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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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please say what would make it more dmish

an atrium :| 
It Should Have 
less open areas 
 
kell eh an atrium hrm i doubt that would fit on this map and i doubt ill make it any larger, the castle is largh enough

bambuz well i actually make maps with some open areas thats just how i like dm maps easy to spot and shoot no thinking just good old run and shoot lol 
 
i told u elvis... :) make a sp of it...eheheheh 
 
ugh thats to late now Trinca when i'm allready placeing in dm like stuff on it, like a litle patch on the mountin sides just for hiding and shooting heh 
Quake 1 Deathmatch 
has no place for sniping from hillsides. A Q1 DM map should be all about connectivity and manouverability, so separate buildings joined simply by open spaces generally doesn't suit the gameplay mechanics. A talented DM player maps a route round the map in their mind, so without a little guidance the gameplay will be reduced to a very skilless and therefore unrewarding experience.

Or so I think. 
I Dunno 
Maybe something different can work, if the mapper has the skills and inspiration to pull it off. Q1 DM gameplay doesn't HAVE to be about a rigid specific style, I think there are other possibilities for enjoyable gameplay if people are prepared to see them. 
No Dude. 
NOOOO.

Dapak clones 4 life. 
Well 
of course different things can work, but there will always be limits, especially in older games such as Quake 1. There are no long range accuracy weapons in Quake 1, so large areas are essentially wasted space, if you ask me. 
There Is 
the shotgun ;)

Take the following as not very serious:

I think, generally, but not necessarily, people need to have some playing experience to make good maps. One can of course make good-looking but that's not the same :).

Or make 6 different ones and hope that some of them turn out right. :) 
BBQ Accident 
Friction 
hhmhmm looks interesting ... I will look forward for next screenschot(s) ;) 
I Thought You Gave Up Working On That Fric 
[nt] 
No 
Abandoning 22000 brushes total would be just silly. 
Aaarrggg!! 
Don't you just hate it when this sort of thing happens?

testlevel = 4

************ ERROR ************
CheckStack: leaf recursion near (457 -2368 2048)

Elapsed time : 0:00
Session time : 61h 19m
State time : 7:06



Oh and some pics!
http://www.hrimfaxi.dk/breakfast.htm 
Cool 
i like the use of knave textures on round towers -- try to do more stuff like that, maybe. 
So Much Knave Goodness-- 
i love it! <3 
Hrim 
13 different flavours of pwnage, great looking stuff, get mapping! 
Hrimfaxi 
Wow ! Really nice screenshots ! The map looks promising... I really hope to see this map released ! Go solve the fullvis error ;) 
Huh Hrim 
looks magnificient... just make sure there's enough of visblock to keep fps decent, nowadays people often tend to disregard that... :) 
Looks Sexeh 
Definitely. I like the strong vertical stuff you got going on there. 
Hrimfaxi 
You have a lot of talent. I like how you apply that talent to creating outdoor setpieces - the best kind of map, in my opinion.

Rock on. 
 
very nice - http://www.hrimfaxi.dk/pics/fitz09.jpg

despite, apparently taken from a point you would never reach in game
and overused textures too 
Yah 
knave = teh new wizmet 
Door Sounds (or Not) 
I have a long door (512 units) which, when triggered, fails to play noise2 but does play noise1 - the final sound. The doors.qc is 'clean' and all sounds are in the pak.

Is there a problem because of the size of the door? i.e. am I too far away from the sound's origin to hear it? 
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