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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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Hc3test: SurveylLance ZtateMent Beta 
I think this iteration of hc3 is complete now. The full version will be available soon.

Quaketastic download link: http://www.quaketastic.com/files/single_player/maps/hc3test.bsp 
There Should Be A Beta Folder For This Stuff 
 
Agree. 
 
Couple Of Thoughts 
I didn't play the map, just noclipped around.

Pleased to see it's sealed for a change! Don't really like the textures, but nevermind that. Picking up on my earlier Tony Hawk joke: much like a skate park is a playground for skaters, this map seems like a playground where you try different styles and architecture, which is good. Some interesting bits like the curved walls and the girders. Although the latter are used somewhat excessively in certain areas, you might want to break it up with other stuff for more varied visuals.

The lava texture is broken, you can see the tiles. Just use the standard Quake one, or better yet, something more in line with the (base-ish) setting like slime or water.

I think you should primarily focus on improving two things here:

- Lighting. It's very bright/flat and makes the textures look even more washed-out than they already do after the conversion. There are many (possibly too many) light sources next to each other -> experiment with lower light values or modify their attenuation (by adding "wait" key >1, provided more recent compilers are used; e.g. "wait" "2" halfs their range). Try to create contrast.
Also, be sure to run light.exe with -extra or even -extra4, at least when doing the final compile, in order to get smoother shadows. Currently, in some areas there are shadows with ugly jagged edges.

-Random monster setups. Like in your previous levels, there are rooms where you just threw in a random bunch of monsters and items, simply to fill the space it seems. While this can work in certain circumstances, more often than not it feels weird and doesn't play into a map's atmosphere. Try to create interesting encounters. For example, don't let the monsters appear all at once (standing around next to each other waiting for the player) rather than making them appear in waves, killing the ones in the lower part of the room makes some more rise up from a pit in the upper half, and when those are dead, the vore appears. Or something along those lines -> variation. 
@negke 
Thanks. I'll go to TrenchBroom for the improvements. 
Got Drunk, Here's Screenshots 
http://imgur.com/a/tkRX5

I'm a total lightweight, by the way. It's easy to get me off-balance.
If the screenshots in the album look really fucking dark, click on them to make them bigger. Even after the expanded view is shrunk back down they look a lot better. 
Uhuh. 
If the screenshots in the album look really fucking dark, click on them to make them bigger. Even after the expanded view is shrunk back down they look a lot better.


Weird, that actually works. Looks promising, good theme and the rocks in the last shot are real nice. 
Pritchard 
Looks good but I really think you need to use some brighter lights. I'm not saying make everything brighter but use spotlights or something. 
Pritchard 
I see you expanded on the rock stuff since the alpha :)

I agree with Fifth and it was an issue when I ran through the prototype, the source lights need to be more obvious...not brighter but more intensity.

Otherwise this is shaping up really nicely! 
Map Release: Leviathan Underworld Labyrinth Z 
Screenshot:
http://imgur.com/a/Aao5Z

Download:
http://www.mediafire.com/file/26rl2cg4bnlr9xu/LuLz.zip

Buildtime: 1h 30min
vistime: 60 sec
monster count: about 150
Type: ID1 map

Influenced by Hexcalk

I didnt want to post this as news because this map is really stupid and ugly, but its fun.
There is a demo in the folder if you are having difficulty with the map. 
On Other Stuff.. 
I've been working on a map for AD

here are some screenshots:
http://imgur.com/gLoUo3w
http://imgur.com/JeRpnmx
http://imgur.com/AT7AOtY
http://imgur.com/UtbjGZ5 
Uhhh, Sexy! Looking Forward To This! 
 
Woah. 
That is shaping up great. The tech-castle combo is still a bit weird but the designs look very impressive. Nice one. 
Map Release: LuLz 2: The Revenge Of Z 
Screenshot:
http://imgur.com/a/yjPPM

Download:
http://www.mediafire.com/file/u8y08daj9vudp22/LuLz2.zip


Whos got the record for map releases within 24h? Sock zero naitelveni two! ;-)

Another trollish map, with about 200 enemies. about 5 minutes worth of gameplay with filthy quad runs that will make you drown in gibs.


buildtime: about 6 hours
Type: ID1
vistime: 2 minutes 
Awesome Job 
First time I've played a map that crashed due to stack overflow. 
Ipowell 
i didnt get any crashes, what is stack overflow?
I'd like to see some demos people playing these crazy maps. 
Demo 
http://www.quaketastic.com/files/demos/lulz2_lp3.dem

Gave it a few more runs. That particular error hasn't repeated itself, but I got other bugs while playing it. Note the fiend that glitches out in the demo! I think you may be running against some engine limits or something.

Anyway, I actually unironically like this map, and mean to record a full demo (can't promise 100% kills). It reminds me of Doom II slaughtermaps in a way. Savescumming your way through it would be a grind, but to play it through without saving you have to really think about the best route to take, the most efficient use of available powerups, etc. The demo I uploaded was the best of 6 runs, and my main problem was that I was hoarding rockets and should have used the quads on the lower level shamblers.

If you make more of these you should release them as a pack. 
Full Demo 
No weird glitches. Missed one kill somehow. Fun stuff!

http://www.quaketastic.com/files/demos/lulz2_lp4.zip 
Lulz2 
NOW THAT'S A FUCKING QUAKE MAP, TEXAN STYLE ! 
Thanks For Playing Ipowell 
 
 
haha Barnak, love the comment! did you try LuLz 1? its even crazier! 
Sm73_hrim_DLC 
http://hrimfaxi.dk/Basepics/sm73DLC.html

It started with a speedmap in 2005 so 12 years old!
Maybe it will be done in 6 to 7 years.
Maybe! 
Maybe 6 Or 7 Days?? 
 
#14614 - Noice 
Noice. 
Sweet Shit 
 
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