|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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Pictures, screen captures, screenshots, views of work in progress, ... come on, make us get an hard on, Quake style!
Trying to adjust maps by the hand of the first screenshots, with no dynamic light.
Sorry for the low resolution, old quake school.
Nothing Too Special
Temple Of Doom Final Beta
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.
Thoughts On The Temple Again
Below you can find my demo with comments:
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.
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.
TEST RUN VIDEO:
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!
@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.
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.
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.
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.
You forgot to include your skymap files. Can't load your map.
Also please name your readme with the name of the map.
Can I delete the old file from quaketastic?
Final Release Second Try :)
Uuups! Sorry. skymap was missing.
Now it should work. :)
Any volenteers for testing a startrack demo
I'm still working in progress, and I could use some adfo about how the map feels.
I Love It
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.
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.
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
Thanks for the feedback!
I will try to keep in mind what you said when modifing
Second Beta Release Of The Secrets Of The Mansion
I have finished improving the map according to what I have been told
Tell me what you think, and I hope you enjoy it :)
The updates feel good. Lot more challenge, and it increases steadily throughout the map. That's good stuff.
Finished with 1/4 secrets :)
If you haven't seen it already, dumptruck_ds's YouTube channel has lots of additional instructional videos on Quake Mapping. Here's one on steps for releasing you map. Good luck!
Thank you for testing the map and telling me what you think about it. :)
I do know about dumptruck_ds mapping videos, in fact I am subscribed to his channel.
I am gonna wait before submitting it to quaddicted to see if someone else can playtest it and give me their opinion about the map.
I'll try and load your new version up tonight.
I think I'm really done, but that's my own opinion.
It could be someone else is'nt.
So here's my humble request.
I have the next couple days off work so I will have the time to record a demo and write up any thoughts!
Motorcycle must be made tangible
The sounds are terrible, especially when they are on their own in empty corridors.
Orb hung in the air
Elevators without sound
Many different screens on the walls and it is not always clear where the screen is, and where the button
One of the dying monsters has the sound of a body breaking. Not very logical.
The big teleports looked very strange. Which of them worked can be guessed only by the sound. And it does not always work. You have to leave and come back again.
I was able to climb onto the roof of one of the elevators
I could not find the blue key.
In my opinion, the main problem in the sounds. I had a feeling that they live their separate lives.
Thanks for the respond!
I found myself whole night recording a demo and I just wasn't capeable. Oh my.., then I fixed the bouncing boxes of the monsters and suddenly they stopped shooting in wrong angles.
When I finely succeeded the scorpio blew out the game for having no throw_gib head. I never understood why this error ocured. Bad coding.
Where can I find motercycle
I replaced the orb several times but it won't fit, I know.
When it is not teleported it suits fine.
And yeh, the lifts are a mesh, I had to use one lift on multiple floors,
but couldn't catch the code.
It is like the sound channels overide eachother,
as only a first strophe is produced.
I'll have to oversee the ambient_sound.
Here's a new link
and a demo
Watching the demo I understand your concern.
The sidewalls of the teleporters hide the barrelgun and nailgun.
Now it's too obvious how to use them when the rangorder isn't clear.
I'l see a way to get around it.
Final Release Of The Secrets Of The Mansion
The final version of my map is now on Quaddicted.
Thanks to Rhoq for tips and testing.
Hope you enjoy :)
Sorry I didnt see it.
It has been a while since I entered the site and I didnt know that new maps get threads in the news section.
Thank you for telling me.
Skill 1 demo
- I got completely lost for a bit trying to find the silver key. I think it should be out in the open, or the shootable texture should look more...shootable.
- Eyeballs stuck in the ceiling.
- I agree with Digs that the buttons could be a bit more distinguished as buttoms, maybe with a prodruding keyboard or something.
I liked the rats! Once I realized they don't attack, I tried not to shoot them... unfortunately Quakeguy has to trouble stomping on them with his boots. :(
Thanks For The Advice
Orientation isn't my best part here, I know. Some arrows could relay better game flow. Don,t know what happens to the Orb, must have something to do with the bouncing box. Great you took some time for a demo, I'll see to it.
Gif's only show half, here are models I converted by scaling them down to 25% and then hussle with a frame to obtain a base file.
The texturing is not so good, but I think they would fit in an chasm/quake mod.
That's A Lot...
...of jitter. :^[
I could blame myself, but it is the damage that implies scaling objects to Quake dimension.
Silent Blood (WiP) - Announcement
(previous working titles: Transfusion, Bloody Hill)
Quake map with Silent Hill vibe and Blood textures.
I want to make a moody map with thick atmosphere. It has realistic design, reminiscent of Half-Life, and tons of fog. Monsters are scarse, but there are plenty of explaration (the fancy word I use instead of "walking") and... gulp... text messages (each book you see can be read).
I want to implement custom sounds, but they are not necessary (it'd be awesome to make phone ring). Also shooters came up to be much harder than I thought. I made the 1st half of the map and stuck on the 2nd.
I also think about making Nightmare difficulty infested with monsters (for those liking more action in their Quake), but it's just an idea.
P.S. Some textures got off.
P.P.S. I wrote "alpha" incorrectly >_>.
yes, this no monsters thing certainly isn't everyone's cup of tea
Looks pretty cool. I am not always into these types of maps that fall outside of the regular themes. BUT this does look very promising. I'd suggest you take a look at my progs_dump dev_kit for custom sounds and lots of other features. I am working on a new version but it is still weeks away. http://www.celephais.net/board/view_thread.php?id=61633
Are there new AI for the chasm monsters?
The Lizzard and Scorpion have, but that's because I made them myself first, before you aimed at the gl models.
The others are still to come, but the skin file is hard to obtain by finding a right pose for the base file.
Do you think the downscaling has a bad effect on them?
I'm such a bad coder.
Thanks, you're always so helpful.
Only around the mouth area of the faust and alien captain, improve the mouth and it will be fine.
Keep Q1SP WIP
Looks great! Love coagula maps.
That Looks Funky For Sure.
Some Wip Stuff
Use Quaktastic Mfx
Looks amazing! What is it??? Tell us more.
Just Doodles Advanced
maybe an episode?
mfx: love the Ikwhite shot, concept and style are great.
qmaster: Egyptian stuff is always epic, concept and style looks great here as well.
Upside-down temples ftw!
Your Coagula maps looks insanely intricate!
@qmaster & Mfx
honestly super stoked on the look of that rubicon2 themed thing most, never get tired of that theme!
New Lara Fembot
Although I'm a SinglePlayer I made a new female Dm player.
I used the sexbot frpm Krueger's Atlantis bot, because it had a clear vertice structure.
There still are some rare vertices in the axe while converting, but that's marginal.
I made screenshots of the player.mdl and used them as rotoscopes in an animation program, rigged the bones as close I could trace, and now I have a bone structure that will fit almost any model.
The most time I spent with the skin file, terrible, I don't know if it's my lack of patience, or do I have to admit skinnfiles are an outstanding art by themselve.
Maybe there's someone to take a vieuw and normalize my standards.
Now this would be the perfect basis for a Lara Qroft mod
Now go map the Soviet Installation from Rise of the Tomb Raider.
Looking For Beta Testers For A Turok Style Map.
I would apreciate if someone can playtest this map I made, that is heavely inspired by Turok: Dinosaur Hunter, and give me your opinion about it.
I also included a .ogg file from Turok in the .zip
Here are some screenshots:
Sorry, I forgot to mention that.
I'll Check It Out
But I have never played Turok. :(
It Doesnt Matter :)
I dont think you need to have played Turok to enjoy the map, besides I tried inserting some original ideas of my own into it.
Only things that are directly from Turok are some textures and the .ogg file
Tried The Map
Not enough monsters (especially vorelings) in nigthmare mode. Tunels and caves geometry is too simple (too linear, too much old school). The walls aren't feeling very rocky and natural. I suggest that you add more details (rocks, ...).
I played the map with the AD mod (it's my default for every Quake maps), so there was some odd behaviors with walls and buildings firing laser-bullets to me!
You Are Right About The Tunels
I did make them purposely simple to emulate the tunels from Turok, thats why they are so simple, and also because I am still not good at making natural looking structures.
Also because I am still new to quake, I dont know how to add monsters on nightmare difficulty.
And, could you tell me which walls were shoothing at you? I dont know how could that happen.
With normal Quake C, I don't believe you can make nightmare mode have different monsters than hard mode.
Also, IMO it's not useful to "playtest" with a mod that the map is not made to be played with. I mean, play how you want, but bug reports and balance complaints and stuff will be kind of meaningless.
Should not be considered a tester man.
I watched that cool movie you made but I swapped the audio track with that of “Honey I Shrunk The Kids” so none of the dialogue made much sense which made your film suck so I didn’t enjoy it sorry. I hope this feedback is useful.
I liked the map. For a newbie, not very bad. There are some points. As mentioned above, slick simple tunnels. And in one more place I noticed a sharp disappearance of fog during the descent into the dungeon.In general, I was pleased with the idea and the scale of what was done. I hope in the future you will grow and make better maps
Here's a cool trick you can do to keep morons like Barnak out of screwing up your map:
Thanks for the idea!
I now updated the file to implement something similar to that using func_wall
Then The Moron Was Useful To Improve Things, Heh!?
Gang of shitbags!
The map is now improved meaning that nobody will play it in AD and break it!
Barnack Spotted During His Latest Beta-testing Marathon:
@16023 Of course you can change monsters with regular QuakeC in nightmare mode. Just check for the "skill" value and set your monster type accordingly, before you place them on the map.
Just like they are removed in multiplayer.
The code is already there. Just use it.
If you still have problems, look at how Ogres are handled in Mission Pack 2. ;-)
By "regular QuakeC" I mean unmodified progs. AFAIK you can only set monster entities to be flagged as "Not on Easy", "Not on Normal", and "Not on Hard". But when it comes to Q1SP mapping I'm just a spectator so I could easily be wrong.
correct, nightmare uses the same flags as hard.
Nolcoz, Re: Turok Map
Very atmospheric. I didn't think the relatively simplistic brushwork mattered: to me it added to the retro charm and I found the tunnels perfectly convincing. The inside of the pyramid is a little ugly, though -- but I really like the implementation of breakables here.
Two (three) issues:
One: It's possible to exit the level early by accident. If you stand on the ledge on either side of the exit bridge and jump, the level ends. I did this by accident first, as I thought the ledge might lead to a secret. I would suggest actually putting a secret on that ledge and I guess moving the trigger_changelevel up and out of the way so it's not triggered by accident.
Two: The yellow armour secret in the arena-style fight near the end is far too obvious. You just go up the ladder and onto the pyramid-like structure and there it is. It's neither hidden nor hard to get to; it's just there, like a regular pickup. In my opinion it should not count as a secret. I haven't found the other secrets, so I can't comment on them.
Three: This may or may not be a problem, but it's really easy to kill the Gug at the end from a distance, without its ever having a chance to hurt you. Personally I don't mind as I don't really like boss fights and prefer overly easy combat to hard combat, but it might be something to consider.
Second Release With Minor Changes.
Good day, mate
I made some minor changes to the map considering what you told me. Hopefully this solves some of the problems with the map.
Cool. I'll try and play through the new version within the next couple of days. I'm a bit busy with work etc. at the moment, so my apologies in advance if it takes a while. Or maybe someone else will have a look in the mean time.
My Demo Of Nolcoz's 2nd Beta
You can read most of my commentary in the demos, but in general, I like the fresh theme compared to the standard Quake fare.
I played in nightmare, so it's supposed to be hard, and not sure if I was just being clumsy, but I would've liked more health.
I'm also not a big fan of the Quoth monsters, even though they fit the theme extremely well looks-wise. The spawn-like floating monsters are just annoying and the sentinels have too high reactions for my liking. I think I died something like 8 times in the map due to the combination of having low health and fighting those annoying monsters I don't have much experience with.
Also, I think you might want to make a gate that prevents the player from just running away from the boss. It'd be kind of funny being Turok the Dinosaur Hunter and then not hunting the final monster. xD
Don't get me wrong; I enjoyed playing through the map, but it was just that one arena fight with droles and sentinels and ogres that I wasn't having a good time with. Perhaps give the player a bit more health before entering that fight? o: (Perhaps you did in a secret, but I didn't find any.)
Forgot To Mention
I think some of the ambushes felt a bit cheap; especially this one sudden vore ambush. The spider pit ambush was also sudden, but I guess I had enough health at that time, because I survived it without dying. So, if you're planning to make ambushes that could be considered cheap/unfair, perhaps you could at least ensure that the player has enough health to survive the initial cheap shots he or she receives.
Third Release With A New Ending.
I updated the map with a new ending and made some balance changes.
Tell me what you think about it :)
Third Release Demos
Take it into consideration that I'm not playing blind anymore, but I think the balance is better now. I also found some secrets this time, yay! :D They helped quite a bit along the way. I liked how there was a risk element involved with the secrets; that they don't come without a price. (I also found the third secret off camera.) Overall, nice secrets.
I'm still kind of pondering on the drole/sentinel/ogre arena. It feels like it's designed to encourage movement instead of having the player getting stuck fighting the droles from the bottom of the arena. I'd wager the player being in quite a bit of trouble if he's only armed with an NG instead of the SNG like I was this time around.
You placed nailboxes on the second level of the arena. I wonder if I would've been more likely to climb higher from the bottom of the arena to reach them, if I could see the boxes from the bottom. Perhaps the boxes could be placed closer to the ledge for the player to see, to encourage the player to get higher when he's starting to run low on nails while fighting the droles? Or maybe place a grenade ogre on the higher levels? Maybe grenades would flush the player more easily from the bottom floor than the droles' explosive shells? Just tossing ideas in the air here.
I think the final fight was executed better this time around. It was more climactic (and unavoidable). xD
Nice work so far! :)
Just a suggestion to name your zip files clearly. It's hard to keep track of which I have. Maybe try adding beta or release candidate and a number to the name?
I do this: <mapname>_rc1.zip
...then just drop the _rc# for the final release.
Thanks for telling me that! I will put it in the next beta.
Forth Release With Minor Changes.
The forth (and maybe final) release is now in quaketastic.
Once again tell me what you think.
Here's a short demo of the last part of the map. I use Mark V's auto demo to record and I died a few times so it overwrites the prior demo.
This is the version of the map before the release you posted above.
I really enjoyed playing this. I think Quoth is a good fit for what you are trying for. Some very nice areas and challenges over all. My only issue with the map is actually on display in this short demo. I wasn't quite sure where to go after the stairs were revealed to me. I could drop back down to the beginning of the map or ??? I think one thing you could do is use Quoth's light_marsh
effect to draw attention to the horizontal teleporter that takes you to the final room. Just a suggestion. I watched a bit of Turok on YouTube so I know you nailed the aesthetic on this map!!!
Sorry it's not a complete demo: http://www.quaketastic.com/files/demos/fv_dmptrk2.zip
Sorry, Wrong Link
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