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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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Looking good Bloughs. Looking like a sizeable map you got going on there. Dig the caged lighting. You gonna add some broken ones on the ground? i see some ropes with no cages/lights at the end?

I still need to finish the books for my map. bleh.
Gonna focus on getting the gameplay done first so i can get a beta out to you guys. Itll be ~15 minutes of playtime. 
@Bloughsburgh 
Eager to see the final release~ 
Very Cool. 
 
Cages 
I didn't think about adding broken cages on the ground...that's a good idea! Yep some cages do not have flames or have other forms of lighting instead to produce some sort of asymmetry. The map is sizeable but it isn't of gargantuan size...today I hope to start adding game play to see just how long it takes to beat so far.

Looking forward to your beta Muk!

Thanks NewHouse and Shambler! 
 
http://i.imgur.com/zhOxLhn.png

Increasing the size of some rooms and repositioned the gold key after some feedback from skacky.

Ill make some more changes and get a beta in here in the next day or two. 
Lookg Good 
Feeling some warmth from that lighting...mmm.

Looking forward to the release! 
 
Looks good man, looking forward to playing :) 
 
I can see some particles in there. You're making this map for AD? 
 
Yeah its for AD. Some custom breakables in there too. Ill likely use a custom key for a secret as well. Not too many AD monsters aside from crossbow and hogres. 
Yay, Breakables! 
Looking forward to the beta. 
Nice Lighting. 
But would like rooms to be more complex designs. 
 
https://twitter.com/muk0r/status/807963099974238208?lang=en

Update to Gold Key Room...

I was told I needed "more verticality"... 
Verticality 
has almost become a trite buzzword. I'm not saying the suggestion is invalid, it just seems to be the go-to critique in any given level design forum.

cool looking map, btw. 
 
Needs more horizontality. 
 
The trick is to pitch the level 45 degrees so that you cover the most of each axis. That way you have plenty of verticality and horizontality. 
Diagonality! 
The way of the future. 
 
45 degree jam! 
What Is Truly Needed Is 
Reminds Me Of An Idea I Once Had 
which is 1) probably terrible and 2) probably already been implemented at some point and proven to be terrible.

the idea: an fps with normal player movement with the addition of being able to rotate the entire level. can't get to a switch beyond your reach? rotate! trying to get to a hole in the ceiling? rotate! is that wall just a skoshe too high? rotate!

Sounds like a migraine inducing pukefest. I hate myself for even thinking of this. 
That's Actually A Superb Idea 
and you should get to making it before some numbnuts steals the idea and turns it into the next Portal and makes a ton of money. 
Well, Shit. 
 
Fez 2: Canadian Bloobloobloo 
 
 
I imagined the same thing for a game based on Escher's drawings. Hipnotic and AD do rotations. Would it be possible to rotate an entire map? That would probably be a mapping nightmare.

While not being rotation per se, Cube had the possibility of shifting gravitational direction so you could walk on walls and ceilings to a similar effect. 
#14275 
Funny that you mentioned Portal because I remember playing a puzzle game (not first person, though) on the PS1, I think, where you had to escape a series of cubic rooms which you needed to rotate to reach the exit. The name eludes me. 
#14278 
Of course the best implementation would be to "fake" it by simply rotating gravity and camera orientation - the level would actually be (mostly) static - no need to make it literally rotate.

Dynamic entities in the level would need to react to the shifting gravity though - that's where all the work would go. 
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