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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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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 
So I've Been Playing Oblivion... 
can you tell?

kind of an interesting inversion actually. mostly monochrome textures with lights providing colour. but then again, that's what the ayleid ruins are anyway. just white stone textures and blue lights. :S 
That Looks 
Fucking awesome. Like the round light fitting. Love the angled brushwork. The colour works so f#cking good :) 
 
I was really inspired by that first camp in Dragon Age where you first become a Grey Hunter - I really wanted to make a map based off those ruins. Totally sick, necros. 
Oh Yeah 
that was a fucking awesome map. dragon age had some seriously great locales.

also, even with the dated WoW engine, the Maker's Terrace area from WotLK looked amazing. http://www.wowscreenshot.com/image/Terrace-of-the-Makers.jpg 
Awesomeness++ 
 
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