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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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Right Now 
i'm working with hl2 (up to ep2). i would have prefered working in d3, both because it's more powerful and i'm more familiar with it, but it has a few major shortfalls that would totally ruin the type of map i have in mind.

when i said traditional, i meant i'd try to add in a bit of combat too, but i'll try to keep that too a minimum since hl2 monster set is so limited. 
And 
Lua is a pain in the nuts ;) 
Oh 
I thought LUA rocks. A simple straightforward scripting language with no gimmicks. 
That's True 
But most scripting forms are and Lua has case sensitive format, with alot of stuff hardwired to caps or not.

We use Lua now because it's cheaper in runtime than our old scripting system, but it generally takes alot more messing around in order to use.

Lua isn't especially fantastic, but it is universal. Kind of like windows OS. 
Basically 
It's more for programmers than level designers. 
i fuck you 
i fuck you 
i fuck you 
i fuck you 
i fuck you 
Thanks a lot for this great moment of sex :P 
Hmm 
Now we're fucked. 
Fuck 
 
never managed to add a post without logging in.
how do they do it, I mean, spamming without logging in?
Do I have to live in the US for that?

back on toppic, my map. I tried two new monsters, bones and granito. It works well but I get the feeling I learned to much to apreciate it.
I see too many texture mislignments, played the map over and over searching the game flow.

The funny feeling of seeing through Quake's magic left my feeling of fascination.
But alright, I don't have to release a map, maybe just squeeze it for a while like a bunch of cherries, forcing it into wine until I find back my first opinion.

http://members.home.nl/gimli/arcus02.jpg
http://members.home.nl/gimli/arcus03.jpg
http://members.home.nl/gimli/arcus04.jpg 
 
Don't want to pour cold water water on the thing but shots 2+3 look great, with 1 seeming to be something else entirely. Labyrinthian, but without the detailing present in the second two shots.

Maybe add some trims to that area(s). 
Nice 
First shot has interesting architecture but needs texture variation. As for the others, I recommend changing the texture of the rails to something without rivets. Two different water textures ? 
MadFox 
hhhmmmm I concur with ijed and negke, and I add it looks tasty: go map ! 
Thanks 
for your advice!

I must admit I have the feeling it's an example of style-breach. The first pix is a medieval style while the other two are a neat present of a nowadays town.

Point is the bsp has reached 7.2Mb and I can't do a thing to it. I'll have to break it up which I don't like or make the best of it as it is now.

Maybe someone is willing to make quick runthrough, it could help me getting a fresh look? 
Madfox 
i love the look of the architecture. there are some bits where the walls, floors and ceilings are all in the same texture though, i would consider changing them (the floors & ceilings, it works well on the walls) 
MadFox 
Point is the bsp has reached 7.2Mb and I can't do a thing to it

Well, it is indeed very big... but you can handle it using aguirRe's enhanced engine: my current project (not yet finished) is resulting in a bsp of almost 11.5MB... you just need time for compilation, and lot of luck to avoid troubles like HOMs, leaks, etc... sometimes it appears "Lord knows why" and disappear as well... weird...

Anyway, I'll look forward to this map, that remind me a fragtown series a little bit ;)

Go map ! 
Engines 
By requiring specific engines you reduce the "audience" of your map significantly and piss off quite a few people. I wouldn't recommend it. 
Orly? 
By requiring specific engines you reduce the "audience" of your map significantly

- I guess those still playing this game would know how to handle that (it's not like we're talking about a superadvanced engine that requires tons of extra downloads)

- if players can't be arsed to rtfm and follow a simple link - their loss 
Y'rly 
I guess those still playing this game would know how to handle that
If you want to limit your audience to people who know that stuff then fine. But take a look around (the quakeone.com forum attracts a lot of clueless newbies for example) and you will see that there are quite a few "invisible" people that will struggle. Hell, many people use glquake and just don't care about a map that does not run in it.

if players can't be arsed to rtfm and follow a simple link - their loss
If that is the mapper's attitude it's ok. I'm just saying. 
 
People should finally wise up and realize that in order to keep this game alive after 12 years, these kinds of development have to be accepted.
Even the dumbest newbie should be able to get a map to run if the readme explains it properly (optimally also supplying links to the required engines and resources).

If they follow this ridiculous attitude of strictly denying to use anything but their engine of choice or even not wanting to "clutter their Quake dir", then it's indeed their problem.

I could imagine the future of Quake mapping to rely more strongly on new engine features, at least once DP has finally become properly playable. The Doom community demonstrates this perfectly. There are so many maps using ZDoom features and nobody complains about the need to use it. 
Well Yes 
But for that to happen engines must be more polished and working nicely. I mean, what engines are "it"?
The current Fitzquake crashes on those maps.
aguirRe's engine has no full- nor overbrights.
Darkplaces is Darkplaces.

Just look at how awesome ZDoom is. It is no surprise it is being used. Just like ezQuake.

And yes, sure it is their problem. It is totally the decision of the mapper to in- or exclude them (I am saying that without any "weight"). I just wanted to raise awareness of "them" 
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