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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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IF U FUCKING PLAY THE MAP YOU HAVE A FUCKING MORAL OBRIGACION TO COMENTS EVEN IF IT USES 2 LINES OR A STUPID DEMO DIEING AT START WITH 10 OR 20 KILLS.

like hell you do. feedback comes at the user's discretion and should never be taken for granted. if i felt forced to leave a comment i'd probably be less inclined to. 
 
"if i felt forced to leave a comment i'd probably be less inclined to."

chif you made me cry... 
My First Map 
anyone interested in checking out my first map?
check it out here:
http://quake3world.com/forum/viewtopic.php?f=10&t=37351

also, im having some trouble with creating the .aas for bots and the map is still not showing up even though i have a .arena file setup. ? 
St3ady 
Hey man - its cool to see a first map, for Quake3!

Looking at the shots I would say that you definately need to texture your map! The lighting looks OK, but I would guess it's hard to judge the lighting properly on an untextured map. But then again what do I know - everybody has a different way of mapping!

Although for me the texturing is always used from the start, it is kind of an integral part of the theme. For me ultimately the textures I use will have an effect on the layout of the map, but others will disagree with me on that one....

nice work :P

I have never made a Quake3 map, and unfortunately I dont have a copy of Quake3, so I cant try it out . . .

Trinca - Your last map is on QuakeOne.com, and my last map isnt!! Your map got some great reviews! Hehe - your a fine mapper! Now go map. 
Well... 
it looks like he's sorting out the gameplay and proportions/scale first, which is actually a good approach since once you make some cool detailed geometry, it can be harder to change/delete it for gameplay's sake. 
Interesting 
No more shots please!

(joke)

Well I've never even made a deathmatch map! So I cant really say anything about that. I'm just not used to things which are som much still WIP, or even to see things which are almost finished but completely one-colored! There goes more evidence of my amateurish approach to things... 
Once You Figure Out 
how to build gameplay, doing the visuals is almost easy. 
... 
says pseudo-mapper 
Trinca 
Sounds like you were mapping for the wrong reasons, and it was a good decision to stop. 
 
how do you know that inertia? 
 
Pretend I am anonymous. 
Hi-dy Hos 
While I can't map with the laptop when on the road, Blender works fine, so I've been doing some more of the next best thing, modeling:

There is a monster from one of the Quake2 mission packs whose design, animation and attacks I have taken a shine too. I forget which of the packs it is from, but I found it repackaged in a mod called XXX.

I'm more fussy about copyrighted material now than I was a few years ago when using Daikatana textures didn't phase me, so instead of just repackaging it in a mod, I decided to ripoff the original with a variation of the design from scratch of my own.

http://mortisville.quakedev.com/snapper1.jpg

The model on the left is the original, the one on the right is the one I made this afternoon. Note the use of edge loops in my baby.

Here are a few more angles:

http://mortisville.quakedev.com/snapper2.jpg

http://mortisville.quakedev.com/snapper4.jpg

http://mortisville.quakedev.com/snapper5.jpg

and a final dramatic render:

http://mortisville.quakedev.com/snapper1_1.jpg

Thank you for your time, you may now go back to discussing our screwed up sapien species and the validity of mental states on a subjective or scientific level (woah, not judging here, you are all beautiful and unique in my eyes, except for you, inertia). 
Headthump 
it's the stalker from the ground zero pack. I noticed you took all the edges/spikes away which made the original quite fierce looking, the head looks kinda stump now.
But maybe you're going for some cute n cuddly monster :) 
Thanks For The Info, Sielwolf 
I'm going for a more organic Quake feel instead of the biomechanical Quake 2.

The overall plan this badboy is to have a one level total conversion ready for the QExpo. I'm working on the animation right now. Modeling and skinning I feel
confident about, but I suck at animation. 
Looks Interesting 
Except that I can't tell what the hell it's supposed to look like right now. I might have more luck once it has a skin... 
I Know What You Mean 
after I do a rough conversion, I'll be able to get an accurate current polycount, and then I'll know how much detail I can add on to the model, esp. in the undefined head area. 
Organic . . . 
Is ok, but the best Quake monsters have spiky claws - Fiends, Shamblers and the Vore's legs.

What attacks are you thinking? I remember they spat poison, swiped with their claws and had some sort of climb along the ceiling ability - but that might have been a mod. 
Pretty Much 
claw attacks, side to side sweeps and paralyzes (slowing the player down temporarily) are the ideas I'm working with. I have no idea how I would do ceiling crawling, might look into it though, there should be some useful code to show how it can be done in Nehara given what the Vore could do in it. 
Nehahra 
wasn't written in qc, though, so good luck with that... 
Code From It Isn't Difficult 
to understand; Pascal is just a stricter procedural language than derivative languages based on C. I could never get that code base to compile with the tools that came in the SDK, though. 
Is This That Thing With The Toungue 
that sucks the life out of you?

Also is it going to be mecha or fauna or both? 
Thing With Tongue Was The Parasite 
the stalker is a spider like enemy, it can indeed run on the ceiling. The behaviour is much like the spiders in Travail (dodging grenades right when player fires grr) 
Stalker Thing 
looks kinda flatter and boxier than the original, despite it containing a lot more polys, maybe that was the intended look I dunno. 
My Lovely Lady Lumps 
Flatter? Take a good look at those haunches -

http://mortisville.quakedev.com/snapper2.jpg

-- and tell me you wouldn't want to put a squeeze
on that backside. 
(more) 
Snapper (not the final name) is progressing at a pretty fair
clip. I even have an in game version of him up and running. The code for this version isn't mine so I'm not going to link the Q1 ready model.

However, if anyone is modding for Quake, need a monster, and know there way around Blender, feel free to use the blend file:

http://mortisville.quakedev.com/snapper1_8.blend

here's a pic of the skeleton rig:

http://mortisville.quakedev.com/boneme.jpg

The heels need to be narrowed for some definition, and so does the back. Also, there are some pincers around the mouth I am not happy that I'll need to rework. They look chintzy compared to the rest of the model. You'll see in the upcoming shots. 
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