|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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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
SILENT BLOOD – Public Alpha
Hello, it's me again with the "scarry" map.
Not sure what will come next – I just throw stuff at the wall to see if it sticks, so I'd like to observe other people's reaction on the stuff present. As usual, the last parts of the map are not complete. I wanted to include some sort of narrative, but it's not very coherent and not formed yet, so don't look for a black cat in a dark room.
The map needs two .wads: "blood_tiles" and "sb" (my custom textures, partly ripped from SH2). They all are included in the archive provided. Also, it probably won't work in the vanila Quake, due to it's enormous (12Mb) size. I ran it in Quakespasm.
Main Archive: https://drive.google.com/open?id=1o2utFnO6O7cbfT8GwdzctdAnHR11qMMA
MAP file (if you're curious): https://drive.google.com/open?id=1t3QF-zwgfrvdDzo4I47Qc4cu8__92uxG
• sooner or later all doors will open, except for the jammed double door near the cracked wall (map's not complete there).
• conserve ammo
• don't touch the fire
If you want to experience the whole thing, without spoiling the impression with this half-baked version, I'd recommended to wait till the release, but I don't know, when it'll happen – I'm not a prolific author and it takes me months to get the ball rolling.
P.S. Don't be confused with the .bsp name – it's an old working title.
P.P.S. Parental Advisory: explicit language, disturbing content.
Tried The Map
Lots of atmosphere in there. It's a bit too dark, not enough monsters (I know it's unfinished). Not enough Playboy pictures on walls and mags on desks. Add more blood spills on walls in some rooms.
Also, add some piss or farts sounds when the player enters a toilet room.
And since I'M A MORON OF EPIC LEVEL, I played this under the AD mod. So fuck off OTP ! (hey, I even added a space before the !, just for you).
Re: Tried The Map
There should be more monsters on the hard difficulty (but now there's only 3 more if I'm not mistaken).
Rooms will become more blood-splattered the futher you are.
I'll think about Playboy mags, but no fart-sounds, thank you :). Only default drips or screams.
Did you feel lost? Was it easy to navigate? Did you notice "new" room?
P.S. And abot doors. It's clearer to say that if it' "jammed" or "broken", it won't open. If it's "locked", than it could be opened.
New Map: A Trip To ADORIA - Screenshots
After a long time here are some screenshots of my new project "A trip to ADORIA".
Thanks again for all the help, critcs and likes for my first encounter.
As the first map, for me, was to try out everything I'm now focusing on lighting and enviroment.
At the moment I'm in the state of level design and lighting. 3/4 are finished.
This map is ment to be a tribute to some realy great games of the 80/90s and films too.
Hope you enjoy it!
I Have To Be Psychic!!!
I was just wondering if you were still making maps. Glad to see you are onto a new adventure GunSgtHighway!
Looks like a ton of variety in this one. Will be fun to try and figure out the influences.
Thanks. Yes, still kickin! :) Had some job to do and to pimp up my mapping skills.
Yes, there are "some" variations. :) As usual I was getting to excited in doing different ambients. so there are three different areas with there own design.
Also your progs_dump is in use. Took a time to learn, but it gives a big freedom in working. thanks for that inovation!
I don't want to promise to much but I hope to bring out a playable version in two months or so.
I have a new version coming out soon. Will have a test version in a few weeks (at the latest). It should be backwards comparable. Here are most of the features:
* Added reset_items key to worldspawn entity; resets players items on map load (no need for Rune hacks for new start maps!)
* Added classnames to "bonus item fell out of level" and "monster stuck in wall" errors when developer is set to 1.
* Add entities for Thunder, Water and Sky sounds. Use these when you want to hand place these instead of having VIS.exe add them automatically.
* Fixed door unlock sound not playing (id software bug)
* Added ladders
* Added breakables
* Added spawn_angry key/value for use with Trigger Spawned monsters
* Added meat_shower (regular or large, triggerable, silent or random gib sounds)
* Added trigger_void
* Added trigger_shake (earthquake)
* Renamed dtsounds.qc to dtmisc.qc
* Added deadstuff entities
* Added ritem (items respawn)
* Added trigger spawning to items
* Added items suspended flag
* Fixed trigger_ladder conflict with trigger_setgravity
* Revised FGDs
* Added pain_target and pain_threshold
* Added func_togglewall, func_counter, func_oncount and func_particlefield from Hipnotic
* Added pd_ladders test level
* Fixed H_MEGA respawn bug
* Added pd_zombies and pd_meat maps
If you ever have questions you can ask in this thread: http://www.celephais.net/board/view_thread.php?id=61633&start=12
Wow! Thats an enormous update.
I think pain_target and pain_threshold excite me the most for a couple of reasons: it was an idea that came to me and after a bit of help from Qmaster, c0burn and others I was above to code it up myself based on exiting id1 code.
The second thing is that it allows you to fire a trigger when a monster reaches a certain amount of damage (in addition to when they die as usual).
So during play testing if you notice someone "cheesing" a Shambler or other monster encounter you can spawn in reinforcements or set off some other trigger to enhance the battle in the middle of the action. I'm looking forward to seeing what people come up with.
Re: Pain_target _threshold
That sounds interesting. I'm looking forward to test this in the map. Would be nice in an area with enemy waves.
Some months ago I started work on a mini episode, but then life got in the way. I thought I'd upload progress so far (a start map and one map) rather than leave it sitting on my hard disk.
The download is here:
Here's a screenshot:
Screenshot Looks Different In A Good Way!
Single Player Map Beta
Good day mate.
I have a new map that needs some testing.
It is a void map with a city theme that has various paths to the end.
There is also a SUPER secret area. It is so secret it doesnt even count as a secret.
Here is the map:
Here are some screenshots:
I await your feedback.
...look pretty interesting. I'll be checking this out when I get home.
5 minute preview of shib7, a 30+ minute map to be released in the second part of Ter Shibboleth.
Played your map for a bit. It needs a lot of balancing. Not enough ammo across the board so IMO unplayable.
a partial run through with a few notes. The theme and layout are interesting and I do want to play it all the way thru. Not crazy about the custom textures. Some look good but the yellow ones are a bit too bright and over-used. I think if this was a base map it would work a bit better but you are using the city theme.
The fact that there is not a lot of ammo is actually on porpuse and i was being a little experimental. I may have gone too far in few places.
I should probably rebalance the begining of the map, and maybe add some other changes. Or I could leave it how it is for the hard mode.
Also, when I was saying it was a city theme I didnt mean like quake style city, I meant like a (not that)real city.
So you are "experimenting" with pissing off the player? Got it. ;)
Void Town Now With Less Pain
And minor changes.
Although the hard mode is still EXPERIMENTAL PAIN.
There is no SUPER secret. ;)
WAIT THE LINK IS NOT WORKING
Gave your map a shot. To echo some of Dumptruck's comments, ammo is still a bit tight but I did finish the map. The art is definitely not standard Quake fare, but that's fine- I like maps that look like they're out of left field. The map is just open-ended enough to make me think I was breaking something at the start though, and I missed both secrets and only found them when noclipping afterwards- there were definitely some issues with lighting being too dark (to requiring using shells/nails to light the floor) and possibly the fog being too heavy as well. The finale on the rooftop was unexpected because I wasn't keeping track of monster count- I thought it was just a few waves but then the thing
started taking up the sky and that was unexpected and pants-shitting so absolutely keep that setpiece.
Recorded a few partial to full demos with text comments here.
I will try to change what you told me. Also that part where it seemed like you where breaking the map was actually intentional.
And good to know you liked the ending. :)
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