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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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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.

http://www.quaketastic.com/files/single_player/maps/fv.zip 
Nolcoz 
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 
Link below:

http://quaketastic.com/files/demos/lostv_esrael.zip

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. 
Hello again.

I updated the map with a new ending and made some balance changes.

Tell me what you think about it :)

http://www.quaketastic.com/files/single_player/maps/fv.zip 
Third Release Demos 
Demos below:

http://www.quaketastic.com/files/demos/lostv2_esrael.zip

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! :) 
@nolcoz 
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. 
@dumptruck_ds 
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.

http://www.quaketastic.com/files/single_player/maps/fv.zip 
@nolcoz 
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

***************************************

Some tips:

• 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 
Hi everybody.

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!

http://www.quaketastic.com/files/screen_shots/gshw_atta/ata0.jpg
http://www.quaketastic.com/files/screen_shots/gshw_atta/ata01.jpg
http://www.quaketastic.com/files/screen_shots/gshw_atta/ata05.jpg
http://www.quaketastic.com/files/screen_shots/gshw_atta/ata06.jpg
http://www.quaketastic.com/files/screen_shots/gshw_atta/ata1.jpg
http://www.quaketastic.com/files/screen_shots/gshw_atta/ata2.jpg
http://www.quaketastic.com/files/screen_shots/gshw_atta/ata4.jpg 
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. 
@dumptruck_ds 
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. 
Re: Progs_dump 
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 
Re. Progs_dump 
Wow! Thats an enormous update.
Great job. 
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