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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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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. 
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