
Mukor
#14026 posted by
mjb on 2016/10/27 15:00:23
That looks fantastic man, nothing to be self-conscious about!
The front facade looks great, if you are looking for criticism perhaps add some background brushes past the rock wall so it doesn't just cut to skybox.
Look forward to more of your progress!

Mukor
#14027 posted by
Newhouse on 2016/10/27 16:32:17
Really good looking, interested to see how you're going to use those wide-open areas, a lots of flying monsters I assume* (If I can see correctly, there is one soulless placed already).

Mukor
Looks awesome pal, keep it going! :)
#14029 posted by
muk on 2016/10/27 22:57:45
Thanks everyone!
@bloughsburgh exactly whats in store once the main bits are nailed down. the rockwall will get some hefty vertex manipulation as well. trenchbroom has given me a lot more confidence in my brushwork with the clipping tool and vertex manipulation. all my prior experience was in hammer, and as great as it is, I always felts weighed down in some ways. I imagine it was that I was trying to map for Counter Strike and it requires too much "realism". Every room had to have a purpose and a rhyme and reason. Quake has been a breath of fresh air to map for.
A big thanks to the Sock and the AD development team for all the fun stuff to play with! Also, sleepwalkr for Trenchbroom!

Mukor
#14030 posted by
Shambler on 2016/10/28 20:28:24
Looks well nice, apart from that rock texture. Good stuff.

Mukor
#14032 posted by
mfx on 2016/10/28 22:21:58
Looking great btw, try changing the rock texture as shambler already said.
Go map!

That Looks Amazing MFX
#14033 posted by
skacky on 2016/10/28 23:10:38
Also really digging your screenshots, mukor!

God Damnmit MFX
#14034 posted by
Breezeep_ on 2016/10/28 23:11:06
Stop being so good at quake mapping

Just Nuts
#14037 posted by
mjb on 2016/10/29 01:32:09
You really are hyping up something incredible here man!
#14039 posted by
muk on 2016/10/29 05:47:10
Thanks everyone. Im looking to get this finished up by new years so i can utilize some free time next year for my next offering.
The rockwall was a placeholder so i didnt pay it much attention. Now that its been pointed out, that texture is horrible as it tiles way too much.
MFX: cant wait for the release...is it for AD 1.5?

Not Dead Yet (insert Zombie Noises Here...)
#14040 posted by Tronyn on 2016/10/29 05:49:01
Are editor shots the new normal? Should Tronyn release further maps or just fuck off? Will Trump or Hillary win the election?
http://www.quaketastic.com/files/screen_shots/River_of_Fire.png
I'm mainly just trying to demonstrate that I'm not dead yet. The "final Drake" may resurface yet, with the help of God (or Satan, if you're one of those who hates my maps).

Damn Tronyn!
Looks gothic AF, love it!

That Looks Very Nice!
#14042 posted by
PuLSaR on 2016/10/29 15:02:45
I hope to see more new maps from you soon

Looks Cool!
#14043 posted by
mjb on 2016/10/29 15:18:31
Excited to see another map from you Tronyn!

Shots.
#14045 posted by
Shambler on 2016/10/29 22:08:41
Nice one guys. MFX looks ace. Tronyn looks very cool, hardcore textures going on there. Love your maps, hate the drake mod tho (well, tolerate it I guess).

Whats Up With Drake
I know the maps tend to be more like the doom slaughter map style but it's at least different from most stuff you get in quake.
I did have a drake map in development ages ago...

Re: Drake
#14047 posted by Tronyn on 2016/10/29 23:32:16
assuming I finally do get around to "finishing" it (my projects are like the freaking Tower of Babel), I'd be interested to know what features should be changed. I know lots of players find the bosses too hard and the monster AI annoying (at least they don't dodge like in Nehahra, lol). I do want to preserve dragons though, as they are a pretty key enemy in wide open maps. I'm hoping to finish it next summer, if no sooner, so at that point I'll probably make a thread for feedback/issues/suggestions.
Glad you guys liked the shot. Other shots posted here look awesome too. MFX you are insane in the best possible way!

Thanks Bloughsburgh*
#14049 posted by NewHouse on 2016/10/30 06:49:41
I'm trying out a bit of aqua/neon style when I get further with this map. Also want to see how does the lighting works under water.