Reposted On My Blog Ofc....
Pretty good map. IMO I think it suffers a little from not enough ammo near the beginning and also it's quite tough, I never realised that the Revenants rockets tracked the player until I played this map.
Plus it's a bit too linear, could have done with a couple of branching paths.
Thanks, Fifth.
#10814 posted by
Breezeep_ on 2014/04/12 18:04:35
I got some recommendations from the guys over at the ZDoom fourms and I fixed some misaligned textures and an area were the player can jump onto the crates and over the fence to get the blue key. I've uploaded V2 of the map btw.
RoQ
#10815 posted by
mfx on 2014/04/12 18:35:34
pretty cool map, but what 5th said.
Needs more ammo.
Someone Need To Switch To Thief DP-ThiefTMA
#10816 posted by
spy on 2014/04/12 19:26:12
#10817 posted by
negke on 2014/04/12 23:35:42
RoQ: Overall a nice little map for a first release.
Demo recorded with ZDoom 2.7.1 - not sure if it works across quickloads, though.
Q1SP screenshots: Cool.
I Was Bored And I Made This:
#10818 posted by
Breezeep_ on 2014/04/13 02:29:48
Progress Of A Sort...
5th
#10820 posted by
mfx on 2014/04/15 22:41:18
Cool, i like the 1st shot. 2nd shot also, but the wooden beams at the stairs don�t make sense.
That wood needs a lot of realigning on the smaller sides.
^^^That Nickname
#10822 posted by
mfx on 2014/04/15 22:48:10
needs a lot of imagination on both sides:)
Hrimfaxi
#10823 posted by
DaZ on 2014/04/16 00:36:44
If you don't finish that beast of a level I will cut you.
So many screenshots :O Looking good!
Alignment
#10825 posted by
Drew on 2014/04/16 02:31:26
In this case I'd agree that a bit more alignment might be good, and wouldn't distract from the ID1 stylization going on. Agree with mfx too about that particular wood seeming somewhat out of place in shot 2.
1st shot atmosphere is rad, can't wait to play it!
So
#10826 posted by
ijed on 2014/04/16 14:14:36
When is the QExpo anyway?
The map has a lot of wood trims so that's unlikely to change much. Alignment is something I usually stick on top of as the map progresses, though I will be looking to get the next couple of maps tested before I do a second pass. The second pass usually involves refining everything and adding a few extra secrets (so the people who tested have a little extra something once it's released).
Rubicon Screenshot Megadump.
#10829 posted by
Shambler on 2014/04/16 22:49:20
All looks great. HTH. x
Yes.
#10830 posted by
metlslime on 2014/04/17 01:09:37
Rubicon shots look very cool, i'm excited to see this megapack when it's released.
P.S. regarding <a href="http://www.quaketastic.com/files/screen_shots/tfrag05.png
">this screenshot</a>, you should give r_oldwater 0 a try :)
#10831 posted by
metlslime on 2014/04/17 01:10:19
P.S. regarding
this screenshot, you should give r_oldwater 0 a try :)
Failed at my own messageboard
Metl
#10832 posted by
necros on 2014/04/17 01:25:31
why did you default that to on? i always looks worse. :(
Necros:
#10833 posted by
metlslime on 2014/04/17 02:18:42
probably a mistake.
My philosophy when working on fitzquake was that it was a drop-in replacement for glquake -- lots of people using broken glquake, so let's give them an engine that is better, but has the same defaults for cvars and stuff so their hand-crafted configs still work.
Another example is gl_flashblend, which still defaults to 1 in fitzquake. Notably, both of these cvars default to the higher performance setting rather than the higher quality setting. This is due to targeting the same hardware specs as glquake, which at the time was reasonable.
But this is a new generation of players at this point, and most people get recommended fitzquake who just installed quake from steam or are coming from a different custom engine. And they have much better computers. So I really should change all the cvars to give the best looking experience.
#10834 posted by
ijed on 2014/04/17 02:33:33
I should really finish that secret. All the testers are disappointed when they find it, and oh back at least once, thinking I can't possibly have left something unfinished...
Oldwater? Ok. Don't remember what that does...
I miss r_lavaalpha, r_slimealpha, r_telealpha.
#10835 posted by
necros on 2014/04/17 02:56:40
everyone who uses fitzquake or quakespasm should turn r_oldwater off (set it to 0). it makes the water texture warp completely smoothing (like it did in software quake).
Misc
#10836 posted by Tronyn on 2014/04/17 11:44:39
nothing much here (hopefully some actual screenshots in the next few weeks, as I am finally about to have some spare time), but anyway:
q2warehouse-ish coloured lighting shot previously posted:
http://www.quaketastic.com/files/screen_shots/oldcolour.jpg
version with no coloured lighting:
http://www.quaketastic.com/files/screen_shots/nocolour.jpg
The more I think about it, the more the second one looks more "Quake." Btw it is a bitch to light those white textures especially in a level with no global minlight.
I was going for foreboding:
http://www.quaketastic.com/files/screen_shots/bw3.jpg
and a random editor shot of more fleshy life forms interfering with things:
http://www.quaketastic.com/files/screen_shots/noob%20saibot.jpg