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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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[[[CAN WE PLEASE HAVE A NEW PASSWORD FOR THIS AS THIS ONE IS UTTERLY FUCKING ANNOYING]]]

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Friend: So they're finally getting used to your weirdness in mapping?

Me: They have no choice. 
LOL True Dat. 
 
Ken 
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. 
 
Digs09 Test 
Hi all!

Need testers

Map require Quoth2.2 and engine with increase limits, support bsp2 and transparent sprites. In my arsenal only quakespasm can work with this map.

Screen:
http://digspt.ru/quake/maps/spasm0000.png

download:
http://digspt.ru/quake/maps/digs09.zip 
Digs... 
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. 
Barnak 
You did not play correctly. The map must be run under the mod Quoth2.2

:) 
Digs 
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. 
Barnak 
Maybe you forget to make the right start?

quakespasm -game quoth 
Digs 
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... 
 
-game quoth

-hipnotic -game quoth

It's just -quoth, and has been for many years. 
OTP 
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. 
HUD 
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. 
Digs 
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! 
Ascending Scales 
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 
Daddy 
Wow, you're a super-dad dude!

My dad is 81 years and would never make Quake maps for me :-( 
KenChennar 
impressive stuff, very blood-like. I like that you're using tronyn's mod, not enough people use it tbh 
Mirror Effect 
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? 
 
MarkV 
 
that's FTE's r_telestyle 3 setting. 
Right! 
Thanks for info, Spike!

Or should I say, blame me for not reading the manual. 
Quaketastic 
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.
Thanks! 
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? 
 
Digs09 
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 
Orl 
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 
@digs 
hi, here's my attempt to beat the map on skill 3
http://quaketastic.com/files/demos/spy_digs09.rar

lasted 'til the gugs

reminded me of hexen2/blood combo 
Spy 
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 
Too 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!

best wishes

GunSgtHighway

http://www.quaketastic.com/index.php?dir=files/tod 
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:

http://www.quaketastic.com/files/tod/tod_esrael.zip

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! :) 
@Esrael 
Thanks for your thoughts on the map Esrael. I will rename it and rethink the guidance and monsters. Will take a week or more.

Thanks! 
Demofile 
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

playdemo <demoname>

That's it! :) In this case you'd type

playdemo tod_esrael01

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. 
@Esrael 
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. :) 
Almost There! 
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! 
Baddies Keep Coming.., 
Made a new ogre model (with some glitches) bow_ogre
 
Hoo boy, like the concept but the QME jitters are strong with this one. 
Yeh 
With a glitch, I know.

I use a bone model to animate and it measures normal lengths (1m70). The Quake models are in this standard just 40cm.
When converting from this scale a lot of adjustments get lost, because the modelgrid is 512x512. Importing a giant in Qmle and scaling down is not the way to do it.

I'm convering down the bone-model, as it produces finer details in the movements. 
QME Jitters 
errrmm...aka "fundamental unavoidable artifact when using the mdl model format, irrespective of tools" jitters you mean?

I've often banged on about a hypothetical "mdl2" format that just uses higher precision for vert coords. This is what I'm going on about. 
512x512 Grid 
Adjusting the bone model had a better result.
Still it's hard to make the right movement with the shoulders. There are two cubes in the upper arm that have a wicked connection.
Bow_Ogre 
High Precision 
I've often banged on about a hypothetical "mdl2" format that just uses higher precision for vert coords. This is what I'm going on about.

Something backwards compatible would be nice, what I'm picturing is:

[standard binary for an MDL]
[extra double-precision frame data]

The idea would be MDL standard, just with 16 bit precision instead of 8 bit on each coordinate. The most compact way of doing that is to treat the standard frame data as containing the upper 8 bits of the coordinate. Then the double-precision part is a second chunk, the same size as the normal frame data, but the vertex coordinates in this chunk are used in the lower bytes instead.

I suppose it would be healthier to add a small header between the two chunks, so further extensions could be added.

[standard binary for an MDL]
[extension 1 header]
[extra double-precision frame data]
[extension 2 header]
[shader language]
[extension 3 header]
[hidden bitcoin miner]
[extension 4 header]
[interpolation rules]

The header could be quite minimal, just a value to indicate what type of extension is coming up, then the size of the extension data. That way engines could skip the extensions they don't recognise and keep going. Existing engines wouldn't even look for the extensions, there would just be a bunch of junk at the end of the file they don't look at (this is how Extended-BSP format worked).

May be worth also adding a value that can be set in the standard MDL header to signal to compatible engines that there are extensions to look for. Otherwise any junk at the end of the file might be misinterpreted as an extension (and I think QME used to write bonus stuff to the end of files). 
 
How would an extension not cause a file read error? 
File Reading 
The header of the MDL file tells you how many of each repeating element the file contains (skins, triangles, frames). Based on the rest of the data in the header (vertex count, skin dimensions) you can pretty much predict exactly how much data you need to read for each one (animation groups complicate this a bit but you can read them one at a time).

This scheme relies on the loading code running loops of the lengths specified in the header, reading elements from the file until the correct count is reached. At that point, it just stops reading the file - in a normal mdl file that happens to be the end of the data anyway, but if there's more data it's just discarded*. This is known to work OK in the base engines because QME used to tag additional data on the end without making the .mdl file unreadable.

* There is the possibility that a source-port engine rewrote its mdl loading code, and by doing so made an error of excess data at the file-end. The QME files might mean the issue was already caught. Otherwise this engine would not be compatible with extended-mdl files until fixed. I'd say this is unlikely in practice, and would be easy to patch. 
Sometimes You Have To Be Awkward 
When it comes to getting people to support new formats, you need both a carrot and a stick.

eg:
carrot: higher precision coords.
stick: an annoying message appears until its actually supported properly.

Without the stick its just something that can be put off for another day if anyone ever uses the format, and if no engines support it then noone will ever bother using the bulkier format that tools cannot even write. Think of it simply as a constant reminder that action is needed.
Without the carrot its just an annoying format that has no reason to exist.
So by designing your extended format to have no stick, you ensure that there's no reason for anyone to ever support the format, and thus that there's no reason to ever write it either. Never underestimate how lazy engine devs can be...

Another thing is that the reason to use mdl is qme. remove qme (because it cannot write the format) and you remove the reason for people to stick with such an ancient obtuse format too. Just use MD3 or something, QSS is such a minor upgrade. (ignoring bugs new to qss,) The only reason not to is if you're targetting vanilla, in which case any hidden extensions are pointless anyway.

Additionally, if you're trying to make it easy for engines to support then just add a new alternative type of framegroup - one that's 16bit instead (the stick being that engines that don't recognise it will glitch out weirdly putting the blame on the engine). Nothing drives adoption better than users constantly reporting horrendous glitches.
That way there's no need to go backwards or anything, its just a struct/datatype change (with the old stuff being padded where its read).

Either way, you still need tools. You already explicitly mentioned QME's additional data - part of that additional data being 16bit data. Find out+document the format of that existing additional data and you not only have a tool that can already write your extended mdls (one that people already seem to be using for some reason), but you also grandfather in all those models that were already (unintentionally) distributed with that data. Still needs a stick though.

Or just provide both an mdl and an md3 and throw in a little qc to select formats based upon the engine's supported formats (hurrah for in-game messages recommending users switch to another engine until a feature is implemented properly).
Or just use md3 exclusively and ignore anyone using an engine that STILL doesn't support that. Yes, it sucks for vanilla but in fairness its been a while since I(and presumably most people) ran quake in dos/dosbox. 
Respectfully Disagree 
People have had 15 years to say "I'm using MD3 and you just need to switch engines", but nobody does that. Nearly all the engine additions that have been actually adopted (skyboxes, fog, coloured lights) succeeded because they were backwards compatible.

It's not about being able to still play it in dosquake, it's about being able to play it in any engine. That's pretty important if you want to keep all the players who don't pay much attention to engine developments, or who value the stability of engines with slow release cycles. Writing off a percentage of an already small audience seems unwise.

Nobody's ever tried to make backwards compatible enhancement to the .mdl format, I'd like to see if it works. Maybe it won't catch on, but the nice part is that it won't matter - because any content that experiments with it will also be forwards-compatible with future engines if it turns out to be a dead end. 
Clarification 
I'd like to see if I can make it work 
 
I agree that the model that seems to succeed is where there is an acceptable fallback for engines that don't support that feature, such as entity alpha, skyboxes, fog, fence textures, lit files, external textures, etc. In all those cases the content is mostly still playable in a vanilla engine.

There are exceptions: aguirre's extended bsp limits, and the bsp2 format are two cases where there is no fallback and it still caught on and became accepted. I was going to add protocol 666 to this list, but this is not something forced on people by a map or mod, so users still have a choice of protocols that provide the raised limits. 
 
protocol 999 
Large Bsps 
I agree that extended BSP limits are the rare exception that tests the rule (and this is coming from someone who usually doesn't bother playing maps in bsp2 format). To my mind the key difference there is that it's about breaking limits more than visual enhancement, and there's no obvious way you can do that in a backwards-compatible way. 
Just To Complicate Things 
I always figured the reason to do a 16-bit mdl format is so you can make monsters that would otherwise look like total trash in mdl. The thought of having a large chunk (most?) of your audience just seeing the trash version anyway because of backwards compat will probably make you design the model in a conservative way to minimise this, which itself weakens the reason for doing 16-bit in the first place, so eh I ‘unno. 
For The Record I Still Like Preach’s Take On The Idea 
It seems elegant despite my above misgivings 
@preach 
wouldn't it be simple to code into the engine a search for a md3(or md2) version of the same model name? So much like the high def textures for those who want to use them.

It would mean that so long as the person modelling had released a lower poly version of the mdl too it would be available and wouldn't break vanilla compatibility. 
Or... 
you could fall back to an existing entity in the pak. If I make a new monster md3 but the engine doesn't support it, fallback to an Ogre. Have that fallback mdl definable by the mapper. 
Nevermind 
^^^^ that's stupid 
 
I still don't see how it would be possible to do the amazing effects (outside of full fledged particles a'la Maya or Blender) that Preach manages to pull off with the mdl format. I'm still at a loss on how to make polygons dissappear into themselves. 
Zero Scale 
The trick is that you take each particle, and on the frames where you want it to be invisible you apply a scaling transformation with scale factor 0 (typing the value numerically is the surest way to do it). There are variations on this, like on some models I only apply the transformation on one axis, so that the particle collapses into a line rather than a point. But it's all about scaling - it's the easiest way to ensure that all the vertices align so the polygon disappears. 
I Had No Idea... 
and this is coming from someone who usually doesn't bother playing maps in bsp2 format

This is heartbreaking. 
I Wonder 
Is there anything that would bring cause for a bsp3? 
Tris/verts Weights 
I have now made an arc_ogre, but I am faced with the problem that my splines are converted into four on each clip node when converted. The result is that a q1 model with relative weight triangles is converted to two triangles in each square. I can only save them in squares, which are converted to two triangles.
If I import this to qmle, the ratio of internal triangles has almost doubled.

Would this make much difference to a model with only half of verts / tris? As long as it stays below 1000tris / 2000verts, it should make little difference. 
Qmaster 
Sepulcher allegedly came close to hitting the upper limits, and also it did something that required a change in Quakespasm, but I don't remember what.

The 3DRealms game has some gigantic maps, but IIRC they don't use their own map format.

I suspect Bal will be the first one to break bsp2 ;-) but at that point, adopting q3bsp would probably happen first. 
Tri Limit 
Although strictly speaking some engines (e.g. unmodified GLQuake) do have a limit of 1000 triangles, the original software engines allowed 2000 triangles, and pretty much every custom engine at least restored the limit to that level. So you're probably OK to exceed 1000 if you need to. 
Qmle 
In my case it is not the tri limit, but the question if I should simplify a working model with relative high counts into one with less for benifit of better performance.
It's quiet a lot of work doing this in Qmle. 
Screenshots, Please! 
Pictures, screen captures, screenshots, views of work in progress, ... come on, make us get an hard on, Quake style! 
Barnak 
Trying to adjust maps by the hand of the first screenshots, with no dynamic light.
Sorry for the low resolution, old quake school.

when
I
only
had
low
resolution
to
see
my
quake 
Nothing Too Special 
Temple Of Doom Final Beta 
Hi everyone!

I've over worked my map and think its ready for release.
Hope that some of you can take a look on it and tell me if it works.

http://www.quaketastic.com/index.php?dir=files/tod/

gsh_tod.zip

best wishes
Gunny 
Thoughts On The Temple Again 
Below you can find my demo with comments:

http://www.quaketastic.com/files/tod/gsh_tod_esrael.zip

Having more guidance in the map was a welcome addition in this version. I also liked the little story texts. :)

I still think the map was a bit on the easy side. Especially the temple area with the yellow and red armors being so easily available, not to mention giving the player the quad damage. Maybe some of the stuff could be hidden behind secrets?

I wasn't able to exit the map this time around. I opened the map file in Trenchbroom, and it looks like the reason is because you haven't specified the next map for the changelevel trigger. You have to specify a map, or else the change level trigger won't work. (Didn't know that myself, actually. Well, the more I know, I guess.)

While having the map open in Trenchbroom I also noticed that you had used the wrong texture in the clip brushes that were supposed to prevent the player from jumping over the fence. You should use the "clip" texture, not the "trigger" texture. 
@Esrael 
Thanks again! :)

Ahh yes I forgot the armor.
Will It change something if I change the Level to normal or hard?
The exit thing is a little bit frightening cause I entert the start map for exit and never changed it? Yes it disapeared Hmmm. I changed that again.
Do you think after that last changes this is a map for release? 
New DM Map Beta 
I got an idea for a map last week, and probably 50+ hours later have a working beta of it. Wanted to pass this around for testing, for anyone who is interested.

I have played it with FrikBots, but not against humans yet. Even if DM isn't your thing, I'm open to feedback on the map build itself.

IMAGE
https://imgur.com/3bqiCZm

TEST RUN VIDEO:
https://youtu.be/4SdMJEAdgqE?t=90

DOWNLOAD LINK
http://www.quaketastic.com/files/multiplayer/maps/rhoqtdm2_beta.2018.11.30.zip 
 
Somewhat cheery style, if one can say that. Farily brightly lit (I usually say the opposite), though of course you don't want a DM map to be too dark, either.

There's something about the layout.. so many corridors, and the upper/outside part seems to be a little bit secluded from the normal flow? Possibly a misconception on my part as I didn't actually play it properly.

The light beam effect is cool, but I wouldn't use an engine-specific effect in a DM map, because it looks bad on older/non-QS/DM-focused ports: pic

The teleporter triggers should be a few units in front of the entire structure imo, to avoid getting stuck on the sides and dropping into the lava by accident.

Mandatory suggestion: consider putting in some single player stuff once the DM portion is finished and finetuned! ;) 
 
The level seems to be SSG-focused by the looks of it. Very little in terms of nailgun ammo - they run out so quickly in a fight. I would suggest adding a little more, especially near the nailguns, and turn every small nail box into a big one. Testing with bots is tricky, because they are so dumb that low-tier weapons appear viable where in a real DM they are usually not (at least against players with RL/LG).

GL is very close to the RL, so the explosive-type of weapons are centered on the upper part of the map. Maybe put the GL somewhere in the lower part, or add a second one down there? In this sense, however, I have to quality my "upper part somewhat secluded" statement, since this way it's a bit of a king-of-the-hill setup where the teams can try to conquer/dominate the RL area. Especially with the RA being so close to the RL. I usually try to spread out the powerful items to encourage movement.

No LG at all?

A little pet peeve if you allow: please rotate the teleporter destination platforms so the runes are aligned to the direction the player appears on the platform. The arcane magic requires it! 
Thank You! 
@negke - the outdoor section did get a little out of hand during the build. Bigger than planned. During my tests (not that bots are a great test), the RL was sort of a fetch quest, get it and head back into the interior of the map. I might have to just chalk that one up to lesson learned, regarding layouts. It sort of violates some guidelines I'm trying develop for DM maps, too. So I should probably just be intentional about sticking to my principles, keeping things more tightly connected, and not have sprawling sections away from the rest of the space.

Good notes about not being port-specific with feature use. I can remove the beam of light for the final release. One other thing I learned with my last map is that DM servers which transfer maps automatically don't transfer the .lit file, which I forgot to test this time around. Is there a command to shut off colored lighting in QS so I can toggle that?

Re: Weapons... Will definitely up the ammo for nailguns. I'm sure I can figure out an alternate location for the Grenade Launcher to spread out the explosion stuff. The absence of the LG is a selfish point, but intentional. I play DM with my kid, and so far the LG seems to be a destabilizing element when we play, leading to frustration. But I can put one in the public release, I suppose. Suggestions on location for that?

Re: Arcane Magic... had I but known! Definitely will fix the runes. To be clear... does the proper alignment mean the bottom of the texture (as it appears in the texture window in editor) should be in front of the player as they appear, or should it be the top of the texture? 
Re: Adding SP Stuff 
So... I don't have a lot of experience with SP yet. So I have questions.

Do you think this map would be very interesting for a single player setup?

It is preferred these days to make a map that does both, or it is acceptable to rip out all the entities and do a separate release for an SP version?

Is this map big enough to contain a satisfying single player experience? Seems small. Do I extend it with changing elements within the same space or building out new areas? What are your recommendations? 
 
I don't know the command to disable colored lighting, but you can rename or delete the .lit file before loading the map to test it.

LG should probably be as far away from the RL as possible (including lifts/teles). Usually there is one in a DM map, I think, but don't feel like you need to add one just because I said so.

Doesn't really matter if the runes point forward or backward. I mean, most player probably wouldn't even notice it if they are sideways. Only mappers may cringe a little bit. :)

As for SP mode, I would say it's always possible to have some monsters and specific progression like (key) doors, activatable lifts etc to add some extra flavor to the map. It won't be the best SP experience, but people who don't care about DM can still enjoy the map then. Check out the DMC maps for simple yet fun conversions. 
DMC 
Cool, I will give these a play. I've done a lot of digging since returning to the community, but there's always something new to find it seems.

Again- thanks for your feedback. Very good recommendations. Much appreciated. 
Revisions 
Ok, this has been a good beta. Revisions include...

New wall textures, some fixed geometry, ammo adjustments, moved one weapon for spacial balance, teleporters triggers extended a bit, removed some graphical features that won't be available in minimal-feature clients commonly used for DM, and yeah... I think we're good.

Oh, and the teleporter pads are arrival-view-aligned for optimal ArcaneMagic(tm) performance. 
Final Release 
Hi everyone.

Now thats my final release of "Temple of doom".
Thanks to Daz, Dumptruck_ds, Esrael, Reyond and Roman De Renard for Tips and testing. Hope you enjoy it.

http://www.quaketastic.com/files/single_player/gsh_tod.zip 
***URGENT*** @GunSgtHighway 
You forgot to include your skymap files. Can't load your map.

Also please name your readme with the name of the map. 
F**** 
Can I delete the old file from quaketastic? 
Final Release Second Try :) 
Uuups! Sorry. skymap was missing.

Now it should work. :) 
Testing 
Any volenteers for testing a startrack demo
Borg 
I'm still working in progress, and I could use some adfo about how the map feels.

Captain's Log 
I Love It 
Keep working 
Madfox 
Sure! 
I hadn't noticed, it suits nice. For viewing it has a smooth look. A bit concerned about the UV files, as I never had chance to make use of it. 
@GunSgtHighway 
You should submit a news post with your Temple of Doom map. It's lost in the mix here! Click on the tiny Submit News link on the upper right hand side of the top post on the News Page. A mod will review your post and it will be featured in the news items. 
@Dumptruck_ds 
Thanks!

Got it! 
Beta Map Release 
Normal Difficulty Run 
Hi nolcoz! Great job on completing your first map. I've recorded a demo of my blind run on normal mode (using Quakespasm).

In general, I found there was probably too much ammo relative to the number of monsters you have in the map. I was nearly always full on shells and spikes. I ran out of spikes once, but there were rooms nearby with tons of ammo.

For the encounter design, it looks that in general I'm only fighting one type of enemy at a time, and that they come in waves. This made most of the map quite easy to overcome, as there was also generally a lot of room to run backward or strafe around a room to stay out of the way of both projectiles and melee.

To break that up a bit, consider mixing encounters with various enemies. On normal mode, it's nice to feel like we're not running out of ammo, but there's no tension if player has plenty of room to move and are always fully stocked.

Conversely, the first encounter in a small, dark room with two Vores in it takes the difficulty way up. I would suggest: turning the lights up a bit in there, and only have one Vore on normal mode. Opinions may differ on that, but I if you want to keep the difficulty up, consider a Vore and some other monster to go along with it. Whenever a Vore launches a Vore-ball, that's basically another enemy in the room. Given how small the room is, I'm not sure that's appropriate for Normal mode.

As for archicture: love the progression. The rooms are simple, but you're using a lot of interactive elements and surprises. I liked running around in it.

There's one area (upstairs near the Shambler fight) where are a bunch of electrical devices. I'd love to see a little glow around those electronics that shed a tiny bit of light on the geometry around them. And it seems a missed opportunity not to put a little damage trigger on those, so that running around to avoid enemies isn't completely free. That could spice it up a little.

Once again, great job! Looking forward to the release :)

Demo link: http://rhoq.ddns.net/archive/demo/tsotm_rhoq.dem 
@Rhoq 
Thanks for the feedback!

I will try to keep in mind what you said when modifing
the map. 
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