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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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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. 
Second Beta Release Of The Secrets Of The Mansion 
Hello again

I have finished improving the map according to what I have been told

http://www.quaketastic.com/files/single_player/maps/tsotm.zip

Tell me what you think, and I hope you enjoy it :) 
@nolcoz 
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!

https://youtu.be/eQ911Wphy0Q 
@Rhoq 
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. 
@nolcoz 
I'll try and load your new version up tonight. 
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