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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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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. 
I'll take a look at this later this week. This looks unique for sure. 
Gauging Interest In CPQ Beta Jam (Map Logic Mod) 
So I'm (finally) finishing up development on v0.2 of CPQ, a logic mod that I've been working on off and on for about a year or so (website: and I'd love to run a jam in the near future to encourage mappers to get to know it, and to really put some flexible, dynamic power in the hands of the mappers in this community. It'd also be an opportunity to give me feedback before a final release as there are a lot of different systems in there and there are sure to be sharp edges that need softening. Oh, and the jam would be included in the final release of v0.2.

If anyone would be potentially interested in participating (or would like to do a map if there's not enough participants for a jam) please feel free to reply, or hit me up on Discord (Qalten#1019 and in the Quake Mapping Discord).

If you like to see a playthrough of a "showcase" map I made last year, check it out here: 
I played this blind for a video on my YouTube channel as I like to highlight new mappers. Really, really impressive work and I enjoyed it a lot. Played on Skill 1 and like CV I want more!


Some impressions.

Pros: maps were great and atmospheric. A bit tight in places but really nice use of your different themes and their different layouts accordingly.

I liked the weapons and gameplay tweaks more than I thought I would. I felt powerful as each of the weapons had a great feel. Overall it's a bit easy BUT after a long work week it was a treat to blow through these levels and just enjoy myself.

Good secrets. When I was capturing b-roll for my intro I saw some secrets I would have liked to have found. Need to go back and play those.


Cons: not sold on the weapon textures. I believe they are a little too noisy and too low-fi. I wouldn't recommend revamping them too much but maybe a little bit of clean-up is in order.

Some of the maps were a bit cramped in places. Not a huge issue but always assume someone might want to play these in COOP and maybe leave a little more elbow room in your new maps.

Your exits were not really obvious in a couple maps. You might want to adorn them a bit more.


All in all this is great work and I want to play more! Please stay in touch and keep us posted. 
Great News Qalten 
I can't participate but this is great to hear! 
I appreciate the feedback, and will be looking forward to that video. Your tutorials were extremely useful and made learning Trenchbroom a very smooth experience for me.

I pretty much agree on the weapon textures, I made them pretty fast so as to get the stuff uploaded, not so much to look good.
I'll have to give them more proper texturing before I send it out for a quaddicted release.
(Gonna have to look into the process again once it's ready)
I have a simple but effective idea on how to make the map exits more obvious.

Based on what I'm hearing, I'm guessing I don't have to worry about any strange engine-related bugs or technical issues? I did find 2 strange "monster in wall" errors in the citadel when running "developer 1" but those monsters work properly, so I'm not sure if I should be concerned.

I'll be sure to ramp up the difficulty whenever I end up working on a map again. The coop suggestion is pretty useful too, a good guideline for making maps sufficiently spacious.
That said, I wouldn't hold my breath for future maps anytime soon, my mapping is pretty sporadic. 
Hope To See More 
The only real bug I experienced were with Ghouls getting stuck in mid-air quite often. As with friends they might be better out in the open away from low ceilings and stairs. I know this comes up quite often with fiends as well.

Also nails came out of the middle of the screen for me when using that weapon.

Those are the big ones I recall. 
New Mod "Castle Of Doom" Final Screen Shots 
Here I have some final screen shots from my upcoming mod "Castle of Doom".
I'm now polishing up last things and working on the release trailer.

New Mod "Castle Of Doom" Final Screen Shots. 1.0 
I'm Halloweened by those screenies. 
Those shots look amazing. Some stunning brushwork there. Looking forward to playing this! Congratulations. 
Interdimesional Castle 
Link to the map:

This a single player map I made as a student project for school set in a medieval era gothic castle, inspired by Quake. It's a small sized map that lasts ~4-6 minutes where Ranger is up against a dimension-shambler who is transporting enemies into our world, gathering an army. With the bridge broken, the only way into the castle is through the caves, into the dungeon with horrors awaiting you...

Castle Of Doom - Trailer 
So here's the trailer for my upcoming mod.
Hope you enjoy.

best wishes


Waypoints Are Wrong...

Had to re-upload because the frikbot waypoints were wrong. Also now included the .map file. 
Gremlin King 
and gimmy back that weaponcode! 
Q3dm13 Conversion For Quake 2 
correct, you just reply in the same thread if you want to respond to other posts in that thread. 
Great Screenshots! 
They give me a feel of quake, although they'really quake. A bit queen on colored light, maybe a bit of fog would round them up

Keep going, looks promising. 
Mentioned quake3 
Looks very nice!
That glowing lights - which engine is it? 
It's FTE! My favorite :) 
Nice To See Sexy Curves 
and makkon textures :D 
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