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
@KenChennar
#15733 posted by Poorchop on 2018/07/05 15:06:42
I've been looking forward to that map ever since you posted the preview clip so I'm pretty stoked over what I saw in the video. The point at which the player comes upon the hill overlooking the town is still awesome. The map is a lot more ominous than I thought it would be. The bunker area combined with the music kind of gives it horror vibes. I kind of didn't want to watch the full video since I wanted to experience it blind after you release it but I ended up watching it anyway. Really looking forward to the release.
A Drake Map In 2018?!?
Why, Is That Impossible Or Something?
#15735 posted by Tronyn on 2018/07/07 06:35:08
lol
...wanders away grumbling like an old man...
#15736 posted by lpowell on 2018/07/08 01:13:48
@KenChannar: looks dope as expected from what I watched, but I'm waiting to play the whole thing myself.
@Tronyn: go map lol ;)
Ice To See You!
#15737 posted by Redfield on 2018/07/18 05:56:16
Don't want to to spoil it Ken. Hurry up and release it already!
Throne Room
#15738 posted by Redfield on 2018/07/18 06:02:50
'Finished' another room in the castle:
https://i.imgur.com/DKOWkPr.jpg
https://i.imgur.com/5xwST6Y.jpg
Its unfortunate that Snow White and the Huntsman was a very poor film, but you gotta love Charlez in any case. The Raven throne was inspired from this.
@Redfield
#15739 posted by Tribal on 2018/07/18 06:39:15
This map is screaming for some Hexen2 enemies =D
Drake Mod
#15740 posted by negke on 2018/07/18 10:16:31
It has many Hexen2/medieval-style enemies. And then some.
Beta Testers Wanted.
#15741 posted by Shambler on 2018/07/18 16:51:28
For this:
http://www.quaketastic.com/files/screen_shots/shamsp1_1.jpg
Skill 0 and skill 1 especially. Gimme ur email and I will send the map over.
Looking for feedback from a player's perspective about gameplay balance etc. Not from a mapper's perspective as I know it's technically shoddy and chaotic mapping behind the scenes!
I know there's issues with 2D-ness, simple layout, lack of detail inside etc etc.
Ooh
#15742 posted by Qmaster on 2018/07/18 18:52:26
Looks old skool Shambler. Raises hand. I dig the simpleness.
And Redfield looks good too. About Drake enemies, why compromise. Use Keep mod and you can have (almost) any enemy.
I Ask You To Unforgive Me?
#15743 posted by Redfield on 2018/07/18 19:03:25
I like the drake mod, and had a really good time blasting through Unforgiven. Except for those like air strafing dragonoid type beings that seem to have the same code as an F-22 Raptor electronic warfare suite.
I am currently using the AD progs as the base for my mod, cause it has all the nifty tricks, and the potential for some Hexen 2 monsters is in there. The map is mainly supposed to feature my new monsters, although I'm not sure how things are going to pan out yet.
Ooh You Have New Monsters??
#15744 posted by Qmaster on 2018/07/19 01:48:37
Intrigued even more than I already am just from seeing the screenshots.
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