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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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This Time Shots Have Monsters In Them Omg. 
Really Liking Gold Door Shot 
 
ZQF. 
That's looking good, the refinement and details are really helping. The last upper corridor shot shows it well, good base build quality.

The very WIP shots show progress and I'm sure you know about the textures and stuff. Not sure about those spindly pylon things.

Keep at it dude. 
Thanks For Comments 
I've posted quite a few shots of it so I'll stop posting them up as much now.

Having said that will try to have a beta ready soonish for gameplay purposes :E 
Devastation - Vis Issue 
Hey again. When running the map (Devastation - see few posts up) under WinQuake I have those strange Vis issues:

http://shadowsdomain.files.wordpress.com/2011/01/quake01.jpg

Part of the main room is dissapearing while moving around it. No problems under Darkplaces or Ezquake. 
Im Sure There Is A Command To Increase The Draw-distance 
The Winquake program was designed to play the original Quake maps, which were designed to run on a 486 system with 8MB of RAM. As a result it will only draw so many of the nearest world polys at once. There is a console command to increase this, but I cant remember what it is.

Any modern engine should run the map just fine! 
 
Yes, as I said DP and ezq runs it great. So there is no thing I can do from mapping point to help this under WinQuake? I mean like adding some copmile/worldspawn command option? 
 
That looks like if your map is too detailed/complex for winquake. iirc r_speeds must stay below ~800 or things will be greyed out. players can increase r_maxsurfs and r_maxedges to work around this. 
Wee The Console Commands 
are

r_maxsurfs (default 1000)

and

r_maxedges (default 2000)

The changes require a map-reload. This makes it difficult to use a Quoth info_command trigger to cause this to happen. You could fire those commands in a smaller start-map I suppose. Then when you start your actual map the commands will be activated. But users on non-Winquake engines might get wierd console messages like "unknown command" or something.

Not many people use WinQuake really. You can make Fitzquake and GlQuake etc look like Windquake if you so desire. 
 
I know that WinQuake isn't really popular ;). Just wanted to get it clear that I can't do anything with it before releaseing the map.

I simply try to test the map as much as it possible. 
Well 
You can do something about it. Question is if it's worth it. The map has many texture combinations on walls, all of which use individual brushes. You could take some of the more frequent ones, for example the bricks with the grey concrete trim on the upper and lower parts and merge them into a new custom texture. This would turn three brushes into one. And if you do this in several location, you can lower the polycount enough to make the grey flash go away in Winquake. Alternatively, you could inspect the area with r_showtris 1 (in Fitzquake; DP only with its native culling disabled) to see if what is rendered from that POV and if it can be changed by some vis blocking.

And there are still (few) people who use software QW engines. As crazy as that sounds - it's that entire frame rate++ crap. 
Whoa 
This gives me ideas like forcing "gl_texturemode gl_nearest_mipmap_nearest" on map load. Are those things really possible with Quoth's *_command? I don't think so (I hope not). :D


Obviously ShadoW is not looking for such tricks though. 
Yes, They Are 
But why would you want to do this? 
 
Thanks guys. It is really not serious issue for me. I can live with it, as you said it yourself - nobody really use winquake, me neither. I asked about it only because to get clear it's engine/port thing. So case is closed ;). 
Heh - I Have Tested Maps In Winquake Before 
But that is when I was tailoring a map to fit within the limits of the engine. I was happy enough that the maps loaded in Winquake, and didnt crash it. But I got the same issue that you are experiencing. I think anyone who does use Winquake will probably know to set their draw distance higher. And you can always put a line in your README explaining that Winquake users must use those console commands..... 
 
This gives me ideas like forcing "gl_texturemode gl_nearest_mipmap_nearest" on map load.

That's like being the Amish of Quake. 
 
it would be kind of funny to fuck with the player by repeatedly changing back and forth through different texture modes... with animating textures and stuff... could be really psychedelic. 
 
I rather be amish than a half-plugged peacock. 
Lol 
 
Hyper Alpha State 
http://img834.imageshack.us/img834/3491/tmpquark000000.jpg

all the shit disks will be jumppads at one point

still just a shell of a multiplayer map really 
The Pit 
 
look like a map parboil made but in the lava!

http://www.parboil.quakeworld.ru/maps.php

Old Crater

But this one guess is with wind :) look fun 
Safe3 Final "Deadly Momentum" 
Hi guys,
Been doing some tweaks to safe3 (q1 map) since last post here. Feel pretty good with the result. Cannot think of anything I want to fix right now so I'm thinking of making a release. However, before doing so I'd like to ask for your input. Are there any improvements to be done or bugs? Again, thanks to everyone who's been giving feedback and directions, it's very much appreciated.

Also, once I release the map should I notify any sites or people to get some attention? :)

Map can be found here:
safe3final

Screenshots:
safe3f1.jpg

safe3f2.jpg

safe3f3.jpg

safe3f4.jpg 
Q1shw1: Devastation 
Shadow, i'd live to take a look at your map but the d/l url doesn't work. It looks very interesting judging by the screens. 
 
ziffon

http://quakeworld.nu is a prioraty!

then you can post in here and at http://quakeone.com 
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