News | Forum | People | FAQ | Links | Search | Register | Log in
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.
First | Previous | Next | Last
 
Well, if they're all redone in AD and nobody noticed... that's kind of the same as them not being there. :P 
 
well i haven't played it yet, so that's no criticism 
 
There's a new Hell Knight and Ogre model, but they are not straight replacements, they have different animation lengths.

You can't drop them in like Lunaran's Knight. 
Nice Work 
the shambler looks great 
AD 
has improvements, like extra details for death knights and ogres (extra spikes and armour details). Some extra varients like the zombie knight. If you didn't notice the upgrades you must have your eyes closed ;)

The enemies that have seen visual upgrades are the grunt, dog, knight, player model. Now we have an improved shambler. 
AD 
And don't forget the monster footsteps in AD. The shambler stomping around...hoo! Who knew you could make a shambler even scarier! 
Skiffy 
We need moar polished monsters! 
Suggestion For AD - Shambler 
In SMC (by Seven - QuakeOne), the Shambler seems really heavy. This feeling is the result of the shaking earth when he walks runs and falls dead. I personally love this effect. Would it be possible to implement it in AD?? 
Terrific 
 
 
yeah looks awesome. Can you give him real teeth, rather than painted on teeth? That's the only bit that I reckon looks like it should be 3d. 
Noooooo 
don't add more polys for the sake of polys 
 
Things like spikes, and I suspect teeth, are susceptible to vertex wandering with animation. It would probably be fine if it wasn't for quakes 8 bit models. 
Agree With Kinn 
re: not agreeing with kona 
 
i would agree with kona except for fifthElement's reminder that it will turn into trash with the low-precision coordinates. 
 
FifthElephant, I meant 
Lol 
Chris Tucker. 
MDL Sucks For Tiny Details. 
Teeth maybe if I get MD3 support... otherwise the dang things jitter and wobble like crazy. The default MDL format just cant handle tiny details. That is why I stuck to using a texture instead. 
This Feels Way Better 
than the quake remodelling project

and for that matter the retexturing project

they both felt really plastic with the implementations at the time... too much bump mapping, overkill on coloured lights.

see:
http://qrp.quakeone.com/screenshots/ 
See. 
That looks like ass.

Skwiffy's shambler does NOT look like ass.

People need to learn from this shit. 
 
Beautiful, amazing job.

Does the skin have to be 256x256 pixels? This one looks bigger. 
Skin Is 256x256 :) 
The arm and leg is mirrored but I hide it with a unique middle torso. It could be 512 x 512 too I believe but right now the shambler has a 1 to 1 pixel ratio with the level geometry. Kinda nice ha. 
Remodeling Project 
I am sure the tech on Darkplaces can make some sweet visuals but you need artists that have an eye for proper color and details. Those screenshots are very primary in their understanding of design aesthetics.

I personally prefer all hand painted textures plus default Quake1 geo is just not detailed enough to hold up with super high resolution textures. The stuff being done in AD on a BSP level could work with double rez textures I think.

One of the few things I would love to add in all the quake engines is better water. Water with shadows and reflection and proper murky depths.

I'll be sticking around for the foreseeable future so expect a few more remakes of classic monsters. PLUS colabs with other members to expand on the remade monsters abilities and behaviors. 
Nice? 
Extraordinary, I would say. It's amazing that you painted so much detail into 256x256.

About water, I would love to see UT-like water surface. 
 
http://scampie.net/etc/mapshots/ad_e1m1_win1.jpg
http://scampie.net/etc/mapshots/ad_e1m1_win2.jpg
http://scampie.net/etc/mapshots/ad_e1m1_win3.jpg
http://scampie.net/etc/mapshots/ad_e1m1_win4.jpg

MarkV WinQuake shots... map still looks cool :D In fact, without the colored lighting and fog to distract, all the lightstyle animations look much cleaner. 
Neat! 
But that slime is bigger than 64x64, isn't it? That causes some distortion. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2025 John Fitzgibbons. All posts are copyright their respective authors.