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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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Voodoo 
Shouldn't that be a news post? screenshots? 
Gibbase, Cont. 
Here's a WIP shot of a q4dm I'm working on with gibbie's and Lun's textures:

http://biff.leveldesign.org/pics/map_shots/wip/q4/imp4dm0_1.jpg

Looks familiar, I know. I've only got like four map layouts in me =( 
>:( 
Myrmidon, you. 
Fix Trim 
at the bottom center-to-right area. do the 45degree thingy. ;)

otherwise, i like it (although it could do with some more interesting lighting, but since it's a DM map, i guess that's out of the question :S ) 
Textures 
Starbuck and Lunaran: both sets look bloody great so far. Can't wait to see the finished packs 
Starbuck, Zwiffle And Necros 
Starbuck: Hell yes -- meant to put it in the above post, but more power to you on the revamped q1 idbase -- looks sexay =D

Zwiffle: Pipe down, you -- Myrmidon is not dead.

Necros: Doh, saw that b0rked trim myself -- and don't start on the lighting, I've heard enough from gibbie about it ;D 
Biff 
We love you anyway.

Castle Biffenstein! 
Give Me 
Beta feedback! 
Fab... 
Madfox: send beta to my gmail account

Starbuck: oh my, yes!!! Don't forget to do the unique base textures from MP1 and MP2 as well :)

Lunaren: yaaaaaaaaay, I hope we get some SP levels out of them (pokes tongue at Beef). 
Right 
on its way. 
Beta Up For Test 
ok it's updated again and this time it's surly beta it could even be final ;)
ok now i've changed the map so it's a sp/dm map from now on not only dm anymore
do post back after testing it as i'm very glad how it looks and feels :)
i must be getting beter as Trinca got killed on the map and that i didn't expect neather did he lol
the 2 shots are taken from sp and dm mode and from the same spot so you see the difference
have fun

http://www.multi.fi/~elvis/quakemap/hellvill.zip
http://www.multi.fi/~elvis/quakemap/hellvill1.jpg
http://www.multi.fi/~elvis/quakemap/hellvill2.jpg 
I Ran Through 
it on Normal and it's a pretty nice map! It looks good and gameplay is solid. It was too hard though; more health and shells are needed.

There are two critical doors to the final area with the ogres that won't open due to their spawnflags; 2052 should be 2048.

You should also go through the map and delete all invalid origin keys from your brush entities. 
AguirRe 
the final doors you are talking about shoulden't open at all they are just there and for sp only the one that opens are on the top not the bottum one
i shut that door completely just becuase it didn't work right in sp mode, it's like one other door it's just there to block

and i haven't set any origin keys at all on this map so i woulden't know what you are talking about 
Elvis 
some thoughts in no particular order:

-i played it on skill 2 and didn't think it was too hard. but a little more ammo before the encounter with the vores would be good.
-some additional bits look nice, like the broken grate and the barricade in the caverns/ra room.
-add some secrets, for example the quad on the mountain ledge and the ya house
-more monster teleports (when certain items, weapons and the keys are picked up)! particularly the outside area needs to be more crowed.
-the button for the final door is hard to spot, maybe a (weak) light there.
-some doors/walls that open later or not at all could use a message.
-the exit building has a big red window on the outside, but it's missing on the inside.
-the exit looks bland with only a black texture. what about using some nice liquid (lava maybe) or make it a corridor into darkness with a negative light?
-some torches a somewhat far away from the walls (and the chandelier). make the gaps less obvious (if it doesn't screw up their light, of course).
-don't box the map with the sky brushes! use sky only for the top brush and fix possible leaks manually.
-add an intermission showing the entire village?

i better don't start with r_speeds, so that's about it. dunno about deathmatch, but as i already said, i don't think it'll work out. some teleporters might be helpful, though. 
Neg!ke 
-the exit building has a big red window on the outside, but it's missing on the inside.
this i have never seen please explain where it is i use both fitzquake and fuhquake to look at this map and nowhere i've seen anything like this

the chandelier started to look a litle like this when i made it a func_wall don't know why put the polycount dropped very much when doing it

-don't box the map with the sky brushes! use sky only for the top brush and fix possible leaks manually

please tell me abit more about this your the master and im the n00b even if i've mapped a litle ;) 
Elvis 
If those doors don't open, I couldn't find a way in and the button Neg!ke mentions, I didn't see either and I searched for quite a while before giving up and noclipped through the lower gates.

As for the origin keys, I don't know which editor you're using, but that might be the cause of the invalid origin keys on brush entities.

In any case, I'd suggest going through the map and delete the multiple origin keys for each brush entity (e.g. func_door). If an entity has a brush, it should not have an origin key. 
If an entity has a brush, it should not have an origin key.

orly? hm.. i never knew that; if there's not origin key, how does the game know where to put it? 
AguirRe 
i have not put any origin keys and i use tread3d
what do they do anyway these origin keys, i've seen them but they are 0 0 0 and thats normal for my editor

i haven't seen anything saying that they do anything on my map nothing at all 
Oh God 
a real live person using thred3d in the year 2006 oh my 
Elvis 
i mean the red, round window above the final door (the same applies to the window above the castle entrance).

you put sky brushes on all sides of the map, right? although it doesn't really matter for this map, apart from lightmaps, you should do it the clean way. a sky brushe at the top (where the sky it, naturally); the outsides of the rest are the backsides of the mountain brushes and the floor then, so they are removed by vis.

necros: there are still the coordinates of the brush volume ;) 
Thred, Or Tread? 
tread is quite different, afaik. It's more of a worldcraft rip-off.

http://tread.planetquake.gamespy.com/

probably shit though. 
Neg!ke 
ah now i know what you mean, it's not a window more like an emblem showing like there is royalty here or stuff like that ;)

and yeah the skybrush is everywhere around the whole thing seling the map

oh and that litle light you thought i should add to the button, well that's gonna be a problem as in dm mode the button is hidden but the light goes thew the wall and the wall bit being a func_wall is not blocking it :( 
Oops 
forgot to meantion that i've moved the door blocking the ogre/ra room to the stairs in stead so you have access to that room but not to the upper one from there, this should make AguirRe abit more happy ;) but i won't upload the this newer version yet as they are to similair :) 
Using QuArK 
I finally found the small button that opened the upper gate. Yes, that one could really use a light. If the light is switched on by the death of one of the monsters, it should look fine in DM too.

But even with the now open upper gate, you'll never have a reason to enter the lower room with the ogres, which is a bit illogical progress-wise. So changing that like you mention sounds like a good idea. 
Neg!ke 
i can't get the negative light to work right at all if i put it in the exit it won't do anything
so if you have any advice on that please tell me on the mather of that lava texture in the exit, i have never seen a exit with a lava texture or so only darkness mostly 
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