3.
#4137 posted by
Shambler on 2007/11/22 14:20:38
Looks meh.
2 and 4 are where it's at.
Yay
#4138 posted by
negke on 2007/11/22 17:06:38
So much potentially great stuff in the works these days!
Yeah... ...Potentially
#4139 posted by
RickyT33 on 2007/11/22 18:42:12
In order to help me realise the full potential of my recent creation, I could really do with some help to have a rigarous playtesting regime!
Also happy to offer my services to anyone else who requires such services.
I have tested my map on Hard difficulty (level 2), trying to make sure it's difficult but not impossible, and have scaled down from there.
Also I have geared this map towards allowing for plenty room to maneuovre throughout, and have allowed some good firepower at an early stage, level 0-1 has a larger proportion of ID monsters, with level 2 containing more Quoth monsters but slightly heavier duty weapons, slightly earlier...
Please let me know if you are interested, any help would be greatly appreciated and is entirely necessary. I understand that patiently taking the time to implement solutions or suggestions can make the end result entirely worth it.
Either request here or mail me!
Level Error Shot
#4140 posted by
madfox on 2007/11/22 20:37:26
Madfox
#4141 posted by nakasuhito on 2007/11/23 00:37:38
that looks very colorfull :)
R_speeds
#4142 posted by hylke on 2007/11/23 02:26:15
please think of them. but looks good!
It's Not Mine
#4143 posted by
madfox on 2007/11/23 08:35:13
I thought you could easily see, it's Q3Arena Base in Q1 style.
NEED TESTERS ! ! !
#4144 posted by
RickyT33 on 2007/11/23 11:10:33
Still have no testers for latest level!!
PLEASE HELP!!
Screenshots - #4120
Heh
#4145 posted by
Spirit on 2007/11/23 11:35:57
I could test, but damn I hate base maps and my criticism often is very harsh. If you want send it to me.
I'll Send It To You Spirit
#4146 posted by
RickyT33 on 2007/11/23 11:39:43
I'd rather get all of the criticism out of the way as early as possible. I'm in no major rush to get this one out, so there's plenty time for adjustments.... ;)
Anyone else?!
#4147 posted by
Trinca on 2007/11/23 14:09:36
if you want sent me to ;)
cheers
If It's OK
#4148 posted by
aguirRe on 2007/11/23 15:03:20
with only a tech evaluation, I'll see what I can come up with.
Thanks - Ya'll Should Have Mail :)
#4149 posted by
RickyT33 on 2007/11/23 15:32:56
If anyone else fancys a go please just ask!
Alright
#4150 posted by
madfox on 2007/11/23 18:58:41
RickyT23 - send it and I will see.
Hmm
#4151 posted by
aguirRe on 2007/11/23 19:40:33
Nothing yet ... did you send a link or a big attachment?
Let's Include A Pocketlight...
#4153 posted by
madfox on 2007/11/24 08:04:58
Haha
#4155 posted by
starbuck on 2007/11/24 14:27:51
no YO MAMA is a fleshlight with legs
Nice
#4157 posted by
ijed on 2007/11/24 21:10:30
Why is there a lava sea though? Maybe put a standard water there with a trigger_hurt - so you don't have to map the ocean, that is.
Reminds me of the Painkiller docks level.
Enteren!
#4158 posted by
madfox on 2007/11/24 21:15:03
Can you really get in it, or is it just solid?
Good design, a little industrial.
Trick With The Lava
#4159 posted by
bambuz on 2007/11/24 21:28:30
upscale and rotate so repetition isn't as obvious.
.
#4160 posted by
necros on 2007/11/24 21:54:38
you could make a new lava texture that's say 256x256 (or use the original one and modify it in a way to make it look good) and then stretch that new texture by 2x.
this'll break compatibility with glquake (i think? or was it software quake/winquake?) as the texture will show up wierd but works in FQ.
i just figure since the lava takes such a prominent place, it would be worth a new texture or something. :)
Lava
#4161 posted by
Shambler on 2007/11/24 22:35:27
I like the lava sea, it says Quake fucked-up-ness to me.