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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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Hmm 
I like the cathedral-esque up lighting on the ceiling, gives it a sense of grandeur.

Not sure about the square windows/light fittings tho, especially the stack of 3 on the left. They just seem too square/blocky. Possibly have one tall window instead, would flow with the lines of the room better and help emphasise the height
(altho all that may be based on the low angle of the screenshot)

And I'm all in favour of more detail, I reckon you can push a few more polygons out of the Q1 engine (altho it does look very nice already, I'm just a fan of adding modern engine-esque levels of small detail into Q1 ;) 
Good Stuff Willem. 
Looks very nice. 
So What Do We Have To Look Forward To Right Now? 
i know necros has some map that goes outside the 8192 cube, willem has the above-mentioned map, sock has that q3 doodle, gb and others are working on remake quake (or "re-quake").

Anything else? 
Metallschleim 
 
!!! 
 
nsoe4 much? 
Negke! 
Sweet! 
Neg 
i really like your mapping ^_^ 
We'll 
Be doing a demo sometime soon, just ironing out the last few issues and preparing stuff. 
Negke 
That looks fucking great. 
 
just glued all the different sections together; haha i'm fucked.

*** WARNING 34: Nodes 51370 exceed normal engine max 32767
*** WARNING 30: Clipnodes 154267 exceed normal engine max 32767
*** WARNING 36: Vertexes 100497 exceed normal engine max 65535
*** WARNING 37: Faces 89958 exceed normal engine max 32767
*** WARNING 31: Marksurfaces 100194 exceed normal engine max 32767


even aglq crashes.
i don't know why i always do this. >_< 
 
FFS, you were THAT far over and didn't realize it? :) 
Necros 
Try upping the -heapsize to 262144 or higher. 
I Don't Think That's Gonna Help 
 
Heh 
Hey necros, I like your mapping, too - if I can play it in any engine, that is... 
Smashing Limits 
OMG talk about breaking compiler/engine limits, but I can understand. I often go days or weeks without compiling and just work endlessly in the editor building stuff. :) 
Necros 
That map isn't sealed yet, right? 
 
spent some time sealing the map, and i'm still way over.
*** WARNING 30: Clipnodes 59235 exceed normal engine max 32767
*** WARNING 36: Vertexes 69984 exceed normal engine max 65535
*** WARNING 37: Faces 58181 exceed normal engine max 32767
*** WARNING 31: Marksurfaces 68767 exceed normal engine max 32767


even if it weren't for the over the limit 65k vertices, 59k clipnodes only leaves like 6k left to build and here's the punchline: it's only half done.

i don't think there's any way at all that this can be streamlined to work in a single map. right now i'm looking at using the info_mapgate stuff to try to make some kind of hub map setup as i don't want to just throw entire sections away. :S 
Oh, 
you've already got the player route so locked down that you can't eliminate backtracking to previous maps? 
 
i think that's a good idea. the big problem with a hub map which contains monsters is that depending on where you are emerging from, a different set of monsters would have to be spawned in.
you would never be able to get 100% kills, which kind of sucks. then there's all the jiggery pokery with having to keep track of all the different states of the many lifts, doors, machines etc which would be, probably, impossible without creating a new mod. 
Yeah... 
better just to break it into isolated levels and if you need to add connectors and re-work the player route in each level, do it so they can be self-contained. 
Fuck All Of You. 
taking your maps to new levels and shit.

anxious as hell to play them. I am jealous of your superior skills/ hopeful they exist because your social life is crappier than mine. 
Necros 
You could kill the unneeded (remaining) monsters with hurt triggers in the spawn rooms and determine which monsters teleport in by staggering multiple teleporters for each one. It's not the most elegant way, but it should work.
I once had an idea for a hub map that would have three or four interconnected canyon/caverns-like maps center around a central hub with a temple entrance. The player would have to collect runes in each of the canyons and return to the temple to open the gates. Then the actual map would start. There wouldn't have been many monsters in the canyons, just a few fiends and tarbabies and the like scattered about and moving along their paths - the natural fauna so to speak - so it's not a big deal if they were alive again upon returning to the level a second time. Then again, this idea doesn't really require a multiple-map hub structure unless each of the parts is fairly large. 
 
it would have been ok if i had started making this with a hub in mind. :S

i like that idea though, you should give it a shot ;) 
Bravo Necros 
;) 
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