|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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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
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.
Looks great!! looking forward to this!
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
Nice! Some sound design should help make it a bit more menacing.
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?
@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.
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.
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
A highly respectable decision. Should donate more money to the cause.
While working on the Stratos model I exceeded the tris/verts limits.
So I left it at that point.
I'd like to develop models, but it always goes as far as I've got fun in doing. I once tried the GlDoom models and that was alright, but these models were already in obj format.
I checked, they are converted in the pak file
That's a better way to start then constructing them myself again. Looking for a way to export them and add poses and skin.
I can import it from a md2 to a mdl model.
Only the skinfile is a bit tricky, as I have to remodel it again. There are a lot of vertices under it, out of the basebox of the model I had to delete.
I'd be curious to see how it mixes with enforcers when you are done.
I have always wondered how difficult it is to fulfill a wish
until I have the know-how to make it work.
I thought all Quake engines nowadays supported md2 files :/
Noesis Can Convert Chasm Models
that zdoom kid doesnt mention it because he know hes violating noesis license by theft
Who cares? Action Forms has been out of business for a long time
another zdoomkid, because he knows how to convert the skinfile
Is the stratos done? maybe an video with him and the enforcer?
It's Starting To Feel Like Quake Can Do ANYTHING...
That looks awesome and I'm stoked about another Arcane map.
Was wondering what happened with that spaceship map.
Can't wait to put my dirty quaker fingers on that thing!
This Place Is A Little Dry... Here's A Wet And Slimy Preview
First I want to say that mfx's shot looks awesome!
Second Madfox if you are reading this, I hope you finish that StarTrek mod cause it looks great.
Third, I'm working on a really late under the sea themed map. The map itself isn't anything special, but it does have new monsters and other surprises! Take a peek:
Mdl animation demo:
Those models do not fit into Quake in my opinion. They would better fit into a child game. There are already additional underwater monsters available for Quake including qc code. Ready to rumble:
The eel from Dissolution of Eternity:
The Q2 Barracuda Shark:
The jellyfish from Madfox:
You could even use the serpent as an underwater model because it looks and moves exactly like a skate:
Yes I am aware of the other water monsters, I have played Quake for a long time.
I made these monsters because it is intended NOT to feel like a Quake map. Mission accomplished maybe:)
Yes, that looks like a fairy monster that could fit well in your mod.
Don't look ugly like the ordinary quake ones, but attraction can have its own kind of scrambled inescapability.
As far for the StarTrek
mod I'm still betatesting.
The new monsters are still a bit wriggled and tend to overload the game. I could post it on Quaddicted but with the site down, well uh..,
It's almost done, just have an 744 eddict where only 640 is permitted.
A bit strange I never had a response from the Gorge
level I made for the QAnniversary 2016.
Madfox, did you ever finish the stratos?
It tumbles for code.
First Map, Feedback Appreciated
I wasn't able to finish this map and I won't be able to work on it for a really long time, so I'm releasing it as an unfinished beta. This is my first Quake map and it was mostly an exercise in learning the tools. There are some bugs but it should be playable
from start to finish. The ending areas were cobbled together at the last minute so some of it still looks like an unfinished mess.
This is a short map heavily inspired by sock, muk, Orl, and many others including everyone who worked on jam9. I'd like to say more but I'm already running really late for something and I have to bounce.
Feedback will be appreciated, although I might not have time to watch demos for a while. I'm hoping to get some advice on game play so that I can make something much better for my next map.
That Looks Very Impressive Mr Chop.
Dude, your map is awesome.
It's unfinished? It looks like a finished product to me. Didn't found any bug yet. This map feels very Sock style.
About game play : in nightmare mode, there's not enough ass holes to frag in there. Need more arses to kick.
Map style and details are really great. Please, finish this!
Sorry Madfox, you mean that the stratos code is not finished?
One of the major problems I have with the chasm models is, that it is rather hard to convert the skin file.
The models self are easy, but to remain to the original skinfile I have to paint them back again from a side-to-side skin to a qmle skinfile.
I know there are other methods to do this, but that is not in range of my workstyle.
is the result of my archivement. As you know Stratos shoots a double ringed sprite.
For getting that code right I have to lean back on the G-Rail code of Dr.Shadowborough.
So for maintaining your request: no, the code is not finished yet.
Linked Animation Looks Great Madfox
Thanks a lot for the kind words. I'm really glad that you thought it felt like sock's style because that's exactly what I was shooting for.
I had initially planned for a lot more monsters but once I started adding them in, it felt like I didn't really allocate enough space for combat. Big open spaces and long lines of sight also made it hard to add monsters since that kind of forced me to teleport most of them in.
this is vanilla?
Got it, Looking forward to seeing it in action.
Did you convert any other chasm models?
Yeah I forgot to include installation instructions in the readme, I just typed it up really quickly without thinking. Regular id1.
Congrats on an excellent first map, here's a Playthrough
for you. I'd say aside from some minor clipping, there's little reason not to release it outright IMO.
Thanks a lot for the compliments and for the video. It's really rewarding to watch other people play through my maps.
Regarding the clipping, I had a really hard time blocking off that roof that you tried jumping onto without making it look really ugly. I actually added that wooden bar and a drape on the other side of the tower in order to try and discourage it but you were determined to try and get on there, understandably so - I'd have tried doing it myself.
Your play style is really interesting. You were really conservative with ammo, opting to use the axe on occasion. You also went in head first in the library and I got a little worried when you dropped down to 5 health.
I got a kick out of your in game comments and I appreciate you taking the time to write them while playing. I was keeping my fingers crossed that you'd find the lower library secret with the books. You actually found the hardest book by accident and you came so very close to finding the final one. Three of the books are illuminated and you happened to stumble upon the one that was barely visible. I was still glad that you persisted for a while and tried hard to find that last book.
Thanks for the feedback and for playing through. I might take a few minutes to fix some of the known bugs and then release it properly due to the encouragement.
It would be really a shame not to release that great map, with its bugs fixing.
Don't stop maping dude, you have talent.
Regarding the books, I think it would be best to illuminate them all consistently to ensure the player finds them IF he is looking for them. I actually noticed the relief before I noticed the spotlight on them. I thought it was a well done secret but I didn't want to spend much more time on it. Regarding the clipping, the faraway cave was a cool intermission screen, but seeing it from the player's perspective was obviously tempting to try going after!
Thanks Barnak. I'll be mapping more in the future when I get some more time. It's a lot of fun.
jcr, the book you hit accidentally actually is illuminated but there's a nearby flame that kind of obscures it and it's hard to make it any brighter than it already is. I actually thought that the other 3 books were way too obvious, which is why I didn't do much about making the fourth book stand out too much against the torch light. You brushed up against the surface of almost every single book case except for the one with the final book. The biggest issue I noticed with that secret is that you thought one of the books might have been on the upper level.
Anyhow, that was supposed to be the hardest secret so I wanted the player to work for it. As for the cave, I remember RC playing breezeep's Mayan jam map and appreciating some unreachable details like distant trees, so that's kind of what I going for with the cave. It was also a shoutout to Orl's Ter Shib maps with how he had some details and storytelling elements in the far distance. In retrospect, I'd redesign the entire layout to ensure that the player wouldn't be in any position to even try and jump on top of the roof.
I echo what everyone else is saying in that for an unfinished map, it looks and plays extremely well. I really enjoyed it, and I am flattered that it was a shout out to Ter Shibboleth.
If this map is what you consider to be unfinished, I can only imagine a finished map of yours will be amazing.
First run demo, hard skill: http://www.quaketastic.com/files/demos/orl_mahogany.rar
Terrific work Poorchop!
Skill 2 Demo
Super Solid First Release
got cocky in first run, will record 2nd run and send soon
See post #15792.
What a great map! Keep mapping please. I know you are busy but don't stop mapping.
Thanks a lot Orl, ww, Drew, and dumptruck.
Orl, I'm honored that you played the map since Ter Shib was a big inspiration. Thanks for taking the time to record and send the demo. Watching it made me realize that I never closed off the library entrance after the player gets the gold key, which allows them to bypass the final shambler. Hopefully I'll eventually get around to making the shib3 inspired map that I initially had in mind before I made this one.
Thanks as well for the demo, ww. Your playing was really good and you're the first person to get the rocket launcher. You also have a keen eye because I think that you were the first to notice the secret books before accidentally bumping into one of them. The same book eluded both you and jcr and I was really hoping that you'd find it.
dumptruck, thanks for taking the time to check this out. It wouldn't have been possible without your help. Your videos were an invaluable resource and I always had them up alongside Trenchbroom as I was doing this. As fun as Trenchbroom is to use, I wouldn't have attempted this if not for your tutorials. I'll definitely map more in the future.
Thanks - those are the types of comments that make the time involved worth it!
I said it before and I'll say it again, I'm excited to hear you planning on building a map inspired by shib3. Heck I think the far east Asian setup would make a great theme for a speedmap pack, but that's not up to me to decide.
Got A Trailer And Demo For A Quake Based Dreamcast Game I'm Making!
Hey there! I'm making a Dreamcast game using the Quake engine and thought you guys might want to take a look at what I got so far! I have a trailer and a demo that I update with new gameplay and fixes every so often.
Check it out!
Here's the trailer
Here's the demo:
Want to reiterate - very strong debut material! 1st demo sober and cocky, dies poorly. next two demoes quite high so hopefully not too frustrating to watch
glad to see you're still working on this and making progress
My 2nd map :
Screenshots : http://www.quaketastic.com/files/single_player/maps/aerial.jpg
Download : www.quaketastic.com/files/single_player/maps/aerial.zip
Getting Some Maps Finished Up, Need Feedbacks
Hey guys, looking for feedback for my map, it started off as a map for the copper jam, which evolved into an e2m5 remix, which evolved into the beast that it currently is.
Only one skill at the moment, there is a bit of detail to be added to some areas, and there is a lot of clip brushes to add.
Any playthrough demos would be awesome. Thanks in advance :)
If I had a lampoon
fish, how would I make it glow in the dark?
I first tought fullbrights would do the trick,
but in complete darkness there's no light to reflekt.
Fullbrights work in complete darkness
Then at least the trick works.
I wondered how it look in a dark cave.
It looks kind of like the Angler Fish from Rayman Legends, and it would light the way in the dark.
Also there is a trick you can use to keep the environment dark, but light up your models: Since the model adopts the light value of the floor, you can make the floor a func_illusionary (with clip/skip brushes for collision). Beneath the func_illusionary place a func_group brush with _minlight set on it.
This method will allow you to keep the environment very dark, but also light up your models. I used this trick to light up my seahorses and mermaid splash in this dark cave of water:
For my clear understanding,
I made a map with the lampoonfish, but in dark I see no sign of fullbrights.
So I made a tex brush of quakepal to see if the lower range would glow in the dark, but they don't.
Do I have my settings wrong?
Sounds interesting, Redfield. Also a bit complicated, I remember I had to do such a thing to make the startrek model have a good lightning.
some models in quake have a glowing attribute, like the lasers from Enforcers (newmis.effects = EF_DIMLIGHT;). Maybe you can copy that attribute and adapt it to your fish code, this way he will really glow in the dark, it doesn't matter the skin color.
Thanks, Tribal. That could work, I was thinking of the moving_light code also. But after working with new models for so long deleting fullbright's, I just can'you see why they won'the appear now as in the example.
Madfox: do you seen fullbrights on models created by other people?
If not, make sure gl_fullbrights is 1
It works as soon as I made a subdirectory.
It seems my TmpQuark has got a bit diluted.
Quark Is Best
Madfox, Keep on!
I remember how I got this idea
. I lowered the triangles untill qmle could load it. My texturing is bad, when I had a good UV skin file I spent a week and now the midle ridge is meshed up.
A bit dark, but that's what this baracuda
New Multiplayer Map
I have created small multiplayer map for duel.
Anyone would like to take a look on it and let me know what might be improved?
I didn't play a match but I did load it up and looked around.
Things I liked:
I has a very solid old school feed to it.
Very nice lighting overall. The shadows from the skylights look great.
Looks like a fun layout for a duel map for sure.
You have some nice brushwork, particularly the Red Amor area.
Some of the areas are a bit bland looking. And monochromatic. Try a darker floor color in different areas maybe? You also may want to add some simple trim here and there. Or add some accents like torches or light fixtures. This would help to differentiate the areas.
There's an area with a pool of water and room behind the bars it is very dark. Might be a good area for a secret or a strobing or pulsing light. Right now it's just dark.
I would consider one more connection between your play areas. The layout seems like a loop and maybe you could add one passageway somewhere to open up the flow a bit.
Overall you have a very nice level - keep mapping!
I forgot something important in my last post. Use -soft
when you light your map. You have a lot of "jaggy" shadows at the moment in your map. These settings will look way better.
More info here: https://ericwa.github.io/ericw-tools/doc/light.html
Played against the Reaperbot and had a lot of fun. It can improve on the looks for sure. I'm not talking about brush sculpting, only common sense design like: door frames, variation of color and light/dark on the textures, etc.
I frequently got stuck on teleport frames. Also, I couldn't see a point in that water volume. Am I missing something?
thanks for comments so far!!!!
Yeah, I've needed it. Answers to you comments are below.
I admit maps is not finished yet.
- Teleportes stuck me frequently when I am playing. I plan to correct it. I will move it into wall
- Some areas are "bland looking", I have paused work on on great look and testing playability.
- I am plannig to retuxturize it. Maybe I will give up for brick texture and try dm4 texture.
- I am planning to add frames and details at the end.
Regarding dark area, there was passage to the GL room but I have close it. It was not used when we have played with my friend.
Water... My plan was to use it to set up trap to kill player who dominates at the moment (it is all about keeping red armor). So you could jump into water and discharge :)
Aparently no one has used it so far when playing. It might be removed.
I have to admin i have got various comments on the level.
First. my own opinion is that level is bit small for duel, as you can run around level within few seconds (yes, strafe jumping!). Then I got feeedback that level is to big and is better for FFA. And another, that it shuld be more open map, not so many corridors as in maze :)
At the end I think each plays differently and expect different motions, like more shooting, more sniffing and setting traps.
Anyway, thanks again for feedback and yes, I am going to continues mapping as this gives me fun!
I Always Wanted To Make A Map Inspired By The Giant's Causeway
So I wrote a script to generate arbitrarily-sized stepped terrain from a height map.
Ooh! Can you do hexagons?
Could use OBJ2MAP to do that
That's very cool. Feel free to share!
Happy to share, but I wrote the script in Mathematica which is not the most mainstream of languages!
Hey Ubiq, I'm a Mathematica user too!
Mma is the best math package out there, and fuck Maple.
I didn't tried your code though.
That Looks Ace.
That's a Doom map? The verticality is strong with this one.
New Map, Need Advice
I've been working on my first map for 6 weeks and it's almost ready for release but I'm not sure about the ammo/health distribution and number of monsters. If anyone wants to test it and let me know if it's too easy/hard I'd really appreciate it. Also, any general criticism or advice is always welcome, as it will help me plan future maps better.
I intended to just test some ideas and learn the basics of TrenchBroom (thanks dumptruck for the great tutorials) but it got out of hand very quickly so I combined it all into a playable level. There are some puzzle experiments which I decided to leave in, but I made them easy to avoid frustration.
I limited myself to just using start.wad, so there isn't much texture variety, but I tried to compensate with geometry
The map is based on an ancient Dwarven Forge, infested with monsters. There's a small back story in the readme.txt
map & screenshots here:
Sir, More Monsters In Nightmare Mode!
I didn't tested the map yet, but I feel it is for sissies again.
In nightmare mode, there should be 500 monsters, at the very least.
People play Nightmare because they want a real challenge, so I'll add plenty of pain for the release.
For now, I'd just like to get it balanced for Normal/Hard and then I can remove some for Easy and add loads for Nightmare.
The zombie/underground area was the highlight for me. The blue areas felt a bit cramped and the strong enemies made it challenging. I noticed bumping into the geometry in certain areas, see the demos. Check out my comments in the demos as well. It was fun and well designed. Great job!
Thanks for checking it out, glad you enjoyed it!
How do I access those dem files?
Figured It Out
Thanks jcr for the great demos, and your kind words. I'll definitely take note of your suggestions, I need to tidy up those door edge textures, I keep forgetting because they're not visible in the editor :)
City Of Lights
Looks pretty chilling! Excellent work!
Well God Damn.
just watched that 3 times... looks fucking cool, keep it up!
Well That's A Bit Bonkers!!
Looks interesting to say the least.
Friend: So they're finally getting used to your weirdness in mapping?
Me: They have no choice.
LOL True Dat.
Looks awesome. I like the alleys, and yeah
Also impressive texture usage.
My eyes nearly fell off, as is expected i guess.
Cannot wait to play this.
The Big Skeleton's Eyes Fell Out As Well
Also its a bit hard to spot but the Eiffel Tower can be seen in the distance. And its not just a background decoration either, its part of the map from the bottom all the way to the top.
Map require Quoth2.2 and engine with increase limits, support bsp2 and transparent sprites. In my arsenal only quakespasm can work with this map.
I tried your map. It's a nice one, but it needs MUCH more monsters in nightmare mode. Only 139 monsters on such a large map? Come on, it needs at least 1000 arses to fuck.
The ascending scales are not working. I had to noclip to move on.
The zombie pictures from the shooting plants game are funny. Not very Quacky though.
The last part before exit wasn't working. No monsters at all in that place (with all the broken bricks walls). I had to noclip to exit the level.
You did not play correctly. The map must be run under the mod Quoth2.2
This is what I did. Quoth 2.2 here.
I placed the sounds and progs folders directly into the Quoth folder, and they appear to not be recognized.
Maybe you forget to make the right start?
quakespasm -game quoth
Of course, I did this. Here's my exact start command :
-hipnotic -game quoth +skill 3 -heapsize 480000 -zone 4096 -sndspeed 44100 -fsaa 2
Using the 0.92.2 Spike version of QuakeSpasm, under OS X.
I'll retry your map to see what happens...
-hipnotic -game quoth
It's just -quoth, and has been for many years.
What is hipnotic again? I'll never remember what it's doing.
Rotations, I Believe?
Hipnotic was the studio that developed Mission Pack 1.
Also, I think you don't need the heapsize/zone stuff anymore in QS/QSS, and you should upgrade to latest version 0.93.1.
The -hipnotic switch was required to enable the modified status bar that was introduced in Mission Pack 1 and is also used in Quoth. Newer ports like Quakespasm have a -quoth switch that does it automatically.
Not your typical digs map... but I dig it nonetheless. Assuming the final arena is still being worked on, I thought the rest of the map was quite polished and good to go. The layout can be a bit confusing and the silver key door is tricky to find - I think I stumbled upon it accidentally. Otherwise nice map, especially the underground sections, and the secrets kicked my ass, 1/4.
Played through the map on skill 1, 2/4 secrets found.
The map is very good-looking and plays very well. I liked especially the underground areas, as i'm not a big fan of open spaces.
All areas are well connected, so i never got lost as it happens usually when i play maps this large.
Good art style too, you can really feel the horror atmosphere playing through every area.
Pace was good, and i never found myself struggling too much for ammos. I like the way you put the right amount of them over the map.
I din't like too much the paintings from plants vs zombies, as i think tributes to other games should be put in some secret areas, and not all over the place. I felt like they were a bit taking away that horror feel (that i loved) from the map.
Some areas of the map felt like they were supposed to be important, with good detail and interesting design (that area under the bridge for example) but then i found they were useless. Maybe that's just because i didn't found the secrets, who knows!
I don't understand what is happening with the ascending scales. I can't use them wathever what I'm doing (walking, running on it, jumping, ...). I tried the default QS 0.93.0 and the Spike version.
Something seems fishy here.
I agree about the zombie cartoons. They feel goofy in Quake. Maybe some monsters porn instead ?
I can explain what they do on the walls. This map was made at the request of my son. He is 12 years old. Therefore, there are such awkward things on the map. I myself understand that they are not written off in the overall design, but still decided to leave them
Wow, you're a super-dad dude!
My dad is 81 years and would never make Quake maps for me :-(
impressive stuff, very blood-like. I like that you're using tronyn's mod, not enough people use it tbh
When downloading AfterQuake I saw a screenshot
of a mirrored player.
Is this effect obtainable in AfterQuke, or is it a sidecase effect of DarkPlaces that creates this mirror?
that's FTE's r_telestyle 3 setting.
Thanks for info, Spike!
Or should I say, blame me for not reading the manual.
Dear friends, a.k.a fucking morons.
Please learn to upload your files to the right folder instead of cluttering the main page with your shit, forcing people to scoll down endlessly for the login button.
I'm Probably Guilty Of This
Any way of just moving the files? I know it would break some hyperlinks but the files would still be retained
Delete Them All
quake skill 3 with respawning monsters and items/powerups is it ok thing ?
and skill 2 behaves as skill 3
Also Neg Can Press The ‘end’ Key?
I'm late on this one, but I finally got around to playing it and I just love it! Of course whenever I see a map that isn't the conventional Quake theme of castle or base gets my attention. (Not that that's a bad thing) You did a stellar job of creating a farmhouse, at least that's what I think it is. Everything looks good from the decrepit interiors and the windows letting you see the inside, to the vegetation outside. My only suggestion would have been to make the spinning part of the windmill more visible to the player throughout the map, as I think it makes an excellent set piece.
As far as gameplay, it wasn't too bad on hard skill. Almost died at the end but I always have trouble with those gugs.
I think you did an excellent job with this one, certainly well enough to be fully released.
First run demo, hard skill: http://www.quaketastic.com/files/demos/orl_digs09.rar
Thanks a lot! I already thought that no one would record a demo for me. I liked that you managed to pass the map from the first time. The last hall is difficult for me, but I think it should be so.
As for the mill ... Her blades and so big. And they have no physical collision with objects. I calculated its length so that it was not noticeable.
For the release, I will add a few monsters on a hard level, otherwise it is not much different from the normal level. And the last room due to the large delays between the waves of monsters will be a little easier.
I am also glad that the map is like. In the coming days I will post a release
hi, here's my attempt to beat the map on skill 3
lasted 'til the gugs
reminded me of hexen2/blood combo
Thank you very much for the game. When you killed the vorelings, I also thought about monster_jump. In the release I will add it. Thanks again!
Inspired By Lunaran
@digs (if It's Possible)
i would advise you to increase the secret count on your map, for a such big map the number of the secrets is to low
Tempel Of Doom-Beta; Testing
Hallo friends. six months have been gone till I started with mapping for quake. Now I think this thing is going for finish.
Right now I'm checking out the failures in compiling.
I would ask you guys now for help.
Are there bugs? Graphic problems? or other issues.
Please tell me!
My Thoughts On Temple Of Doom
An interesting map you have in the making here, GunSgtHighway. :) I like its oldschool looks. It's really rough around the edges, but there are elements that are nicely detailed, like individual decorations and I like the brushwork in the cave areas, especially in the Shambler/Scrag room.
One thing about the map's filename: It's called tod.bsp, but there is already a map called tod in Quaddicted, Tower of Death, so when I tried to extract your map to my maps directory, it was trying overwrite the older tod map. You might want to change your map's filename. People often name their maps after themselves, like in my case I could name my map esrael01.bsp, for example.
To spare the older map from being overwritten, I renamed your map files to GSH_tod.xxx and recorded a demo of my playthrough in Quakespasm. You can download my demo from the link below:
You may have to rename your own tod.bsp and tod.lit to GSH_tod.bsp and GSH_tod.lit, so my demo would work on your computer.
Most of my comments are in the demo, but my main gripes about the map would be the low difficulty and the lack of guidance. Combat could be made more difficult by adding more tough monsters like ogres, fiends and scrags. The map is mostly populated by lowly grunts and knights, which makes the map quite easy. I'd also recommend mixing monsters together. You could combine Scrags to attack from above while other monsters keep you occupied below.
I couldn't also find the Thunderbolt anywhere, even though you added cells in the map. Is it hidden in some secret? If it is, you could also add secret markers in the map.
The biggest problem would be the lack of guidance. Doors aren't marked with the symbols of the corresponding keys, especially the gold key door I found completely by accident.
All in all, it's clearly a beginner map with its flaws, but it was really interesting to explore. I was really interested to see what I was going to see in the next room. I'm looking forward to seeing the map finished and your future maps! :)
Thanks for your thoughts on the map Esrael. I will rename it and rethink the guidance and monsters. Will take a week or more.
A stupid question. How can I open the demofile? :D
Instructions For Playing Demos
1. Place the dem file to your id1 folder
2. Start up your Quake engine
3. Open the console and type
That's it! :) In this case you'd type
If it doesn't work, rename your map files to GSH_tod.bsp and GSH_tod.lit, because that's what I renamed them to when I extracted your files to my maps directory.
Ok. I Finaly got it. :)
Yes you're definitly right with the guidance. Will place the keylogos on the doors and maybe some signs on the way too. The clipping is a big thing too. Hmm a little of work to do. :)
If you want to fix the clipping issues without affecting the looks of the map, you can prevent the player from going to forbidden places with invisible walls. Just make a brush with the clip texture.
Glad I could help you out by testing the map. It's easy to become blind to flaws when creating stuff, so having someone else inspect your creations with a set of fresh eyes can be really beneficial.
Anyway, don't give up! Doing the final touches to a map can be tedious, but reaching the point where you're happy with the end result can be very rewarding!
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