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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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Heh 
now as someone who has an unfortunate tendency to be petty and vindictive, but who also uses 16 unit stairs...

...at least don't threaten to not finish the new well of wishes, if it's already playable! 
Step Size 
I find the 'discussion' on step/stair size quite interesting as I couldn't remember what I used to do.

So I just reinstalled BSP, loaded an old map and had a look. Wow! I can see I was firmly on the side of sitting-on-the-fence (or perhaps that should be handrail)

For narrow staircases I mostly used 16 unit step size. For wider staircases e.g. the stairs up to the Imp's Castle in FMB-BDG2, I often used a 16 unit rise with an 8 unit step at the front, giving a sloping tread.

I do remember that I tried to introduce a degree of asymmetry into my maps, so maybe that also had something to do with it.

(that's if anyone gives a toss) 
#11370 
WTF? 
To Be Fair 
Rick did kind of go apeshit in response to socks comments which, while ovely prescriptive, were certainly not aimed at him. 
Lol @ Stair Wars. 
I get that step do look a bit bulky at 16 units but it shouldn't be something to start a flame war over. 
16 UNIT STAIRS 
THATS THE NAME OF A HORSE I USED TO OWN 'MAM 
 
I Propose 
That us 16 unit purists start a new messageboard which more adequately reflects our values. 
Can You All Fucking Stop Now 
 
Map Jam 3! 
16 Unit Stairs Only! 
 
+like 
16 Units World 
for the next mapjam or speedmap.

All the brushes should have at least one dimension (heigth, width, depth) of 16 units. 
Splinter Group 
sixteen unit stairs with textured fronts that subtly convey the feel of 8 unit stairs without the extra polys/work to build them.

Anyone with me? No..?

:( 
 
how about making a ramp with a stair texture on it? With a parallax shader it might work. 
 
Ramp loses the detail of the player view shifting up each step... guess you could hack in a camera animation that fakes stepping.

On that note, I actually noticed while testing my Jam2 map that Quake does a funky thing where it shifts your camera up/down a staircase when you are on them if you are in a default view (don't mouselook at all). I hadn't realized it did that but that seems really smart when you consider that most players were expected to play Quake with keyboard only. 
I Think It Does That On Ramps As Well. 
 
Time To Get Back On Topic 
Or Make A Shader That Just Procedurally Builds The Map 
Then just make a box room, and apply the shader... 
On Topic 
 
that's not ...

why do i even try with you people 
Bobbin' On The Stairs 
I often would put clip brushes over 16 unit stairs to turn them into ramps so as to stop the bobbin'. They still looked like stairs but the player would glide up them. 
 
We did that all through Unreal Tournament as well ... players would rather slide up staircases. It's less jarring to the camera. 
OTOH 
I think in Quake, the player will slide down when standing on those fake ramps, no? 
 
He will. But who stands still in Quake? :P 
SleepwalkR 
This is why I don't clip stairs in Quake. I do clip stairs in other engines though. 
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