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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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E1m3 Remix 
looks sweet, can't wait to play it. I wanted to make e1m3 remix by myseft for a long time (since mid 00s), but never made it.

Though some more texture variety and trims would be nice. 
Retrojam 5: E1M3 Remix 
 
Hey Guys. 
I've dusted off the deathmatch map I was working on and need some advice.

The map is pretty functional as is in terms of gameplay, I am just prettying it up, placing some visual cues so that it's easier to learn teleporter locations.

I have some platforms that hang over a pit of spikes that players need to jump over in order to traverse the level. The platforms look silly sans support, so I fabricated up some chains to hold them in place. Visually it looks excellent.

As a player would you rather these chains:

a) slightly obstruct player jumping, increasing the risk of death?

or b) be func_illusionary removing some "reality" but less chance of death? 
 
Maybe they can be supported from below or from the sides, with thin brushes?

I'm a little dubious about the idea of falling-into-certain-death in a multiplayer map though.

If the platforms are quite big, so that essentially you're making a "space map" (hipdm1, q3dm17), then that's fine... but since you're worried about players blundering into edge supports then I'm guessing the platforms are small.

There are maps like q3dm6 and Furious Heights that do have spots where players need to bounce across some player-scale platforms, but the penalty for falling is just tactical (and maybe a small bit of falling damage). If those maps had death-pits underneath then I don't think people would enjoy them as much. 
@jlaw 
They reside in the middle of an open area that is meant to have risks to traverse. Both in dangers from other players and the "oops I fucked up this simple jump" factor. The platforms are quite large.

http://www.quaketastic.com/files/screen_shots/hellvertica.tga 
Fuck 
That was a 6.2 mb tga, uhm... sorry. 
 
The chains don't look right to me just disappearing into the floor like that.

They could use some kind of fixture to represent an attachment point, and probably would look better attached to the side of the platform.

Personally, I'd just add supports or something underneath. 
Yup 
I was going to add a fixture to the top, but now that you mention it, the side will probably work just as well if not better. 
 
Very few of the screenshot links works on the first pages? 
Hardware Versus Software 
I was testing some stuff out, when I loaded E1M1 in both QuakeSpasm and Retroquad and got shocked. For a moment I almost thought I hadn't alt-tabbed properly.

See the comparison: QuakeSpasm & Retroquad

This also shows how faithful to the software renderer QuakeSpasm is. Good work. 
 
i've been meaning to ask... what is with that weird fuzzy look in your engine? reminds me of software unreal. 
Necros 
It's the series of dithering filters I'm developing. It's actually superior to the filter in UT99 (though not to the filter in UT2K4, which uses a 16-bit bilinear algorithm instead of dithering). 
 
Here's a view of a single pattern generated by Retroquad's 3-step dithered lighting: screenshot.

Rendering in Retroquad generates multiple patterns like this, non-overlapped.

And as can be seen, the resulting pixel patterns in Retroquad are more dynamic and complex than the ones in Unreal. 
Wow 
thats art! 
Looks Like A... 
nice carpet =D 
Return To Mapping 
I decided to go back active in mapping for Quake. Yesterday started a new small
map, which probably will be a bit nonlinear on the walkthrough.

Th map will be for AD mod.

http://i.imgur.com/7hoFPqW.jpg
http://i.imgur.com/oTxNk1z.jpg 
Great Start 
Awesome to see new AD mappers! 
 
The Windows behind the archways are a nice touch. 
 
If he is the DOOMer I think he is, then a phrase "everything new is well forgotten old" couldn't be truer. 
If You Mean 
absolutely annoying asshole, then yeah, he is. 
I Love The Smell Of Arrogant Hypocrisy In The Morning 
 
 
@Bloughsburgh
Thank you :) And your map too inspired me to make something not under vanilla
Quake or Quoth2, but under AD.mod.

@mankrip
Yes :) But the arches in my opinion look quite just, perhaps they lack the
borders of another material.

@DeeDoubleU
I don't know about what you think DOOMer, in the Q-community were many. I have
no big releases for the first Quake. I have previously participated in several
speedmapping events and made a map for the Jam 1. 
Doomer 
Looks pretty oldschool. 
DOOMer 
Yeah, that's why I recognized your nickname. Saw it while going through top rated maps at quaddicted and at quakegate. 
Upcoming Project X 
You're not ready for what's in store for you. Many months and money have been poured into this project, codenamed X-tra HOT that will leave even the most skilled of Quakers on their knees pleading for mercy. What is it you ask? Take a look.

Right off the bat, we're talking next generation level design here.
qrf.servequake.com/~orl/misc/af1.jpg

Each map a true work of art, designed by only the most professional of crafters.
qrf.servequake.com/~orl/misc/af2.jpg

Hundreds of traps and dangers just waiting for you to be victim to.
qrf.servequake.com/~orl/misc/af3.jpg

Bizarre worlds and enemies with state of the art gameplay that will leave you on the edge of your seat!
qrf.servequake.com/~orl/misc/af4.jpg

Mini-games like golf to take the pressure off from getting whooped by your adversaries, because everyone needs a little relaxation.
qrf.servequake.com/~orl/misc/af5.jpg

This is no doubt the ultimate in Quake experience, re-defined for next level gaming! Coming soon to ColecoVision, Emerson Arcadia, and the Casio PV-1000! 
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