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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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Map is far too open, the layout favors scouts and snipers, but doesn't make it fun for them either.

Snipers are powerful only becuase the fog and openness makes any attack angle viable and gives them cover. So either they'll get couter sniped, or it's just shooting fish in a barrel.

Scouts are powerful because all the open area makes it difficult to hit them. But they aren't even going to have fun, as there aren't enough areas of height to jump along or otherwise get advantage.

Most of the other classes are screwed without the choke points, high ground, and tight areas to either fight through or defend.

In my opinion, what needs to be done is to tone down the fog and darkblue light. It is far too hard to see enemies at a distance and tell what team they are. The blue light also gives too much advantage to the BLU team. I'd use a brighter light blue color to still give the 'night time' feel without being overbearing. Fog needs to be thinned quite a bit overall.

http://img409.imageshack.us/my.php?image=mudfarmsuggest1mg2.jpg
http://img510.imageshack.us/my.php?image=mudfarmsuggest2uq4.jpg
http://img401.imageshack.us/my.php?image=mudfarmsuggest3tf6.jpg
http://img401.imageshack.us/my.php?image=mudfarmsuggest4ke0.jpg 
Zwiffle 
I agree with Scampie on pretty much everything he said. Trinka needs to be quiet while the grownups are talking. And it's good to see people branching out to other games. 
 
People should use there own nicks and not other�s people nicks...

i dont give a shit about nothing...

wrath i didn�t wrote that...

so peace!

for who is trying to use my nick, get a life... 
 
Yeah I agree with Scampbell on a bunch of things too. It's very useful feedback.

Scampbell: What exactly do you mean in the first screen shot about moving the spawn up to the doors?

Thanks for the feedback so far everyone. 
Zwiffle 
I mean cut the room circled, and put the spawn there. The existing doorways from the room cut into the rest of the map and now the exits from the spawn. 
 
I actually like the circled room, so I might just cut out the regular spawn room and move all the teamspawn there instead. 
Re #4954 
Megaman just linked to that thing i had in mind: http://de-war.de/eurekacarpark.html 
So... 
Anybody working on anything cool? Screen shots, plz! 
A TF2 Map 
I'm working on it. 
Spd 
BTW, finished your map. Not sure what it's about. I'm in #tf today if you want to stop by. 
Screenshots? 
I reached three days full vising.

73.80% Elapsed 23h30m, Left 24h16m Total47h46m, 49%.

Nothing happened last two days.

http://members.home.nl/gimli/arcus05.jpg
http://members.home.nl/gimli/arcus06.jpg
http://members.home.nl/gimli/arcus10.jpg
http://members.home.nl/gimli/arcus16.jpg

The map plays well, and I'm just below the max clip and vertices.
Only on fast vis, or I'll wait for years. 
Oi 
http://members.home.nl/gimli/arcus16.jpg

I think I see the source of your trouble. Tell me those railings are a func_wall? 
No 
Railings and lamposts are mdl files I added with wazat voident code. 
 
Then what's taking days upon days of VIS time? Is your computer older maybe? Nothing else in those shots looks particularly VIS unfriendly... 
Well 
The map is rather big (8Mb) and fast vis takes no time.
R_speeds are extremely high.
I used no func walls, and hardly vis blokkers. 
Good To See Some Screenies! 
hey madfox nice theme and you've got some nice construction here but the texturing could use a lot of work. if you can't get those big bricks ending in the right place, then i'd use much smaller bricks so you don't notice when they get cut in half. in acrus10.jpg for instance, almost every brick gets cut in half at the edge, which ends up looking sloppy. also things like underneath archways and ceilings don't need to be the same brick texture. the railings i think wood look better in wood too. 
Sure 
I crawled out of this map construction with my first suceedment of texture alignment. And as it was the first mistake I never saw in mapping
I experience it as a small improvement.

My first goal was to make the map excist without homs or max warnings.
Reason why I had to take advantage of the mdl files.
And as the texture count grows on 72 it still could have some more archivement.

I'm now on a P4 3Ghz and I never had a longer vising count than 8 houres. After boxing the map the vistime just raised dramatical.
And I can't delete that because the map immedeately starts leaking. 
MadFox 
Are you trying to beat the CDA fullvis runtime ? :P
Wide open area needs long time to compile, and regarding the shots, it looks awesome, plenty of details everywhere... You will certainely have to wait for almost the same time before seeing a 100% fullvised map...
Anyway, good luck, be patient, and we all hope to see the release soon..
Keep it up ! 
After boxing the map

are you saying you built a giant box around the entire map to get it to vis? because that would certainly explain why it's taking so long. 
Reminder 
fullvis runtime to beat is 1248 hours... As of today, CDA still wins :) 
 
Oh yeah, OK, if you can't get it to VIS without boxing that would explain your VIS times. Having the process all of the outside stuff that QBSP would normally cull away will double or triple your VIS times easily. 
I Reckon 
You need to find the leak, MF. Boxing stuff makes baby Jesus cry. 
Ijed Speaks The Truth 
 
Or Rather 
muh_bad 
Ok, But 
'Boxing stuff nails baby Jesus to a wall' doesn't have the same ring to it. 
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