There Should Be A Beta Folder For This Stuff
Couple Of Thoughts
#14596 posted by
negke on 2017/02/24 20:45:24
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
#14597 posted by
hexcalk on 2017/02/24 20:52:11
Thanks. I'll go to TrenchBroom for the improvements.
Got Drunk, Here's Screenshots
#14598 posted by
PRITCHARD on 2017/02/25 11:13:04
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.
#14599 posted by
Shambler on 2017/02/25 14:34:12
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
#14601 posted by
mjb on 2017/02/25 19:19:13
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
#14602 posted by
Naitelveni on 2017/02/27 01:40:45
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..
#14603 posted by
Naitelveni on 2017/02/27 01:57:10
Uhhh, Sexy! Looking Forward To This!
#14604 posted by
brassbite on 2017/02/27 08:49:18
Woah.
#14605 posted by
Shambler on 2017/02/27 10:20:10
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
#14606 posted by
Naitelveni on 2017/02/27 23:05:06
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
#14607 posted by
lpowell on 2017/02/28 20:25:48
First time I've played a map that crashed due to stack overflow.
Ipowell
#14608 posted by
Naitelveni on 2017/02/28 20:27:57
i didnt get any crashes, what is stack overflow?
I'd like to see some demos people playing these crazy maps.
Demo
#14609 posted by
lpowell on 2017/02/28 21:44:51
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
#14610 posted by
lpowell on 2017/02/28 22:04:25
No weird glitches. Missed one kill somehow. Fun stuff!
http://www.quaketastic.com/files/demos/lulz2_lp4.zip
Lulz2
#14611 posted by
Barnak on 2017/02/28 23:37:16
NOW THAT'S A FUCKING QUAKE MAP, TEXAN STYLE !
Thanks For Playing Ipowell
#14612 posted by
Naitelveni on 2017/03/01 00:24:17
#14613 posted by
Naitelveni on 2017/03/01 00:25:18
haha Barnak, love the comment! did you try LuLz 1? its even crazier!
Sm73_hrim_DLC
#14614 posted by
Hrimfaxi on 2017/03/02 13:41:30
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!