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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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@GunSgtHighway 
Nice! Bearing in mind that I'd already got the hang of the gameplay from playing that one map with the train issue, I didn't have any problems getting through the other maps.

The arcade machine in the start map was cute. I liked the appropriately-retro music, and that the music gets more frantic as you progress.

I'm seconding dumptruck_ds' sentiment that the gameplay is a bit repetitive, but on the other hand it didn't take long to play through that first episode. I guess more variety could be included in the second and third episodes?

I noticed a few purely technical issues:

* The zip file contains a copy of your config.cfg file; I'd strongly suggest removing that, because it'll cause players' settings to be overwritten by your own settings. I expect this is why dumptruck_ds was having the issue with lookspring.

* There are a couple of files with uppercase characters in the names; this can cause issues for players using operating systems that use case-sensitive file systems. It's better to make all files have lowercase names. Relevant files are "GSH_neonquake" and "START.bsp". The "map" key of the trigger_changelevel in ep17 would also need to be changed from "START" to "start" to match.

* In the first three maps, the edge of the first big train pokes through the wall after it stops moving, so the player can cheat by standing on that until the end.

* In ep16, the curved corners at the edges of the map don't line up with the outer walls (look to the left/right on map start to see).

* In ep17, the player can trigger the "You succeed" message early if they aggressively jump forward across the platforms. This could be solved by putting the trigger behind the door to the exit, or by making it so the message is triggered when the door opens instead of when the player touches a trigger.

* ep17 ends with an intermission screen, but the map doesn't contain an info_intermission for the camera view, so the viewpoint just defaults to the info_player_start, which isn't a very good view.

Hope this is useful. Keep at it! 
Looking For A Skin Tailor 
Not so familiar with the seize and behaviour of the chasm monsters.

chasm-ents 
 
Can you please some quake monsters along side them to see how they fit together? 
 
Chasm's AI is pretty garbage, so I think simply watching the gameplay and getting in close enough will do. 
@dumptruck_ds 
Thanks.

Yes theres repetivity. In the first way I had to learn how to place blocks. In the second I want players to get used to the sorts of blocks.
I have plans for shootable blocks and walls to walk and maybe three levels of platforms for using the 3rd dimension to.
Dodgable Blocks would also bee nice and I'm working on that. Have to find out how to stop a player stopping all trains by getting in between a train and a wall.

what do you think about lookspring and strafeing? Should it be activated? 
@wi 
Thanks.

Yes the repetivity is in it. I had to learn how to use the trains and look forward to create more interesting levels from now.
Thanks for the technical hints too. I'm fixing that.
Looking forward for a more cleaner episode two. :) 
@dumptruck_ds @wi 
What do you think about smaller trains?
I also think about a shorter starting platform.
Now its 6 Units. What about 3 to 4?

Best wishes 
@GunSgtHighway 
I'm not sure what you mean by the starting platform being 6 units?

As far as smaller trains... if you mix them in with larger trains in more advanced levels why not?

Also I wonder if you could use the code from func_fall in some way? Those are platforms that fall out from under the player and fade away. Newly released in 1.1.0 You'd likely have to combine a train with that code the way the mod works. Also in 1.1.0 there is metlslime's "retrigger" spawnflag for func_trains. I bet you could put this to good use in this mod. 
Chasm_entities 
The models from Chasm_theRift contain as double as much frames as the Quake asset. They also have more extra subroutines like victory and shout. Here some screens of howfar I've come.

examp1
examp2
examp3

chasment_test2 
 
haha, they fit very well together.

The chasm monsters still do not have AI? 
 
Madfox, can I share the video on another site? 
 
If they didn't had IA they wouldn't appear in game.
Share whatever you want. 
 
Can you make an video on you fighting a chasm monster?

Or chasm and quake monster fight each other? 
 
i love that color palette 
Poor Man's Luck 
I'm fighting a chasm monster?
Looks more as it is fighting me!

Can you make a yhe1 demo and show how you fight them? 
 
It said H-scor.mdl not found 
Sharing 
Some screenshots from Quake Mapping Discord.

ComradeBeep

Kayne

Heresy 
@_yhe1 
Yes, I thought I had disabled it.
Here is a better one.

Chtest10 
 
It is good, although I think an analog for the stratos weapon can be found in quake malice

https://www.dropbox.com/home/Public?preview=blast.jpg 
Good 
Do you still have the links to that site of panserkreuzer?
I'm searching for the monster sounds, but I can't find them. 
 
@dumptruck_ds 
Thanks for the screenshots. The Heresy one looks particularly interesting, but probably will need to put something after the door or block more of the door frame with it 
 
Madfox, one other thing, the faust's rocket can homing in, so you may want to check the code of the Quoth or AD rocketeer 
 
The stratos also has a kick attack when he is close to the player 
Readme 
Lame attacks, small amount routines
My qc isn't the hat of the wizard, for sofar I'm comparing the seize, not the attack or weapons.
Some parts of the poseframes in the models look almost identical. 
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