Imortal Creep
#16533 posted by
madfox on 2021/01/28 01:29:23
Never could end that mod decently. I'm just a normal skill player and the nightmare setting didn't fit my joy at all. Good maps, I won't deny.
Afterall it's more than fair to see a Ranger killed after three shots, while nightmare skill offers the equal combat.
Gespeicherd
#16534 posted by
madfox on 2021/01/28 08:43:52
A bit of husslin', but I finaly managed to get a decent base file for the thing. Thank Dr. Rigormortis for the start frame. It must have been quiet a job to combine a Chtong with an OldOne and some basic joints.
zerstörer
Turbosquid Model
#16535 posted by
madfox on 2021/02/01 13:06:04
Just finished the manticore model. Original it comes from the turbosquid site as a
label model, but I got so fixated with it that I made it a quake
model
Fire, Water, Squish
#16536 posted by Gorgsenegger on 2021/02/20 20:15:13
I've started a new map, based around the idea of having - well - fire, water and places where you can get squished:
https://www.gorgs.org/2020/11/06/re-opening/
There are some more subsequent blog posts, but the map is still work in progress. Feel free to have a look at it and let me know what you think!
Well
#16537 posted by
Shambler on 2021/02/21 19:39:17
That engine and hud literally makes my eyes vomit actual bile over my monitor and keyboard.
Also just direct link the images rather than having to have two clicks to open each one.
Map looks like an okay start tho.
Gorgsenegger
#16538 posted by
Cocerello on 2021/02/22 10:59:20
Welcome to Quake mapping.
I think you should be using a engine and textures which looks closer to how Quake is if you want to be sure the player is going to see and experience the same as you and issues do not arise. It also makes easier for us to tell you things as right now is hard to know. I am under the impression there is something wrong on the brushes on the upper part of the third screenshot but as i said before is hard to tell.
Q
#16539 posted by play 2 on 2021/02/25 23:58:36
Monsters
#16540 posted by
madfox on 2021/02/27 09:21:11
Made some changes to the DarkYoung,
now it looks more like a HL squeeker.
Strange carrot afterall..,
Alruin
Very Cool
#16541 posted by
Cocerello on 2021/02/27 20:31:27
but i think it would be better for the red parts on the outside of the mouth to be less red, or make a degradation. Looks a bit like painted.
Slowly Evolving
#16542 posted by
madfox on 2021/03/01 03:11:17
Yes, they were a bit explit.
Made a new
version that has a more savage look.
This one got entitled as "the buthole of shubnigar".
Madfox
#16543 posted by
Tribal on 2021/03/01 05:02:48
The new version is beautiful! I love the teeth's color!
Yes
#16544 posted by
madfox on 2021/03/01 08:29:31
Captured Shambler's ToothFairy.
Looks Good
#16546 posted by
madfox on 2021/03/06 08:53:01
.., for a first map. Gives me a Daikanta feeling in some way. The shapes are well in dimensions and give a sense of exploring.
I like the way you make the rocky edges, but they'r often a victem of strange lightning. Sometimes they won't fit and can be hidden by a small rock on one of the gaps as in the third screeny, I think. Small texture error on the water ledge brush.
Quiet good for a first map!
Thanks
#16547 posted by
RavenFW on 2021/03/06 16:06:16
Hi, thanks for the feedback!
I'll see later if I can try and fix some of the "rock cracks", luckily those shots are from the air and not that obvious from the ground. :)
Which screenshot has the texture error on the water ledge?
Beta Map - Zasiruth:BGH - Rev B Updated
#16548 posted by
RavenFW on 2021/03/06 17:53:50
RavenFW
there's 32 megs of screenshots in your latest archive rev B FYI
32 Meg Screenshots
#16551 posted by
RavenFW on 2021/03/06 22:19:38
Thanks for letting me know, was wondering why the zip was so big.
Will remove them when I upload Rev C.
Rev C Out
#16552 posted by
RavenFW on 2021/03/12 20:57:00
Made some changes and uploaded Rev C.
www.quaketastic.com/files/WIP_maps/Zasiruth/ravenzas1/zasiruth%20-%20RevC2.zip
Some new things:
- Added difficulty levels (Easy, Normal and Hard) with Normal being the default. See Readme file on how to set/change difficulty level as desired.
- Changed all windows to breakable.
- Changed some skins and lightning.
- Added a green key door as part of progression/flow.
Thanks to everyone for their inputs, however, I could not change all of the recommendations.
Cheers!
RavenFW
#16553 posted by
Barnak on 2021/03/12 22:24:35
I tested your map (a mod, actually) on OSX Spike QuakeSpasm (QSS).
It works perfectly (as I could tell). I love the breakable (especially the windows). Great atmosphere and map style variations. I liked the default music for this map.
I only have two personal complains/critics :
1. For a single map, I would prefer a map that could be put in the ID1 folder or in a major mod (like copper or AD, for example).
2. I don't like the straight and squared corridors, with it's simple tiled texture. Feels retro there.
Barnak
#16554 posted by
RavenFW on 2021/03/14 14:33:45
Thanks for the feedback!
Will try and avoid straight corridors with my next map.
Barnak
The map you are referring to is based on progs_dump 2.0.0
The entire reason pd exists is to serve as a devkit for people who want to do stand alone releases similar to "Bastion of the Underworld" or "Altar of Storms."
When packaged correctly, the downloads are pretty small compared to other mods, especially AD. The only small request of that player is to run it as a mod.
Surely you understand how this works?
New Project "Welcome To The Jungle"
Hi!
Have started a new project in that I work with natural environment. It now includes assets of grass, trees, palms and bushes.
I'm working on waterfalls, typical jungel plants, rocks and destructible buildings. My goal is to create a minimission with a pile of assets for all to use.
First screenshots:
http://www.quaketastic.com/files/gsh_adoria/jungle/jungle%201.png
http://www.quaketastic.com/files/gsh_adoria/jungle/jungle2.png
http://www.quaketastic.com/files/gsh_adoria/jungle/jungle3.png
http://www.quaketastic.com/files/gsh_adoria/jungle/jungle4.png