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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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Received, Preparing Reply Now 
Btw, you'll need DarkPlace to view my firstrun demo. Hope that isn't too much of a problem. 
Wewt 
Lovin' the look of that rj! Should be interesting to compare to the original :)

Some more of my UT3 DM map http://img299.imageshack.us/img299/4326/attachmentid6.jpg 
Lun 
Yes, it's a place players can and do reach. I meant some of the rivets on the slanted edge of the hole. 
I Have 
no clue what I am doing whatsoever: http://jago.pp.fi/images/UED.jpg 
I See 
That red brick wall is the staple. 
 
Hey, looks like a start. To something. :) 
Jago 
Run with it. If nobody ever did nothing would ever get done. 
New Qonquer Arena - Beta 
This probably won't see the light of day because I have apparently broken the Quake engine in some way. r_speeds are high (so don't use the software renderer!) and it's just -- slow.

I think there's either too much detail or I'm not allowed to use func_doors of this size. ANYWAY, download it if you want to take a look at what I've been hacking on for the last little bit:

Doom Arena
http://wantonhubris.com/qonquer/levels/DoomArena.zip

It's textured in Doom2 textures just to prove what a huge hypocrite I am.

Oh and if you don't have Qonquer, grab it here:

http://wantonhubris.com/qonquer/Qonquer.html

Again, this currently runs very slowly and I'm not sure that I'm going to finish it but I thought I'd give you guys a peek anyway.

I've always wanted to do a Qonquer level along these lines. Like a larger structure that slowly unfolds. I also thought the zombie minions were neat. Not all that effective as fighters but the fact that they keep getting up kicks ass. 
Willem 
Finish it ! The way the Doom textures are used and how it unfolds is totally kick ass. Runs a bit sluggish as you mentioned, but it's very playable.

Though it would be nice to have one box of rockets and more cells, these are needed around wave 15 where the multiple Shambler spawns kick in.

The rocket launsher wouldn't seem out of place either with the heavy monsters; it'd be also easily possible to rocketjump to the rafters - collecting the ammo and admiring the infights is fun :)

The detail on the floor is nice, but I hanged a few times there, and some more expansion on the side with the many teles would be great. Cool map. 
Minions 
forgot to say: the Zombies are funny for 5 min or so, but useless. What about Tarbabies as minions, they could cause alot of fun chaos, space is there. 
DoomArena Beta 
1. No slowdown whatsoever (in AGLQuake)

2. Theme and texture is nice. Wasn't sure if D2 textures would work but it's a pretty good look.

3. Unfolding arena is great, works very well.

4. Zombies are interesting. Pretty useful for keeping monsters occupied and preventing further spawns.

5. Difficulty level takes a huge jump on wave 16 with the multiple Shamblers.

6. Finish it. 
Doomarena 
the wierd wooden boxes that come down from the ceiling around wave 12 or something. bugged out because it was crushing one of the zombies and since they're invulnerable... well... 
Those Textures! 
They are from Doom? That's immoral, unethical, illegal and did you ask id Software for permission?

I really don't care and think it looks lovely. Just could not resist posting this. 
Oh 
I didn't read what you wrote fully. (Damn!) Sorry. 
Something 
http://necros.planetquake.gamespy.com/misc/ne_venic0000.jpg
http://necros.planetquake.gamespy.com/misc/ne_venic0003.jpg
http://necros.planetquake.gamespy.com/misc/ne_venic0004.jpg

hl2, sorry :\ would have prefered d3 because of far superior scripting and easier custom model importing, but lack of lightmaps is incredibly annoying. and no water... wtf. o_o

so anyway, i had this idea... why not build a true post-apocalyptic map. a map with no gameplay, and no reason other than to explore... ideally, i'd make nearly every building (except i guess key vis blockers) enterable with a lot of detail in all the rooms, and you could just go in and look and take in the deserted atmosphere.

dunno if it would really be well liked though. i'm sort of nuts about post-ap stuff. to me, the thought of moving through a completely dead and silent city is awesome but i guess to a normal player it would be boring.

any opinions? :P 
Necros: 
Not sure about how succeful a map can be with NO gameplay. Exploration is usually fun because there is a sense that you might discover something, and if there's nothing to discover, it gets old.

Simply dropping a bunch of collectible items would give people something to search for, and then you could say "2/50 collected" or something on the HUD.

Another idea is to put some danger into it, so there is tension as you're exploring. Maybe some ambushes or death traps or something, so you explore a bit more carefully. 
It Wouldn't Hurt 
to drop a few zombies or antlions in surely?
Good idea though, I do enjoy exploring post-ap things myself, I guess thats why I enjoyed stalker so much. But put something in there to find, as Metl said, its half the fun! :) 
 
Siel

Hah, that's funny about the tar babies because I ALMOST used them as the minions. I'll give that a shot for the next version.


necros

Hadn't considered that about the zombies getting crushed! That should alleviate itself once I change the minion type...


All

Well, it seems to be a likable map so I'll give it a shot and try to finish it up. Thanks all! 
 
necros

I think your idea is cool and I've had the idea in the back of my head for years that I would LOVE an Oblivion-like world to simply explore. It would be amazing and you could just look around without real fear of dying (beyond springing traps or falling to your death or something similar).

I would still give the player a narrative though. Maybe they've gone back to their city of birth to find traces of what happened to their family after the Combine occupation or what-have-you. Give them a reason to explore. 
Qonquer Gameplay 
I wonder what could be done to make the later waves in a map more playable/survivable.

Saving is good, but makes no difference if you're surrounded by 6 Shamblers, and then you get 8 of them in the next wave.

Maybe some kind of Powerup spawn system, like, starting with a certain wave a PU would spawn everytime player health reaches 25 (on the other end of the map even).

Another one is to use the minions as Medics ? 
Thanks For The Suggestions 
i'll try to work in some traditional gameplay things.

i was thinking maybe some kind of puzzles and item collection, but they would have to have a good reason to be there, not just like ravenholm's puzzles which were obviously put there.

the lack of any kind of gui scripting like d3's is going to limit what can be done though, and the generic scripting of hl2 isn't as crappy as i though, just very lame and bulky to use. i love d3 for being able to script anything directly into pseudo c++ code and not having to play games with weird ass helper entities. 
Well 
Saving is good, but makes no difference if you're surrounded by 6 Shamblers, and then you get 8 of them in the next wave.

One obvious solution would be to be surrounded by one Shambler. Then in the next wave, 2 Shamblers. Then 3 Shamblers and so on and so forth.

Having said that, I like both the power-up and medic ideas, both could give interesting tactical gameplay. 
Hmm 
One obvious solution would be to be surrounded by one Shambler.

Is that like the sound of one hand clapping? 
More Like A Big Happy Shambler Cuddle. 
All warm and fuzzy... 
Necros 
It could work but you'd really have to fill the place with tons of detail that suggest a narrative. So it could be a little bit of a detective story where you try to piece together what the city was like pre-apocalypse... 
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