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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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Love This Community 
Thank you so much for all the feedback, I have a pile of demos to review now. Although just by reading the comments I can tell the map is way too hard.

That is the problem of playtesting solo since you know everything, "oh this isn't so bad you just pick up these 2 secrets, avoid that shambler and go here!"

Bloughsburgh I don't know where the darkchoir.wav is originally from, I picked it up from a Q2 map. It says volume is capped at "1", can I make it go louder somehow?

I think, as you mention, a clear path is needed with the required weaponry and items to complete the map on skill 1. Then skill 2 can be the extra challenge.

sock, yes the feedback is in the mail, and man e1m4 is such a great map.. don't get me started, my wife will divorce me :)

Will start going through demos now, thanks to all of you, I'm looking carefully at your feedback. 
Oh Oh Oh 
Got an error message while loading the map: Mod_LoadBrushModel maps/ad_e1m3.bsp has wrong version number (844124994 should be 29)

I am sad.... :( 
Haha JPL 
get the latest Quakespasm or fitzmark5, this is a bsp2 map. 
Suggestion To Giftmacher 
The final boss room don't allow exploration of the rest of the map. I suggest a simple hole bellow the final elevator to return back. 
 
Barnak good idea, there should be a portal back like in the original e1m3, or something similar. 
 
Don't use BSP2 unless you absolutely need it! 
Mfx... 
Ah, ok... will give it a try later... Thanks for the help ;)

And to concur with negke, would be better to make it a bsp map as far as possible :) 
 
Got it, switched back to normal bsp. On another note, a weird problem with colored lighting have occurred. I used this light setup in worldspawn:

Light Setup

_sunlight 200
_sunlight_color 180 255 190
_sunlight_mangle 250 -28 0
_sunlight_penumbra 8
_sunlight_dirt 1
_sunlight2 50
_sunlight2_color 180 255 190
_sunlight2_dirt 1
_dirt 1
_dirtscale 1.5
_dirtgain 1.3
_dirtdepth 192
_minlight_dirt 1

Then to add some color to windows for a "glowing" effect I added yellow colored light, like _color 0.9 0.9 0.2 on a light entity

But then the light entity emits darkness instead (no negative light value). It works fine with default color though? 
Wild Guess 
You should be consistent in using color values either between 0.0 to 1.0 or 0 to 255.
Try _color 230 230 51 instead.
Not sure what is standard, but I think the compiler tries to auto detect what you intend, and probably got it wrong here.

In a fgd file this is the difference between using (color) or (color255) on the key def. 
Excellent 
You are correct, thanks! :) 
Crossbow Knight Variant 
So it's still compatible we should change the default skin to a more "armoured" look so people can tell they take more damage than the dguard. But you can have a "dguard" variant that is weaker? Maybe just have a spawnflag setting? 
That Sounds Good Too 
 
Dark Choir 
Ah, that's from Severance: Blade of Darkness!

I knew it sounded familiar haha. Works well with the skull wizards and wraiths. 
Blade Of Souls 
Ah, that's from Severance: Blade of Darkness!
I played that game to death! loved it! pre-darksouls mechanics, crazy hard in places. I even made levels for it as the editing tools were released and easy to use.

Checkout the lead artist website if you want some BoD style textures! 
Oh Nice! 
Wow, that is pretty awesome. I could see The Island of Karum fitting the Quake universe quite well with its dismal fog and dark tones. 
Severance: Blade Of Darkness! 
Took me two goes to get "into" the game, the first go ended up with the game CD in several pieces. Once I got into it it was great - the combat was very satisfying once you pulled it off, and guess what it was controllable with any config you wanted, obvi-fucking-ously. Also had great lighting for the time. 
Heck Yes 
Also took a few attempts to get into the game as Sargon: the Knight. First run through was pretty bad and never took advantage of the combos (Lovely red swirls of death!). Second play was with the Tukrum:(sp) The Barbarian and fully utilized his ridiculously sized weapon's combos.

I even did a Let's Play of it because I wanted to share the passion that I found from the game's design. I recalled using that Dark Choir sound for an intro of one of the levels and sure enough I found it! 
Swampy - Phong Shaded 
Swampy - Phong Shaded 2 
Swampy - Phong Shaded 3 
Hey, Cool 
bot works. 
Swampy - Phong Shaded 4 
Ad_test3 - Phong Shaded 1 
Ad_test3 - Phong Shaded 2 
Ad_test3 - Phong Shaded 3 
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