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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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Crates In The Control Room? 
Phait: I am sure there is a perfectly good reason for having crates in that control room hmm? ;) 
Control Room? 
It's the ship's cockpit.

I took them out, actually. Still tweakin' the inside. 
Metlslime 
omg, that sounds cool. I've always wanted to make a level that gradually floods, allowing you to swim to previously inaccesible areas. 
Pox Extras Mod 
http://developer.chaoticbox.com/quake.php

scroll to 'Extras QuakeC Mod r4'
there is d/l and good doc

be warned tho, that some features are not compatible with some new engines 
Man 
some of the stuff pox has put into that extras pack looks pretty mental - particularly the particle systems 
Kinn: 
yeah, that is a very cool game mechanic. Quake2 had it, but i don't really like quake2's gameplay for other reasons. 
Kinn... 
...you never played Hanz's Titanic then? ^_^ 
The Changing Water Level Thing Was In Duke Nukem 3d, Too 
And Half Life 2. And Half Life. 
And Zelda III 
 
Batman 
Check It Out, Fellas... 
I made some sweet wires behind a metal plate:

http://www.planetquake.com/kaziganthe/wiresbitches.jpg 
Flat 
Looks quite flat. Otherwise it's alright. 
Entrance 
Here's the entrance in the first map to my addon:

http://www.phait-accompli.com/q/s4/pre/start1.jpg
http://www.phait-accompli.com/q/s4/pre/start2.jpg

Might it need any improvement? I'm liking it, but thinking it could use something more. 
Phait 
It looks good ! Don't change anything... 
Hmm 
The building looks cools, but the cliffs are a bit flat, how about adding some horizontal breaks, rather than just vertical ones (at the moment they just look like walls along the edge of crazy paving) 
Lighting 
looks like a diorama, the lighting is very unnatural. :( 
Nice 
chess palace 
Feedback Required 
Public beta of my first QDM level is available here http://www.spawnpoint.org/files/disqdm1_b31.zip

The level has already gone through extensive testing (and modification) with respect to layout, brushwork, power-up mechanisms and aesthetics. Thankyou von, scampie, blackpope, blitz, biff, scraggy and inertia.

Apparently the level will never be adopted as a serious 4v4 arena because (a) it's a coagula level and (b) the layout is difficult to learn. I always thought offering massive route choice, with plenty of playable surface area, over a threatening environmental hazard would bring out the best in skilled DM players.

So, now I need to find out how (or if) this thing works as a FFA level. Specifically, I need to know how it plays. Also I need information about ammo and health placement in game. I'd really appreciate feedback on these areas. 
Oops... 
... I forgot to thank Apollyon for his help too. Ta! 
Well 
Yay 
nice! :) 
Pulsar 
I want your babies! 
Pulsar 
Yah, looks ball-bouncingly good >:} 
Distrans 
I like the choice of textures, and also the way to access the Quad. (Was wondering what that "useless" plat was for) The layout is tough to get the grasp of, definitely... BTW, is that there only one RL in the map? I'd prefer a little more obvious placement of the RL. 
PuLSaR 
Nice screenshots ! Nice architecture ! cool lightning effects ! And just a question: what is the texture set you used ? 
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