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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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Need Some Gameplay Opinions 
Hey, my map is getting there, just some polishing to do, being as this is my first map I need some opinions of it's deathmatch gameplay.

it's a 3 player FFA map

http://www.craftedbyben.com/3v3.map

It'd be great if any of you could have a mess around, tell me what you think. 
 
compile it enliten as a .bsp not a .map 
Enliten 
I just loaded your map into Worldcraft then compiled it and ran it in Darkplaces engine.

I made the following observations (please dont take offence to any of this, I made all of the same mistakes with my first map(s):

The map leaks. You have sealed the map by placing a box around it. You should never have to do this because all of the space between the outside of the map and the inside of the box is drawn by the engine unnecessarily.

The best way of finding a leak is by loading the map into your engine, then type on the console "noclip" then "gl_clear 1" then type "pointfile" to load the .pts file generated by the compiler when it finds a leak. You can then fly around your map and you will see a dotted line. If you follow the dotted line you will find the leak.

The box is made of 6 brushes which are about 1 unit thick. Personally I dont like making anything which is less than 8 units thick EVER.
Then Quake engine and it's compilers dont like thin solid objects. The thicker, the better
:)

There are lots of brushes in this map which are off-grid. This is probably the cause of your leaks. The QBSP compiler will have to move any points back onto the grid (the 1x1 .map file grid) and this will create gaps between brushes which will give you leaks.

I wouldn't use QuArK at all personally. Worldcraft is good, but also versions of Radiant and BSP editor are likely much better.
Quakrk is pretty notorious for making maps with leaks and off-grid brushes. Some people have success with it though (Trinca uses it well), but I think the other programs are probably easier.

The lights are too dark throughout the map. There are also textures which are chopped in funny places (the base texture on the wall in the first corridor for example - chopped off 32 units from it's bottom). I would make the walls 128 units high instead of 96.

The way you have blended the green mid-evil brick texture with the Id1Base textures doesn't really work too well IMO.

All of this aside, this isn't a bad attempt at a map, you could have a little fun with it, but you need to address all of the leaks, the off-grid brushes, the lighting (make brighter), and the texturing.

HTH 
Inception's Pretty Good 
but not great IMHO.

And sleepy, maybe its the dearth of good horror films in recent times, bu IMHO The Descent gets the basics of the genre right and then some, which is more than I can say for most films in the genre in the last 10 years. I find both halves nerve wracking and entertaining. 
Oops 
wrong thread 
Yes. 
to both of those. 
Thanks 
cheers for the feedback, I had alot of issues getting leaks and clipping brushes sorted, I thought I had fixed them all >_> hopefully I'll be able to chase down the leaks.

The texturing is a WIP and by no means final. What I'm really interested in is feedback of gameplay, i.e.
does the map work with the lightning, grenades and spikes?... Is the trap sufficient, does it need to trigger more often? Is the map too claustrophobic? Should there be lava instead of acid? Does the map need more health scattered around than the megahealth? etc.

Thanks in advance
ps uploaded the bsp
http://www.craftedbyben.com/3v3.bsp 
 
I will take a look tonight, when I get home enliten and give you some advices! 
3v3 
@enliten - For a deathmatch map it's a good start.
I thought the slime near the MH shouldn't be sloped, or at least place a fence behind it.
Also good to add a brush to walls that have a sharp side as in the startscene.
A kind of ledging around the carved side could solute this.

Good start! 
Hey Neg 
are you working on the runic industrial map you posted pics of before? 
 
I must not say anything that may have negative impacts on your finishing the papers. 
Hahaha 
 
Sch�pfer 
New Beta Q3map From Q1 
I remake e1m7 on quake3, this map was pretty fun in detahmatch. I got problem on the aas compiling. If someone wants to test it and give me some advices :)

download and screenshots :

http://www.hereticmanse.com/level/the-door-to-the-chton

You can also post comment on my website. 
I Like It :) 
Maybe the lower area corridors are a bit small for Q3/QL play? Its been years since I played q3 so im hardly an expert but I seem to remember that cramped corridors were quite annoying for bunnying and general movement in q3. 
Here 
I remember the name, what were your last few maps? 
Here 
looks cool - but I think you mean THE HOUSE OF CHTHON. The DOOR TO CHTHON was e1m6 in Quake, the map before, not the boss map. 
 
nitin>I think my last posted map is heresp4 q1sp.
DaZ> I'll try to modify corridors size. 
Yep 
I renamed it, and I noticed that the alpha's near the teleporter haven't collision, and you fall into lava. I fixed it, and corridors are bigger I 'm waiting for other advices before upload next version.

Very thanks for quick answers :) 
 
updated !
new version on the same link,
bots are available.

Hope you'll enjoy it :) 
Safe3 Beta 3 
Hi guys,
It's been a year since I posted here the last time. Safe3 was close to completion. I got some valuable feedback from you guys. However, after playing the map some more I realized I didn't like the gameplay. Since then I've rebuilt the map from the ground up twice. I've kept the visual theme but the layout is completley different. It's been playtested a fair bit and I'm pretty happy with the result. Definelty the best map I've ever made :) There is work left to be done. But before proceeding I'd like to humbly ask for your feedback.

The map can be donwloaded from here: safe3b3.zip

Screenshots can be found here:
Img1
Img2
Img3
Img4

Some comments & questions:
* Lighting is just first pass. Still have some dark areas.
* Needs some more details.
* How do I make a lift that exists out of several brushes? The current lift is just temp.

Have a great weekend. 
OK 
Screenshots look good :)

I dont like the texture on the lower floor. I would go for a grimier dirtier texture.

The red cieling lights could be actually red lights (add a key to the light entity "_color" woth the value "255 0 0", compile with this light tool: http://www.celephais.net/board/view_thread.php?id=60480 )

use the command line "light (-parameters) yourmap.bsp" - the .bsp part is required AFAIK.

This will generate a .lit file :)

To make a lift from several brushes is quite easy - which editor are you using? In worldcraft for example you just need to make your brushes, select them all, then click "to entity"..... 
I Like Waste Set 
(and being wasted). I do think you need to vary the textures a little though, right now it looks a bit bland and boring. Using a slightly different theme for every floor (as in, story) of the map also makes it easier to learn. 
Yes 
I agree that slightly colored lights could make this one a lot more interesting. You might want to combine rickys and my hints. 
Editor 
I use Q3Radiant and Sleepwalkers tool :)

Agree the textrues needs to be be broken up some how. It's really hard to find a good way if doing taht though :)

Good feedback. Thx 
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