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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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Scampie 
Nice shots ! 
Thumbs Up 
That map definitely deserves to be finished. I don't know if a whole extra area would help, because the map feels too sprawly for the amount you've got in each space.

My comments:

- Most of the trouble I see with the layout is distance, specifically between the RG/MH area and the central drum. There's a long boring walk from one to the other no matter what direction you go. I say do whatever you can to chop that space and bring those two closer together if not integrate them entirely into something more open. That'll make both spaces more interesting (because right now they're pretty simple) and speed up movement around the map.

- The RG room has two ways in that each lead to one other way out each, so all you ever do is run through it without navigating. Some interconnection in here between the spaces is needed. Merging it with the center room would go a long way, and/or you could also do this:
http://www.lunaran.com/pics/stormtrigger6.jpg

- I really like how the center room and the outer yard are one big space if you peek up over the top. The outer area feels like it needs more variety in the walkable space for its size, though. There's one unintentional little loop around the slime waterfall that would be neat if it were detailed a bit and made visually intentional, with some stray bonuses.
http://www.lunaran.com/pics/stormtrigger1.jpg
Little additions like this elsewhere would help add complexity to big and otherwise kind of straightforward areas.

- A ledge or two more cut into the rocks behind the lampposts would be nice also, because they could be used as cover rather than decoration.
http://www.lunaran.com/pics/stormtrigger2.jpg

- There's two areas above to either side of the big drum that would be nice to see turned into play space also. The one on one side could provide a hole over the MH to drop through if you brought that area in, and the other (that kind of narrow space alongside/on top of the megapipe) could lead back into the central room, and provide a nice tight/interesting place for combat.
http://www.lunaran.com/pics/stormtrigger3.jpg
http://www.lunaran.com/pics/stormtrigger5.jpg
I say this because everything else in the map is a pretty standard open width, and having more hidden away places like this or behind the lampposts would add a lot of variety to the space. Adding more such variety in the inner spaces would be even better, so the whole map isn't made for railgun whores.

- There's an easy jump to the RA platform on one end but not the other. Putting a second ramp here and making you jump to the RA from either end would make it more dangerous to grab. (Even separating it into three platforms to make you have to jump twice to get to it.)
http://www.lunaran.com/pics/stormtrigger4.jpg
Having the RA available immediately after grabbing the RL might be unbalancing, too, but a lot about the item placement might have to change.

- If there's no way out of the slime, kill me instantly when I fall in. :) 
Wow. 
And that is how you comment on a map.

Thank you so much Lun, I'll keep all those in mind as I work on the map! 
Er 
Everyone else feel free to chime in, too. 
Why? 
You already said everything.

(Scamp, I'll try to give it a look sometime in the next day or two.) 
Fge 
Scale feels wrong for almost the complete map :/. Everything feels way too large, while the corridors are rather narrow (can bump your head!). My advise would be to rebuilt everything at a smaller scale. Vertical scale included.

also, you need some more connections to the higher levels, and place the items at dangerous spots (eg mh is way too hidden) 
I Like The MH That Way 
cleverly hidden and yet plainly obvious. The problem is you NEVER come into that room from the angle necessary to be facing it. 
New Area 
Thanks for posting my stuff here, Speeds. Almsot forgot that I have an account here. Here's a newer area:

http://www.methodonline.com/temp/meth_test10a.jpg
http://www.methodonline.com/temp/meth_test10b.jpg
http://www.methodonline.com/temp/meth_test10c.jpg

Feedback is welcome.

-Method 
Looks Cool Indeed 
i wonder how the quake4 monsters would look in such an environment though 
Method 
looks great, altough I think some dripping water from the ceiling/pipes would add a nice touch. 
Updated The Shots 
I updated the shots with things I added based on feedback I've gotten such as beam, cables, trash and grass/moss.

-Method 
Looks Good 
I like the subtle colours you have there, but perhaps it could use a little more colour as it looks a little grey at the moment - the colours are maybe too subtle currently. Some extra red/brown in the bricks and mossy greens and browns on the floor probably wouldn't hurt. 
They Look Like Renders . . . 
Very nice shots. 
Feedback. 
I'd just like to give feedback on Lun's feedback:

Lun that was superb feedback to Scampie. I clicked on the pictures despite not downloading the map. Good job and good justifications for your advice. 
Stormtrigger MH 
Lun: I don't really see interesting fights happening around the mh - only annoyance with falling down and the like. More accessible places seem to work better for major items.

But maybe that's just me - i never liked 'out of the way' places for items. Let me go to a room to get that particular item, but never make me go somewhere in that room i'd never go to anyways. See ztn3t1 for reference weapon/armor placements. Personal preference, really. 
So 
every item in every map should be that way? :)

The variety would be healthy. There are plenty of items already in big open spaces elsewhere. MH encounters would promise to be different, and the hole-above-an-item is it's own kind of standoffish classic. If anything, having an item in a big empty room is a partial design failure, because the design doesn't contribute much to potential encounters other than by getting out of the way. 
Hm 
i can't really think of an item that isn't placed that way in any q3 duel map.

it's either

1) in the middle of something (dm6 mh, ztn yas)
2) somewhere on a pretty important path (dm6 ra, dm6 ya, ztn ya)
3) in some important room on a ledge(ztn ra, pt4 rail ya, pt4 mh)

t2 rl shards are the only items that are kinda tucked out of the way, and maybe aerowalk ra. The latter is probably the closest match to stormtrigger mh placement.

my view on duel maps is pretty narrow though: dm6, ztn, pt4, t2, aero

dm13 has lots of out of the way stuff, but that map doesn't really count as a good duel map to me.

Any other examples i forgot?

not saying those are the only good ways, just analysing the problem. 
Polished Area 
D3 SP - Tower Penetrating Hell 
Hhmmm 
Look cool, but dark (Have I said that ??)... Hell is Hell after all ;D 
 
http://grayheaven.net/starling0001.jpg

So. Any ideas why the light fixture doesn't get lit properly? 
Judging By 
the glowing fingernails, it looks like you haven't got any env_cubemaps in the level. I don't know if that would effect the lighting of props, but it's worth looking in to. 
 
If the material is reflective, that might be it, yeah. I'll try it. Thanks. 
Yes 
Text_Fish is right. Any time you see props that look lit incorrectly like that, you either don't have env_cubemaps or you haven't done a "buildcubemaps" for the level yet. 
Also, Wrath 
Dunno if you did (doesn't look it), but you ought to use a light_spot and env_lightglow for best effects. 
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