News | Forum | People | FAQ | Links | Search | Register | Log in
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.

Need a place to host your screenshots? Upload them here:
http://www.quaketastic.com/
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
File size limit is 128MB.
First | Previous | Next | Last
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. 
Beta Tester? 
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.

captains_log 
 
I have the next couple days off work so I will have the time to record a demo and write up any thoughts! 
Madfox 
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.

http://www.quaketastic.com/files/demos/log201s_digs.dem.zip 
Jay 
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
capt_log01 and a demo as well. 
@-digs 
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 :)

https://www.quaddicted.com/reviews/tsotm.html 
Nolcoz 
@otp [178.235.146.77] 
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. 
Madfox 
Skill 1 demo
http://quaketastic.com/files/demos/captlog01_lp.dem

- 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. 
1 post not shown on this page because it was spam
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.