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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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That's Part Of A Mistaken Mishmash Under The Guise Of Quake Having...
#16258 posted by Shambler on 2019/10/07 11:01:25
...a coherent story. We have now transcended that with stronger thematic adherence.
Double Dafuq.
There was nothing mistaken about the monster order of appearance once the final episodic structure was settled.
Dis Gon Be Gud
#16260 posted by Kinn on 2019/10/07 11:48:24
The grunts are just possessed by the entity known as "quake" in the story, so there is no reason why this entity wouldn't just mix his new recruits up with his old knight fellas without sparing a second thought.
What shums is alluding to is a question of personal taste, of no more validity than an objection to certain texture combinations.
The Hipnotic mission pack did a lot more of this if I recall.
Yes
The Hipnotic mission pack did a lot more of this if I recall.
Yep and there's nothing wrong with it if you justify it with a Slipgate pad as otp alluded to.
Custom Levels Are Just That, Custom
#16262 posted by Borax Man on 2019/10/07 23:21:25
Zerstorer if I recall correctly did this?, as did a few good maps in the 90s. I don't remember anyone caring back then, and in the Doom modding community, there aren't such rules. It is as kinn said, just preference masquerading as a rule.
Personally, I like when authors follow their own style and do something original, and don't stick to a predefined iD style. lpowells screens look great, and the style seems to work.
I Do Get Where He's Coming From
#16263 posted by Drew on 2019/10/08 03:12:05
#16264 posted by yhe1 on 2019/10/08 06:23:31
Base and Medieval enemies can be used together, but there needs to a reason why. A portal within a research lab where hell knights are coming through makes perfect sense.
#16265 posted by lpowell on 2019/10/10 21:01:13
Thanks for the comments everyone. @dumptruck_ds, thanks for the comment about the lighting; getting the right Quakey contrast is something I really need to work on.
#16266 posted by anonymous user on 2019/10/13 23:24:40
It's detrimental to gameplay (enemy variety) to refuse to use base enemies in otherworldy settings for "thematic reasons". But even thematically it doesn't make logical sense. Why can Ranger travel through the slipgates, but the grunts can't? Is there an anti-grunt forcefield? It's perfectly reasonable to imagine grunts traveling through slipgates to act as backup.
#16267 posted by Kinn on 2019/10/14 08:57:56
It's detrimental to gameplay (enemy variety) to refuse to use base enemies
If it's the mapper's choice to not use base enemies, then it ain't detrimental to jack shit, mr anonymous.
Let's try not to confuse "what mapper wants to do" with "what people are telling mapper to do".
@lpowell, Lighting
#16268 posted by Borax Man on 2019/10/15 00:44:41
@lpowell I was just going to add to dumptruck_ds's comment about the lighting. At the moment from the screen shots, you can see the light spheres around obvious light sources (especially in the 3rd screen shot), but there isn't much to break the lighting up or give it a different flow and direction. It looks good now, but it would look better if you thought more about lighting in terms of how the architecture would cast shadows on itself, how light might flow from area to area, how light might flow out of a brighter area into a darker larger area (for example, having light spill out of a doorway or hallway). Let the architecture shape the lighting more. Doing this also increases the visual detail.
For Those Not On Discord
I have been farting around in trenchbroom recently (it's been a while)...
https://twitter.com/GavinEdgington/status/1187881309873623040?s=20
I've been pottering away at it, though it's slow going now that Outer Worlds has been released.
Ouch !
#16270 posted by johnxmas on 2019/10/29 03:03:19
Fifth, that kind of fart would tear a butthole to shreds but what a visual stun ! Such a beautiful spiky-curvy shaped menace. Love it. Can't wait !
Yes
#16271 posted by Drew on 2019/10/29 03:29:15
butthole shreds ahoy
Any People Up For Playtesting?
#16272 posted by oprel on 2019/10/30 00:27:10
I'm looking for playtesters for my first map in Quake! I have tested it a bit with people inexperienced with the game, but I'd love to hear what you guys think. Mostly looking for some absolutely brutal feedback.
screenshots
map
Thanks!
Oprel
#16273 posted by Cocerello on 2019/10/30 16:26:29
I have here a skill 1 demo for you (i usually play 2 but i have not played in a few years ...).
About your map i like the original style, the interconnectivity and exploration, and variety on looks and rooms. You are going into the right direction.
On the things to get better:
- Lighting is dull, while low contrast lighting is nice i think you have gone too far in that direction. The good part of it is that it hides secrets a lot better.
- In general it feels like the scale is a bit small and it is easy to get stuck on columns, but as the map is easy at least on skill 1 it poses no problem.
- Those two silver key doors at the beginning should not be marked for, as they open without a key later, which can be misleading.
- You may want to add a silver or gold key texture like in id maps to make it obvious for everyone they are for that. It can lead to misunderstanding and people getting lost.
- That ring of shadows probably needs to count as a secret.
- Those crates you saw me looking on while on top of them need the textures to be aligned, but it also seems that all of them have the wrong size compared with the texture they use.
- You should probably put a non invisible wall on top of that rooftop or any other mechanic.
- Theres too many green armours, even for skill 1, but better too much than too few.
- You will probably receive complains here because the map is non-linear, but i do think you should pay no attention to them.
- You probably saw how those enemies telefragged themselves at the end ...
@lpowell @FifthElephant @oprel, And A Little Of My Own Work
@lpowell I like those screenshots, they look nice. Good lighting and QUAKE style brush architecture.
@FifthElephant - I love heavy, dark, metal, spikey stuff! When I see something like this I know it is not friendly world but evil unknown dimension.
@oprel Good architecture on screenshots, as Cocerello said maybe the lighting is a little to flat in some place but generally looks for good work.
After 10 years pause in QUAKE maps I back and play around with architectures and light. If you like see, here are my playgrounds:
https://imgur.com/a/w7Cul0F
Interesting Stuff AA
Seems like you're doing a lot of experimenting with brushes. I'd recommend also recommend experimenting with layouts and monster placement too, make blockouts and then use your brush experiments to detail up the map afterwards.
@azure_agony
I am loving these. Keep going!
AZure AGony
#16277 posted by mfx on 2019/11/07 20:39:16
Great looking stuff!
@FifthElephant @dumptruck_ds @mfx
Oh, thank you very much for good words!
https://imgur.com/a/dgzlA3F I remember very well quad shadow from original QUAKE map "Gloom keep" it's still impresive look. I redesinged the quad shape, it's not perfect, but keeps grid and looks not bad.
interesting stuff again, feels like a cross between Q1 Episode 4 and Quake 3.
Lords Of Chaos - Beta Version
#16280 posted by BoraxMan on 2019/11/10 13:20:23
A beta version of Lords of Chaos is available for those who are willing to playtest it for me.
I request that anyone who downloads the file not distribute it. I also request that ONLY those who are going to play this for testing purposes, download and test it. If you just want to have a look, wait until the final version please. It won't be far away.
The level is almost done. All that is left to do, is fine tuning of the gameplay, which may depend on feedback, and some more tuning of the lighting.
This requires a port with BSP2 support.
This level is on the larger side (about 340 enemies and a play time of 45 minutes to an hour). It is quite non-linear (though you shouldn't be able to skip sections), requires a little bit of exploration and planning. Ammo and health aren't always placed in front of you, and you may have to choose between looking for more ammo and looking for a fight.
In the level, you have to summon and kill seven Chaos Lords. As each Chaos Lord falls, more of the level opens up. But they aren't summoned right where you are standing, you have to hunt them down!
The link is here.
http://members.iinet.net.au/~dennisk@netspace.net.au/loc/locbeta.zip
Screenies
http://members.iinet.net.au/~dennisk@netspace.net.au/loc/locb1.jpg
http://members.iinet.net.au/~dennisk@netspace.net.au/loc/locb2.jpg
Please read the included text file.
Thanks.
@BoraxMan Just A Few Things...
#16281 posted by damage_inc on 2019/11/10 15:09:50
Why is there a "pak0.pak" file IN the "pak0.pak" file!?
Also there's a "config.cfg" file in your "pak0.pak" file, which should never be there.
I'm continuing on...
BoraxMan
#16282 posted by iw on 2019/11/10 16:30:08
Cool! I'll give this a spin and let you know how I get on.
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