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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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RJ 
Shots a tiny bit dark, bot looks really cool, proper quakey :) 
RJ 
Looking forward for your upcomimg release(s) 
*upcoming 
 
@RJ 
Well don't keep us waiting much longer! :D 
@RJ 
Wow! Looks realy great. 
Poorchop 
Thank you for the kind words, though I can see the glaring gameplay flaws the maps have. Lack of ammunition and even health isn't fun for some. Even on easy difficulty it is challenging.

This being said, future shib like maps I have planned will be more of the same mostly. Possibly with custom monsters to add variety that might work better with large maps. And the arctic theme isn't the only unique setting for a map I have in mind. And please, feel free to take inspiration from my maps and even the textures for your own project! I'm interested in seeing what you could create. 
Beta Map 
Hello everyone!

I'm making a new map and I really would like to get some feedback. It's quite short, and it's a remake of a famous FPS map. Can you guess it before looking at the screenshots?

Here's the link:

https://www.dropbox.com/s/im2a5qx8r7te3se/this%20box.zip?dl=0

Screenshots (they are a bit old, I've added more detail to the map):

https://www.dropbox.com/s/m5dzahde9zne82j/b1.png?dl=0

https://www.dropbox.com/s/iymn326uukljlff/b2.png?dl=0

https://www.dropbox.com/s/7ntdy4amrs30426/b3.png?dl=0

Also, it has difficulty settings (normal/hard).

Bye! 
@vaf 
Congrats on the new map. I love your selection of Knave textures and lighting was another standout. Feels evil and Quake-y.

Some thoughts in no particular order:

*combat was fun and hectic but maybe could use a few more trigger_counter setups to pace the monster spawning a bit better. Right now it seems a bit random as to when they spawn in. You may want that I dunno.

*Your trigger_monsterjumps are awesome good game on that!

*I really liked the lava jumping bit. Not too hard but just nerve wracking enough.

*I like dark and contrasty maps but others might say this map is too dark. If you get more than 2 or 3 comments on that use the gamma worldspawn key in ericw's tools to increase the gamma of your map slightly. (I just did this with a map on mine.)

*slow down the door opening to the exit to make it more obvious to the player that something has happened.

*there's a "post" or pillar near the doors in one area I got stuck on. it's dark and almost feels like a mistake. Maybe put a torch on it or thing about removing it.

Link to my demos:

https://www.dropbox.com/s/jumwloxzzqozvjc/dmptrk_box_demos.zip?dl=0

I always play on normal. 
@vaf 
Here is my blind playthrough =D

https://www.youtube.com/watch?v=HBR2pYTgn5s

As Dumptruck_ds said, the map is a little bit too dark. I had to mess with the gamma of the video before uploading it to youtube, because i couldn't see a thing :P

But I love the details, the architecture, the textures and the first fight! Man, I love multiple Vores attacking me at once just to use the purple balls to cause monster's infight XD Awesome!

Thank you for the map =D 
@dumptruck_ds 
Thank you for playing and for the demos!

This time I've tried to make a brighter level, so I went to the worldspawn entity and set the light value to 80, therefore there shouldn't be completely black surfaces. I think I'll set it to 100 and raise the skylight value a little.

I'll also make the exit more obvious, since it's different in this map. The initial idea was to trigger the exit (I mean, the intermission screen and the next level) after the last fight, but I couldn't manage to do it. It might require some hacking.

I'm not sure which pillar is the one you pointed out, but I'll try to fix it. I assume it's part of the broken walkway, to which I accidentaly applied a wood texture, so it's pretty hard to see it.

Thanks a lot again, I'm also learning from your videos :) 
@Tribal 
Thank you very much for the video!

I'll fix the darkness issue. It's supposed to be dark indoors, but not excessively dark.

There are only ogres in the start area on Normal, but then I decided put those vores because I knew you were going to play on Hard :P

thanks for playing. 
@vaf 
I'd advise against using the light key in the worldspawn. That raises everything and flattens out your lighting. If you increase the gamma slightly you retain your darkest areas a bit better if I am not mistaken. There are also some other command line settings/worldspawn settings you can tweak to adjust this. e.g. you can experiment with -bounce -bouncescale .4 - .8 - this will really change your lighting so I usually use bounce from the beginning of the lighting process. More info here:

https://ericwa.github.io/ericw-tools/doc/light.html

If it was me, I'd increase all the lights by hand in 25 unit increments and see what results you can get. But I like that dramatic high contrast.

Food for thought. 
@vaf 
Here's a couple of demos, I died my first try :D Is it supposed to be inspired by dead simple? That's the impression I got. I think the final fight with the 4 shamblers needs work, they kind of just stand there until you engage them. Also more ammo towards the end would be nice. I liked the lava part with the jumping vore, spooked me the first time!

https://drive.google.com/open?id=1rj5ioWkDfLWY1r1pJ9vPobAux_VAqr7G 
 
@dumptruck_ds

Yup, I noticed the flattening. I'll read the documentation carefully and test it to see if I get better results. Thanks again.

@jcr

Thanks for the demos and suggestions!

Indeed, it's inspired by Doom 64's Even Simpler, which by itself is based on Dead Simple.

I don't know what happened to your intermission camera, but that's not how it should have looked. By the way, did you find the map too dark?

thanks for playing! 
@vaf 
I didn't notice anything wrong with the intermission. I played on the latest Quakespasm if that matters. I don't think brightness was an issue, though you've been given advice on what to check out in that respect. 
@jcr , @vaf 
It's a known bug in Quake that the intermission camera looks wrong during demo playback.

See e.g. http://www.celephais.net/board/view_thread.php?id=60950&start=268&end=268#268
and
http://www.celephais.net/board/view_thread.php?id=61074&start=25&end=25#25 
@former_total_newbie 
That's good to know, thanks! 
Court Of Fools, DM Speedmap 
Speedmap'd today. Just got back into the Quake scene this year and wanted to crank out a deathmatch map. So I managed to put one together with some interesting shapes and layout. Put in about 8hrs. Only used a few textures, so I tried to creat variety with lighting and such.

Tested with Quakespasm and reaper bots. Will test with a human opponent tomorrow, but wanted to put this up in case anyone else wanted to try it out or provide feedback. Any and all comments are appreciated.

Screenshots:
http://www.quaketastic.com/files/screen_shots/rhoqtdm1_a.png
http://www.quaketastic.com/files/screen_shots/rhoqtdm1_c.png
http://www.quaketastic.com/files/screen_shots/rhoqtdm1_e.png

Download ZIP: http://www.quaketastic.com/files/multiplayer/maps/rhoqtdm1.zip 
Rhoq 
Maybe a bit more contrasted shadows in some corners? Keep the general lighting level but make stronger shadows in places that won´t get that much action. 
RE: Cocerello 
Noted on the shadows, thank you! I'll try that out.

I did some playtesting this morning [ if interested, here's a video: https://youtu.be/ZtEUILq1GOQ ] and found a few dead spots for gameplay and a few balance issues between ammo and armor. So I'll probably head back into the editor today and clean up a few things. 
@Rhoq 
I recorded two runs with DMSP2 mod on hard difficulty (100 enemies) =D

awesome map, great job =D

https://www.youtube.com/watch?v=xFAEYiU7qXU 
@Tribal 
Awesome! I don't think I've seen this game mode/mod before. That was very cool to watch. Thanks for playing the map! Much appreciated. 
Court Of Fools V2 
Updated the map yesterday, rebuilt a couple areas for better navigability, added an another teleporter and another hallway connection between the two main interior spaces. Moved all the DM spawnpoints into lit "closets" in the walls. Tweaked the lighting.
Added ammo and one more weapon.

Reaper Bots are having a way easier time getting around the level, and the flow is much improved. It still basically looks like a speedmap, but I think I'll call this a successful experiment now. I learned quite a bit cranking this one out.

If anybody plays it, let me know what you think.

SCREENSHOTS:
http://www.quaketastic.com/files/screen_shots/rhoqtdm1b_a.png
http://www.quaketastic.com/files/screen_shots/rhoqtdm1b_b.png

DOWNLOAD:
http://www.quaketastic.com/files/multiplayer/maps/rhoqtdm1b.zip 
Court Of Fools V2 
I recorded a demo using the same mod that Tribal used.

https://www.dropbox.com/s/t3sbb7jpy7982cu/vaf.dem?dl=0

I think it's a really good map, although it's kinda big. I only dislike the fact that the rocket launcher and the grenade launcher are relatively close, so, by the time you grab the grenade launcher, you already have the rocket launcher in your inventory. Also, it seems to be easy to cut your opponents off rocket based weapons.

I love the textures and the archtecture. Nice! 
RE: Vaf 
Thanks for playtesting! I see what you mean about the rocket/grenade proximity. I think I might be able to swap the RL and the SSG (which are not on the same path) and have a similar overall balance.

I've also decided to reduce the cell supply, as we ran into scenario where someone could dominate the map for a good while with one pickup of the Thunderbolt (with cells already collected for it + too much opportunity to get more).

As to the large-feeling scale of the map, that's probably from playing too much ClanArena on QuakeLive, in which a lot of the popular maps make gratuitous use of long sight lines (for the sake of the railgun). On my last playtest, I found several sight lines long enough to see streams of nails/spikes coming at you, which is longer than I intended.

I think for this particular design it's as tight as it's going to get, but I'll try to scale down my next map a bit. I appreciate you commenting on that. 
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