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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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really nice ammo-loaded indicator, it's really subtle yet effective

also really like the fading (heat?) on the side of the barrel. It's a nice touch. 
Still Shugging Along... 
Bored of having boring flat walls? Nothing some fancy new flat screen TVs cannot fix! http://maikmerten.de/base1/randomscreens/base1-monitors.jpg

Having trouble finding your silver key? Just add some subtle lighting fixtures where you put it! http://maikmerten.de/base1/randomscreens/base1-find-the-key.jpg 
 
The lighting is looking great!

One little suggestion: use angle and softangle on those spot lights to soften up the edges

From erics tools docs:

"angle" "n"

Specifies the angle in degrees for a spotlight cone. Default 40.

"_softangle" "n"

Specifies the angle in degrees for an inner spotlight cone (must be less than the "angle" cone. Creates a softer transition between the full brightness of the inner cone to the edge of the outer cone. Default 0 (disabled). 
Thanks! 
Thanks for liking the lighting - I think getting that aspect right is usually effort well spent :-)

I usually happen to like high-contrast spotlights. For instance, I'm quite happy with those: http://maikmerten.de/base1/randomscreens/happy-with-those-cones.jpg

In-game, these high-contrast cones nearly have a "volumetric" feel to them that depends on sharply defined edges.

In some places the spotlights struggle with lightmap resolution, though - I shall certainly try _softangle there to avoid an overly jagged look there - so thanks for the suggestion! 
@SavageX 
It's really coming together. Great work and really smart additions. 
Agreed! 
Yeah, this is getting markedly better with every iteration.

I was wondering when we were getting another update on the Dreadbase of Dread.

Thanks for those comparison shots you posted last time, by the way; those were really nice. Please don't delete them, and maybe you could do something similar again? 
 
@dumptruck - It's Q3map2 :D That test map is relatively dark. The outside portion where I have the enemy models is supposed be the dark of evening. The game itself has creepy lighting but is overall fairly well lit. Think quake's third episode. All the weapons, enemies, items, keyed doors, switches, and POIs have some sort of glowing bit to help mitigate the negative impact of moody lighting.

@lpowell - thanks, I can't wait for you to play it either.

@shambler - yeah, I'm pleased with the ammo indicators. They're a no-brainer in retrospect, but when I made the sprite version of the gun I was dissatisfied with the busy symbol on the back that was right in your face though it didn't have a purpose. Not sure why it didn't occur to me then... 
@dumptruck_ds And @former_total_newbie 
Thanks :-)

I'll try to have some nice comparisons with previous iterations of the map. In worst case I can just always include the old .bsp and .lit files for the curious to explore :) 
Dreadful Beta3 
Hi there,

here is another iteration of The Dreaded Dreadbase of Dread: http://maikmerten.de/base1/base1-beta3.zip

And some comparison shots:

OLD: http://maikmerten.de/base1/beta2_1.jpg
NEW: http://maikmerten.de/base1/beta3_1.jpg


OLD: http://maikmerten.de/base1/beta2_2.jpg
NEW: http://maikmerten.de/base1/beta3_2.jpg

OLD: http://maikmerten.de/base1/beta2_3.jpg
NEW: http://maikmerten.de/base1/beta3_3.jpg

OLD: http://maikmerten.de/base1/beta2_4.jpg
NEW: http://maikmerten.de/base1/beta3_4.jpg

Personally, I think that emotion is what makes us truly human, which is why I extended the exit area to present an emotional feat to the player: You'll encounter a beloved old friend! To ensure I don't spoil things, here's a screenshot that I processed to keep the surprise intact: http://maikmerten.de/base1/beta3_5.jpg

(the new exit area is still rather raw, but should still be a nice improvement over just running into the exit trigger)


There are other tweaks (e.g. regarding entity placement) that are hard to show on screenshots - I recommend experiencing things in-game ;-) 
BETA: New Version Of Shifting Planes 
The biggest change between this version (a2) and the previous is the removal of the final battle. Instead, I have added a sequence more akin to the one with the falling ceiling platforms. Besides that, there are a number of other small changes which hopefully improves navigation through the map.
Still no artpass, but I do have some ideas I'm excited to implement in the next (and hopefully last) version.

New Screens:
https://i.imgur.com/R2TtyYY.jpg
https://i.imgur.com/AmWU8FO.jpg
https://i.imgur.com/99rwgBS.jpg

Download:
https://www.dropbox.com/s/v0v76jtdl6zisvm/movplan_a2.zip?dl=0

(Includes movplan_a2.bsp and .lit. Requires Qouth) 
RE: Dreadful Beta3 
Recorded a demo yesterday:

https://www.dropbox.com/s/xg79yzu01ajvchh/base1feedback.dem?dl=0

Otherwise, I don't have much else to add. It was a fun and frantic map.

I got the following error in the console: "Host_error: Cannot find maps/excavation.bsp". I don't know if it's related to your map tho.

I like how you can find the secrets using the sound from the teleporters (that's how I found the second secret). Found the third one after the recording by noclipping, and I kind of think it would be more interesting if it was a twist on the shootable secret wall formula like the second secret (e.g. the top of a generator is a secret wall), instead of being a repetition of the first secret. 
@Spipper 
Thanks for the demo and for testing in FTE :-)

It's good to know you perceived things as "fun" and "frantic" - in the end what matters is that things are enjoyable.

I see that the Shambler fight just doesn't work out as planned. Instead of chasing the player around (to make it more difficult for the player to hide behind one of the pillars), the additional enemies tend to get into an infight with the Shambler, which actually makes things easier for the player.

Yeah, I'm not very creative regarding hiding the secrets. I want to be consistent (so the trained eye can spot them without axing every single wall) and not overly random. I'll see if I can remix the formula a bit for the third secret, so things don't get boring.

The error message at the end of the level is normal - this map was/is intended as part of a short stand-alone (not depending on Quake assets) single player campaign with the silly name "Zernichter" (https://github.com/maikmerten/zernichter). Basically you'd fight your way through a base (base1) up to the surface, where you'd find an excavation site (excavation.bsp - not nearly finished) uncovering a gateway into a demonic realm. There (in a hell-themed third map) you'd try to stop the demonic invasion.

Short and stupid story arch, but of manageable scope. I'm slowly progressing through getting the maps together, releasing them for Quake first. Then I may package them as free/libre stand-alone game (perhaps extending the arch a bit), but currently the liberally licensed assets I can use are of... limited... quality, so that would require a team-effort, e.g., with someone who can create models :-) 
Dreadful Feedback 
Played through this one, as opposed to just noclipping around. Somewhat sleep-deprived, so I hope I'm able to make sense.

Spoilers may follow!

The good:

+ Pipes! The decorative pipes add a lot. Overall the map has improved aesthetically.

+ The final area with the lift is nice; makes me curious as to where it leads. Pity there's no secret under the lift, though.

+ Found two secret areas (MH and Quad Damage). Really liked both of them, although the Quad Damage area in particular felt a bit empty. Maybe spawn some zombies when the Quad is picked up, which the player has to kill before returning to the main map? It would add bit of extra gameplay as reward for finding the secret (which would be especially welcome for players who -like me- find the secret after having cleared the rest of the map).

+ I know it's not new, but I really like that descending lift with the ogres etc.

The bad/ugly (not particular to this latest iteration, but things I don't think I mentioned before):

- Not too crazy about the coloured lighting, though I'm not sure what exactly it is I don't like. Maybe there are too many different colours competing for attention in the same space (red, blue and white lights in close proximity or in the same room), and/or maybe the colours are too saturated.

Generally I'm not a fan of obvious/in your face coloured lighting; for me it works best when it's so subtle that it just feels a little more realistic, without the player's necessarily even realising that the lights are not white.

- Don't like the use of death knights. In my opinion, knights and death knights do not belong in base/tech maps, just as grunts and enforcers don't fit medieval/temple/etc. maps -- unless the map justifies it somehow, e.g. there's a portal/slipgate, and as you draw near, the "wrong" monsters start spawning in.

Haven't played the new Shifting Planes beta yet -- sorry, Spipper! 
@former_total_newbie 
Thanks for your comments!

I can certainly dial back on the coloured lighting a bit. I guess that the "computer room" is one of the areas where things may be "too much" (there's red, yellow, green and blue light in there). For the yellow lights (for instance in the gold key room) I might reduce the saturation a bit to reduce the Quake 2 feel.

I understand your dislike for death knights in base maps. For some reason (and I'm not exactly sure why) they blend much less natural into a non-fantasy environment. Ogres are fine IMO (they're fantasy-tech hybrids anyway), Scrags/Wizads are okay IMO (twisted wanderers of dimensions) and Fiends and Shamblers are "monster wildlife" that could just as well shamble on somewhere in Siberia ;-)

Perhaps "knight" has such strong cultural connotation with "medieval" and/or "fantasy" that they just don't blend well with industrial/base settings, while the Lovecraftian creatures are not quite as tied to a specific setting (I could easily see Ogres, Shamblers and Fiends doing evil evilness in steel mill along 1980ies Heavy Metal tunes - Knights not so much). 
Less Elevator, More Stairs 
I took the liberty of replacing the first elevator the player encounters with an arrangement of stairs.

Yes, I know, this is less comfortable than simply pushing buttons - but I'm sure Quake Guy won't mind the physical exercise. It also allows for some actual gameplay being put on several different height levels.

Not very polished yet, but an early glimpse:

http://maikmerten.de/base1/randomscreens/stairs1.jpg
http://maikmerten.de/base1/randomscreens/stairs2.jpg 
New Zombie Model 
Slowly Moving Forward With The Artpass 
New screenshot:
https://i.imgur.com/8mUXAhE.jpg

Old for comparison:
https://i.imgur.com/5XmCbcl.jpg

This is going to take a while. 
@Spipper 
Very nice. Loving it. 
 
Spipper is displaying the power of multiple iterations of the same scene. Its an amazing thing watching a space transform like this. Keep it up!

If you havent already, join us in our Discord channel!

https://discord.gg/VxH9Hzu 
@multiple_users 
Spipper: nice!

Chillo: he looks very happy. Knees look a bit knobby for my liking but cool other than that. 
New Skill Selection Map 
Damn! 
That looks really good! 
15426 
Looks pretty snazzy, the soft fog and warm sky/lighting give it a neat look without feeling arid. Is the bright blue water supposed to stand out that much, though? Assuming it's water, I mean. 
#15426 
Looking great! 
OTP, Spud, Mfx 
Thanks!

The blue water is not exactly intended - it just happens to be the one water texture I currently have (I avoid non-free textures in hopes of going stand-alone sometimes in the future).

Whipping up a more muddled water texture shouldn't be a major problem, though. 
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