Add Some Red
#12283 posted by
DaZ on 2015/04/28 20:28:20
looks nice but very sterile imo. Needs blood or other red/copper colours!
Plant A Tree
#12284 posted by
madfox on 2015/04/29 10:48:12
Feeling like a
poststamp.
After two days of texture tags the map starts cluthering in lower areas, while it didn't before. Added no brushes, just texturing.
I must admit I'm over marksurfaces and entity limit, but while only texturing that can't count so much?
I almost feel bad for posting that picture ages ago... how long have you worked on this?!
Speaking Of Works Long In Progress
#12287 posted by
Drew on 2015/04/29 15:04:48
What ever happened to Than's next DM remix?
5th
#12288 posted by
madfox on 2015/04/29 22:33:18
you didn't had to do what you did
but you did
and I thank you!
first screenshot dates from 6-6-2013.
I'm a snail what mapping concerns.
#12289 posted by
JneeraZ on 2015/05/01 13:37:12
SUPER early look-dev for a thing I want to do. I've never tried this approach : work on visual hooks in a test map before starting the gameplay layout.
Might save time, we'll see!
https://dl.dropboxusercontent.com/u/161473/PersonalMapJam/PMJ_A.jpg
#12293 posted by
- on 2015/05/03 02:04:43
I want googly eyes on all the quake monsters now.
Doom Map I'm Working On For Mayhem 2015
#12294 posted by
Breezeep_ on 2015/05/03 23:25:34
I wish I could make a few doom maps, I really hate the way gzdoom ed works though.
New Map: MyHome Alpha
#12296 posted by
FranckQ on 2015/05/04 13:47:53
Map: My Home Alpha 1
Mod: Quake
Link:
https://www.dropbox.com/s/x7alibiwjm8wdg3/MyHomeAlpha.zip?dl=0
I have reproduced my house to integrate the quake atmosphere there .
Currently there are 40 monsters, 3 secret. I finished a 6-minute rush by knowing the secrets course.
It remains that the first part of the map so alpha . I'm still working on balancing the placement of weapons etc
... You can make suggestions, I will study there after.
Thank you and good games.
Too Cramped.
#12297 posted by
DaZ on 2015/05/04 13:59:44
The rooms are all too small for proper Quake game play. The corridors are too narrow and the ceilings too low.
it may be "realistic" but it is not particularly fun for Quake game play.
I didn't like all the teleporting enemies, even teleporting directly infront of you or even behind you depending on where you are standing.
It gets better when you go outside because you now have space to move. You can get stuck in the cage that comes out the floor after picking up the SK. Need to add a button in the hole that will raise the cage again.
Couldn't find SK door so I gave up :P
@DaZ
#12298 posted by
FranckQ on 2015/05/04 14:39:55
The problem I wanted to keep the real proportion . but I agree that his remains narrow for the games. next time I would increase the proportion of out realistic and increase playability .
There is 1 boutton secret per floor.
I intend to overtake me on the rest of the map expanding the corridors.
Thank you for return
I once made my house in UT, kept the same scale as my own house pretty much but sadly these games are designed with really fast player characters in mind and dont work from a gameplay POV. Larger spaces might work, like your town centre or something but these are usually very flat and wouldnt work for different reasons. Some games it may be cool, like Doom 2 or Duke 3D or even newer games like Left 4 Dead or Half-life 2 since those can have more real-world settings. But Quake is really abstract.
#12300 posted by
JneeraZ on 2015/05/04 15:54:55
"The problem I wanted to keep the real proportion . "
Yeah, don't do that. :) Real world architecture might be a good learning platform to get used to Quake editing, but it doesn't make for good maps.
Pretty Cool
#12301 posted by
killpixel on 2015/05/04 18:33:40
Neat little map, I enjoyed running through it. From the description I knew what to expect in the gameplay department so I wasn't particularly disappointed by a lack thereof and don't hold that against it. Also, as much as I love Quake, I feel its gameplay is pretty flat and limited even in best case scenarios.
I made a Quake map once and tried to be somewhat "proportional". In my experience, that's impossible as Quake is fundamentally disproportionate: crazy move speed, insane jump height/distance, quakeguys eyes being in his chest, massive pickups, etc.
Maybe you could find a happy medium by just keeping the map architecture proportionate to itself and double, or maybe even triple, the map size. Something along the lines of de_rats, just not as huge.
This would more or less play to Quake's strengths (freedom of movement, more enemies in the combat space, etc.) and you could scratch that "proportion itch".
Just my two cents, nifty project nonetheless.
Oblivionaut
#12303 posted by
skacky on 2015/05/07 02:24:58
Wow
#12305 posted by Tronyn on 2015/05/07 06:06:47
not sure if it's the map we deserve or the one we need right now, but looks awesome! looks like it combines some great elements from the ever-classic e1m8, as well as runic maps by kell and necros! can't wait!
I just spent several hours building some evil bloody flesh thing today but don't have anything worth giving images of yet.