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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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@lunaran 
Youre beautiful. 
Loving Those Textures Lunaran 
 
I Like Everything About It 
Nice Lunaran. 
Holky Fuck 
Ionous and I were just talking about this the other day.

Looks great!

(But: With a floor this wide and open it's maybe worth considering a new variant of the texture with less contrast and repetition, maybe the honey ones?) 
Looks Awesome 
 
Lunsp2 Confirmed? 
very nice btw 
 
It looks great...BUT...break up that god damn floor and use a different texture entirely 
Lun 
63 people on Facebook in 12 hours think you are pretty. Also, several people now are waiting for a new map from you. 
<- Func Heart Emoji 
i guess that floor texture is shit, isn't it 
Not Really 
It's good as a wall texture in small doses. But there's a reason why id used wmet4_8 for floors instead. 
Silly Idea. 
How about a wooden floor instead? 
Lun 
YES!
Keep hoping for a follow up to lunsp1! Is this still the one you were talking about a ways back where the plan is for the map to go downwards? Either way, looks very good and please continue to work on it, or turn it into a speedmap, or something. 
Lunaran, More Pictures Please ! 
That last picture gave me a total erection.

More picts ! 
Yeah Lunaran! 
Lovely! 
Greenery 
Mmmmmm 
Interesting. Definitely have potential. 
#15507 God Damn 
yeah! Love it! The unfiltered card/sprite look for trees has (perhaps weirdly) always appealed to me.

These ones from Daggerfall are some of my favourites:
https://imgur.com/a/Z6nBv 
#15509 
...

That's gotta be some pimped out modern Daggerfall port, right? Because if the game looked like that originally, bloody hell did I miss out... 
 
Actually just looking at the # of trees drawn at once obviously it's a modern port. 
Those Trees Look Nice And Fluffy Pritchard, Good Stuff.j 
The grass could use a few darker shades towards the bottom of the tufts. 
Kinn 
yeah it's the Daggerfall port in the Unity engine. Well worth downloading and having a wander round. Gameplay-wise it's pretty "dated" but has it's moments.

http://www.dfworkshop.net/projects/daggerfall-unity/live-builds/ 
#15485 
that's pretty cool! 
Daggerfall 
I came to Elder Scrolls pretty late with Oblivion on Ps3 so this is great for folks like me. 
A New Map - Work In Progress - Early Screen 
First off, Pritchard those tree sprites look awesome.

So after the craziness of a Disney map is over, I'm going back to something darker and more Quake/medieval in style. After just playing the excellent Return to Castle Wolfenstein (2001), I absolutely loved the castles, crypts and brick textures. I've started converting the RTCW textures over to the Quake palette and currently have a new texture set with nearly 100 textures including some modified Sock/Hexen2/Magna textures.

Here is a really early screen of the new RTCW textures in action. I've made some groined vaults, as the set actually has custom textures for these vaults. The architecture is mostly styled directly after RTCW but is different in scale so I had to chop up the textures a bit.

https://i.imgur.com/HxuyVU6.jpg
https://i.imgur.com/X6fkp8L.jpg

To my knowledge not many RTCW textures are in Quake WADS, as I've not seen these bricks and trim and colours before. I love the Quake palette so that's why I'm converting them over, rather than use true colour, but obviously I've lost a good deal of fidelity as a result.

Anyways, the map is planned to be a mod with new enemies, and as such is still a ways off... Cheers! 
Damn Nice Textures Son. 
 
Redfield 
There is a WAD file with all the textures from RtCW on Quaddicted. If you like the, it will save you from all the work you are doing.

Liking those shots, very atmospheric, man. 
@Redfield 
not sure if this help, but the screens are too dark for my tastes
otherwise this is incredible 5/5 
Damn Quaddicted! 
It just figures this would be the case, I never saw the RTCW wad there in that mass of wads. Anyways I'm pretty much done converting the textures over anyway. Yeah the screens are really dark, mostly because coloured lighting sucks. 
Redfield 
I've maxed out my phone's brightness and still can't see anything on those screenshots besides a faint light in the ceiling.

Have you increased the gamma brightness in the engine, and are using low brightness in the map's lights to compensate? 
Embrace The Dark! 
Yeah, I always have gamma/brightness set to 0. Its just a dark room with only dark orange and dark blue coloured lights, cause its dark. DARK! My monitor is set at low brightness as well, and its still very visible on my end, but I usually go about adding white light sources to the map later on to brighten things up. I also just threw those lights in to take a screen, the map isn't anywhere nears complete.

Also yeah I can't see anything on my tablet either so I think I bigger screen makes a difference. 
@redfield 
I played RTCW recently. Need to finish it though. I had the same idea you are doing now. using those amazing textures for a Quake level. I won't have time for many months to do something so I am very excited to see your work on this!

The screens look promising! 
Redfield 
fiddle with the colors of the coloured lights and they will never suck.

For the darkness, they are a bit dark but i think that is almost spot on for the first. 
#15524 
I can't see anything on my tablet either so I think I bigger screen makes a difference.

Yeah, I'm on my 40 inch TV right now and can see it. Still too dark to analyze the texture quality, though. 
Retroquad 
Not going to post this elsewhere, as it's very unfinished, but here's a fullbright screenshot from yesterday.

There are dozens of other textures that I've been creating with the same level of quality, maybe hundreds. Still some more hundreds to go.

However, I get easily demotivated when trying to actually create maps. Anyway, maybe someday this will become something... 
Then Make Shorter Ones 
it will help with motivation 
Coce Dropping Wisdom Bombs Like I Drop Post-curry Shits. 
Serious business. Listen to him. 
 
Well, the maps I'm creating are headed towards environment art rather than gameplay, since their purpose is to showcase the renderer's abilities. In the end I'll merge all of them in a single map, if there's enough memory.

Probably the main creative block I'm having is that textures are self-contained. All the ones I'm creating are photosourced, so they only require artistic sensibility, not artistic creativity, while mapping is a more open-ended task and therefore does actually require creativity.

It's easy for me to create photosourced textures, no matter how depressed I'm feeling. Mapping is a lot harder, not just to envision pleasant environments but also to make them fun. It seems to require a pleasant & playful state of mind.

My current approach is to create textures, try to figure out good matches between them, and to create structural pieces out of those matches (walls, columns, ceilings, etc).
Trying to figure out good matches between those structural pieces and creating good environmental structures out of them is exponentially harder. But it should eventually happen. 
Didn't Know You Had The Copyright To Them 
Shambler, how much for the rights? 
Redfield 
I think the secret is to light it to let the player see everything, but still trick it into looking like deep darkness. Like night scenes in the movies that are shot on broad daylight with a black background. Maybe high contrast with dark colored lights would do the trick.

This kind of "old mansion" set is one of my favorites. Loving this one. 
Hey! This Is A Screenshot Thread. 
More Sexy Quake Screenshots! Give us an erection, dammit! 
Simple And Cubi 
I'm trying to make map with Trenchbroom 2.0 instead JACK and Radiant.

https://i.imgur.com/nxkJboU.png 
Nice One DOOMer! 
I feel doom stricken already, Keep it up! 
 
Classic style. Nice lighting. 
Very Dark But Promising. 
I too like the style. 
 
Thanks for feedback, guys.

I did not work on the lighting at all, just placed the light sources through approximately equal distance between them. Even intensity of not drive the money changers.

Now I hasn't decided to make light in old school or more modern. But in General, the map will be most likely simple by design, doom-like geometry (without a large vertical gameplay). 
@DOOMer 
congrats looking like you are taking to TB2 nicely. 
@dumptruck_ds 
Thanks for your TB2-tutorials, it very helpful for me. 
 
@Chillo

You do some awesome Model work.
The only thing I'm not too fond of in that last ogre is the Silver metalic looking "Q" sign. It's a bit distracting. Your other models in your 1.6 pack are great too. 
 
lighting

I recently discovered linear attenuation + fading and some better sunlight shaders :D 
Killpixel 
Great stuff, looks faithful to the '98 era. 
Thanks ;) 
I'm relieved to finally have the lighting figured out for the most part... 
Looks Very 'unreal' 
Good work, best retro modern shooter to date? 
That's A Tall Order 
reserve your judgement until after you play it :D 
Nice Screenshot Killpixel! 
Spiffy lighting in that one. 
@killpixel 
It's really coming together! GG 
@mjb & Dumptruck 
thanks ;) 
Any Playtesters For A Base Map? 
Hi guys!

Would anybody be interested in beta testing a small/medium base map? It's called the Subterrestrial Hangar picture, and is planned to be the first map in a series of maybe four maps.

The idea in all of the maps is that in the beginning you choose a path each with its own playstyle. In this picture you can see that this map has three paths: one involving Quad running, the middle one a "vanilla" path with no powerups and the last path about navigating a slime maze (probably a path everyone's gonna hate, but hey, if you don't like mazes, don't play that path!). ;)

So what I'd like you to do is give feedback on the gameplay: difficulty, balance, and above all, whether it's fun. :) I'd be interested in hearing any suggestions on how to improve the experience. A particular combat encounter of interest for me would be this slipgate room.

I'd like you to test each of the paths on all difficulty levels from easy to nightmare.

The vanilla and quad paths each contain three secrets, the third of which I anticipate is going to be quite tough to crack. Can YOU figure them out? ;) Should I provide more hints for the elusive third secret?

I've tested the map mostly on Quakespasm, but a little bit on Mark V GLQuake and WinQuake modes, too. The map is a mod (due to some custom decorative models), so unpack the zip onto the root of your Quake folder. It will unpack a mod folder called sthangar, so start the mod by typing "game sthangar" on your console and then type "map sthangar" to test the map. (Just giving detailed instructions like these in case of the unlikely scenario of a person with less experience with custom content happening to stumble upon this post.) 
Looking Good, Killpixel 
Quite a bit of work you've managed to pull off! You've made those monsters yourself from scratch? They remind me quite a bit of Doom2's revenants. Where'd you get the textures? 
#15553 
Nice shots man, not sure when I'd find time for testing but I like the nice bright lighting especially in the 2nd. The multiple path choice does sound interesting as well! 
#15554 
Thanks, I drew the textures ;) 
Thought About Making Bank On Your Game? 
You've certainly got quite the knack for art, I give you that! *o*

Got enough material on your hands already that you could showcase your game on a Kickstarter campaign, or something? ;) 
 
We have to help him make cool maps first :D 
@Esreal - Hangar Demos 
Hey Esreal,

I uploaded a zip with some demos and a txt with my thoughts and ruminations.

Neat little base map. Cheers.
http://www.quaketastic.com/files/demos/sthangar_reddemos.zip 
HD Textured Skies 
Screenshot

Zoomed in

Still got to implement save/load routines for these. 
@mankrip 
That's simply beautiful. Looking forward to your release one day. 
.mankrip 
What size is your texture? 
 
The texture in those shots and in the video is 8 times larger (128 * 8). But I've also tested with a 2x texture, and it looks good enough in full HD, even when zoomed in.

I'll upload that texture later, but it's basically the original texture with 2x Gaussian blur and a 2x sharpening filter, done in the GIMP. 
Beta Version 2 Of Subterrestrial Hangar 
I'd like to give a huge thank you to Redfield, who provided me with valuable feedback on the first beta version of my map.

Based on his feedback, I've made some changes and uploaded another version for you guys to playtest, if you like!

http://www.quaketastic.com/files/single_player/sthangar_beta02.zip 
@Esrael 
If you are interested, i've recorded a playthrough of the beta 2 here:

https://www.youtube.com/watch?v=M-FyLN6_gbs

I played the first beta, so i already knew what to do and where to go :P

What i still think it's strange (in middle route) is that you can completely miss a whole area of the map if you don't come back to that closed door at the stairs. Maybe if you put a key there to open the door to the slipgate you give the player a reason to search the map and explore that area ;) 
Thanks Tribal! 
Of course I'm interested; clicked the link pretty much immediately once I saw it.

Hmm, the more I think about your idea, the more appealing it becomes. Perhaps I will add a keycard to that area in the final version. Thanks for the good idea!

There's one thing I've been wondering based on your playthrough and Redfield's feedback. When playing the Quad damage route, did either of you notice the message popup informing that the quad damage has been respawned? Because when I watched your video, you didn't go back to the beginning to get a new Quad damage. Maybe you hadn't noticed the message or since you were already killing grunts and enforcers you were too busy to go back to the beginning?

Redfield had also told me on his feedback that the quad route is kind of brutal, so he suggested that I add another weapon early in the Quad damage path. So I was thinking that if I were to add a weapon to the path, maybe I could add an NG to the slipgate room storage shelf. Redfield, when you tested the 2nd beta, did you notice the message of the quad damage respawning? Because with that you could easily crush the opposition pouring down from the barracks room. Do you still think the path should get another early weapon even with the respawning quad damage?

If you guys didn't notice the quad damage respawn message, should I add more reminders to the player about the event? 
@Esrael 
To be honest i only saw that message when i was editing the video to post on youtube XD
When i was playing i didn't see it, maybe because i was running around, shooting enemies and trying to stay alive =D

But i don't think a "respawning quad" is necessary here. only one is enough for me. but would be cool if you give me a double-shotgun before i enter the slipgate room. quad + double-shotgun = too much fun! =D 
Your 
opinions on Qoole editor pls? 
My Opinion On Qoole: 
Use Trenchbroom. 
Qoole Was 
well Qoole when it came out. But TB2 is a great option if you are coming back to Quake mapping or just starting out. 
RIP Qoole 
I learned on Qoole and loved it. Years later Trenchbroom came out and I can recommend it hands down.

The one BIG problem with Qoole is the brushes look fine in the editor but there is a rounding error in the save file which causes misaligned brushes and leaks. If Trenchbroom did not exist and Qoole's errors were fixed though, that would be the one I would have used. 
+1 
Qoole was the first editor that I hit a groove with after trying Worldcraft and not initially liking it. I ran into that same rounding / accuracy issue and abandoned it when a bunch of Qmap people said it was a known issue and not to use Qoole because of it.

There was something about it that *was* very user friendly to beginners, moreso than Worldcraft and Radiant.

Even in spite of that bug, a lot of people managed to put out some cool stuff with it. IIRC, a bunch of Aardappel's early maps were made in Qoole. 
 
"BETA" of BLUE ep, feel free to fool around in these maps. It is packed like a mod, create folder called BLUE, open editor, type to console game BLUE, and start the new game. I haven't been touching this for a while, but I want to finish this soon.

Couple screenshots
https://pbs.twimg.com/media/DVMqAO-WkAAc87O.jpg

Link to zip:
https://drive.google.com/file/d/1ITOCoKC4IGSOogUQUSi0qavnjEYpw22V/view?usp=sharing 
I Have Played Earlier Versions 
And that was a fantastic retro-ish adventure! NH uses "blue" to great extents here. 
I'll Second This 
Played an older version too and looking forward to playing this whole beta. 
Beta Version 3 Of Subterrestrial Hangar 
Thanks to Tribal's and Redfield's valuable feedback, I've made some more changes to the Subterrestrial Hangar:

-Major overhaul for Quad damage path: Quad damage is now permanent and high tier monsters appear later on.
-Silver key added to middle path
-Added dirtmapping

I've uploaded the 3rd beta version on Quaketastic for playtesting for people who are interested:

http://www.quaketastic.com/files/single_player/sthangar_beta03.zip 
What Do You Think Of My First Quake Map? 
Hello everyone!

I am a long-time Doom mapper and decided to try my hand at Quake mapping. I have just completed my first Quake map and could really use some feedback. What do you think?

https://drive.google.com/open?id=14HcCX9XRv6p1KIUrx1s1IRIVxj5UCG5I 
I Think... 
You need to post some screenshots! 
 
Ok, here is one.

https://imgur.com/NBvHSf2 
Nice Archwork! Wood And Stone 
 
Huh 
Looks pretty good 
 
seen great screenshot of a giant runic sword somewhere here, was it from the upcoming dm4jam DLC expasion pack? 
 
That must be sock's upcoming standalone release inspired by dm4/dm4jam? 
Runic Pork Sword More Like 
 
Esrael 
Interesting experiment. Feels a bit anti-climatic, though. As if the level was only the introduction to something bigger, like an episode of path-defined levels.

Classic style - except for the props of course. They look just a little bit out of place in a Quake environment, or least next to the idbase textures. Not a big problem really. I found that the doors, while being useful for making the small base appear larger, can be slightly confusing as it's unclear which ones open and which ones are simply detail. You could maybe change the textures of the doors that never open, or add some detail to suggest they are permenently locked, or at the very least centerprint triggers.

No problems with gameplay really, even though for a moment it felt like I broke it when picking the middle path. Got through it fine eventually. Quad path, too. Not sure why anyone would want to pick the slime maze, though. It's a bit awkward with all the pipes one gets stuck on. You can see how to get past them, but it sometimes feels unnecessarily finicky to actually do it. The path is doable, though you can just as easily fail. Not much fun really, and no real benefit apart from skipping combat (e.g. no reward weapon if you dive up in the hangar itself). Quad is permanent while the suit isn't?
Demos

On a technical note, the map exceeds the edicts and the models limit as QS reports on developer mode. I believe this is something that can be fixed with little effort. In the slime maze part, each pipe is an individual func_wall which is completely unnecessary. All of them can be grouped into a single entity per corridor. Even better yet, if you use ericw's compilers, you can just turn them into func_detail_wall and save a large number of models while getting the same result (phonged pipes).
Likewise, the blankets on the bunk beds, which are all individual func_illusionaries by the looks of it, can be grouped into two big func_illusionaries (one for each side of the room= left and right of the door), or simply func_detail_illusionary.
And if these two measures aren't enough, there's another big potential for saving models in the monster teleporter room. The trigger_teleports there can all be turned into point entities and they won't count as individual models.

Doing all of that will also lower the edicts count, though I'm not sure if it's enough to get it under 600 (in practice should be lower than, say, 570). But I can look into that if required. 
Thanks, Negke! 
Thanks for the feedback, negke! I tried to download the demos, but the link was broken for me. o:

Yup, the level is to be the first in an episode of such levels, as you suspected. That's why there's a red armor in a tougher secret late in the level and is intended to be used mostly in the subsequent levels.

Yeah, I was wondering if the decorative doors would cause confusion, whether they will open later on or not. Maybe I'll add some large bars that make it obvious that they will never open or something... :/

Yeah, the slime maze... The idea behind the dense piping is to keep the maze challenging even for subsequent playthroughs, when the player has already learned the correct path. After all, it's supposed to be HARD difficulty. There are considerably fewer pipes in the lower difficulty levels, if the pipes are too much. But of course, making the maze hard in the expense of fun isn't quite right, so I just may have to decrease the amount of pipes for the hard difficulty. And btw, the slime maze DOES contribute to some other rewards besides just avoiding combat. c;

I also appreciate the technical feedback you give. I could give your suggestions a shot. Maybe they might help with the map's abysmal performance in Mark V. 
Forgot About The Biosuits 
The biosuits were made respawnable instead of permanent to keep the player on his/her toes. Gotta keep the feeling of urgency and the adrenaline flow going, you know! ;) 
Demo Link Fixed 
 
 
Detailed video showing most of Retroquad's scrolling sky rendering features.

I'm finally satisfied with it. 
#15582 
Bloody beautiful, but the wooden archs could use less polygons.

Also, there's a piece of a wooden beam brush appearing on the inside of the top of the window on the right. 
@mankrip 
insane. I've never seen any sky in Quake look that beautiful, including sky maps! GG 
I Don't Think The Arches Need Less Polygons 
sky looks very cool, interesting seeing all the options 
My First Quake Map "Ruins Of Mazotac" 
Hi folks! I made my first Quake map and would love to hear some feedback. It's pretty short and simple, maybe 3-5 minutes to play through.

some screenshots:
https://www.dropbox.com/s/sad7xj45rpniuo4/mazotac_01.png?dl=0
https://www.dropbox.com/s/lxaat55qc52w11h/mazotac_02.png?dl=0

download:
https://www.dropbox.com/s/mqrqe3sgovznj9j/mazotac_b1.zip?dl=0 
Is This A Beta Or A Final Release?? 
 
@shambler 
A beta. There are a few known bugs I need to fix, and I also wanted some gameplay feedback. Is this the wrong spot for me to post? 
Nope It's Correct. 
 
Nope That's Cool Man. 
Shots look nice, hope you get some good feedback. 
Nice Shots Mclogenog 
Congrats on the beta release! 
Why Can't I Hold All These First Maps! 
Yet another "My first map" post!
Took a map from an old doom2 dm wad of mine and remade it. Probably not the best dm map, but it served as a place to get used to working with TB.
Small map, 1v1 should be hectic, 2-4 would be bonkers.

screenshots:
http://www.quaketastic.com/files/cbsdm1.jpg
http://www.quaketastic.com/files/cbsdm2.jpg
http://www.quaketastic.com/files/cbsdm3.jpg
http://www.quaketastic.com/files/cbsdm4.jpg
http://www.quaketastic.com/files/cbsdm5.jpg

download:
http://www.quaketastic.com/files/CBS_DM1.zip 
From The Shots 
needs more verticality. something bout the colors is slightly off (palette issues maybe). Looks quite good otherwise, detailing looks weirdly good and sufficiently undetailed in those shots. 
Re: Colors 
I mean the mixture of textures. I find it quite hard to have good color scheme when choosing textures in quake myself :-( Something about the limited choice of base textures. 
@SgtCrispy 
Nice map for your first outing! Some thoughts:

1. good use of textures overall

2. good idea to choose DM as your first Quake map to work out the process of creating... the Quake SP community is much more active than MP for the most part. I switched from making only MP maps to SP and it's better overall as many more ppl play my maps. Something to consider. func is really geared toward SP maps

3. your lighting is quit good for an old school style map. I encourage you to look at ericw's tools website to see what can be done now with lighting. (I am currently working on lighting tutorials.

https://ericwa.github.io/ericw-tools/

4. I really liked the small touches in your map. The uneven walls and floors, the door mysteriously cracked open in the other area. The warped woods planks were cool and I am stealing that idea!!! These all give your map life.

5. some of the areas felt a bit the same though so easy to get turned around. You can vary lighting and / or textures to give players signposts. The player should never be lost in a level.

6. congrats on a very nice looking level

7. keep mapping for Quake! you are off to a very good start.

bonus question: are there leaks? is this map vis'd? I only ask because I had a weird framerate issue here and there. It could be my computer tho. 
@DooM_RO 
I posted this on YT but here's a repost:

I am working on videos this weekend. Would you mind if I did a "newb review" of your video as you mentioned? It may not be out for a while but I like this idea and of course will start with yours!

LMK 
@megaman @dumptruck_ds 
Thank you both for the comments and suggestions, really appreciate it. :D
Coming from mapping for doom, I still a have bit more to get used to with quake hence the map is a bit more horz than vert. I kinda ran out of ideas at the time so yeah its a bit “where am I?”, as well as high and low detail all over.

As for the vis and leaks, I compiled in TB with ericw tools 0.18 and everything appeared to be ok, unless I missed something. It never complained about leaks in the log after the last compile so /shrug?
Hehe, I can’t even check it atm since my rig of out of commission until monday when the replacement for the new psu I got thursday comes in. 
@SgtCrispy 
I'll play it again today on my gaming rig. I wanted to be sure you had vis'd it. The compile is likely fine. 
@SgtCrispy 
I just played a DM session with Reaper bots. I added 4 - twas a bit hectic. But the framerate is fine. When I tested it before I was at work on an iMac so crappy Intel grfx. It's smooth as butter on my gaming rig. 
@SgtCrispy 
I just played a DM session with Reaper bots. I added 4 - twas a bit hectic. But the framerate is fine. When I tested it before I was at work on an iMac so crappy Intel grfx. It's smooth as butter on my gaming rig. 
@SgtCrispy 
I just played a DM session with Reaper bots. I added 4 - twas a bit hectic. But the framerate is fine. When I tested it before I was at work on an iMac so crappy Intel grfx. It's smooth as butter on my gaming rig. 
@SgtCrispy 
I just played a DM session with Reaper bots. I added 4 - twas a bit hectic. But the framerate is fine. When I tested it before I was at work on an iMac so crappy Intel grfx. It's smooth as butter on my gaming rig. 
Impressive Penta-Post! 
Is this possibly func_record? 
Must Be A New Record 
 
#15613 
 
2008 was a rough year for mobile internet. 
 
In 2008 I still had 56k dial-up. 
In 2008... 
I still had a Pentium II. 
Yearly Update 8-) 
A year ago I showed this of a basemap I has been working on for around 14 years.

Anyway here are some more pics of the map, or rather the maps, because since them I have split the map in 3.

I also wrote that maybe it would be done in about 5 or 6 years 8-)
Well it looks like I was right, since I hawen't had much time to work on the map.
Another reason is that I have promised Tronyn to finish this map. 
The Promise Shall Not Be Broken. 
Awesome screenshots! 
Wow 
finish them 
Holy Schnikes! 
It would be a crime to not finish/release these. 
@SgtCrispy 
I recorded two runs with your map (Short Yardage) using DMSP2 (skill 2: 80 enemies).

https://www.youtube.com/watch?v=i3YKS8kA1_U

The central area is great to make enemies fight each other while you watch everything from above =D 
Hrimfaxi 
I believe in you! 
@DooM_RO 
I don't know if you are interested, but i recorded a playthrough of your map "Chapel of Darkness" =D

https://www.youtube.com/watch?v=kfQ5mXnMgJ4 
@DooM_RO 
Between Tribal and I - your map is getting a lot of attention!!! Here's a new series of more general Quake-y type of stuff. A newb mapper review this time.

https://youtu.be/G-Z5kgkxwHI 
Preview Of Castle Darkheart Interior... 
So I posted a TB block out of the castle exterior on Discord earlier, but I've been working on a new texture set, and have done some work in Blender to get a new prop model.

This gallery has 2 shots of the interior of Castle Darkheart. The new texture set is based upon photo textures, taken from images of cathedrals and other materials, all converted to the Quake palette. I've also been using a lot of RTCW, ad_magna, and Daikatana textures as a base to make new ones. (The banner is a fabric sample with Daik dragon, painted in brown.)

So I used Blender to import the knight.mdc from RTCW, converted to OBJ then to .mdl. It had a lot of problems, inverted face normals, and some of the vertexes had to be edited. I also had to create a new UV map and material because the .mdc consits of multiple models and 2 textures, where Quake mdls can only have 1. The end result is ok I think, 509 polys. Now we can finally have a suit of armor to decorate all those Quake castles.

Imgur seems to darken my images, so take that into account. Screens here:
https://i.imgur.com/Gp7cGHW.png
https://i.imgur.com/iQD7U7I.png 
@Redfield 
:wat: 
Noice 
 
Redfield 
Nice work. This is really looking cool but still Quake-y. 
Yup. 
 
Redfield 
That looks great! Maybe add a little more visual detail, for example some damage to the pillars or something. Otherwise it looks maybe a bit too clean.

But apart from that it's really nice, I hope it gets released! 
 
Puts my recent castle-building efforts to shame. I'll have to steal some ideas >_> 
Don't Worry 
It is too far over hill for me to not finish it now. @Sleepwalker yeah I plan to go over the map with a sledgehammer and smash some of those brushes to pieces. It looks too nice for Quake monsters to live in.

It just takes a long time to make new artwork (If it wasn't for google Blender would be worthless) I am hoping to have this map/mod done by the end of the year. 
 
Howdy all. I've been working on another map and got it to a point where some feedback would help! The aesthetics are all still pretty basic, since I want to make sure the gameplay is there first:
https://www.dropbox.com/s/4xj8zrshhcvlge4/simplex_b1.zip?dl=1

Here are some screenshots:
https://www.dropbox.com/s/hgub7s2h2vnia8x/simplex_b1_3.png?dl=0

https://www.dropbox.com/s/dy3xxqy5lcs75e9/simplex_b1_2.png?dl=0

https://www.dropbox.com/s/6mfmch8j4d2z16a/simplex_b1_1.png?dl=0 
Mclogennog 
This is on my to-do list today. Speedmapping to hit a deadline at the moment. 
Mclogennog 
Here is my playthrough \o/

https://www.youtube.com/watch?v=WaAzKYCqAQg

I love how the rooms are huge, with plenty of space to move and run in combat... but there is almost no combat :P
There's a lot of times that i enter the rooms waiting for a scrag to spit on me or for a grenade to blow up in my head, but nothing happened... there's so much space for epic fights, but there are no enemies to fight. Too many empty rooms, man. I played in hard difficulty and it felt like easy mode :(

Oh, I have to say that i love the green theme with broken walls on the first and second room, with jumping puzzles, pressing buttons and pushing pillars... it reminds me the first tomb raider game =D I wish the whole map was like this =D 
@Tribal 
Thanks for the playthrough video and feedback! Between this and mazotac, I'm definitely finding I need to add more enemies :| 
Andrew! Re: Simplex 
Simplex is looking great so far. Some thoughts after the link to my 4 demos. I had a long day between yard work and Speedmapping 182! So my playthru is terrible but I have some notes embedded in the demos. I'd suggest using Mark V to view them because it has FF and Rewind! You'll need them with my demos:

https://www.dropbox.com/s/imdm7mtrfjqjaxj/simplex_b1_dumptruck.zip?dl=0

okay some thoughts:

*Yeah you def need more enemies but not a LOT more IMO. I like quiet moments but currently there are too many. Also, you need quality encounters as opposed to the quantity. So for example: You have no fiends in your maps but a lot of loooooong hallways. Fiends are designed for long hallways. Throw a few in your next beta in strategic areas. They do get stuck on stairs and in small corridors but you have a lot of areas where fiends can introduce tension and OMG moments.

* You need some Vore / Shalraths in this. They are great with areas where you have a lot of cover. And your map has a lot of columns - this would be perfect for Vores. They aren't too hard to beat if you know what you are doing so don't be afraid to use them where the player can take cover to avoid. Just make sure the player has enough ammo to deal with them.

*with more monsters you need more ammo and armor. Use your puzzles as places to reward the player. There's one area where I hit the wall with the ax. (Large area with jumping puzzles and water underneath.) That would be a great alcove for armor to reward the player for making the jumps.

I LOVE the jumping puzzles overall. I noted a texture issue in the first demo. When you hit a button the texture should go from animated to non-animated. I got fooled for a second thinking I needed to hit the button again (duh me). I know you are "gaming" the system by looking at the map because the whole thing is a func door. However, you COULD try having the button on the func door have the texture of the "off" position of the switch. (+abutton) Before the player triggers the func_door you could overlap that brush by one unit with a brush with the animated texture on it. You make that a func_wall that will be "killed" using a trigger relay and killtarget.

I copy and pasted an example from your map of this into a test map of mine: https://www.dropbox.com/s/84mc8pimfm57swd/simplex_example.map?dl=0

It's a small thing but small things add up and it's not too hard to do. Quake has a visual language that we have to stick to and this is a good example of something subtle that can confuse a player.

* Think of enemy combos for this map. When to use ranged enemies like the Zombie and Wizards as opposed to Knights who are melee only. try different combos in different situations. Ogres below the player are pretty useless as I noted in the demo. I use Hellknights for those situations.

*The funiculars. I picked off a bunch of enemies from above before activation as you'll see. Trying setting them to the "ambush" spawnflag. They will stay asleep until they see the player or are fired upon. You don't have to fix this in this map but here's some food for thought: After the player activates the funicular maybe delay it for a second and teleport in those monsters so savvy players can't kill them before they are a threat.

Those are plenty of notes. This is going to be a cool map. You have some really unique game play ideas as with your first map! 
Dumptruck_ds 
Thank you for all the feedback! This gives me a lot to work with for the next version :) 
Something I've Been Working On 
Hey friends, long time lurker- first time poster. I've been learning Trenchbroom thanks to dumptruck_ds' excellent tutorial series. I'm dipping my toes, so here are some screenshots:

http://www.quaketastic.com/files/jcr_mire_beta1.png

http://www.quaketastic.com/files/jcr_mire_beta2.png

I'll have a link for DL once I iron out a few last things. Looking forward to some initial impressions! 
@jcr 
The shots look very cool and retro in the best possible way. I'll be play testing the beta upon release! 
@15641 
I can already hear the tink of grenades flying through the bars and the glorious glrrSSCHR-plsch of the zombies gibbing behind, and it is a good sound. 
Tester Wanted 
I have a retro-themed vanilla-ish q1sp episode of 5 smallish maps, currently at 'beta 2' stage. Looking for a tester who:

- is really nitpicky
- normally plays on hard skill
- can record demos over multiple maps

First to shout gets an email (obviously let me know address if it isn't in your profile)

Thank you kindly 8) 
@rj 
Can do that, if you need some hard skill demos* 
 
mikkou9(at)gmail(dot)com 
Rj 
great. I like episode of smallish maps. 
Mire Prison Beta 
 
After some feedback, I made some changes but couldn't reupload to Quaketastic, so here's a new link:

https://drive.google.com/open?id=1iwq_lBPaEDxqee4Qr430fCequXNyx3Fs

It's crazy the sort of stuff you'd miss without the perspective of others. Looking forward to more feedback! 
@jcr 
Gave it a playthrough (missed the update though, so hopefully this info is still useful), skill 1. Here's the demo: https://www.dropbox.com/s/u4jkf5kc9av2b1g/jcrmire_beta_Yoder1.zip?dl=1

Some fun stuff and a good scaling difficulty to it!

The biggest problem I ran into, as you'll see in the demo, is that I went to the jail side first and then quickly ran out of ammo. The choice at the start between the water and jail seems equal, but due to the ammo and also the key, it's really the water side I needed to go to first. The distances are short enough that this kind of backtracking isn't a big problem. Hopefully that helps! 
@jcr 
I recorded a blind playthrough of your map:

https://www.youtube.com/watch?v=P4h99CgjJIA

I found a weird bug below the health pack (look at 00:47 in my video) in FTE engine the bug looks like a hom effect, in quakespasm it looks like a grey polygon.

About the gameplay, I have some thoughts...

I felt a little restraint in my moviments, there's not much free space to run and move around, every place seems so tight, mainly the walkways...

I think the final fight would be more awesome if you had released the zombies when the shamblers appeared. The way it is now, you can just kill the shamblers and go to the exit without killing the zombies, they are no threat to the player. And about the zombies in the second floor... there's any way to go up there? Killing them from below is just tedious. There should be a elevator or a platform :P

Oh, and never let the player leave the final arena. I could easily run away and kill the shamblers from the corridor. You should consider locking the door =D

But, for a first map, this is an amazing job. Congratulations! =D 
@tribal 
Thanks for the feedback, your playthrough helped me a lot. I actually didn't consider the possibility of completing the map with 100% kills, so I'm making changes to ensure that is possible, as well as fixing all the other bugs and stuff. I'll also try making the secrets a bit more noticeable since many players seem to miss them. 
@jcr 
I would try a version with out all the railings. You don't need them for the player BUT if you want them for "show" I get it. And obviously a couple are there as platforms for the player. Just something to think about. 
My First Map. 
High everyone!

Know after one month of work, after watching dumptrack_ds inspiering tutorials, I wanna show some screenshots of my first map.

http://www.quaketastic.com/files/screen_shots/tempofD/tod_1.jpg
http://www.quaketastic.com/files/screen_shots/tempofD/tod_2.jpg
http://www.quaketastic.com/files/screen_shots/tempofD/tod_3.jpg
http://www.quaketastic.com/files/screen_shots/tempofD/tod_4.jpg

Its mainly inspired by the Indy_2 Movie Temple of Doom and has three parts: a greek temple, an indy stile cave and sewers.
This map should be Part 1 of a 3 Level Minigame with some oldschool tributes to classic games, music and movies.

Ready for feedback, critcs or ideas. :) 
Good Start 
Add more trim maybe.
Maybe add strange features like spikes or beams to the large flat walls to break it up. Make sure your trellises are func_detail s 
Feedback: 
Tod1: The suspended platforms look very slim and therfore probably not conducive to Quake's fast pace strafey gameplay. It's hard to tell from the screenshot but I can't see any way to get back up if you fall off (assuming here that the goal is to navigate from the door through the platforms to the other side). Jumping puzzles like this can be pretty frustrating when falling off = a hard reset of the puzzle.

Tod2 : Fuck yeah

Tod 3 : Looks like an arena for a large combat encounter. A bit bland in the center. Maybe a central column or raised area could make the combat here more interesting (assuming it is combat focused).

Tod4 : I'd keep these barrels out of the way of the player. Have them stowed on shelves or around the side of the room so that it won't be such a nightmare to move around in them. 
Suggestions 
tod_1 - try adding a few more angled brushes to those rock cliffs
tod_2 - looks cool, but the slight lack of symmetry does not sit well with my OCD :D
tod_3 - I'd break the floor up a bit, maybe cut a rectangle 6 or 8 tiles wide (and however long) and lower it by 16 units so you have a sunken section, helps distract from the repetitive tile texture
tod_4 - that wall texture is normally used for floors, looks a bit odd

I like it, reminds me of old maps I used to download from cdrom.com ~18 years ago in a cute, nostalgic way. 
Thanks For First Feedback 
Thanks for the first feedback!

@Qmaster: Thats a great idea because I'm still fighting with the big spaces and need more live in it.

@DaZ: Yes you're right. I created them in an early stage and tested them to late. I've implemented in my idear of loosen up the gameplay, means shooting, adventure, shooting, jump'n run, shooting. I know that this is totally breaking with the original concept but hoping that it works.
About the way(s) to the goal. :) You have three, at least four with falling down. 1.)Youse an elevator and get into the action. 2.) find a way over the platforms, find weapons and ammunition, clean up the hords. 3.) Use a platform kind of stairway to get down, clean up the enemys one by one and finish.There is also a oldsch. J'n'R way back up and you will need it. (see tod_7) You're right about the frustrating thing and I'm working on keeping it on a minimum.
The barrels will be minimized.

@rj: Yeah the brushes. :) Now that I found out how to break the Noodlimitation I do. The symmetry first was a problem for me to change bacause of the limitations. I try to fix this with lights and shadows. The walltexture.. damm. Haven't recognized. Is changed.

Have added some better Screenshots with lightning.

http://www.quaketastic.com/files/screen_shots/tempofD/tod_5.jpg
http://www.quaketastic.com/files/screen_shots/tempofD/tod_6.jpg
http://www.quaketastic.com/files/screen_shots/tempofD/tod_7.jpg 
Simplex B2 
Got a new beta of Simplex with a lot of changes from the feedback :)
The encounters should be more interesting now, and I decided to take the more ruined aesthetic throughout the level.

DL: https://www.dropbox.com/s/6leglp9gsj4rwqd/simplex_b2.zip?dl=1

Screenshots:
https://www.dropbox.com/s/m4s6rxzlxi720vg/simplex_b2_1.png?dl=0
https://www.dropbox.com/s/ma7rgvjrvbnbie7/simplex_b2_2.png?dl=0
https://www.dropbox.com/s/witayskc2ohrgpm/simplex_b2_3.png?dl=0 
Simplex B2 
It's coming along and feels much more cohesive than beta 1. Me being lame on skill 1.

https://www.dropbox.com/s/jlcxbwcij2lphdo/simplexb2_dumpt.zip?dl=0

I got got turned around a few times and felt lost more that once but your encounters are way more fun now! I'd say a touch more health in the first two rooms. Don't be afraid to put a couple of arrows in your level to tell the player where to go next.

I really like the look of the level. You have some really striking geometry throughout.

What do the generators do? Is that element still under development? Or did I miss something?

Overall it's really a huge improvement. I might play again and send some more feedback about little texture things. It's the end of a long day. 
@GunSgtHighway 
Those shots are looking pretty epic. I'm intrigued. 
@dumptruck 
Thanks for the demo! The idea with the generators is for them to power up the mechanisms nearby (the tram and platforms). I'll need to do more audio and visual work there to sell that idea though. 
@dumptruck 
Thanks! With your tutorials in mind, maping is real fun! In one or two weeks I should have a first playable version uploaded. I'm curious about your opinion. 
Galiduse Point 
 
That looks unreal. I love arctic themed stuff and that's better than anything that I could've imagined. 
 
Is that a goddamn aurora borealis? 
At This Time Of Year? 
 
@Mclogenog 
I made a playthrough of the new version of Simplex \o/
https://www.youtube.com/watch?v=rhiUCd6u0vI

Man, what a great adventure! It's like a totally new and different map! o_O

In this run i couldn't grab the nailgun in the beginning of the map, couldn't take the red armor and neither the supernailgun (i didn't noticed that one side of the cage was open, i must be blind) and i was so frustrated XD (i played the map three times now, so i could find all the secrets and take all the weapons)

One secret that i didn't understand was that door that opens behind the ogre (at 05:00). In my third run i nocliped to see where it leads, and found out that i had to shoot a wall in the corridor to go up there, but how can a player know that? there's no visual hint for me to shoot the wall :/

Anyway, back to the map... the design, the textures, the details, the monster's placement, the gameplay! I love it all!! XD

Congratulations! What a good job you did here =D 
 
@Tribal, thanks for giving it another playthrough! Definitely still some rough edges, especially around secrets and some visual bugs. Maybe by next weekend I'll have it in a spot where I'm ready to call it done :)

@KenChennar, dang that looks cool! I also hope that audio is an in game music track, because it gives the map a totally surreal feeling 
Localised Entirely Within Your Kitchen?? 
Orl, you are insane :) that looks awesome! 
Orl!!! 
8-0 
Simplex Demo 
I love the look of it and the small platform puzzles. I really liked how the scrags filled that room in the beginning where the nailgun is. I'm sure I missed a bunch of stuff. Here's a demo:

https://drive.google.com/open?id=16ooli6hKV2G6c0_QMgyxDSPyG8AORTao 
Orl 
Holy crap that looks awesome!! Quite the reveal. Liked the roots in the cave too. 
Update 
Hi everybody. I've added some new screenshots of work in progress. Thanks for all your feedback. Have changed the textures where they were wrong and some map logics that had been asked for.
http://www.quaketastic.com/files/screen_shots/tempofD/tod_8.jpg 
Update 1.01 
Update 1.01. Missing 
Yeah. And still forgot to descibe the last screenshot. There are now three ways to finish. As I told before, it is your choice how to get down. You have to pass each zone, but the order of clean out is yours. 
 
As I told before, it is your choice how to get down

What happens if the player just steps off a platform and falls to the ground? 
 
Poorchop, Spud, Mclogenog, distrans, Qmaster. Thank you for the kind words and expressions of shock. With just some detailing and smoothing out the rough edges left, the map construction itself is pretty much done. Problem now is how to make it fun.

I've come to accept that I can't do Quake gameplay very good as it always ends up being too difficult or disjointed and unfair. And a map with this much space, well it just wouldn't work out at all. Not really sure what to do at this point. 
@Kinn 
If you fall down, you are in one of three zones wich have to been passed anyway. The only thing that changes is that maybe you wake some monsters to early. :) 
GunSgtHighway 
Still looks really busy and unclear. I really can't tell what the flow is supposed to be when looking at the screenshots. The one with annotations isn't any more helpful in this regard sadly.

Crate mazes are not fun. Definitely reconsider!

A lot of the structural stuff looks really fiddly to get around, lots of stuff sticking out to snag the player etc. 
In Defense Of Crate Mazes 
Doom 1: e2m2: Containment Area 
In Opposition Of Crate Mazes 
Doom has some pieces of far worse level design than people like to remember, i.e. E2M2. Also, this isn't Doom so we have a third dimension to fuck around in. 
@DaZ 
Thanks for the input. Pleas remember this is my first map. I'm working on it to get it as professional as I can. Some of my solutions now will not be the smartest in the world but they work at this stage of my leveldesign-learning.

Hopefully my first beta will give a better look!

About crate mazes. :) Every Doom, Quake, Jedi Knight, Tomb Raider,... I think every game since Commander Keen has crate mazes. There were so many that I dream of them since when I was a boy. So hopefully some day, somebody will write a "I've no idea how to fill this space in short time so bubbles would be a nice idea."- routine and free our minds from them. But till this day someone will run through crate mazes. :D 
@ORL 
I wanna throw in my WOW to you as well. I'm a huge admirer of your previous work, even if I was more forgiving of aspects of oms3's gameplay than some others. I'm sure I will have fun with it when you're finished, however it turns out. 
GunSgt 
Crate maze? Bring it on! That sort of thing has a nice charm evn if it is a well used trope: http://tvtropes.org/pmwiki/pmwiki.php/Main/ContainerMaze 
Hey RJ! 
How goes the 5 map episode? 
@Qmaster 
You're dam right! Right now I'm creating the passage from zone blue to green with some cave stuff. But it now will have a bigger crate maze thing. Think I have to play some more Doom sessions for inspiration but will become funny. :) 
Drew 
Soon! Had a lot on this past few weeks (as has Newhouse I believe) but it's on the home stretch.

Maybe if I publicise my self-imposed deadline of 28 May on here (ie. right now, in this post) it might spur me on... 
28th It Is! 
send a couple more screenshots to gain more attention/extrinsic motivation! 
Sure Thing 
 
Choice! 
@rj 
One word: Amazing!! 
Fuck Yeah 
thanks!
assuming lighting is cranked up to avoid people on func spazzing out?

This looks very cool! 
Must Play Blue One Now! 
 
@KenChennar 
Your game play is spot on bro. Ter Shib was a masterpiece not just in design but also in terms of game play. The environment is a factor in my opinion and you managed to perfectly intertwine it with fights. Shib2 is a great example of this.

From what I remember, my only issue with Ter Shib was being severely ammo starved at some points. However, that was largely because I started from scratch at shib3 after losing my save files upon completion of shib2.

Pushing these old games like Doom and Quake to the limit presents new challenges because enemies weren't designed with these new, more elaborate, and substantially larger spaces in mind. However, you still made it work. Looking forward to your map (and maybe some day expanding on the arctic concept myself since I love the setting and theme). 
RJ 
Shots a tiny bit dark, bot looks really cool, proper quakey :) 
RJ 
Looking forward for your upcomimg release(s) 
*upcoming 
 
@RJ 
Well don't keep us waiting much longer! :D 
@RJ 
Wow! Looks realy great. 
Poorchop 
Thank you for the kind words, though I can see the glaring gameplay flaws the maps have. Lack of ammunition and even health isn't fun for some. Even on easy difficulty it is challenging.

This being said, future shib like maps I have planned will be more of the same mostly. Possibly with custom monsters to add variety that might work better with large maps. And the arctic theme isn't the only unique setting for a map I have in mind. And please, feel free to take inspiration from my maps and even the textures for your own project! I'm interested in seeing what you could create. 
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