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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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http://www.quaketastic.com/
Username: quaketastic
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[[[CAN WE PLEASE HAVE A NEW PASSWORD FOR THIS AS THIS ONE IS UTTERLY FUCKING ANNOYING]]]

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@nolcoz 
Gave your map a shot. To echo some of Dumptruck's comments, ammo is still a bit tight but I did finish the map. The art is definitely not standard Quake fare, but that's fine- I like maps that look like they're out of left field. The map is just open-ended enough to make me think I was breaking something at the start though, and I missed both secrets and only found them when noclipping afterwards- there were definitely some issues with lighting being too dark (to requiring using shells/nails to light the floor) and possibly the fog being too heavy as well. The finale on the rooftop was unexpected because I wasn't keeping track of monster count- I thought it was just a few waves but then the thing started taking up the sky and that was unexpected and pants-shitting so absolutely keep that setpiece.

Recorded a few partial to full demos with text comments here. 
@Spud 
Thanks Spud!

I will try to change what you told me. Also that part where it seemed like you where breaking the map was actually intentional.

And good to know you liked the ending. :) 
 
Since the beginning of this month i was working in this "special effects" mod. Right now i'm too busy with real-life stuff and i don't know when i'll be able to come back to it, so i'm releasing it today as a BETA (because there are more things that i still want to add):

http://www.mediafire.com/file/6dlj7wvuju4o045/tribalfx-001h.zip/file

It only works with Quakespasm-Spiked because it uses effect.info to change some effects. You can use it to play any map (that doesn't come with its own progs.dat, of course).

From the Readme:
TribalFX is a mod that doesn't change Quake's original gameplay. It just add some "special FX" to enhance the game's experience.

I started this little project making some changes in the effect.info file that i took from Arcane Dimensions Mod. So, if you played AD you will notice that i made some ajustments in the weapons's particles code. But some things can't be changed just with effect.info. That's why i jumped into the QuakeC world.

In this mod you will find the following features:

-Fish count bug is fixed (by C0burn)
-Fish can be gibbed (also by C0burn)
-Crucified zombies now bleed when you shoot them and if you hit them with an Axe you won't hear that weird "stone" sound anymore (but you still can't kill them because this would change the gameplay of some custom maps).
-The axe now makes a distinct sound when you hit enemies and triggers (like shootable buttons and secrets).
-The enemies now lose some meat chunks when you chop them with the axe.
-Chopping a Tarbaby with the Axe make him lose blue goo.
-I increased the number of blood-particles that shows up when you hit an enemy.
-Tarbabies now have blue particles when you shoot them.
-Tarbabies explosions now have blue gibs, leaving blue stains on the ground.
-The gibs create blood-splats instead of blood trails (like in AD, but i selected another stain to make it more evident and gory).
-The attack from the Scrags now leaves a green trail of spit on the ground.
-I changed Shambler's "casting" effect for a "thunder" cloud with 4 randomized new sounds (this also fixes the "shambler vanishing with rockets and grenades when casting lightning" bug)
-The lightning attack from the Lightning-gun and from Shamblers now makes a spark effect when something is hit by it.
-The Tarbaby explosion now have a blue effect.
-The Vore's attack explosions now have a purple effect.
-I changed the teleport effect to make it more cool.
-The explosions from rockets, grenages and exploding-boxes now have orange and yellow particles. And they don't have that old explosion-sprite anymore.

Please keep in mind that i am NOT a coder. I'm learning by changing things to see what happens. Usually my technique is the good old copy-and-paste and a lot of try-and-error.

To see the new effects you have to write in the console: r_particledesc effectinfo

Or you can just add this line on your autoexec.cfg:
"r_particledesc" "effectinfo"

Thanks :) 
Tribal 
Congrats on modding Quake. Downloaded!!! Usually my technique is the good old copy-and-paste and a lot of try-and-error. I hear you there. Keep at it - QuakeC is a blast. 
@dumptruck_ds 
Thanks!

I'm especially proud of the Shambler's thunder. I think the blue explosion and the sound effect add much more fear and power to his attack :)

I hope you enjoy =D 
Third Release Of Void Town 
How you doin.

I added some cosmetic changes and tweaked some other gameplay things.

http://www.quaketastic.com/files/single_player/maps/voidc_b3.zip

Here, a screenshot:


http://www.quaketastic.com/files/screen_shots/voidc_04.png

: ) 
Can Someone Please Playtest It And Give Me Their Opinion? 
I wont even have a problem if Barnak plays it on AD, it is id1. 
Call Me, And Here I Am! 
Yep, I'll probably try it on AD, since I'm a moron of epic level. 
Tried It Out 
Below is the download link to my demos:

http://www.quaketastic.com/files/demos/voidc_b3_esrael.zip

Really liked the unique looks of the map; made the map very interesting to explore! You can read the rest of my commentary in the demos. Good job! :) 
Tried The Map With AD :*P 
It's not my cup of poo. I really don't like the aesthetics, but this is just the moronic me.

The map remind me an old game called "Oni" (anyone here remember that cyberpunk game?). 
Yes 
It's my tamagotchi of the ninties.
(no foolin). 
EM22 
Hi, this is very much WIP but wanted to share some progress. Pardon my misaligned/temporary textures.

http://www.quaketastic.com/files/screen_shots/em22_wip_00.png
http://www.quaketastic.com/files/screen_shots/em22_wip_02a.png
http://www.quaketastic.com/files/screen_shots/em22_wip_03a.png
http://www.quaketastic.com/files/screen_shots/em22_wip_04a.png

It's using AD, and loosely based on E1M1, as you might notice in third and fourth screenshots.

I keep trying not to expand and add more to the map (there are 10 secrets already), and finish it ;p 
Looks Interesting. 
I like the weird organic shit. 
@LesQ 
I love the screenshots.

But in the last one, there's a door using a blue-keycard texture (on the whole door o_O)... that texture is supposed to be used like a keycard-lock that scans your keycard to open the door. 
Looks Great 
I agree with Tribal re: the door texture. 
@LesQ 
That looks dope. 
Thank You Guys! 
about the door: The thing is, I'm still not sure about the design of the front door. So right now it's basically a giant signpost screaming 'I AM SILVER KEY DOOR!!!'. 
@Esrael 
Thanks for the demo and what you commented, but im interested on what you said about info_notnull. Until now I though they had no porpuse. I looked it on quake wiki and they seem so be very usefull.

But how can I use them to make corpses? 
Whats This 
 
The Wonderful World Of Map Hacks And Info_notnulls 
Yup, all kinds of cool stuff can be done with info_notnulls. I learned about info_notnull models in this post:

http://celephais.net/board/view_thread.php?id=37116&start=36&end=36

In addition to the keys mentioned in the post, you can also add "frame" and "angle"/"angles" keys to adjust the model's posture and facing and whatnot.

To figure out the model's modelindex in Quakespasm, playtest your map and type mcache in the console and check out the placement of the model you want to display on the list.

Take note, that as you work more on the map and add new entities, the model's placement in the modelindex might very well change so you'll have to update the info_notnull's modelindex key value. Worst case scenario, you might have to make separate entities for different skill levels, with each having the correct model indices for the corresponding skill levels. :/ 
Thanks Esrael 
I am not gonna use it for this map but i will take into account in the future 
#16084 
Impressive geometry. 
Agree, 
some nice elements there even though rough around edges 
Quoth Arena Map Timed To Music 
Welcome.
Im looking for testers for this base map, timed to music. I still have to fix some things but I just want to know what do you think of the general layout as it is now.
Here is the map and music:
http://www.quaketastic.com/files/single_player/maps/cgl_b1.zip

Here are some screenshots:
http://www.quaketastic.com/files/screen_shots/cgl_01.png
http://www.quaketastic.com/files/screen_shots/cgl_02.png
------------IMPORTANT-----------
If you are gonna play this map take this into account:
*Dont pause the game in any way while you are in the map, this desyncs events timed to the music.
*Dont quickload a save of the map, You have to always start on the begining of it, as the music will also start from the begining too.
*This map ONLY AND EXCLUSIVE WORKS WITH Quoth 2.2. It it isnt played in quoth, the map breaks(This goes to you Barnak)
*If you cant get the music to work...get it to work
*This map contains flashing lights so look out for that.
---------------------------------
Enjoy
(But please not too much) 
#16097 
Now that's an interesting concept.

nolcoz, I see you're a fan of alphamasked textures. I've made a WAD with many textures edited for alphamasking, but nobody ever used it for anything. You can get it here
Niceeeee 
I will check it out 
I Really Like Some Of The Textures In There, But... 
There are some textures that just seem redundant, like the doors.
Apart from that, usefull stuff 
Second Release Of The C.G.L Project 
------------IMPORTANT------------------------------
If you are gonna play this map take this into account:
*Dont pause the game in any way while you are in the map, this desyncs events timed to the music.
*Dont quickload a save of the map, You have to always start on the begining of it, as the music will also start from the begining too.
*This map ONLY AND EXCLUSIVE WORKS WITH Quoth 2.2. It it isnt played in quoth, the map breaks(This goes to you Barnak)
*If you cant get the music to work...get it to work
*This map contains flashing lights so look out for that.
*This is more of a recomendation but turn the music up before playing it.
---------------------------------------------------
I fixed a lot of problems with the map and changed some other things. If you are gonna play this map play it in Quoth 2.2. It doesnt work properly if its played on something else.
Here is the map:
http://www.quaketastic.com/files/single_player/maps/cgl_b2.zip 
I Have Quoth 2.2, Map Crashed To Console 
Is there more than "one" version of 2.2?

host_error: CL_ParseServerMessage: Bad Server Message

It happened as soon as I fired the nailgun. 
I Have No Idea What That Is. 
I got my version of quoth from here:
https://tomeofpreach.wordpress.com/quoth/ 
Sorry... 
I started Quake/Quoth using SQLauncher2 but switched to using the Quoth Launch.bat file, it was OKEE DOKEE then. 
NAIS(nice) 
 
Some Random Screens. 
Was looking at the maps I have. I should end SB someday.

===Silent Blood===

well: https://drive.google.com/open?id=13S95z9J-FKioKgICNhYiYEKRAMy5dXG6

===Drakanoid (working title, very early wip)===

Stumps and outdoor tiles attempts https://drive.google.com/open?id=1A7TJWkNRFMTAaJ7wacN9rTphanVJPKuT

Cave: https://drive.google.com/open?id=1M7TrYSIlIr3iEHhgXl7UrfsNQ5ynV6VM

Cell: https://drive.google.com/open?id=1AuJ_Kh8lYC4DhOXNik1rpTtXmMOr3TQx 
Promising. 
Good theme. 
Third Release Of The C.G.L Project 
------------IMPORTANT------------------------------
If you are gonna play this map take this into account:
*Dont pause the game in any way while you are in the map, this desyncs events timed to the music.
*Dont quickload a save of the map, You have to always start on the begining of it, as the music will also start from the begining too.
*This map ONLY AND EXCLUSIVE WORKS WITH Quoth 2.2. It it isnt played in quoth, the map breaks(This goes to you Barnak)
*If you cant get the music to work...get it to work
*This map contains flashing lights so look out for that.
*This is more of a recomendation but turn the music up before playing it.
---------------------------------------------------
This version adds some health and replaces edies with dogs. If you are gonna play this map play it in Quoth 2.2. It doesnt work properly if its played on something else.
Here is the map:
http://www.quaketastic.com/files/single_player/maps/cgl_b3.zip 
First Map In 20 Years 
Hey all -
I'm getting close to releasing my first map in 20 years. It's really incredible to see that the Q1 scene is still thriving and so many passionate people helping it grow. Exciting to get back into it.

If anyone would like to check out my map, The Lost Tomb, here are some shots:
http://www.quaketastic.com/files/screen_shots/losttomb_01.png
http://www.quaketastic.com/files/screen_shots/losttomb_02.png
http://www.quaketastic.com/files/screen_shots/losttomb_03.png
http://www.quaketastic.com/files/screen_shots/losttomb_04.png
http://www.quaketastic.com/files/screen_shots/losttomb_05.png
http://www.quaketastic.com/files/screen_shots/losttomb_06.png
http://www.quaketastic.com/files/screen_shots/losttomb_07.png

And here's the pre-release version (I haven't written the readme yet...let me know if that's not kosher):

https://1drv.ms/u/s!AoR-AHsUdeQDiqIWNlp7M3S0-NQ-Kw

Still need to tweak some lighting and stuff like that but please fire away with any feedback you have. I'm particularly interested in weapon/monster placement/balance. I'm sort of thinking the last bit might be a little too ridiculous, but please give me your thoughts. 
That Really Looks Quite Decent. 
Proper Id style and harmonious theme. 
Oh Yes. 
Very good. 
 
wooden caskets in a flooded room -- those won't last long :) 
Environmental Storytelling! 
Two options: either that room hadn't been previously flooded, or it has, and those caskets were never meant to last long :)

OP: I strongly recommend you set gl_anisotropy to the highest value you can, it will make your linear filtered look much crisper (no more blurring into nonsense towards the horizon). 
Retro-style Map... 
This map is a bit too retro for my taste, but it's okay (it's just me anyway).

I got stuck (ie "glued") on a moving wall, under water (the first secret in the start room). I had to use noclip to get away from that funny position.

I feel that the map is too "rectangular", too old school. It needs more broken parts, random bits, rocks or traps here and there. More "out of this world" details and weird decorations on the walls.

But hey, I'm a moron of epic level, so ... 
 
Thanks all!

@Barnak - was that inside of the secret area, I'm guessing? I'll try hitting it with some clip brushes to see if that helps. 
Good Map! 
Here is a demo with comments if you wanna check it out:
http://www.quaketastic.com/files/demos/LostTomb_nol.zip 
Thanks Nolcoz! 
Downloaded, watched, and took notes! I noticed a few things that I hadn't before as well! Thanks a bunch! 
The Lost Tomb Released 
Thank you so much for all of the great feedback! I've released the map here: http://www.quaketastic.com/files/single_player/maps/losttomb.zip 
QuakeEd For MacOS 
First screenshot of the project that is at a point where I feel I've done something worth the effort: http://www.quaketastic.com/files/jrbase1_map.png 
Izhido 
That's pretty cool. Need a tester? I use Macs at work and would be happy to help on occasion. 
 
That would be great! I'll work on bringing up a release as soon as possible. There is still some code that needs to be reenabled, tool views and command-line tools to finish porting. But I'm confident I will be able to do it soon enough. 
No Rush 
But happy to help when you are ready. 
Making A Quake Vanilla Episode 
Dat Shit Is Looking Interestng 
 
Nolcoz 
that ladder out of the lava looks useful. :) 
Psychedelic Jrbase1 
https://youtu.be/4pnURWF9MeY

This is obviously wrong. Yet, this is proof that QuakeEd for MacOS actually works - all strange things you see happen only because 1) I'm using fake, wrongly built textures and 2) I exported a map with entities randomly taken out.

At some point today I'll be posting v 1.0.1 of the application, the test_maps folder and the engine executable, so you can also create and run an instance of this... masterpiece ;D 
Test Map: Lots Of Doors 
This is a test map I created using QuakeEd and a modified qbsp to allow more than 256 entities to be generated:

http://quaketastic.com/files/lotsofdoors.zip

It's a plain floor, with about 240 doors, of the common, run-of-the-mill "approach to open" variety.

This, obviously, won't run on vanilla, unmodified Quake. I was, however, curious about the other engines. Can I convince you guys to open this map and tell me if it works as expected? 
Izhido 
Works just fine in Quakespasm. 
Forcefield 
My first attempt to create a forcefield for Quake1. It is still a bit chunky, it needs more variety in surface. So far it is more checking out what works, size and appearance
And 
I won't force youtube to field my access!
http://home.kpn.nl/lo2kf8/forcefield.wmv 
Could Also Double As A Swarm Of Bees. 
 
Madfox 
You may want to make the particles little crosses with a dark, medium and light variance. Similar to this. 
Dumptruck... 
is this a finger in low res? 
Lol 
I thought someone might see that. No offence intended. It's a sprite from extras_r4 particles. 
Thumb Up! 
Some particles are a bit shattered, but it is getting close to what I intented to. The fine structure gets lost in the copying proces.
I started with four splined vertices, but some of them stick together.
So it is wrenching like a spike in a haystack
New Screenshots Map Adoria 
Some new screenshots of my work in progress.
I would say 1/3 has been done.
There's a story that conects all the id-fps and some easter eggs, related to them and other oldschool games too.
Still there's a lot to do and I'm trying to don't play to much with progs_dump. It's such an amazing tool. Thanks to dumptruck again.
Hope I can make some progress in the near future. Theres a prison level to do and that means a much of logical work.

best wishes.

http://www.quaketastic.com/files/screen_shots/gshw_atta/adp1_1.png
http://www.quaketastic.com/files/screen_shots/gshw_atta/adp1_3.png
http://www.quaketastic.com/files/screen_shots/gshw_atta/adp1_4.png
http://www.quaketastic.com/files/screen_shots/gshw_atta/adp1_5.png
http://www.quaketastic.com/files/screen_shots/gshw_atta/adp1_7.png
http://www.quaketastic.com/files/screen_shots/gshw_atta/adp1_8.png
http://www.quaketastic.com/files/screen_shots/gshw_atta/adp1_9.png 
Neon Lights 
Those neon lights labelling the control room/quarters are hella cool and you should get as many of them into the level as you can get away with.... 
@GunSgtHighway 
Pretty epic shots. Looking forward to this bad boy. 
Cool Atmosphere 
I especially like the vibes in the prison screenshot and the preceding screenshot. 
Re Screenshots 
Thanks for the positiv comments.
More neon labells are in work. :) 
Slowly But Steady 
i'm mapping, adding a thousand shortcuts and broken tiles along the way.

Screenshot 1

Screenshot 2.otpsuxdik

Thats a screeneffect you see in shot 2, by transparency. 
 
i also uploaded another noclip shot which i wont link now because the weather is just nuts here and idc. 
Mfx 
take your time. looks wonderful and worth the wait 
Looking Great As Always Mfx! 
 
 
Looks amazing mfx. Can't wait to play, your maps so far have been some of my favorites of all time. 
Rockwork Looks Great In That First Shot. 
how far along is this approx? 
3-4 Years 
I have several maps In the works, need to figure out how to tie them together.
Episode or just hub style.
We‘ll see. 
WOO 
2023's gonna be an awesome year for quake! 
Nice System Shock 1 Beds There GunSgtHighway! 
Looks nice, bit dark in some places though. 
 
My first map, a super short techbase thing. I learned a lot!
https://imgur.com/a/hAJR05x

trainstation.bsp, used progs_dump which is included.

https://drive.google.com/file/d/1ZghLFK244N0UvQc6_gWntE2bS32Bb5sT/view?usp=sharing 
Sweet Looking Shots 
congrats on the first release

I'll d/l this tonight and take a spin. 
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