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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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i hope everyone who plays it enjoys it as much as i enjoyed making it. 
Makkon Has Been Posting Some Cool Shots In Discord: 

Are these maps ready for a release? Can't wait to play them! 
They're not maps AFAIK, Makkon is demonstrating texture use. 
Ten Thousand Days 
This is my second map, it's runic theme, i'm not really happy with how it turned out but i want to work on other proyects so i'm going to release it like this, the map is made with copper in mind so use copper, i hope you like it, thanks for welcoming me into this amazing community!


map download: 
The First Door Has A Problem 
I tried your map, but there's apparently a problem with the first door, which stays closed even after pressing the button above it. I had to use noclip to continue. Unless there's something that I missed? 
I forgot to say that I played your map with QS Spiked, and the map were placed in the id1/maps directory. 
you need to place the map in the copper/maps folder, it's a copper map 
You're encouraged to submit a news post for 'final' map releases (this thread is more for the beta versions before release.)

I made one for you this time: 
thanks, i didn't know if i was supposed to make a news post. 
Free Quake Models 
I made a new sitepage with models I made the last years. All titles are for download and you can feel free to use them as custom in maps. I added most of the qc files, as far as there is no change in other depending ones.

I will try to update as much as I can, because the count of them becomes to large to hold.

MadFox Q1 Models 
Woo Hoo! 
Great new Madfox. I'll update the video description. 
Updated With New Ones 
AzureMoon - Can I Get Some Playtests? 
Hey guys - This is my first quake map. Been working on it for a few months. I'd love to get some people play testing it and giving me some feedback <3

1 -
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4 - 
AzureMoon - Can I Get Some Playtests? 
Okay I took the plunge. I've recorded some demos on skill 1. You should watch them through as I leave some comments here and there. The play thru is quite long. There are some errors on the map you need to fix but I'll get to that.

Things I liked:

Good puzzles and visual communication with the player.
The scale is huge but it really works in this case. I appreciate the shortcuts. The goal you are telling the players was very easy to understand. I liked the different textures although the yellow caution stuff is way overused throughout. Overall, I really did like this level and you only have a bit of tweaking to do IMO. The lighting is very Half-Life and Quake 2. I think it works for the most part. Some people like that aesthetic.

Things I didn't like:

I didn't like having to jump and (occasionally miss) the ammo and armor. That slowed things down for me and got annoying. Although I really like your puzzles, it was tough to see if the door was open or closed a few times. I played this on a laptop with a 16" screen for example. You could fix this with a higher contrast texture in the open state.

Okay we gotta talk about your cheap deaths. (Silver key in particular.) Not fair, no fun. No more insta-kills, it's bad design and frustrates players. No one likes this. Find someone who does and I'll buy you a candy bar. Seriously.

I assume you are using Quakespasm-Spiked or vkQuake to make and test your level. In Ironwail 0.6.0, I am getting "Sound NotPreCached" errors when stepping on your buttons. Not sure what is supoosed to be playing for the button sounds, but I am not hearing whatever it is. Quakespasm-Spiked "corrects" some of these errors but most other Quake engines do not, so the player is not going to expereince your map they way you intended. Simple fix: don't use QSS for developing maps. Playing? Go for it. Mapping? Skip it and use Quakespasm 0.94.5

One last thing and it's a fine line here. For as big as the map is, there are few monsters. Your set piece moments like the Quad and the area where you drop down after the LG jumping puzzle are great. But I think you can spawn in more monsters in hallways between your puzzles and it would be fine. You certainly give the player plenty of ammo.

Great first Quake map. Oh yeah one last thing. Your map is packaged all wrong and uses capital letters - you should use lower case. I never saw the sky map, since it was in the wrong place. Take a look at these two videos for info: - release your map - skyboxes and fog 
Thank you for the input! Quite a few people have flagged up the prechaching errors and I believe I've fixed them - you were right that they were looking for sounds that weren't there. The fix was to either play silence where possible (option 0) or just play a more subtle sound effect - basically, those errors are all squashed now

As for the death in the silver key part, that was actually a bug. If you check out the bottomless pit surrounding that hole in trenchbroom there's a trigger_hurt set for 999 points of damage, but I'd grouped them together first before making them a trigger_hurt, so it was killing people in certain source ports first before they were able to reach the teleport at the bottom (which is what's supposed to happen) - fixed it last night because someone else mentioned it

Thanks for the feedback! Your videos were invaluable in helping me make this thing - I appreciate that you played my silly little level 
You are very welcome. It's a fun map. Looking forward to the final. 
Q1SP - My First Map - Fort Rumburak 
Howdy, so here's my first proper Quake map to publish. It's a fortress of evil wizard Rumburak. I spent a bunch of weeks putting it together with help of the great people on discord, and now I think it's ready for more testing and eventual release. Any and all feedback much appreciated. I'm coming from Doom mapping, and the freedom of full 3D design is amazing.

You'll need copper mod.
There's 125 guys to shoot, 3 secrets to find, and 15-20 minutes to kill. Skills not implemented yet.


Download hb_fort beta:

glhf, hrnek 
A Rather Big Quake Map 
from the SIN's level "The Gorge".

The Gorge 
Post Scriptum 
@metslime : could you be so kind to add my map to the news toppic? I would apreciate it. :P

@mechtech : I don't know if you're out there somewhere, but I added your "TitanBeta5" map to quaketastic. I could'nt help it as it is such a unbelievable map, I hardly could believe I beta tested it. So hopefully with your agreement to publish the level.., there it goes.

Another strange inconviened, it looks as if Win11 doesn't give the Upload icons anymore on Quaketastic. So bad. I had to upload from WinXp.
God bless you, mighty satelite. 
First Post, First Release 
Hello everyone, I'm looking to get some mods I've made over the years out the door but would like to confirm they're bug-free and functional before I do so. Hopefully I correctly followed the upload procedure.

The mod:


Short summary of the mod:
It contains three maps, new weapon models, and various gameplay changes that aren't particularly groundbreaking.
If you like revolvers and think the Quake monsters have too much health, play it.

There is more information in the readme file. 
Hello Imi74 
Congrats with first release! Solid work, man. Gameplay some unusual with new weapon - it is more powerful (playing on hard), but map layout is outstanding. I need more! 
I'll take a look at this later this week. This looks unique for sure. 
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