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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.

Need a place to host your screenshots? Upload them here:
http://www.quaketastic.com/
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
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CPQ - Dynamic Map Logic Dev Kit V0.1a 
Hello there!

I've uploaded the first alpha version of my new dev kit CPQ and am very much looking for some feedback on it. CPQ is all about storing values into "registers" and then using them to impact the game (changing player health, door speed, etc) as well as boolean expressions (greater than, less than...) that can trigger different things when true/false, as well as mathematical operations (multiplying enemy health by difficulty level, for example).

I've included a map that shows off some features, as well as PDFs that give a quick tutorial and list all new entity definitions.

Downloads:
Quaketastic
Google Drive

Feel free to reply me here or PM on Discord (Qalten #6722) with feedback/errors/suggestions/neat maps!

Why CPQ?
Because it sounds like CPU but with a Q! (a CPU being more or less what I'm trying to emulate here). 
 
my vote for unsung hero. this looks like it can be insanely useful, but I find the presentation a bit impenetrable. but seriously, having a simple way of doing arithmetic and boolean expressions without needing counters or relays sounds awesome. 
 
Been putting lots of time into the side scroller. Heres some new tiles.

https://twitter.com/muk0r/status/1212905762038657024 
Wrong Topic. 
 
Screens Of My Vanilla Doom 2 Map. 
Using those sweet, sweet Knave textures.

1
2
3
4 
 
Thank you Dr Lovekok. 
Looks Good 
it has a strong Hexen vibe.

And thanks for not using Imgur for the screenshots. 
Meathole 
Kinda Cool. 
I like the weird lack of head. Claws could look a bit more inhuman. Deffo could work well in Quake. 
Boss2 
Isn't that not Ijed's model? 
It Is. 
But I'll be using it. 
 
http://shoresofnis.com/temp/Screenshot_Doom_20200113_195048.png

not sure if this would have been easier or harder in quake.

i will say the doom engine handles off-axis stuff nearly perfectly.
did Q1 compilers ever get around the limited number of planes? 
Adoria, Final Section And Progress 
After one year I think this work is going in its final lap.
My idea of creating a simple lighting mechanic test for my self turned into a storybased reference to games, films and music when I played Quake the first time.
There's still some work for me to do, especially because of the story (there will be a connection between the stories of quake and doom).
There are new features, known from modern games ,like voice guided sequences and changing music.
At the moment I'm working on the last section "the white room" wich should become a fresh change in the gamplay with some puzzles.

Screenshots:

comcenter:
http://www.quaketastic.com/files/screen_shots/gshw_atta/2/ua2.jpg

Prison overview:
http://www.quaketastic.com/files/screen_shots/gshw_atta/2/ua3.jpg

UAC-lunch room:
http://www.quaketastic.com/files/screen_shots/gshw_atta/2/ua4.jpg
UAC-quaters:
http://www.quaketastic.com/files/screen_shots/gshw_atta/2/ua5.jpg

Hopefully looking forward.

best wishes 
Ummm Wow 
This looks pretty epic. 
Bal Posted This On Twitter 
Looks Interesting 
I am eager to see what the storyboard is about and how it will be done. 
 
Yeah... sounds like it's part of a big AD update that sock and gang are preparing. 
 
also those conveyor belts .... maybe it's time to add either smooth scrolling textures, or high-framerate animated textures, to quakespasm/etc. 
An AD Update? 
I thought sock had written that AD was now a "complete project". I sure hope I got this wrong --- and if there's an update in the works, that it'll not feature only base maps. I can't wait to see another work in the vein of Foggy Bogbottom, Firetop Mountain, Leptis Magna or The Forgotten Sepulcher. 
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