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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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Starbuck 
The Evil Temple Thingy.

I'm not a fan of egyptian texture themes either, but based on the screenshot and description it seems like the one that will offer a good solid chunk of mappage with the least additional fuss. More bang for the 'buck. Ahem.
Whereas Oxymoron with its complicated inception has a number of different elements you're trying to achieve that, while interesting, will take more time to consolidate. I'm also not desperately keen on a Doom-textured Q1SP, but that's merely personal preference.
Necromodai sounds like a major project, one that will require some heart and soul. It would be my advice/experience that you shouldn't try to get as committed to it as you'll need to be while unfinished bsps remain on your drive as distraction.

So, finish the Evile Temple Thingy where it's at. Refine and polish. The texture theme can be expanded, modified or completely changed more easily than brushwork and gameplay and it looks like there's still some flexibility in what you can do with the design.
I absolutely guarantee that you will learn something from completing the map that will aid you when you eventually come back to Necromodai. 
HOLY CRAP 
OXYMORON GOD KILL ME NOW SO MUCH BAD BRUSHES AND WEEKS OF COMPILING THAT CRASH AT 50% NO PLEASE SPARE ME 
Starbuck 
#1: Temple
#2: Oxymoron
#3: Necromodai

However, you _REALLY_ need to work on lighting in Oxymoron. The shot of the map in it's state "a couple of years ago" looks heaps better than the newer one. 
Temple 
 
RPG Spreads Wisdom From The Frozen Northern Lands 
Do 1 or 2 first and then do 3. 
Hmm 
I'd say finish them in the order you've list them.

From what you've said, finishing up the first one shouldn't be too much hassle, then fix and finish oxymoron, and then you can freely concentrated on the big project.

(Although in terms of how much they intrest me, it'd be the reverse order).


Oh, and Oxymoron is that map that it took half of #tf to compile right? 
Colors 
They all look good to me.

Found the miracle of colours in fitzquake.

http://members.home.nl/gimli/quake09.jpg
http://members.home.nl/gimli/quake11.jpg 
Hehehe 
of all the engines to discover it in, it was fitzquake. hehe 
Well 
The thing of miracles is that they're miracles to some, and bad luck to others. Be careful how you use those things, k? 
Way To Go! 
hover that green over some liquid and it will make for either some icky looking slime or some yummy Mountain Dew. 
Metl! 
Ban him, now! 
Thanks For Input 
i will take the popular advice and complete the maps in order, Temple 1st, then Oxymoron then Necromodai. 
Starbuck 
Looking forward to it :) 
Yes Starbuck 
go map! 
SB! 
That temple map looks awesome! Not enough temple maps being made, bah to all of you! My 2nd pick would be the cool gothic thing at the bottom, looks awesome! Then oxymoron, it looks nice but the other 2 grabbed me more. 
Starbuck 
bottom one is the bestest, nice textures

oxy - everyone seen it. some even played it
not worth really imho

top one - boring style

madfox, sorry for u
go get some clue 
Slope 
They all look good to me. 
Whoa! 
i had no idea fitzquake could do this. 
Ack... 
I guess I can stop writing such detailed documentation... 
Starbuck 
oxymoron looks very cool to me. 
PH8DM2 Nearly Done... 
Just waiting for testing from some of you in #tf (yes I'm actually caring about that now). Anyway, I've finished the rough layout, which has kinda became semi-rough. There's still some details to add and bits to fix and spice up, but here are some shots:

http://www.phait-accompli.com/q/pre/ 
PH8DM2 
Just a couple of things:

In shots 1 and 3 there are 64x128 surfaces with 128x128 'hexagon' base textures on them that are cut off at the halfway line. Retexture those surfaces with a 64x128 riveted panel, or if you can't find one, use the 64x64 riveted panel instead. There's something similar in shot 4 as well, either side of the ladder aperture. Texture alignment is a good thing.

Ramps are completely different to move over than stairs, and I would imagine are especially annoying when the walkway at the top immediately turns a corner after only 128 units. Make teh stairs kthx.

Other than that, looks very swanky - I especially like the skylight trim. 
Oh Yeah Forgot To Mention 
Kell, firstly thanks for the feedback :D

The 64x128 textures suggestion is a good idea. I was thinking of either editing them and having them have a bevel/shadow along the halfway mark where they cutoff... but was still skeptical of how I was using them halved anyway.

The ramp, which comes down on a few steps ahead and to it's side - I was at first wondering if that whole idea might be annoying too - I'm going to try all stairs like you're suggesting.

One thing you may notice:
http://www.phait-accompli.com/q/pre/walk.jpg

Walkway on left just hangs there and meets w/ the 64x64 riveted texture, doesn't look right of course. That is currently how all walkways are in the rough, but I'm going to add a layer inbetween as you see on the right walkway - just logical and looks better.

I think this layout might have some good potential but I'm still waiting until it's tested. Either way it's gonna top PH8DM1 (pah!). Thanks again for checking! 
Ph8 
Looking promising, the textures need some serious fixing as you know, but it's looking like a good start. Stick with it man. 
:) 
Glad to hear, thanks. 
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