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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.

Need a place to host your screenshots? Upload them here:
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Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
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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 
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 
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 
Any volenteers for testing a startrack demo
Borg 
I'm still working in progress, and I could use some adfo about how the map feels.

Captain's Log 
I Love It 
Keep working 
Madfox 
Sure! 
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 
Normal Difficulty Run 
Hi nolcoz! Great job on completing your first map. I've recorded a demo of my blind run on normal mode (using Quakespasm).

In general, I found there was probably too much ammo relative to the number of monsters you have in the map. I was nearly always full on shells and spikes. I ran out of spikes once, but there were rooms nearby with tons of ammo.

For the encounter design, it looks that in general I'm only fighting one type of enemy at a time, and that they come in waves. This made most of the map quite easy to overcome, as there was also generally a lot of room to run backward or strafe around a room to stay out of the way of both projectiles and melee.

To break that up a bit, consider mixing encounters with various enemies. On normal mode, it's nice to feel like we're not running out of ammo, but there's no tension if player has plenty of room to move and are always fully stocked.

Conversely, the first encounter in a small, dark room with two Vores in it takes the difficulty way up. I would suggest: turning the lights up a bit in there, and only have one Vore on normal mode. Opinions may differ on that, but I if you want to keep the difficulty up, consider a Vore and some other monster to go along with it. Whenever a Vore launches a Vore-ball, that's basically another enemy in the room. Given how small the room is, I'm not sure that's appropriate for Normal mode.

As for archicture: love the progression. The rooms are simple, but you're using a lot of interactive elements and surprises. I liked running around in it.

There's one area (upstairs near the Shambler fight) where are a bunch of electrical devices. I'd love to see a little glow around those electronics that shed a tiny bit of light on the geometry around them. And it seems a missed opportunity not to put a little damage trigger on those, so that running around to avoid enemies isn't completely free. That could spice it up a little.

Once again, great job! Looking forward to the release :)

Demo link: http://rhoq.ddns.net/archive/demo/tsotm_rhoq.dem 
@Rhoq 
Thanks for the feedback!

I will try to keep in mind what you said when modifing
the map. 
Second Beta Release Of The Secrets Of The Mansion 
Hello again

I have finished improving the map according to what I have been told

http://www.quaketastic.com/files/single_player/maps/tsotm.zip

Tell me what you think, and I hope you enjoy it :) 
@nolcoz 
The updates feel good. Lot more challenge, and it increases steadily throughout the map. That's good stuff.

Finished with 1/4 secrets :)

If you haven't seen it already, dumptruck_ds's YouTube channel has lots of additional instructional videos on Quake Mapping. Here's one on steps for releasing you map. Good luck!

https://youtu.be/eQ911Wphy0Q 
@Rhoq 
Thank you for testing the map and telling me what you think about it. :)

I do know about dumptruck_ds mapping videos, in fact I am subscribed to his channel.

I am gonna wait before submitting it to quaddicted to see if someone else can playtest it and give me their opinion about the map. 
@nolcoz 
I'll try and load your new version up tonight. 
Beta Tester? 
I think I'm really done, but that's my own opinion.
It could be someone else is'nt.
So here's my humble request.

captains_log 
 
I have the next couple days off work so I will have the time to record a demo and write up any thoughts! 
Madfox 
Motorcycle must be made tangible
The sounds are terrible, especially when they are on their own in empty corridors.
Orb hung in the air
Elevators without sound
Many different screens on the walls and it is not always clear where the screen is, and where the button
One of the dying monsters has the sound of a body breaking. Not very logical.
The big teleports looked very strange. Which of them worked can be guessed only by the sound. And it does not always work. You have to leave and come back again.
I was able to climb onto the roof of one of the elevators
I could not find the blue key.

In my opinion, the main problem in the sounds. I had a feeling that they live their separate lives.

http://www.quaketastic.com/files/demos/log201s_digs.dem.zip 
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