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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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@esrael 
Overall I thought it was great, my favorite part was the gold key room with the vores at the bottom. I thought the invisibility ring path was interesting, ring respawn points were chosen well. The final elevator with the ogres raining on you was clever too! Some critique:

The area where the walls lower to reveal death knights was a bit much, I think a lesser enemy or enemy combo would be more interesting. I feel that the death knight is tedious to fight because of their high HP, putting one after another made that area a chore for me.

Entering the Shambler room was instadeath in every way I managed to approach it.

Quad path was boring for me since I didn't find any weapons.

Anyway, here are some demos: https://drive.google.com/open?id=1Ir5ipxHUNNTvkPGsOI1cyZM8gxOsaT9w 
Great Demos! 
This isn't the first time I've seen your demos but I must say, you're one skilled player! O_O

Demo 1:

Wow, that was nerve-racking to watch, and you got so close to the ending, too, and on a blind run to boot! You were on the brink of death there quite a number of times, and in the end being down to just one hp at that one point!

You have a super aggressive playstyle, rushing headlong into the hotzone! Like jumping down to the vores in the gk room, running to the middle of the amphitheater with the shambler, and the most ridiculous of all, juggling yourself along three shamblers to get a yellow armor! O_O

Your strategy of minimizing ammo usage by resorting to the axe from time to time was also interesting to observe. Seeing you pick up a quad damage prematurely was heartbreaking to watch. D': I was also worried seeing you pick up shells, while being almost stocked up already, but it seemed like you had the ammo situation pretty well taken care of.

An interesting point was seeing you being able to get up the elevator at the shambler room, while they were still alive; something that I had intended to make as difficult as possible, so congrats on "breaking" the map at that point. ;D I was kind of wondering, if you had forgotten about the elevator in the long corridor close to the vore. That elevator would have taken you to the second floor a lot more safely than trying to use the elevator in the shambler room.

As with the Subterrestrial Hangar, I wanted to keep the map somewhat challenging even on the quad path, which is why other weapons are hidden and nail boxes have been drastically decreased. A nailgun would be possible to find in a secret early on, though. You did find the first button to unlock the secret.

Demo 2:

Nice work there! For some reason I hadn't actually thought about the player going through the shambler room while following the ring path, so using that route certainly made the map even shorter that way. :D

Demo 3:

Hmm, you were also caught off-guard by the fiend ambush at the ogre tower climb room, were you not? Do you think I should add an invisible clip wall to prevent the fiend from immediately lunging at you after being aggroed? That would give the player a little more time to react to the fiend.

Demo 4:

Really fun to watch! I liked how you just danced and toyed with your enemies in the gold key room. I can see why you liked that room the most.

About the shambler room being instadeath: That's kinda the way it's designed to be. :D It's indended to be either carefully cleared on the quad path by taking potshots from behind the door or then by the crusher button up the elevator. And uuuuuh, after seeing your ring of shadows run, apparently by sneaking past the shamblers altogether! :D

I can see you were prepared for the fiend ambush before the GK room this time. But I'd rather have it be possible for the player to react to it on his/her blind run, so maybe I should add a temporary invisible barrier to add some time to react...

About the tedious death knights: I think this demo demonstrates quite nicely why I went with death knights, because they can still keep harassing the player with their flame attack from down below if the player decides to ignore them altogether. That way the player has two directions to be aware of: both up and down. But yeah, maybe I could drive that point across with fewer death knights too. Maybe have them appear only the first and maybe the second time...

As a bit of trivia, in earlier versions of the GK room, the player could get stuck in the ramp corners really easily. There was discussion on the issue not that long ago, actually, in the Quakespasm thread. To make the ramps smooth to traverse in that engine, I had the slopes fall one quake unit short of reaching the plateaus and having the player instead climb a step of 1 unit. I did add some illusionary brushes to give the illusion of a perfectly smooth climb, though. </the more you know>

Demo 5:

A nice run. It was cool to see the chaos as you mostly just ran past your opposition before reaching the gold key door. It was also interesting to see how you were so bent on trying to get through the shambler room, going so far as to first rush to the lever, then stock up on health and then take the elevator again, but it seems the ogres were less willing to let you keep the health you had gone to accumulate.

Thanks for the insightful and entertaining demos! :) I think I just might decrease the amount of death knights in the ogre tower climb room and allow the player a bit more time to react to the fiend. 
Amphitheater Of Abaddon, Beta Version 3 
In case somebody would still like to test the map, here you can download the third beta version of the map. I think, unless I get more feedback, I'd consider the single player portion of the map more or less complete. While waiting for possible feedback I'll work on dm modifications.

Changes from beta 2:
- Replaced two death knights with four knights to lessen tedium.
- Increased the chances of a player to react to a fiend ambush.
- Compiled sunlight2 with 1000 sunsamples to improve sky lighting quality a bit. 
Re: Quad Path 
The way I see it, the quad path could be an opportunity for a more run&gun approach, where the ring path is the opposite. I think throwing more beefy enemies and weapons along with the quads could make it pretty chaotic. Maybe something borderline horde-ish as a quad path. 
Esrael 
sorry but I don't seem to have received the email, or I may have accidentally deleted it or something. 
Drew And JCR 
Drew, did you check the spam folder in your Gmail? It could have very well ended up in there. o: Look for a message with the title "Your demo on the Amphitheater of Abaddon".

About the run n' gun approach: I think changing the quad path to include beefier monsters and weapons would require a bit too much of an overhaul at this point of development to make the change worth it for me.

Plus, unlike in the Subterretrial Hangar, the premise in this map is to keep the core level more or less the same with the same monsters on each of the paths. Adding additional/beefier monsters for the quad path would break that premise, and in the Subterrestrial hangar I hated having to resort to telefragging monsters that are not encountered in other paths (to make it possible to get 100 % kills at the end of the map).

Speaking of the Subterrestrial Hangar, one can finish the map with an SSG, NG, GL, 100 shells, 130 nails, 25 rockets (and an RA if one finds the toughish secret), and with a little bit of testing I just did, I think the arsenal allows for some nice cathartic quad path action, while still keeping the map somewhat challenging.

So perhaps I COULD add at least an SSG to the quad path without making it too easy... 
Angles 
 
Looks super nice Nick! 
Qtest SP 
Here are some screenshots of maps I made for a SP qtest mod
with the early qtest gifs that were published.

mf_00
mf_01
mf_02
mf_03
mf_04 
@madfox 
This is awesome! =D

I saw the dragon/serpent flying in one of the screenshots... Your mod will feature all the unused models?

just for curiosity's sake i've found this page with three skins for some of the monsters of qtest http://androidarts.com/kawaiik/kawaiik.htm#qtest 
@tribal 
Yes, all models that were in the original q1test.
I added the advanced dragons from Patrick Martin,
and my own Serpent and Axe_Ogre.

I'm fiddling a bit how to make the Axe_Ogre pee, laugh and give him flees.
Still in beta, but if you're curious, see the coding thread. 
realy thanks for the skinfiles. Vormit already had a skin from the conversion of Dark Mage.
I was forgotten about the androidarts.com. 
Madfox 
Looks great!! looking forward to this! 
Morphing Monster 
The Quaddamage and the Serpent 
Nice Sprite, Kell! 
Thanks to the coding of Dr.Shadowborough I overcome this great moment. Looks quiet spectacular, although the demo only works on quakespasm ad standards.

Be aware, it's alife 
Madfox 
Nice! Some sound design should help make it a bit more menacing. 
@dumptruck 
Ha, I'm a creep recording Q1.

Mostly I'm interested in the way it is done in the code.
Like the Headcrab in RMQ, I tried to extract it from the src,
but it is so integrated I can't lay my hand on it. 
 
Madfox, are you still going to try to create some chasm monsters? 
 
That looks cool. That pentagram effect was awesome. Is that all original? 
Eyecandy 
@yhe1- I finished the dino, although it's hard to give it the right skin.
I started with straphos and I must say the examples to work from are rather poor.

@Qmaster- Most of the coding is done by Shadowborgh. I was looking for a statue code and he turned it into this rare scene of turning a static into an entity. It is still a bit kinky and crashes on "trigger in clipping list". 
 
madfox, I will gladly donate if you can create the monster and weapons in quake, since that chasm port appears to have stalled. 
Yeh1 
I finished the scorpio and the dino, as the static entity of the fans.
For my clear understanding,
you want all weapons and monsters from Chasm in Quake?
That's a pretty large case.

This is what I'v got so far.
chasm_q1mod 
 
Well, I am not demanding anything, but since you are creating new monsters and weapons anyway, why not take inspiration from Chasm?

I know m210 got a lot of donations for Bloodgdx, and Chasm doesn't have a finished port 
 
I know m210 got a lot of donations for Bloodgdx

Explains why all instances of bloodgdx have been nuked from orbit 
 
Nah, that was just m210 trolling everyone 
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