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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
File size limit is 128MB.
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Trimmed 
exa
exb

Now how to make the impact two staged,
first the glass then the henge.

:P 
Much Better 
 
Checkoff 
winsmash0

The winmash.mdl is the "borderlined" one. 
I Like SoulsBorne Quake? 
I've been most preoccupied lately, but here is about 6 months or so of stuff I threw together. A lot of stuff used: Blender, XNormals, InstantMeshes, OBJtomap and of course Trenchbroom.

Art Gallery 
Right On Spot 
That makes an Ogre feel awfull low textured!
Great work, got shivers of cold.
Especialy the figurine, almost too real. 
Amazing 
Redfield, those screenshots are terrific. As a big fan of the Souls series myself and Bloodborne, you nailed the aesthetic perfectly. The inside of that Cathedral is awesome, and so are all the models. And the model of Lady Maria is so friggin good, god.

If you need any beta testing, please I insist.

And we can't neglect Madfox's smashing windows :) 
Thanks 
I've not had the time to accomplish a lot since this whole season of unpleasantness began, as I've been really busy.

Another issue is I'm using the AD code base so its not a s straightforward as it would be to come up with solutions to some of the problems I've had with the code.

I will contact you for help when things have progressed a little further though. 
Escape From Quakertraz 
Hey guys, would love some of you peeps to give my map a try. It's the first one I have made but it's getting some good compliments over at the quake speedrunning discord, which i'm a part of. I think you guys might really like it. hopefully lol

Give it a look. There are screen shots in the .zip too so you can get a taste before trying :)

File download:
https://drive.google.com/open?id=1r5OXyKrxuL-OuDbVblx9iefHvWoBCA-e 
Stylaphone 
I've tried your map-beta.

I like very much all the original details (cameras on ceiling, broken buttons, tools, etc). I laughed at the squared cigarets on a table.

But here are my critics:

1. The start map lacks a nightmare entrance.
2. Many doors of the main map are too crude or doesn't look like doors.
3. The rocky natural parts are too "squared", especially the exterior parts near the end. Need more debris, smaller rocks and cracks or something there.
4. level was too easy, not enough assholes to squash (especially in nightmare mode).

I suggest that you make this an AD level (with some of the new monsters).

Some parts could be breakable... 
Barnak 
Thank you for the feedback Barnak 👍 very helpfull and I'm glad you liked it :)

Is it possible to convert it to an AD map this far down the line? How would I do that? 
Stylaphone 
Here i have a demo of your map, so you can see how others play it. It is a first time playthrough.

http://quaketastic.com/files/demos/efq_demo_cocerello.zip

liked it: it has some good looks and lighting, and plenty of ideas added and detail to it. The combats are not tedious or unfair, and the secrets are well done. It is also good to see that you put the effort so the map does not require any special engine or mod.

On the other side, it seems that you put too much attention on adding detail and not on detailing the map itself: Putting more work on making the rooms' general brushwork and composition, combats and layout themselves more detailed and varied would have worked better than adding lots of details to blocky rooms.
- The combat are a bit too straightforward and need some surprise or ambush, or just use the T intersections to throw enemies to the player from both sides.
- Some more variety in scale of the rooms.
- The way to the NG is probably too hard, save for speedrunners. As you set it up to make lots of damage it needs also a green armour or megahealth with the NG, at least on skill 0 and 1, and make the pipe on diagonal a bit bigger.
You need to give also a clue to the player that the slime is so harmful. Maybe a message and use another slime texture.
- Some doors need to be set up so they last longer open or stay open (wait -1 on the editor). For example, on the start map, as the player cannot hear what the door opened from there and the door itself has no message, it is hard to guess it is related to the beginning, even more as that side room resembles the ones on SoA expansion pack start map.
- Some doors are a bit hard to navigate and would need some clip brushes.
-It is too easy, save for the NG part or in skill 0. I would recommend to spice up the encounters or to set them up so the enemies do not aggro till the player is inside the rooms. The number of enemies is ok.
- Make it harder than the rest from the endless pit onwards.

To summarize, i would focus on spicing up the combats, fix some of the doors closing and the NG part, and yo would be ready to release. 
Stylaphone 
Is this a beta or a released map? You put in here as beta and on Quaddicted as a release. 
Cocerello 
I was ready to release it, as I had a couple of testers play it and I made the adjustments they suggested so I thought it was ready to release lol. I'm extremely new at all this so wasn't really sure where I was supposed to post it or what the normal procedure was :/

I couldn't get your demos to play. I tried them on JoeQuake and Quakespasm but it just gives me an error.

In terms of the NG and the acid, were you not using the hazmat suit?

Thank you for all your feedback as well man and taking the time to play the level. I'd really like to watch those demos. 
So 
is it a beta or a release? If it is a release you need to make a news thread (bottom of the page while on the main or news page).

About the error in the demos, could you copy the text here? I recorded them on Quakespasm without anything special so they should work. Were you maybe playing them on AD or any other mod? That could be the reason as i recorded them in id1 (modless), and would also explain why i haven't seen an envirosuit in the map. 
Correction 
To submit a news thread is on the TOP of the news page and bottom of the forum page. 
Cocerello 
I would say it's a release.

in terms of the demos. For Quakespasm it says:

playing demo from efqc.dem (I renamed it)
fitzquake 0.85 server (24778 crc)
escape from quakertraz
using protocol 666
host_error: model maps/efq.bsp not found

for joequake it say:
playing demo from efqc.dem
fitzquake 0.85 server (24778 crc)
server returned version 666. not 15
host_error: cl_parseservermessage: Illegible server message.

??????
I don't know what any of that means lol 
 
did you record the demo and then later rename the bsp? That would explain Quakespasm's error. 
Stylaphone 
It is ok to rename the demo file, it will not change a thing.

About Quakespasm, it is what metlslime said: The .bsp file you have has a different name. You probably renamed it for release but the one you were compiling has another filename. Grab the one from the pack you linked here, put it in /id1/maps and try again.

About Joequake, it is saying that it does not recognize the version of the server used for recording the demo, as it is exclusive of Fitzquake-type Quake engines. 
I Shrunk 
a shambler & shambler shrunk my textures.
:P 
There Is Any News? 
First Map, Feedback Appreciated
#15806 posted by Poorchop on 2018/08/30 18:11:45
I wasn't able to finish this map and I won't be able to work on it for a really long time, so I'm releasing it as an unfinished beta...


Is this avesome map still beta? 
First Single Player Beta. "Can't Stop Me Now" 
Map Layout Testing 
Hello
I have a map blockout that needs testing if anyone is interested.
Requires Arcane Dimensions. Base themed and very combat focused.
Please ignore the fugly build and some rather blunt triggering atm :)

https://www.dropbox.com/s/331t5sddionrm9x/zqfdraft01.bsp?dl=0 
First Single Player Beta 2. Electric Boogaloo 
Just an update of the beta I posted before.

Comments and critiques welcome.

http://www.quaketastic.com/files/sc_CSMN_beta2.zip 
Rogue Teleporter Noise At Origin 
Use the "silent" spawnflag (2) on all point-sized trigger_teleport entities! 
Re: Rogue Teleporter Noise At Origin 
HA! It worked! Many thanks negke! 
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