News | Forum | People | FAQ | Links | Search | Register | Log in
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:
http://www.quaketastic.com/
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
File size limit is 128MB.
First | Previous | Next | Last
Beta Tester? 
I think I'm really done, but that's my own opinion.
It could be someone else is'nt.
So here's my humble request.

captains_log 
 
I have the next couple days off work so I will have the time to record a demo and write up any thoughts! 
Madfox 
Motorcycle must be made tangible
The sounds are terrible, especially when they are on their own in empty corridors.
Orb hung in the air
Elevators without sound
Many different screens on the walls and it is not always clear where the screen is, and where the button
One of the dying monsters has the sound of a body breaking. Not very logical.
The big teleports looked very strange. Which of them worked can be guessed only by the sound. And it does not always work. You have to leave and come back again.
I was able to climb onto the roof of one of the elevators
I could not find the blue key.

In my opinion, the main problem in the sounds. I had a feeling that they live their separate lives.

http://www.quaketastic.com/files/demos/log201s_digs.dem.zip 
Jay 
Thanks for the respond!

I found myself whole night recording a demo and I just wasn't capeable. Oh my.., then I fixed the bouncing boxes of the monsters and suddenly they stopped shooting in wrong angles.

When I finely succeeded the scorpio blew out the game for having no throw_gib head. I never understood why this error ocured. Bad coding.

Where can I find motercycle?
I replaced the orb several times but it won't fit, I know.
When it is not teleported it suits fine.
And yeh, the lifts are a mesh, I had to use one lift on multiple floors,
but couldn't catch the code.

It is like the sound channels overide eachother,
as only a first strophe is produced.
I'll have to oversee the ambient_sound.

Here's a new link
capt_log01 and a demo as well. 
@-digs 
Watching the demo I understand your concern.
The sidewalls of the teleporters hide the barrelgun and nailgun.
Now it's too obvious how to use them when the rangorder isn't clear.
I'l see a way to get around it. 
Final Release Of The Secrets Of The Mansion 
The final version of my map is now on Quaddicted.

Thanks to Rhoq for tips and testing.

Hope you enjoy :)

https://www.quaddicted.com/reviews/tsotm.html 
Nolcoz 
@otp [178.235.146.77] 
Sorry I didnt see it.

It has been a while since I entered the site and I didnt know that new maps get threads in the news section.

Thank you for telling me. 
Madfox 
Skill 1 demo
http://quaketastic.com/files/demos/captlog01_lp.dem

- I got completely lost for a bit trying to find the silver key. I think it should be out in the open, or the shootable texture should look more...shootable.
- Eyeballs stuck in the ceiling.
- I agree with Digs that the buttons could be a bit more distinguished as buttoms, maybe with a prodruding keyboard or something.

I liked the rats! Once I realized they don't attack, I tried not to shoot them... unfortunately Quakeguy has to trouble stomping on them with his boots. :( 
Thanks For The Advice 
Orientation isn't my best part here, I know. Some arrows could relay better game flow. Don,t know what happens to the Orb, must have something to do with the bouncing box. Great you took some time for a demo, I'll see to it. 
Chasm_quake Models 
 
damn you piggy! 
Example 
Gif's only show half, here are models I converted by scaling them down to 25% and then hussle with a frame to obtain a base file.
The texturing is not so good, but I think they would fit in an chasm/quake mod.

chasm_quake models 
That's A Lot... 
...of jitter. :^[ 
Yes 
I could blame myself, but it is the damage that implies scaling objects to Quake dimension. 
Silent Blood (WiP) - Announcement 
(previous working titles: Transfusion, Bloody Hill)

Quake map with Silent Hill vibe and Blood textures.

I want to make a moody map with thick atmosphere. It has realistic design, reminiscent of Half-Life, and tons of fog. Monsters are scarse, but there are plenty of explaration (the fancy word I use instead of "walking") and... gulp... text messages (each book you see can be read).

I want to implement custom sounds, but they are not necessary (it'd be awesome to make phone ring). Also shooters came up to be much harder than I thought. I made the 1st half of the map and stuck on the 2nd.

I also think about making Nightmare difficulty infested with monsters (for those liking more action in their Quake), but it's just an idea.

Screens: https://drive.google.com/open?id=1QebAZCZhGBHRIei-7gQHhRHYP7pVOhTU

P.S. Some textures got off. 
 
P.P.S. I wrote "alpha" incorrectly >_>. 
 
yes, this no monsters thing certainly isn't everyone's cup of tea 
Mafon2 
Looks pretty cool. I am not always into these types of maps that fall outside of the regular themes. BUT this does look very promising. I'd suggest you take a look at my progs_dump dev_kit for custom sounds and lots of other features. I am working on a new version but it is still weeks away. http://www.celephais.net/board/view_thread.php?id=61633 
@madfox 
Are there new AI for the chasm monsters? 
@Yhe1 
The Lizzard and Scorpion have, but that's because I made them myself first, before you aimed at the gl models.
The others are still to come, but the skin file is hard to obtain by finding a right pose for the base file.
Do you think the downscaling has a bad effect on them?

I'm such a bad coder. 
Dumptruck_ds 
Thanks, you're always so helpful. 
@madfox 
Only around the mouth area of the faust and alien captain, improve the mouth and it will be fine. 
Keep Q1SP WIP 
 
Looks great! Love coagula maps. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.