|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.
Need a place to host your screenshots? Upload them here:
[[[CAN WE PLEASE HAVE A NEW PASSWORD FOR THIS AS THIS ONE IS UTTERLY FUCKING ANNOYING]]]
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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!
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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.
Its A Hot Day
Cool off with this start to end playthrough of the yet unreleased Galiduse Point. Normal skill, one route taken.
Very cool. Running with the Manke-on-steroids vibe and making most of the 'retro FPSs' look lame as fuck
I've been looking forward to that map ever since you posted the preview clip so I'm pretty stoked over what I saw in the video. The point at which the player comes upon the hill overlooking the town is still awesome. The map is a lot more ominous than I thought it would be. The bunker area combined with the music kind of gives it horror vibes. I kind of didn't want to watch the full video since I wanted to experience it blind after you release it but I ended up watching it anyway. Really looking forward to the release.
A Drake Map In 2018?!?
Why, Is That Impossible Or Something?
...wanders away grumbling like an old man...
@KenChannar: looks dope as expected from what I watched, but I'm waiting to play the whole thing myself.
@Tronyn: go map lol ;)
Ice To See You!
Don't want to to spoil it Ken. Hurry up and release it already!
'Finished' another room in the castle:
Its unfortunate that Snow White and the Huntsman was a very poor film, but you gotta love Charlez in any case. The Raven throne was inspired from this.
This map is screaming for some Hexen2 enemies =D
It has many Hexen2/medieval-style enemies. And then some.
Beta Testers Wanted.
Skill 0 and skill 1 especially. Gimme ur email and I will send the map over.
Looking for feedback from a player's perspective about gameplay balance etc. Not from a mapper's perspective as I know it's technically shoddy and chaotic mapping behind the scenes!
I know there's issues with 2D-ness, simple layout, lack of detail inside etc etc.
Looks old skool Shambler. Raises hand. I dig the simpleness.
And Redfield looks good too. About Drake enemies, why compromise. Use Keep mod and you can have (almost) any enemy.
I Ask You To Unforgive Me?
I like the drake mod, and had a really good time blasting through Unforgiven. Except for those like air strafing dragonoid type beings that seem to have the same code as an F-22 Raptor electronic warfare suite.
I am currently using the AD progs as the base for my mod, cause it has all the nifty tricks, and the potential for some Hexen 2 monsters is in there. The map is mainly supposed to feature my new monsters, although I'm not sure how things are going to pan out yet.
Ooh You Have New Monsters??
Intrigued even more than I already am just from seeing the screenshots.
I am in. Feel free to shoot me an email.
New Q1SP Beta: Amphitheater Of Abaddon
Don't know if many of you are busy playing maps from 2017 for the Quake awards, but if someone happens to find the time to beta test my newest map, that would be great!
The working title of the map is Amphitheater of Abaddon. It is to be the second map in my miniepisode (see here
for more details). The way how the Quad damage works in this map is a little different from the first map, though. In the first map the Quad was permanent but in this one there are multiple normal Quad damages littered over the map (and I was thinking of modifying the first map to work like that, too... maybe).
So, I'd like you to play the map and provide me any feedback that comes on your mind for how to improve the map. It would be preferable if you tested all three of the different playstyles (and, optionally, in multiple difficulty levels).
You can download the map (source included) here
. Just place the map in your id1/maps folder and fire away like a normal custom map. No mods this time around, unlike the first map in the episode. I haven't linked the two maps together yet, so you can't test the two maps in succession.
Note, that there are two versions of the map included in the package: an older version that hasn't been gamma corrected and a gamma corrected version (worldspawn has a "_gamma" key with a value of "1.3"). I think the gamma corrected version is more similar in brightness to the original Quake start map, so it may be the better version of the two. I've just gotten so used to the older version, that I'm not sure which I like better, so if you like, you guys could also give your opinion on which version is better.
To-do list for the map:
- Make the necessary modifications for dm.
- Fix compilation errors caused by the gamma correction (too many lightstyles on a face).
- Add some decorative corpses/gibs.
- Implement possible suggestions from beta testers.
The map started out incredibly strong. The amphitheater is a really cool concept and it looked great. I was impressed with how you maintained the smooth curvature and symmetry of it all. The area under the stage helped to sell the concept as well. I assume that those were dressing rooms that were locked at first.
The first area that you climb up as ogre grenades rain down upon you was such a neat mechanic. I'll never get tired of people using the high ground ogre in unique fashions such as this. Finally unlocking the main amphitheater area was a groundbreaking moment as you are presented with the scale of it as well as the grenade barrage. It was tricky at first but I learned to avoid too much trouble by constantly pushing forward.
I started to become a little disenchanted as I began scaling the audience balconies. Taking the elevator up sometimes put me face to face with an ogre - first a grenade to the face, then chainsawed to death as I had no way of getting past the ogre and no way to go back down. At this point, health and ammo were extremely scarce. I started save scumming in order to make it to the end and even then, it felt too rough. I started to flat out ignore the teleporting scrags and the final vore. On one hand, the final elevator up was interesting with more ogre grenades but if one made it inside the elevator, it was almost impossible to avoid the explosion. The shootable switch that closes the door only helps a tiny bit.
I did feel that the first half of the map was pretty perfect though. The ogre placement was spot on. They were exactly the proper distance to cause just enough trouble without feeling unfair. In the amphitheater, I would give the player a way to jump back down when taking the elevators up. Either that or make it so that the ogres are clear from the space immediately in front of the elevator.
Also please, please, please give ammo. I really don't even mind scarce health but if I don't have the ammo to kill monsters, then that's a huge problem. I never found a grenade launcher either so those basement zombies were just roaming around freely.
I have a demo but I don't think that it recorded much given that I had to reload saves a ton towards the end. I played on skill 2.
The non-gamma corrected version of the map won't load for me in Quakespasm. The version that I played looked fine. I think that the lighting was well done.
Recorded A First Run Quad Demo
pretty rough on me, let me know where to email with demo/discussions
Will hopefully get a chance to play the map later, I made some quick notes on your screenshots https://imgur.com/a/652whG4
Amphitheater Of Abaddon, Beta Version 2
Drew, I sent you an e-mail a moment ago, so you can send your demo to me in the reply message. Thanks in advance for testing! :)
And thank you, Poorchop, for your valuable feedback! Reading it motivates me and makes mapping even more worthwhile. :) Watching your demo was quite thrilling, with all the ammo and health shortages and close calls.
Hmm, I thought I HAD tested the map on the middle path with no secrets found, but I guess I hadn't, because I ran out of ammo, too, now that I tested it myself. @~@
Thanks to your feedback and additional testing, I added 40 shells to the map. Now I was able to end the map with around 40 shells and 20-30 nails (if I recall correctly); no secrets, skill 2, no zombies killed. I was also intentionally somewhat wasteful with my shells to allow some misses.
Of course, if one finds the grenade launcher, ammo becomes a LOT more plentiful after that. And don't forget that this is the second map of the episode, so the player could very well be stocked up with shells, nails and even a grenade launcher from the get-go.
Based on your feedback and some additional testing I've done, I've uploaded beta version 2 of the map:
Changes from beta 1:
- Added 40 shells and 15 health.
- Made a torch illusionary, so the player won't hit their head in it when using an elevator.
- Added a killtarget trigger for some some monsterjump triggers to ease movement of a fiend.
- Prevented ogres from getting right in front of an elevator in the amphitheater.
Sorry, I forgot to reply to your message in my previous post. Thanks for the notes! I had actually thought about the roof indentation, but wasn't sure if it was worth the trouble.
Maybe try out the beta version and then give me an update on the previous notes, whether you think they're still relevant after seeing the map live.
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