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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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LEAVES! FERN! 
hey, you can take all the time you want as long as you're branching out! it's good to see you've still got your roots in the community! it wood be great if you posted more shots! 
 
Shoots. 
Actually I Should've Posted This One Instead 
http://www.suspenlute.com/stuff/bigger.jpg

kind of my take on the "r_speeds be damned" concept (though on a much more subdued scale) 
Abstract Level Preview 
http://wantonhubris.com/blog/wp-content/uploads/2008/10/abstract_preview1.jpg

Something I'm working on involving custom textures and a sort of abstracted look for a level. This is the general look of the level. I'm keeping the more interesting things to myself for now. 
It Looks Like Piet Mondrian Started Mapping 
pretty cool idea Willem, although now I'm really wondering what the textured version will look like. 
That Reminds Me 
of this doom2 level i was doing a while ago, but never finsihed because i had no ideas. just made because i was bored :)

http://pablo.kotogoto.com/cymk2.png
http://pablo.kotogoto.com/cymk1.png 
 
Neat, I like that! Could be some cool possibilities there. 
Hehe 
Those shots remind of me of p0rtal :) 
Hmm 
I like the cel-shaded style Willem, reminds of Warsow a bit.

I actually like Fern's Mondrian 'suggestion', possibly add some random primary colour surfaces (ie, keep the majority as white squares with black outline, but replace a few of the white squares with red/blue/yellow/etc (still with black outlines ofc)) 
 
I'm reserving color for specific purposes. You'll see! It's all part of a plan... 
Yes 
I was going to say, use color for a purpose, not to just to make the map more colorful. 
 
Add more rainbows. 
 
But... 
.. where are the sharks ? 
Where Are The Planes? 
How'd They Get The Planes Through That Tiny Door? 
 
Lunaran 
I suppose the door for planes are in the back of the shot... though... 
Ha! 
Remarkable enough there were a lot of people complaining there were no planes in Doom's Hangar.
Now you're worried how to get them out!

I wonder if there's no func_train to make them fly and shoot them out of the air with a trigger_multiple spawning the pilot . 
Heh 
shoots look cool

Lunaran:
They used the secret where the wall lowers and opens to the courtyard with the slime pit/armour in the middle. 
Heh 
"Charlie 9er, you are cleared for runway 2 over"

"Charlie 9er confirm, opening hangar doors now"

*dozens of attendants begin grunting against the walls until someone finds the trigger* 
Dooming Birds 
are go!

Now I'm obliged to get some doors in. 
Lol 
awesome takeoff procedure 
Abstract Level 
Looks like my placeholder textures (though mine are coloured). I've been half tempted to actually do a map like that rather than adding "proper" textures, since it does look kinda cool (hey, it worked for Warsow anyway). 
Wasn't There 
A 'The Cube' theme being talked about a while back - lots of func_train rooms. Could fit the texture theme. 
Melee 
still working on this melee mod. :P

http://www.youtube.com/watch?v=Eqj-NpgeSLk

so, just a little intro here:
max health = 500 now
regeneration: 100health + 200health over 12sec
invisibility: monsters can't attack you (for 10sec)
shift: teleport forwards (through monsters or telefragging them) 384 units
bind: make either a fiend or scragg your pet (they get stronger attacks, follow you and attack normal monsters)
damage you take is also split with the minion, although atm that's not very useful since they only attack monsters.

at this point, i have two choices:
1. combat based around hordes emphasizing positioning, crowd control, AoE and maneuvering
2. combat based around 1 or 2 monsters emphasizing debuffing, good footwork, cover and spell/energy conservation.

pets work for either large or small group combat. for example fiends hit multiple targets, scrags poison huge groups.

testing out horde combat atm, even without any AoE attacks. just lots of moving around, scrambling for cover as well as trying to stagger cooldown use so you always have a 'bailout' available.

the idea i'm going for is something like diablo where you're given a framework of spells/abilities and then thrown in a situation where you need to work out how best to use said spells/abilities. ie: this test map which is just about 15 shamblers and 20-30 hell knights in a small room with moderate cover. 
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