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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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@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.
RE: Demo
#15721 posted by Rhoq on 2018/06/06 03:55:56
Just watched the demo... that was delightful! Really intense moment when you grab the Mega and just chill there shotgunning the death knights until you can get off the ledge. I need to try out that mod.
Update, Request For Support
Hi guys.Have seen your awsome work meanwhile.
It's inspiring!
Had some exhausting weeks behind me and hope to did a good job on the map. Leveldesign is now 90% done, Entities and logics I would say 30%. Have some new screenshots for you and a request?
This Level got bigger than I thought. Would someone of you be so auxiliary to check out the map in its nower status? You know that this is a five mans job and at this state of progress the sight for errors is becoming smaler.credits are for sure. best wishes!
http://www.quaketastic.com/files/screen_shots/tempofD/tod_13.jpg
http://www.quaketastic.com/files/screen_shots/tempofD/tod_15.jpg
http://www.quaketastic.com/files/screen_shots/tempofD/tod_16.jpg
http://www.quaketastic.com/files/screen_shots/tempofD/tod_17.jpg
http://www.quaketastic.com/files/screen_shots/tempofD/tod_17_b.jpg
http://www.quaketastic.com/files/screen_shots/tempofD/tod_18.jpg
http://www.quaketastic.com/files/screen_shots/tempofD/tod_19.jpg
http://www.quaketastic.com/files/screen_shots/tempofD/tod_20.jpg
Tod_16
#15723 posted by Cocerello on 2018/06/09 08:30:18
is not showing.
The map looks like it is one i am going to enjoy. My advice is that seeing that you have several large brushes, to hide a bit that fact with lighting, by only lighting some parts or make contrasted areas.
The black lines in tod_17, as first i thought they were leak lines from the pointfile but they are curved. What are those? Now they look to me like the typical lines in Windows Paint
Time Quake Ogre
#15724 posted by madfox on 2018/06/11 04:50:56
I finally decided to lay my hands again on this one.
Trouble is that now I've got so many poses there are not enough funcs to handle it, only seven th_funcs.
I can combine some but it will be a hussle.
Flies were pretty obvious, but came one dimensional out. Wish I had more qc knowledge so I could add that like in Q2.
Bastard Ogre
Love It
eom
Love It
eom
@Cocerello
Thanks for your comment. Yes the black lines are from paint. Seams I catched the wrong tool at first. :D I've the lighting thing in mind and do so between two area designs. Thanks!
Gunshothighway.
#15728 posted by Shambler on 2018/06/16 20:59:06
Theme and architecture show some promise, but at the moment it is very samey, very uniform in colour and tone, textures are repetitive and lighting is flat. Try to add some stronger designs, some complementary but different colours / textures, and improve the lighting contrast. Look at Id medieval levels for a very basic start, or some of the more recent medieval levels.
@Shambler
Thanks for the tips. Do you mean with designs the leveldesign itself or to add more and different Objects in the sections?
Architecture
#15730 posted by Shambler on 2018/06/18 11:11:53
Structures, overall design, rather than objects.
Its A Hot Day
#15731 posted by KenChennar on 2018/07/05 02:27:22
Cool off with this start to end playthrough of the yet unreleased Galiduse Point. Normal skill, one route taken.
https://www.youtube.com/watch?v=5v2iZNSUmrA
Cool
#15732 posted by Drew on 2018/07/05 04:26:24
Very cool. Running with the Manke-on-steroids vibe and making most of the 'retro FPSs' look lame as fuck
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