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Posted by metlslime on 2002/12/23 18:27:46 |
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.
Need a place to host your screenshots? Upload them here:
http://www.quaketastic.com/
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
File size limit is 128MB. |
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RJ
#15696 posted by Shambler on 2018/05/24 12:03:05
Shots a tiny bit dark, bot looks really cool, proper quakey :)
RJ
#15697 posted by spy on 2018/05/24 18:42:45
Looking forward for your upcomimg release(s)
*upcoming
#15698 posted by spy on 2018/05/24 18:43:16
@RJ
#15699 posted by jcr on 2018/05/24 18:52:26
Well don't keep us waiting much longer! :D
@RJ
Wow! Looks realy great.
Poorchop
#15701 posted by KenChennar on 2018/05/27 00:29:19
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
#15702 posted by vaf on 2018/05/29 02:48:20
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
#15704 posted by Tribal on 2018/05/29 22:52:57
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
#15705 posted by vaf on 2018/05/29 22:53:25
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
#15706 posted by vaf on 2018/05/30 00:08:31
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
#15708 posted by jcr on 2018/05/30 01:24:48
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
#15709 posted by vaf on 2018/05/30 02:11:36
@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
#15710 posted by jcr on 2018/05/30 16:37:30
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
@former_total_newbie
#15712 posted by vaf on 2018/06/01 18:10:30
That's good to know, thanks!
Court Of Fools, DM Speedmap
#15713 posted by Rhoq on 2018/06/02 08:58:46
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
#15714 posted by Cocerello on 2018/06/02 11:56:22
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
#15715 posted by Rhoq on 2018/06/02 20:07:52
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
#15716 posted by Tribal on 2018/06/03 23:41:47
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
#15717 posted by Rhoq on 2018/06/04 15:53:38
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
#15718 posted by Rhoq on 2018/06/05 15:21:22
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
#15719 posted by vaf on 2018/06/05 22:42:03
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
#15720 posted by Rhoq on 2018/06/06 03:36:07
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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Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.
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