|Posted by metlslime on 2002/12/23 18:27:46|
|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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[[[CAN WE PLEASE HAVE A NEW PASSWORD FOR THIS AS THIS ONE IS UTTERLY FUCKING ANNOYING]]]
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Mire Prison Beta
After some feedback, I made some changes but couldn't reupload to Quaketastic, so here's a new link:
It's crazy the sort of stuff you'd miss without the perspective of others. Looking forward to more feedback!
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!
I recorded a blind playthrough of your map:
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
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.
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.
Know after one month of work, after watching dumptrack_ds inspiering tutorials, I wanna show some screenshots of my first map.
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. :)
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
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.
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.
It's coming along and feels much more cohesive than beta 1. Me being lame on skill 1.
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.
Those shots are looking pretty epic. I'm intrigued.
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.
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.
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?
I made a playthrough of the new version of Simplex \o/
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!
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:
Holy crap that looks awesome!! Quite the reveal. Liked the roots in the cave too.
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.
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.
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. :)
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.
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
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.
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
How goes the 5 map episode?
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. :)
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!
One word: Amazing!!
assuming lighting is cranked up to avoid people on func spazzing out?
This looks very cool!
Must Play Blue One Now!
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).
Shots a tiny bit dark, bot looks really cool, proper quakey :)
Looking forward for your upcomimg release(s)
Well don't keep us waiting much longer! :D
Wow! Looks realy great.
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.
I'm making a new map and I really would like to get some feedback. It's quite short, and it's a remake of a famous FPS map. Can you guess it before looking at the screenshots?
Here's the link:
Screenshots (they are a bit old, I've added more detail to the map):
Also, it has difficulty settings (normal/hard).
Congrats on the new map. I love your selection of Knave textures and lighting was another standout. Feels evil and Quake-y.
Some thoughts in no particular order:
combat was fun and hectic but maybe could use a few more trigger_counter setups to pace the monster spawning a bit better. Right now it seems a bit random as to when they spawn in. You may want that I dunno.
Your trigger_monsterjumps are awesome good game on that!
I really liked the lava jumping bit. Not too hard but just nerve wracking enough.
I like dark and contrasty maps but others might say this map is too dark. If you get more than 2 or 3 comments on that use the gamma worldspawn key in ericw's tools to increase the gamma of your map slightly. (I just did this with a map on mine.)
slow down the door opening to the exit to make it more obvious to the player that something has happened.
there's a "post" or pillar near the doors in one area I got stuck on. it's dark and almost feels like a mistake. Maybe put a torch on it or thing about removing it.
Link to my demos:
I always play on normal.
Here is my blind playthrough =D
As Dumptruck_ds said, the map is a little bit too dark. I had to mess with the gamma of the video before uploading it to youtube, because i couldn't see a thing :P
But I love the details, the architecture, the textures and the first fight! Man, I love multiple Vores attacking me at once just to use the purple balls to cause monster's infight XD Awesome!
Thank you for the map =D
Thank you for playing and for the demos!
This time I've tried to make a brighter level, so I went to the worldspawn entity and set the light value to 80, therefore there shouldn't be completely black surfaces. I think I'll set it to 100 and raise the skylight value a little.
I'll also make the exit more obvious, since it's different in this map. The initial idea was to trigger the exit (I mean, the intermission screen and the next level) after the last fight, but I couldn't manage to do it. It might require some hacking.
I'm not sure which pillar is the one you pointed out, but I'll try to fix it. I assume it's part of the broken walkway, to which I accidentaly applied a wood texture, so it's pretty hard to see it.
Thanks a lot again, I'm also learning from your videos :)
Thank you very much for the video!
I'll fix the darkness issue. It's supposed to be dark indoors, but not excessively dark.
There are only ogres in the start area on Normal, but then I decided put those vores because I knew you were going to play on Hard :P
thanks for playing.
I'd advise against using the light key in the worldspawn. That raises everything and flattens out your lighting. If you increase the gamma slightly you retain your darkest areas a bit better if I am not mistaken. There are also some other command line settings/worldspawn settings you can tweak to adjust this. e.g. you can experiment with -bounce -bouncescale .4 - .8 - this will really change your lighting so I usually use bounce from the beginning of the lighting process. More info here:
If it was me, I'd increase all the lights by hand in 25 unit increments and see what results you can get. But I like that dramatic high contrast.
Food for thought.
Here's a couple of demos, I died my first try :D Is it supposed to be inspired by dead simple? That's the impression I got. I think the final fight with the 4 shamblers needs work, they kind of just stand there until you engage them. Also more ammo towards the end would be nice. I liked the lava part with the jumping vore, spooked me the first time!
Yup, I noticed the flattening. I'll read the documentation carefully and test it to see if I get better results. Thanks again.
Thanks for the demos and suggestions!
Indeed, it's inspired by Doom 64's Even Simpler, which by itself is based on Dead Simple.
I don't know what happened to your intermission camera, but that's not how it should have looked. By the way, did you find the map too dark?
thanks for playing!
I didn't notice anything wrong with the intermission. I played on the latest Quakespasm if that matters. I don't think brightness was an issue, though you've been given advice on what to check out in that respect.
@jcr , @vaf
That's good to know, thanks!
Court Of Fools, DM Speedmap
Speedmap'd today. Just got back into the Quake scene this year and wanted to crank out a deathmatch map. So I managed to put one together with some interesting shapes and layout. Put in about 8hrs. Only used a few textures, so I tried to creat variety with lighting and such.
Tested with Quakespasm and reaper bots. Will test with a human opponent tomorrow, but wanted to put this up in case anyone else wanted to try it out or provide feedback. Any and all comments are appreciated.
Download ZIP: http://www.quaketastic.com/files/multiplayer/maps/rhoqtdm1.zip
Maybe a bit more contrasted shadows in some corners? Keep the general lighting level but make stronger shadows in places that won´t get that much action.
Noted on the shadows, thank you! I'll try that out.
I did some playtesting this morning [ if interested, here's a video: https://youtu.be/ZtEUILq1GOQ
] and found a few dead spots for gameplay and a few balance issues between ammo and armor. So I'll probably head back into the editor today and clean up a few things.
I recorded two runs with DMSP2 mod on hard difficulty (100 enemies) =D
awesome map, great job =D
Awesome! I don't think I've seen this game mode/mod before. That was very cool to watch. Thanks for playing the map! Much appreciated.
Court Of Fools V2
Updated the map yesterday, rebuilt a couple areas for better navigability, added an another teleporter and another hallway connection between the two main interior spaces. Moved all the DM spawnpoints into lit "closets" in the walls. Tweaked the lighting.
Added ammo and one more weapon.
Reaper Bots are having a way easier time getting around the level, and the flow is much improved. It still basically looks like a speedmap, but I think I'll call this a successful experiment now. I learned quite a bit cranking this one out.
If anybody plays it, let me know what you think.
Court Of Fools V2
I recorded a demo using the same mod that Tribal used.
I think it's a really good map, although it's kinda big. I only dislike the fact that the rocket launcher and the grenade launcher are relatively close, so, by the time you grab the grenade launcher, you already have the rocket launcher in your inventory. Also, it seems to be easy to cut your opponents off rocket based weapons.
I love the textures and the archtecture. Nice!
Thanks for playtesting! I see what you mean about the rocket/grenade proximity. I think I might be able to swap the RL and the SSG (which are not on the same path) and have a similar overall balance.
I've also decided to reduce the cell supply, as we ran into scenario where someone could dominate the map for a good while with one pickup of the Thunderbolt (with cells already collected for it + too much opportunity to get more).
As to the large-feeling scale of the map, that's probably from playing too much ClanArena on QuakeLive, in which a lot of the popular maps make gratuitous use of long sight lines (for the sake of the railgun). On my last playtest, I found several sight lines long enough to see streams of nails/spikes coming at you, which is longer than I intended.
I think for this particular design it's as tight as it's going to get, but I'll try to scale down my next map a bit. I appreciate you commenting on that.
Just watched the demo... that was delightful! Really intense moment when you grab the Mega and just chill there shotgunning the death knights until you can get off the ledge. I need to try out that mod.
Update, Request For Support
Hi guys.Have seen your awsome work meanwhile.
Had some exhausting weeks behind me and hope to did a good job on the map. Leveldesign is now 90% done, Entities and logics I would say 30%. Have some new screenshots for you and a request?
This Level got bigger than I thought. Would someone of you be so auxiliary to check out the map in its nower status? You know that this is a five mans job and at this state of progress the sight for errors is becoming smaler.credits are for sure. best wishes!
is not showing.
The map looks like it is one i am going to enjoy. My advice is that seeing that you have several large brushes, to hide a bit that fact with lighting, by only lighting some parts or make contrasted areas.
The black lines in tod_17, as first i thought they were leak lines from the pointfile but they are curved. What are those? Now they look to me like the typical lines in Windows Paint
Time Quake Ogre
I finally decided to lay my hands again on this one.
Trouble is that now I've got so many poses there are not enough funcs to handle it, only seven th_funcs.
I can combine some but it will be a hussle.
Flies were pretty obvious, but came one dimensional out. Wish I had more qc knowledge so I could add that like in Q2.
Thanks for your comment. Yes the black lines are from paint. Seams I catched the wrong tool at first. :D I've the lighting thing in mind and do so between two area designs. Thanks!
Theme and architecture show some promise, but at the moment it is very samey, very uniform in colour and tone, textures are repetitive and lighting is flat. Try to add some stronger designs, some complementary but different colours / textures, and improve the lighting contrast. Look at Id medieval levels for a very basic start, or some of the more recent medieval levels.
Thanks for the tips. Do you mean with designs the leveldesign itself or to add more and different Objects in the sections?
Structures, overall design, rather than objects.
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