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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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Oh The Lava 
The good old Quake lava would look better.
First shot looks fantastic apart from that! 
I Like The Lava 
and the rest, looks great 
.... 
almost as dark as before 
JPL 
symmetric trims around the pentagram (white lines)
increase the scale of the lava texture? 
OK... 
Spirit / nitin: Lava texture is the original Doom3 Lava... I maybe should increase its brightness... In anyway lava issue depends most of your taste.. philosophical question like fiend's eyes existence.... so except lava, I'm glad you liked the shots...

Speeds: As usual, you saw nothing.. When will you change your old CRT for a good flat screen ?

neg!ke: Good point, I realigned textures in order to have the trims white lines inside the area (to be give more symmetry)... It will be less visible then.. Also, I already planned to add some details in the second shots, like arches, flaying bodies, crucified bodies, etc... Maybe some blood fountains as well... And concerning the lava, maybe increasing the lava scale could help.. I'll make tests later..

Anyway, thanks for your feedback... and stay tuned ;) 
Jpl 
I liked the lava :) 
Nitin 
It's understood! 
Jpl 
The map looks great and the lava theme is to great.Lights is ok and on the 2nd picture the walls could be toller. 
So This Is Old But... 
Screens
http://scampie.leveldesign.org/st_1.jpg
http://scampie.leveldesign.org/st_2.jpg

Download
http://scampie.leveldesign.org/cv/stormtrigger.zip

I've been thinking about finishing up this old level I was working on before I got hired (about 2.5 years ago!). I asked #tf if it seemed worth finishing, and at least got a number of people saying 'looks cool!' and such, which I suppose is enough to make it worth finishing.

I ran through it a bit earlier, and there's still a bunch to do. One section of the map is missing which finishes the layout, and there's a number of detail bits to clean up. The exterior rockwalls are fine for the most part, but I'd want to rebuild many of the brushes and add some flavour to them.

Could any of you give the map a look and post any comments? I'm thinking I'll just poke away at it during the nights for the next few weeks and release it. 
Scampie 
Nice shots ! 
Thumbs Up 
That map definitely deserves to be finished. I don't know if a whole extra area would help, because the map feels too sprawly for the amount you've got in each space.

My comments:

- Most of the trouble I see with the layout is distance, specifically between the RG/MH area and the central drum. There's a long boring walk from one to the other no matter what direction you go. I say do whatever you can to chop that space and bring those two closer together if not integrate them entirely into something more open. That'll make both spaces more interesting (because right now they're pretty simple) and speed up movement around the map.

- The RG room has two ways in that each lead to one other way out each, so all you ever do is run through it without navigating. Some interconnection in here between the spaces is needed. Merging it with the center room would go a long way, and/or you could also do this:
http://www.lunaran.com/pics/stormtrigger6.jpg

- I really like how the center room and the outer yard are one big space if you peek up over the top. The outer area feels like it needs more variety in the walkable space for its size, though. There's one unintentional little loop around the slime waterfall that would be neat if it were detailed a bit and made visually intentional, with some stray bonuses.
http://www.lunaran.com/pics/stormtrigger1.jpg
Little additions like this elsewhere would help add complexity to big and otherwise kind of straightforward areas.

- A ledge or two more cut into the rocks behind the lampposts would be nice also, because they could be used as cover rather than decoration.
http://www.lunaran.com/pics/stormtrigger2.jpg

- There's two areas above to either side of the big drum that would be nice to see turned into play space also. The one on one side could provide a hole over the MH to drop through if you brought that area in, and the other (that kind of narrow space alongside/on top of the megapipe) could lead back into the central room, and provide a nice tight/interesting place for combat.
http://www.lunaran.com/pics/stormtrigger3.jpg
http://www.lunaran.com/pics/stormtrigger5.jpg
I say this because everything else in the map is a pretty standard open width, and having more hidden away places like this or behind the lampposts would add a lot of variety to the space. Adding more such variety in the inner spaces would be even better, so the whole map isn't made for railgun whores.

- There's an easy jump to the RA platform on one end but not the other. Putting a second ramp here and making you jump to the RA from either end would make it more dangerous to grab. (Even separating it into three platforms to make you have to jump twice to get to it.)
http://www.lunaran.com/pics/stormtrigger4.jpg
Having the RA available immediately after grabbing the RL might be unbalancing, too, but a lot about the item placement might have to change.

- If there's no way out of the slime, kill me instantly when I fall in. :) 
Wow. 
And that is how you comment on a map.

Thank you so much Lun, I'll keep all those in mind as I work on the map! 
Er 
Everyone else feel free to chime in, too. 
Why? 
You already said everything.

(Scamp, I'll try to give it a look sometime in the next day or two.) 
Fge 
Scale feels wrong for almost the complete map :/. Everything feels way too large, while the corridors are rather narrow (can bump your head!). My advise would be to rebuilt everything at a smaller scale. Vertical scale included.

also, you need some more connections to the higher levels, and place the items at dangerous spots (eg mh is way too hidden) 
I Like The MH That Way 
cleverly hidden and yet plainly obvious. The problem is you NEVER come into that room from the angle necessary to be facing it. 
New Area 
Thanks for posting my stuff here, Speeds. Almsot forgot that I have an account here. Here's a newer area:

http://www.methodonline.com/temp/meth_test10a.jpg
http://www.methodonline.com/temp/meth_test10b.jpg
http://www.methodonline.com/temp/meth_test10c.jpg

Feedback is welcome.

-Method 
Looks Cool Indeed 
i wonder how the quake4 monsters would look in such an environment though 
Method 
looks great, altough I think some dripping water from the ceiling/pipes would add a nice touch. 
Updated The Shots 
I updated the shots with things I added based on feedback I've gotten such as beam, cables, trash and grass/moss.

-Method 
Looks Good 
I like the subtle colours you have there, but perhaps it could use a little more colour as it looks a little grey at the moment - the colours are maybe too subtle currently. Some extra red/brown in the bricks and mossy greens and browns on the floor probably wouldn't hurt. 
They Look Like Renders . . . 
Very nice shots. 
Feedback. 
I'd just like to give feedback on Lun's feedback:

Lun that was superb feedback to Scampie. I clicked on the pictures despite not downloading the map. Good job and good justifications for your advice. 
Stormtrigger MH 
Lun: I don't really see interesting fights happening around the mh - only annoyance with falling down and the like. More accessible places seem to work better for major items.

But maybe that's just me - i never liked 'out of the way' places for items. Let me go to a room to get that particular item, but never make me go somewhere in that room i'd never go to anyways. See ztn3t1 for reference weapon/armor placements. Personal preference, really. 
So 
every item in every map should be that way? :)

The variety would be healthy. There are plenty of items already in big open spaces elsewhere. MH encounters would promise to be different, and the hole-above-an-item is it's own kind of standoffish classic. If anything, having an item in a big empty room is a partial design failure, because the design doesn't contribute much to potential encounters other than by getting out of the way. 
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