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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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That's Actually A Superb Idea 
and you should get to making it before some numbnuts steals the idea and turns it into the next Portal and makes a ton of money. 
Well, Shit. 
 
Fez 2: Canadian Bloobloobloo 
 
 
I imagined the same thing for a game based on Escher's drawings. Hipnotic and AD do rotations. Would it be possible to rotate an entire map? That would probably be a mapping nightmare.

While not being rotation per se, Cube had the possibility of shifting gravitational direction so you could walk on walls and ceilings to a similar effect. 
#14275 
Funny that you mentioned Portal because I remember playing a puzzle game (not first person, though) on the PS1, I think, where you had to escape a series of cubic rooms which you needed to rotate to reach the exit. The name eludes me. 
#14278 
Of course the best implementation would be to "fake" it by simply rotating gravity and camera orientation - the level would actually be (mostly) static - no need to make it literally rotate.

Dynamic entities in the level would need to react to the shifting gravity though - that's where all the work would go. 
 
1. Just replay Prey.
2. Not only vertical; it needs to rotate freely around all axes. 
 
Not sure if you're implying I was only talking about vertical because I wasn't - the gravity vector can be any orientation. 
Escher 
I can see this being an aesthetic but not a functioning mechanic. His art works because it's a fixed perspective in which he manipulates the perception of depth. In a 3d game you have a variable perspective and actual depth. I remember seeing a 2d escher game on steam that looked pretty nifty. 
 
Just replay Prey.

Best use of "topsy-turvy" for a fps in my opinion. 
#14283 
Monument Valley 
 
simply rotating gravity
Quake supports this?

I can see this being an aesthetic but not a functioning mechanic. His art works because it's a fixed perspective in which he manipulates the perception of depth.
Yeah, I should have mentioned this idea was mostly inspired by his maze-of-staircases stuff. I realize that his optical illusions would be harder if not impossible to pull off. 
#14286 
We're not talking about a Quake mod. 
I Was. 
 
Jedi Knight 
Makes me think of an old map from "the jedi returns". There was this spacecrft that hung diagonally, where the player hangs downunder.
A strange experience, for all elevators work arcangle. 
 
Serious Sam supports it.

But not the HD remake, AFAIK. 
Seriously 
Nope, HD takes away the awesome gravity stuff...was a large disappoint for me. 
I Vote. 
Rotating Kinn and changing his gravity. 
Kinnurat Vertigo! 
 
 
Just replay Prey.
I've installed it for the very first time today. Looks cool but... you can't run? 
 
Just wait till you get to the immortality part - you can't lose either. 
Hc2 Development: Ceiling 
I created hc2 a couple days ago and this is the beginning part of it with some ceiling detail. Map still in development.

Screenshot download: http://www.quaketastic.com/files/hc2withceiling.jpg 
Hc2 
Cool man hexcalk, this is how you do it! Displaying WIPs and collecting feedback.

Looks like some spiky ceilings, a medieval map in the works? Keep it up! 
Hc2 
Well, I definately don't remember seeing that kind of ceiling before, eager to see more of it* 
What Happened To HC1? 
Peripheral was HC0. 
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