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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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Nothing Too Special
#15948 posted by anonymous user on 2018/11/18 22:12:59
Temple Of Doom Final Beta
Hi everyone!
I've over worked my map and think its ready for release.
Hope that some of you can take a look on it and tell me if it works.
http://www.quaketastic.com/index.php?dir=files/tod/
gsh_tod.zip
best wishes
Gunny
Thoughts On The Temple Again
#15950 posted by Esrael on 2018/11/29 20:32:54
Below you can find my demo with comments:
http://www.quaketastic.com/files/tod/gsh_tod_esrael.zip
Having more guidance in the map was a welcome addition in this version. I also liked the little story texts. :)
I still think the map was a bit on the easy side. Especially the temple area with the yellow and red armors being so easily available, not to mention giving the player the quad damage. Maybe some of the stuff could be hidden behind secrets?
I wasn't able to exit the map this time around. I opened the map file in Trenchbroom, and it looks like the reason is because you haven't specified the next map for the changelevel trigger. You have to specify a map, or else the change level trigger won't work. (Didn't know that myself, actually. Well, the more I know, I guess.)
While having the map open in Trenchbroom I also noticed that you had used the wrong texture in the clip brushes that were supposed to prevent the player from jumping over the fence. You should use the "clip" texture, not the "trigger" texture.
@Esrael
Thanks again! :)
Ahh yes I forgot the armor.
Will It change something if I change the Level to normal or hard?
The exit thing is a little bit frightening cause I entert the start map for exit and never changed it? Yes it disapeared Hmmm. I changed that again.
Do you think after that last changes this is a map for release?
New DM Map Beta
#15952 posted by Rhoq on 2018/12/01 05:40:19
I got an idea for a map last week, and probably 50+ hours later have a working beta of it. Wanted to pass this around for testing, for anyone who is interested.
I have played it with FrikBots, but not against humans yet. Even if DM isn't your thing, I'm open to feedback on the map build itself.
IMAGE
https://imgur.com/3bqiCZm
TEST RUN VIDEO:
https://youtu.be/4SdMJEAdgqE?t=90
DOWNLOAD LINK
http://www.quaketastic.com/files/multiplayer/maps/rhoqtdm2_beta.2018.11.30.zip
#15953 posted by negke on 2018/12/01 09:17:53
Somewhat cheery style, if one can say that. Farily brightly lit (I usually say the opposite), though of course you don't want a DM map to be too dark, either.
There's something about the layout.. so many corridors, and the upper/outside part seems to be a little bit secluded from the normal flow? Possibly a misconception on my part as I didn't actually play it properly.
The light beam effect is cool, but I wouldn't use an engine-specific effect in a DM map, because it looks bad on older/non-QS/DM-focused ports: pic
The teleporter triggers should be a few units in front of the entire structure imo, to avoid getting stuck on the sides and dropping into the lava by accident.
Mandatory suggestion: consider putting in some single player stuff once the DM portion is finished and finetuned! ;)
#15954 posted by negke on 2018/12/01 09:39:51
The level seems to be SSG-focused by the looks of it. Very little in terms of nailgun ammo - they run out so quickly in a fight. I would suggest adding a little more, especially near the nailguns, and turn every small nail box into a big one. Testing with bots is tricky, because they are so dumb that low-tier weapons appear viable where in a real DM they are usually not (at least against players with RL/LG).
GL is very close to the RL, so the explosive-type of weapons are centered on the upper part of the map. Maybe put the GL somewhere in the lower part, or add a second one down there? In this sense, however, I have to quality my "upper part somewhat secluded" statement, since this way it's a bit of a king-of-the-hill setup where the teams can try to conquer/dominate the RL area. Especially with the RA being so close to the RL. I usually try to spread out the powerful items to encourage movement.
No LG at all?
A little pet peeve if you allow: please rotate the teleporter destination platforms so the runes are aligned to the direction the player appears on the platform. The arcane magic requires it!
Thank You!
#15955 posted by Rhoq on 2018/12/01 17:27:02
@negke - the outdoor section did get a little out of hand during the build. Bigger than planned. During my tests (not that bots are a great test), the RL was sort of a fetch quest, get it and head back into the interior of the map. I might have to just chalk that one up to lesson learned, regarding layouts. It sort of violates some guidelines I'm trying develop for DM maps, too. So I should probably just be intentional about sticking to my principles, keeping things more tightly connected, and not have sprawling sections away from the rest of the space.
Good notes about not being port-specific with feature use. I can remove the beam of light for the final release. One other thing I learned with my last map is that DM servers which transfer maps automatically don't transfer the .lit file, which I forgot to test this time around. Is there a command to shut off colored lighting in QS so I can toggle that?
Re: Weapons... Will definitely up the ammo for nailguns. I'm sure I can figure out an alternate location for the Grenade Launcher to spread out the explosion stuff. The absence of the LG is a selfish point, but intentional. I play DM with my kid, and so far the LG seems to be a destabilizing element when we play, leading to frustration. But I can put one in the public release, I suppose. Suggestions on location for that?
Re: Arcane Magic... had I but known! Definitely will fix the runes. To be clear... does the proper alignment mean the bottom of the texture (as it appears in the texture window in editor) should be in front of the player as they appear, or should it be the top of the texture?
Re: Adding SP Stuff
#15956 posted by Rhoq on 2018/12/01 17:37:16
So... I don't have a lot of experience with SP yet. So I have questions.
Do you think this map would be very interesting for a single player setup?
It is preferred these days to make a map that does both, or it is acceptable to rip out all the entities and do a separate release for an SP version?
Is this map big enough to contain a satisfying single player experience? Seems small. Do I extend it with changing elements within the same space or building out new areas? What are your recommendations?
#15957 posted by negke on 2018/12/01 19:19:04
I don't know the command to disable colored lighting, but you can rename or delete the .lit file before loading the map to test it.
LG should probably be as far away from the RL as possible (including lifts/teles). Usually there is one in a DM map, I think, but don't feel like you need to add one just because I said so.
Doesn't really matter if the runes point forward or backward. I mean, most player probably wouldn't even notice it if they are sideways. Only mappers may cringe a little bit. :)
As for SP mode, I would say it's always possible to have some monsters and specific progression like (key) doors, activatable lifts etc to add some extra flavor to the map. It won't be the best SP experience, but people who don't care about DM can still enjoy the map then. Check out the DMC maps for simple yet fun conversions.
DMC
#15958 posted by Rhoq on 2018/12/01 21:44:07
Cool, I will give these a play. I've done a lot of digging since returning to the community, but there's always something new to find it seems.
Again- thanks for your feedback. Very good recommendations. Much appreciated.
Revisions
#15959 posted by Rhoq on 2018/12/02 03:54:59
Ok, this has been a good beta. Revisions include...
New wall textures, some fixed geometry, ammo adjustments, moved one weapon for spacial balance, teleporters triggers extended a bit, removed some graphical features that won't be available in minimal-feature clients commonly used for DM, and yeah... I think we're good.
Oh, and the teleporter pads are arrival-view-aligned for optimal ArcaneMagic(tm) performance.
Final Release
Hi everyone.
Now thats my final release of "Temple of doom".
Thanks to Daz, Dumptruck_ds, Esrael, Reyond and Roman De Renard for Tips and testing. Hope you enjoy it.
http://www.quaketastic.com/files/single_player/gsh_tod.zip
***URGENT*** @GunSgtHighway
You forgot to include your skymap files. Can't load your map.
Also please name your readme with the name of the map.
F****
Can I delete the old file from quaketastic?
Final Release Second Try :)
Uuups! Sorry. skymap was missing.
Now it should work. :)
Testing
#15965 posted by madfox on 2018/12/04 07:53:01
Any volenteers for testing a startrack demo?
Borg
#15966 posted by madfox on 2018/12/04 08:10:22
I'm still working in progress, and I could use some adfo about how the map feels.
Captain's Log
I Love It
#15967 posted by khreathor on 2018/12/04 12:46:24
Keep working
Madfox
#15968 posted by spy on 2018/12/05 18:33:40
Sure!
#15969 posted by madfox on 2018/12/05 21:42:42
I hadn't noticed, it suits nice. For viewing it has a smooth look. A bit concerned about the UV files, as I never had chance to make use of it.
@GunSgtHighway
You should submit a news post with your Temple of Doom map. It's lost in the mix here! Click on the tiny Submit News link on the upper right hand side of the top post on the News Page. A mod will review your post and it will be featured in the news items.
@Dumptruck_ds
Thanks!
Got it!
Beta Map Release
#15972 posted by Nolcoz on 2018/12/11 22:06:23
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Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.
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