#13367 posted by necros on 2016/03/05 15:55:56
madfox, that looks wild!
#13368 posted by Rick on 2016/03/05 15:57:29
Yeah, I somehow managed to post the link to that screenshot in the wrong thread.
Total_newbie
#13369 posted by Kinn on 2016/03/05 15:57:56
with light, the fastest way to become completely 100% clear on everything is simply to make a test map, and just tinker with each light setting one by one, referring to ericw's readme, until everything makes sense.
Madfox
#13370 posted by Kinn on 2016/03/05 16:08:52
Channelling Beksinski's digital phase perhaps?
Kinn
Thanks, will do.
#13372 posted by mankrip on 2016/03/05 23:35:32
Qmaster: The working name is Retroquad, but it should be changed upon release.
Rick: Cool guide, we need more stuff like this.
Phongtastic!
#13373 posted by generic on 2016/03/08 14:30:51
Yay!
#13374 posted by mankrip on 2016/03/09 00:50:58
Need Testers
#13375 posted by digs on 2016/03/15 10:56:56
Test Map
#13376 posted by digs on 2016/03/15 10:58:44
please, send your comments to digs[at]mail.ru
Digs
#13377 posted by Barnak on 2016/03/15 15:48:26
I love this map., Great geometry. I like this style in Quake.
I didn't had time to make it all, but here are my crittics on a few things (so you could make it better) :
1. Not enough monsters (I tried it in nightmare mode). I felt lonely in most places.
2. Not enough atmospheric sounds (winds, water, etc). The map is too silent.
3. The trees are as ugly as my butt (too crude, the trees, not my butt !). Make them without leafs, or replace them by strange rocks formations, or some kind of out-of-this-world sculptures. Trees in quake really suck.
4. Some corridors are a bit old-school (very square), and could have more "out-of-this-world" details.
Barnak
#13378 posted by digs on 2016/03/15 16:45:52
Thank you!
1. I may increase the number of monsters.
2. No sound, because they do not complete the assembly map. When the full - they appear
3. Trees ... I think you're right. I think that can be done
4. I tried to make more parts, but probably will not change my architecture.
Digs
#13379 posted by mjb on 2016/03/16 11:11:13
I'll be glad to test if you still need people this weekend!
Bloughsburgh
#13380 posted by digs on 2016/03/16 11:23:53
Thank you! I've got a lot of feedback. By the weekend I will try to resolve any issues and make another version for testing
Quake Map Episode Preview: QusPack I
Map Screenshot Album: http://imgur.com/a/NIFEx
Downloads!
First two maps beta here: https://www.dropbox.com/s/1f2cv6odho8i58b/QusPack1.zip?raw=1
Installation instructions:
-Extract to your Quake folder :)
Running Instructions>
-Run "Start QusPack 1.cmd", input your Quake executable name and voila! Started QusPack with majesty!
Please note it's not the preferred way if you want to change difficulty. You should instead start Quake, start the console, type the difficulty level you want (0 for Easy, up to 3 for Nightmare!) and then do "map guse1m1". Enjoy!
I'll later add a difficulty level selector for a future GUSINTRO map.
Open for criticism! Thanks :)
Gustavo
your texture quality is lower than it needs to be, have you set picmip to a different amount?
QusPack
#13383 posted by mjb on 2016/03/16 22:07:47
Map 1:
-Item fell out of world, check bounding boxes.
-ambient_thunder does not work in vanilla quake, just remove it from the map.
-Quite a small map with only 4 monsters and 3 rooms. It is more of a test map and that's fine but there is really no "level" here.
Map 2:
-Turn around from the start and you'll see a visual error referred to as the Hall of Mirrors (HoM). Check that location in the editor and see if there is even a brush blocking this wall.
-Two monsters stuck in wall
-Nice use of the monster jump! I told you that was a fun way to go about things. It worked perfectly for your trap.
- The lighting was a bit dark, consider adding more especially at the underwater section.
Summary:
It is clear that these are test maps and it is great to get feedback on them...the only issue is that there is so little here to give feedback. I would expand the first map by at least 4 more rooms and add some more gameplay in general.
The second map holds its own but it's still very tiny with just 8 monsters on skill 2.
Keep mapping! :)
Thx Again :P
FifthElephant,
wtf is that? I just used the textures that I had to use in TrenchBroom: loaded QUAKE101.WAD and MEDIEVAL.WAD from Mike's website.
Blougsprug,
I can't see any HoM from Darkplaces, I guess I'll have to use Fitzquake for this one.
And I can't see stuck monsters in Map 2.
I will also increase both maps :) They are small because they were done for people learning to play (in special MAP01, and MAP02's first Shambler fight has that penta so nobody cares with the shambler in special. :P )
In overall thanks for feedback! :)
DP
#13385 posted by mjb on 2016/03/16 22:55:17
Darkplaces is typically not the best to test maps on that you plan on releasing. I would use Fitzquake, MarkV, or Quakespasm instead.
I started testing my very first maps with Epsilon...good lord was that a terrible idea.
A Horse Named Quake Beta
#13386 posted by mjb on 2016/03/16 23:38:29
Hello,
I figured if I don't upload a map now I may never. There will always be something to improve but I'd like to have at least one release under my belt.
I started mapping for Quake starting in December and learned a lot through this board.
I would appreciate if I could have some testers play through my map. Look for texture problems, broken entities, and gameplay balancing. All difficulties accounted.
**Requires Arcane Dimensions**
A Horse Named Quake:
Screenshots:
http://imgur.com/1I66T0H
http://imgur.com/2gOVeJP
http://imgur.com/ate92Mb
Map:
https://copy.com/v4rqzblLUyi6YwtU
Please do not download the map if you do not intend on providing in-depth feedback. Wait for the official release!
Thank you!
Blough,
Map looks nice, even more impressive if this is your first?
Gustavo,
Try entering "gl_picmip 0" and then restarting the map and see if the textures look clearer.
Bloughsburgh
Screenies look great! You started mapping in December and have already managed to produce something like this? I'm deeply jealous!
(Haven't played the beta as I don't have a working Quake setup at the moment; just going by the screenshots.)
GUSE1M2 Revision
Well total_newbie, I started mapping a week ago.
Revision 1 of GUSE1M2 is avaiable here: https://www.dropbox.com/s/wfj440tkrnq2bn4/guse1m2.zip?raw=1 Won't release the source .map file right now :P
Now with more rooms, more monsters, and a deadly final trap! Play at your own discretion! ;)
Thanks
#13390 posted by mjb on 2016/03/17 01:22:32
Well that's a good sign about the screenshots.
I would like to say the map is very small, I decided to focus on fine-tuning versus size to get something out with some form of ...quality I guess.
Bridge, My New WIP
Description:
A 1v1 deathmatch map.
Problems with it:
Needs to be bigger.
Some items don't spawn.
I'm tired. Sorry if I'm not being to informative.
The map:
http://www.mediafire.com/download/cx9oz664ly42j6i/bridgetst.bsp
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