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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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Tod_16 
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 
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. 
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 
Structures, overall design, rather than objects. 
Its A Hot Day 
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 
Very cool. Running with the Manke-on-steroids vibe and making most of the 'retro FPSs' look lame as fuck 
@KenChennar 
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? 
lol

...wanders away grumbling like an old man... 
 
@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! 
Don't want to to spoil it Ken. Hurry up and release it already! 
Throne Room 
'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 
This map is screaming for some Hexen2 enemies =D 
Drake Mod 
It has many Hexen2/medieval-style enemies. And then some. 
Beta Testers Wanted. 
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 
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? 
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?? 
Intrigued even more than I already am just from seeing the screenshots. 
Shambler 
I am in. Feel free to shoot me an email. 
New Q1SP Beta: Amphitheater Of Abaddon 
Don't know if many of you are busy playing maps from 2017 for the Quake awards, but if someone happens to find the time to beta test my newest map, that would be great!

The working title of the map is Amphitheater of Abaddon. It is to be the second map in my miniepisode (see here for more details). The way how the Quad damage works in this map is a little different from the first map, though. In the first map the Quad was permanent but in this one there are multiple normal Quad damages littered over the map (and I was thinking of modifying the first map to work like that, too... maybe).

So, I'd like you to play the map and provide me any feedback that comes on your mind for how to improve the map. It would be preferable if you tested all three of the different playstyles (and, optionally, in multiple difficulty levels).

You can download the map (source included) here. Just place the map in your id1/maps folder and fire away like a normal custom map. No mods this time around, unlike the first map in the episode. I haven't linked the two maps together yet, so you can't test the two maps in succession.

Note, that there are two versions of the map included in the package: an older version that hasn't been gamma corrected and a gamma corrected version (worldspawn has a "_gamma" key with a value of "1.3"). I think the gamma corrected version is more similar in brightness to the original Quake start map, so it may be the better version of the two. I've just gotten so used to the older version, that I'm not sure which I like better, so if you like, you guys could also give your opinion on which version is better.

Screenshots:
http://www.quaketastic.com/files/screen_shots/amphitoa01.jpg
http://www.quaketastic.com/files/screen_shots/amphitoa02.jpg
http://www.quaketastic.com/files/screen_shots/amphitoa03.jpg
http://www.quaketastic.com/files/screen_shots/amphitoa04.jpg
http://www.quaketastic.com/files/screen_shots/amphitoa05.jpg
http://www.quaketastic.com/files/screen_shots/amphitoa06.jpg
http://www.quaketastic.com/files/screen_shots/amphitoa07.jpg

To-do list for the map:
- Make the necessary modifications for dm.
- Fix compilation errors caused by the gamma correction (too many lightstyles on a face).
- Add some decorative corpses/gibs.
- Implement possible suggestions from beta testers. 
@Esrael 
The map started out incredibly strong. The amphitheater is a really cool concept and it looked great. I was impressed with how you maintained the smooth curvature and symmetry of it all. The area under the stage helped to sell the concept as well. I assume that those were dressing rooms that were locked at first.

The first area that you climb up as ogre grenades rain down upon you was such a neat mechanic. I'll never get tired of people using the high ground ogre in unique fashions such as this. Finally unlocking the main amphitheater area was a groundbreaking moment as you are presented with the scale of it as well as the grenade barrage. It was tricky at first but I learned to avoid too much trouble by constantly pushing forward.

I started to become a little disenchanted as I began scaling the audience balconies. Taking the elevator up sometimes put me face to face with an ogre - first a grenade to the face, then chainsawed to death as I had no way of getting past the ogre and no way to go back down. At this point, health and ammo were extremely scarce. I started save scumming in order to make it to the end and even then, it felt too rough. I started to flat out ignore the teleporting scrags and the final vore. On one hand, the final elevator up was interesting with more ogre grenades but if one made it inside the elevator, it was almost impossible to avoid the explosion. The shootable switch that closes the door only helps a tiny bit.

I did feel that the first half of the map was pretty perfect though. The ogre placement was spot on. They were exactly the proper distance to cause just enough trouble without feeling unfair. In the amphitheater, I would give the player a way to jump back down when taking the elevators up. Either that or make it so that the ogres are clear from the space immediately in front of the elevator.

Also please, please, please give ammo. I really don't even mind scarce health but if I don't have the ammo to kill monsters, then that's a huge problem. I never found a grenade launcher either so those basement zombies were just roaming around freely.

I have a demo but I don't think that it recorded much given that I had to reload saves a ton towards the end. I played on skill 2.

https://www.dropbox.com/s/dbwx9ek4gnmcn1k/amphichop.zip?dl=0

The non-gamma corrected version of the map won't load for me in Quakespasm. The version that I played looked fine. I think that the lighting was well done. 
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