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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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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 
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