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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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It's 
jf2, Kingpin, Doom 2, cr8, and Jackboot. I try to learn from the best texture mixers (aka distrans). 
Hi All, I Just Made My First Map Release For Doom 2! 
 
omg woodmet!

also, make a news post about it ring. 
Reposted On My Blog Ofc.... 
Pretty good map. IMO I think it suffers a little from not enough ammo near the beginning and also it's quite tough, I never realised that the Revenants rockets tracked the player until I played this map. 
 
Plus it's a bit too linear, could have done with a couple of branching paths. 
Thanks, Fifth. 
I got some recommendations from the guys over at the ZDoom fourms and I fixed some misaligned textures and an area were the player can jump onto the crates and over the fence to get the blue key. I've uploaded V2 of the map btw. 
RoQ 
pretty cool map, but what 5th said.
Needs more ammo. 
Someone Need To Switch To Thief DP-ThiefTMA 
 
 
RoQ: Overall a nice little map for a first release. Demo recorded with ZDoom 2.7.1 - not sure if it works across quickloads, though.

Q1SP screenshots: Cool. 
I Was Bored And I Made This: 
Progress Of A Sort... 
5th 
Cool, i like the 1st shot. 2nd shot also, but the wooden beams at the stairs don�t make sense. 
 
That wood needs a lot of realigning on the smaller sides. 
^^^That Nickname 
needs a lot of imagination on both sides:) 
Hrimfaxi 
If you don't finish that beast of a level I will cut you.

So many screenshots :O Looking good! 
#10822 
RLOF 
Alignment 
In this case I'd agree that a bit more alignment might be good, and wouldn't distract from the ID1 stylization going on. Agree with mfx too about that particular wood seeming somewhat out of place in shot 2.

1st shot atmosphere is rad, can't wait to play it! 
So 
When is the QExpo anyway? 
 
The map has a lot of wood trims so that's unlikely to change much. Alignment is something I usually stick on top of as the map progresses, though I will be looking to get the next couple of maps tested before I do a second pass. The second pass usually involves refining everything and adding a few extra secrets (so the people who tested have a little extra something once it's released). 
Something 
Rubicon Screenshot Megadump. 
All looks great. HTH. x 
Yes. 
Rubicon shots look very cool, i'm excited to see this megapack when it's released.

P.S. regarding <a href="http://www.quaketastic.com/files/screen_shots/tfrag05.png
">this screenshot</a>, you should give r_oldwater 0 a try :) 
 
P.S. regarding this screenshot, you should give r_oldwater 0 a try :)

Failed at my own messageboard 
Metl 
why did you default that to on? i always looks worse. :( 
Necros: 
probably a mistake.

My philosophy when working on fitzquake was that it was a drop-in replacement for glquake -- lots of people using broken glquake, so let's give them an engine that is better, but has the same defaults for cvars and stuff so their hand-crafted configs still work.

Another example is gl_flashblend, which still defaults to 1 in fitzquake. Notably, both of these cvars default to the higher performance setting rather than the higher quality setting. This is due to targeting the same hardware specs as glquake, which at the time was reasonable.

But this is a new generation of players at this point, and most people get recommended fitzquake who just installed quake from steam or are coming from a different custom engine. And they have much better computers. So I really should change all the cvars to give the best looking experience. 
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