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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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> And skilled players will hate you if they die lots of times.

All players will, actually. :) 
 
Yeah it the first rooms are a bit too much. I've moved the weapons forward so you essentially spawn on them. The enemy spawns are more or less the same but you have much better tools for quickly killing them.

The main problem I see in making a map truly challenging is that open form or non-linear layouts easily let the player fight on their own terms, rather than the mappers. By this I mean a fight starts (or a trap is sprung) but the player is free to run away, hide, snipe, or just avoid. It's tough to force the player to meet the threat full on without being a dick about it, and I've gone too far in the opening sections. It's hard to reveal a threat, give the player time to understand it, and then push them face first into it :E

Did anyone who played it on easy or normal have a problem with the pauses in the arena areas (the sky area with pillars and the finale)? To me they feel quite long because skill 2 enemies are pouring in constantly, but are they a nice break for players or should they be reduced/removed? 
Fab Looking Q3 Tech Base Map In The Works By Fkd 
OOOooooohhhhhh 
Really beautiful !!! 
 
Very nice. 
Q3 ? 
Very cool, looks more like an UT2004 map though. 
Started Tarting Up My Previous Gameplay Test 
 
look like put lights more bright near source! look muck cooler :) put light 300 with delay 
 
look nice :| danw my English 
 
Yea the lightning hasn't really been touched since it was just a box layout so it's a bit shit :E 
 
second shot looks ok, but a little boxy. if you pulled the top edge of some of the brushes inwards to create sloping walls might help.
i like that you're spending some time on the trim. :) 
What Others Said... 
... keep it up ! 
 
"if you pulled the top edge of some of the brushes inwards to create sloping walls might help. "

http://img830.imageshack.us/img830/9418/zqftest03construction7.jpg

That kind of what you meant? :E

Also couple more goes at corridors :p

http://img580.imageshack.us/img580/5554/zqftest03construction8.jpg

http://img837.imageshack.us/img837/5059/zqftest03construction6.jpg 
Nice 
 
Lookin Good 
only thing i'd suggest from those latest shots is not alternating between red & blue lights too much. it's cool having both, but separated a bit (eg. a 'red wing' & 'blue wing' maybe) or denoting stages of the map, like changing colour after a key door or something 
 
hmm, hadn't thought of that :E 
Pretty Much 
interested in seeing this :) 
Zwiffle?????? 
 
Negke 
What? 
=any Progress On Your Metal Map? 
 
Oh 
Nope. 
One More For The Road... 
Bigger area this time. They are a real pain. It's turning out a bit square :E

http://img338.imageshack.us/img338/5723/zqftest03construction10.jpg 
Looking Good: 
Texturing of the door needs fixed - the inward facing faces need to be straightened.
Also the textures on the side of the slats on the flor need to be aligned.
Nice use of stock textures :) Map is looking nice :) 
Zealous Indeed... 
That map is evolving big time ;)

Keep up the good work! 
 
Biggest problem imo is the curved roof that just looks weird to me, and the arch/support beams under the ramp. Not so hot on the computer panels, but that's ok. 
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