in the dark, but they don't.
Do I have my settings wrong?

r_fullbright 1
r_fullbright 0

Sounds interesting, Redfield. Also a bit complicated, I remember I had to do such a thing to make the startrek model have a good lightning. 
@madfox 
some models in quake have a glowing attribute, like the lasers from Enforcers (newmis.effects = EF_DIMLIGHT;). Maybe you can copy that attribute and adapt it to your fish code, this way he will really glow in the dark, it doesn't matter the skin color. 
Strange 
Thanks, Tribal. That could work, I was thinking of the moving_light code also. But after working with new models for so long deleting fullbright's, I just can'you see why they won'the appear now as in the example. 
 
Madfox: do you seen fullbrights on models created by other people?

If not, make sure gl_fullbrights is 1 
Alright 
It works as soon as I made a subdirectory.
It seems my TmpQuark has got a bit diluted. 
Quark Is Best 
Madfox, Keep on! 
Bablefish 
I remember how I got this idea. I lowered the triangles untill qmle could load it. My texturing is bad, when I had a good UV skin file I spent a week and now the midle ridge is meshed up.

A bit dark, but that's what this baracuda needs. 
New Multiplayer Map 
Hi,
I have created small multiplayer map for duel.
Anyone would like to take a look on it and let me know what might be improved?

MAP:
http://www.quaketastic.com/files/multiplayer/maps/mokodm2_beta.zip

screenshot
http://www.quaketastic.com/files/multiplayer/maps/spasm0006.png

Thanks folks 
@Moko 
I didn't play a match but I did load it up and looked around.

Things I liked:

I has a very solid old school feed to it.
Very nice lighting overall. The shadows from the skylights look great.
Looks like a fun layout for a duel map for sure.
You have some nice brushwork, particularly the Red Amor area.

Suggestions:

Some of the areas are a bit bland looking. And monochromatic. Try a darker floor color in different areas maybe? You also may want to add some simple trim here and there. Or add some accents like torches or light fixtures. This would help to differentiate the areas.

There's an area with a pool of water and room behind the bars it is very dark. Might be a good area for a secret or a strobing or pulsing light. Right now it's just dark.

I would consider one more connection between your play areas. The layout seems like a loop and maybe you could add one passageway somewhere to open up the flow a bit.

Overall you have a very nice level - keep mapping! 
@Moko 
I forgot something important in my last post. Use -soft and -extra4 when you light your map. You have a lot of "jaggy" shadows at the moment in your map. These settings will look way better.

More info here: https://ericwa.github.io/ericw-tools/doc/light.html 
Moko 
Played against the Reaperbot and had a lot of fun. It can improve on the looks for sure. I'm not talking about brush sculpting, only common sense design like: door frames, variation of color and light/dark on the textures, etc.

I frequently got stuck on teleport frames. Also, I couldn't see a point in that water volume. Am I missing something? 
Follow Up 
Hi guys,
thanks for comments so far!!!!
Yeah, I've needed it. Answers to you comments are below.

I admit maps is not finished yet.
- Teleportes stuck me frequently when I am playing. I plan to correct it. I will move it into wall
- Some areas are "bland looking", I have paused work on on great look and testing playability.
- I am plannig to retuxturize it. Maybe I will give up for brick texture and try dm4 texture.
- I am planning to add frames and details at the end.

Regarding dark area, there was passage to the GL room but I have close it. It was not used when we have played with my friend.

Water... My plan was to use it to set up trap to kill player who dominates at the moment (it is all about keeping red armor). So you could jump into water and discharge :)
Aparently no one has used it so far when playing. It might be removed.


I have to admin i have got various comments on the level.
First. my own opinion is that level is bit small for duel, as you can run around level within few seconds (yes, strafe jumping!). Then I got feeedback that level is to big and is better for FFA. And another, that it shuld be more open map, not so many corridors as in maze :)

At the end I think each plays differently and expect different motions, like more shooting, more sniffing and setting traps.

Anyway, thanks again for feedback and yes, I am going to continues mapping as this gives me fun! 
I Always Wanted To Make A Map Inspired By The Giant's Causeway 
So I wrote a script to generate arbitrarily-sized stepped terrain from a height map.

https://imgur.com/ZljOJzo 
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