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
The Usual Genius... 
https://www.youtube.com/watch?v=entq9ZReftE&feature=youtu.be

Some really cool stuff especially later on, I do think some breakables need a higher HP though. 
 
Marvelous! :)

Also, not gonna lie, those candles on the floor as light sources made me tingly.

So, so good. All of it. Great stuff... 
Perfect! 
I loved the atmosphere in that clip :D 
 
oh cool, i love that monsters can brake brushes on their own, especially that melee attacks can do it. awesome. 
Uh 
also 'break'. 
 
@shambler what is so genious about it? I mean, breakables already been made in hexen.

yeah, it looks cool and, as it was noted by necros, I like that monsters can destroy those specific brushes on their own.

But I wouldn't call it genious anyhow. 
 
But I wouldn't call it genious anyhow.

Don't worry, you won't ever have to worry about anyone mistaking you for a genius. 
It's Not So Much Breakables 
but how the video shows that feature has been implemented, both from an AI sense and a mapping sense! 
 
My one complaint is that it sometimes lack a little clarity in the visual language -- i.e. these brown bricks are breakable, those ones aren't -- but I'm sure sock will sort that out before release. 
 
Yeah, and the way the AI interacts with it is cool. Makes it feel like a native feature rather than an add-on. Them pathing to a boarded over window and busting through looks great! 
Agreed! 
Needs some slightly different shade of brown for the breakable rocks perhaps. Or make the cracks more evident.

I know I'll miss it otherwise :D 
50 Shades Of Brown To Make The Crack More Evident 
so Daz won't miss it. 
Its 
All design language that needs to be done by the mapper. Honestly its well done ingame :) 
 
can the breakables be made weapon specific... axe for wood, grenades and rockets for bricks, everything for glass? 
 
if we're talking a modern game, it would have a giant arrow pointing at the breakable, then perhaps a qte such as spamming the space bar to break said breakable. 
Well 
That wouldn't be far removed from spamming LMB. 
 
I'm just talking about clarity of design. If some brown bricks break and others don't, that's going to turn a cool feature into something annoying.

And I don't pretend that sock doesn't know this ... I'm sure he does. :) 
Escape From Your Cell 
I need some feedback for the "final" version of my Quoth map before I can host it on Quaddicted.
It is a short map and was made so I can have more experience in Quake mapping and making maps that aren't recreations, which is why it's kind of blocky.

screenshots:
http://image.noelshack.com/fichiers/2015/25/1434630724-escape1.png
http://image.noelshack.com/fichiers/2015/25/1434630726-escape2.png
http://image.noelshack.com/fichiers/2015/25/1434630713-escape4.png
http://image.noelshack.com/fichiers/2015/25/1434630765-escape8.png

download link:
http://www.mediafire.com/download/449awkn0ijiw8kx/escape.zip 
Escape 
I enjoyed your map. I think it has a strong Doom feel, so you can say it's blocky by design. You're right, it's short, but it's consistent and looks good. I couldn't find any of the two secrets, but maybe it's just me.

I played it with the MarkV engine, without the Quoth mod.

But don't realease it yet. It probably has leaks, because all exterior surfaces are visible. You didn't just put the whole level inside a box, did you? 
@Daya 
Two things about this room in escape8.png you posted:

1- The open corridor above this room leading to the end is a nice touch. This corridor should have rails instead of solid walls, so the player can see the room below. It shows off your design and add to the "accomplishment" sense: reminds you of a fight you already had. Wich leads me to...

2- The room seems too big for too few/weak enemies. You feel like "what was supposed to happen here?". This is a big room with a valuable item, the YA. The battle here should be memorable. Maybe a Fiend room, not Enforcers'. Or maybe the enforcers would be in a level above, surrounding the room, giving them advantage.

P.S.: yes, I didn't play it with the Quoth mod, but hope these comments worth something. 
 
It's kinda strange to complain about the lack of opposition while playing without the mod the map was intended for. 
It's Not A Complain, 
I made the disclaimer. Didn't wan to play Quoth, but wanted to help anyway. The author can decide if it makes sense or not.

About (1): maybe it should be a corridor made of glass panels. It would show off the room below. 
Update On Escape From Your Cell 
https://www.mediafire.com/?449awkn0ijiw8kx

*Made some changes on the enemy placement
*Secrets are a little bit more noticeable
*Modified the bridge so you can look down on the computer area, even jump down here

Issues I can't seem to fix is destroying the first computer brush, light and ambient sound at the start of the map when the player shoots the computer

And yeah, it is a Quoth map so you kinda need it to get the full experience ;) 
Nice One Day 
it's a fun little map.

I'd make the nail gun a little more noticeable or prominent as I somehow managed to miss it.
I still managed to complete 90% of the map with just the shotgun and SSG so maybe tone down the ammo a little?

Also the room full of ogres, plasma dudes, flame guys etc is the best battle (although a bit hairy when you only have the ssg) I think this fight should be the last fight in the map?

Anyway, nice little saturday morning distraction! 
S'more Small Tweaks, Like Make The Nailgun More Noticeable 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.