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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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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... 
Not 
All warm and fuzzy... and electricky and bitey? 
Probably 
Claw-e as well. 
Necros 
I really dig the post-apocalyptic goal you have. To me, the idea is to make the player morose and empty inside once the level is finished. 
Hah 
To me, the idea is to make the player morose and empty inside once the level is finished.

What if they were like that when they started? 
Quake Induced Suicide 
 
Morose And Empty Inside 
What if they were like that when they started?

Well they can seek understanding and moral support here: http://www.celephais.net/board/view_thread.php?id=60218&start=143 
Trying To Nail Down A Theme 
Jago 
The YZ view looks pretty good - very fresh use of turquoise mesh wireframe - but I'm not really feelin the XZ view. Will the final map have a windows taskbar in it? 
What Is Wrong With You Lun? 
To offer a more constructive criticism: Jago, digging the trendy media player running in the background, and mad props for showing an IRC client chillaxing in the taskbar there. Could do with a few more Firefox windows open maybe. But seriously, what's with the hum-drum desktop theme? Too standard, too "functional", needs more transparency - I'm just not really feelin' it, know what I'm saying? Btw what's that cool-lookin app thingy you got there in the foreground is it 3D-Maxi or Maia or something? 
I Think It's Otherwise Fine 
but the lightbulbs floating in mid-air are slightly too cartoony.

There's that sudden small "bridge" in the walkway. Put a mass of cables and tubes below it so it is there for a reason.

HTH HAND. 
Bambuz 
Those lightbuilds are err, indicators of the location of the light entities/actors, they don't show up in-game. 
 
Jago: I suggest building with additive brushes you subtract out of, rather than a subtractive map. There's little fundimental differance, subtractive maps just come with an additive brush preplaced that is the size of the world, but if you were to even to set up streaming levels, those preplaced additives will get in the way.

Otherwise, not much to comment on, just glad to see someone here making some UT3 stuff. Get that theme nailed down and start jamming models together.

Also, quit using slow viewport move speed (blue buttons on the right side over the viewports), god I hate whoever made that default. I blame Willem. 
 
Yeah, it's sort of a legacy thing. Just change it. It saves it in your INI file so you're good to go... 
 
It actually stems from the early days when maps were smaller. The middle camera speed was FAST back in the UT99 days. These days it's slow because maps have gotten much larger... 
Willem 
Yeah, until a new build comes along, or some rogue programmer updates the INI :( 
Necros 
love that idea; you could easily build in a story like 'you crashed your plane and now you need to find a way to get it working aagin' or something similar. 
Necros 
What game are you thinking of modding?

I know you say traditional mechanics, but for some reason I'm thinking of Portal . . . 
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