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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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Lost Colony - Arrival Alpha 
Hello all, been a while. I've been going through old files and found the bits of my Quake projects that survived my harddrive crash years ago (which stopped me mapping because I had most of an episode blocked out and playable and lost 90% of it because backups are for sensible people).

http://i.imgur.com/8BODDCt.png
http://i.imgur.com/uHYsQV3.png
http://i.imgur.com/aK9o69N.png
http://i.imgur.com/xpGuzmh.png
http://i.imgur.com/qW5cHOd.png
http://i.imgur.com/xUfzoNx.png
http://i.imgur.com/0hNvIIH.png
http://i.imgur.com/Iakz4nj.png


Gameplay is a little different from normal Quake. Bits of it are a little Half-Life inspired with scripted silliness and a linear layout, and it's got a fair number of arena fights too. It is playable from start to finish, if you want to try it:

https://www.dropbox.com/s/fdpeclsqdowij7m/ZqfLostColony.zip?dl=0

Start on zqfarrivalintro

Monsters: 247/291/490
Secrets: 11

Notes:
> Requires Quoth 2 and limit removing engine blah blah blah
> There's a bit early on where some geometry doesn't have any collision for some reason. You need to jump/noclip onto a ladder.
> Lighting is awful, sorry. Feel free to throw the lit file in a bin and set it on fire.
> Hard difficult is brutal and assumes you know Quoth monsters already. Easy/medium introduces them more slowly, and gates you less aggressively.
> Map will auto save to 'zqfcheckpoint'. Probably something to ditch.
> It's full of little filler moments where two monsters attack you when a door opens. Somehow I didn't notice just how many times it does that.
> Negke, you've played this version already so feel free to ignore it :p

Now I'm going to see if I can get Worldcraft working again. 
ZealousQuakeFan 
Looks awesome! 
Whoa 
Crazy screens you got there! 
 
Insane looking in a good way~ 
 
Do I remember correctly that the map source was lost? Crazy idea if it's the case: plug the missing bits and polish the barren/unfinished parts by (ab)using Quoth's external brush models feature; it works with -onlyents. 
Wait 
Do any map editors support the viewing of .bsp files, for the purposes of onlyents editing and/or relighting? 
 
Thankfully I have the source for the two maps I've shared here. It's right at the vertex limit and I was having difficult with external brush models (hense the no collision bug early on) but if bsp2 is a thing now that shouldn't be a problem and gives me a lot more freedom to rebuild some dodgy parts. If anyone feels like giving me a hand with the lighting sometime that would be cool. 
Kinn 
Quark can open BSP29 and you can copy some stuff from it into a fresh .map.
Like .ents and textures iirc.
Stupid QuArK features.. (runs for cover...) 
That Looks Mexxesque IMHO! 
 
I'll Drop This Here For Now. 
Please keep in mind that these are WIP shots, not final product.

http://imgur.com/a/CFXe3

-Snaut. 
Yessssss! 
Much niceness and vibez :) 
That's Just About Porn 
 
Yummy 
+1 for making a gallery

Looking forward to playing the finals. 
That Shows Great Promise! 
cheers to all involved. 
Fog Is The New Pipes 
 
I Finally Got Started Mapping! 
https://imgur.com/gallery/AQkfi

It's obviously unlit. The greatest achievement is that I finally found some textures I feel comfortable with. And I wasted my life constructing a circular staircase. It could take months until I release it. 
#14682 
Looking good brassbite! Lots of fun having ogres bounce grenades down a staircase like that! ;) 
 
Looks like you'd constantly bump your head when running down the stairs. Be sure to leave enough vertical space for players and monsters to move. 
Apparently It's Enough Space For Anything But A Shambler 
 
 
If a Shambler doesn't fit then neither will an Ogre or a Fiend, they share the same bounding box size. 
It's A Height Of 144 
 
Think Inside The Box 
There are two bounding box sizes in Quake: 32*32*64 and 64*64*96 - there needs to be enough room for the whole box to fit plus a couple of units leeway. So in order for a monster to be able to walk the stairs, there must be enough room above and in front of it. To examplify, make a brush of the same size and try to move it down the stairs without it touching or intersecting anything.

Try r_showbboxes 1 to get an idea how it looks in game. 
Episode Jam HYPU. 
Can't Wait To Play It 
 
Shambler 
looks awesome 
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