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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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Quakeworld: Exile 1on1 Duel Map In Alpha Looking For Feedback 
birds eye layout http://www.mediafire.com/conv/0afac108f986454f4d6b79576fc2a5ca43dbed7cb1dc8e524b4ea1f9865f61906g.jpg
main atrium http://www.mediafire.com/conv/5deef9410e838333748ae48fb7e8414bca7eea659d2c7c059d40a89414ccc9d86g.jpg
mega http://www.mediafire.com/conv/f93561c9748fb66318aa56c92680df2ccd2655ffab3affcaf97870308b656a766g.jpg
ra http://www.mediafire.com/conv/8a7a965ccfe03e66525db4b511e162ea7f60213b6de1126c9b87df17d0d192166g.jpg
ya http://www.mediafire.com/conv/b66a41592a313402d71b1e77bae441a2b40106c581fe7b67b773d40755d389d36g.jpg

download exilea2r1.bsp http://www.mediafire.com/file/lr4z4ool532zsq8/exilea2r1.bsp

I know this is a singleplayer mostly level design board but I've always been posting my multiplayer maps here anyway as I know some of you have dabbled in multiplayer maps before. It's a competitive 1on1/2on2 tourney level layout that's in alpha stages with just developer textures (an idea stolen from golden_boy) sorry eyecandy hunters.

I've gotten some feedback that the mega room is a bit boring and also that the ya-rocketlauncher to mega path connectivity needs to be changed. I'm a bit stumped at what to do for that, any ideas? I'm open to any ideas to make the connectivity more interesting/exciting. I'm also not afraid to completely rework rooms to make the map better as a whole since i have no work at all put into the textures or details. Cheers. 
 
Can't say I've ever drawn up a layout in orange textures before detailing the level properly. Maybe that's why I rarely finish my levels. The one thing that strikes me as not great is having the mega-health and rocket launcher in close proximity. One of the things I always hated about DM6 when I played league games was the rocket launcher / red armour room. Seemed like an obvious place to turtle (and it usually was).
Only advice I can part with is that you should never have 2 powerful items together unless it's in a high-risk area (lava jump red armour and megahealth area in DM2, hardly anyone turtles here because the quad is in a different place) 
 
My 2 cents: Get it on a server ASAP for live testing. Also try to make the different entrances/exits look clearly different (size, shape of doorways, special textures or lighting) so it's easy to "get" the map.

Provide 1 or 2 more cover/ambush possibilities? It's very open. 
 
Cool that you're testing it with bare textures etc, but I suggest you put a different colour on the ceiling/floor. The Valve system was orange for walls and gray for floors iirc, which makes geometry stand out very well.

Also agree on not placing powerful items next to each other. 
 
I was intrigued by the orange textures that valve used... I tried to emulate them a little better. I've painted myself into a corner with my level so I'm going to flesh out the layout in orange first (in addition to my grid paper drawings).

http://25.media.tumblr.com/9867c768459a284b2f6f3ceba2e72982/tumblr_mikryv2oEs1rrpymyo1_250.png

http://25.media.tumblr.com/74903748e7dc77eecc7eac9d0032bc17/tumblr_mikryv2oEs1rrpymyo2_250.png

In case those links don't work, direct link to my tumblr post -
http://fifthelephant.tumblr.com/post/43645609379/orange-texture-maps-for-quake 
Did You See This? 
Not The Same Thing Though 
 
 
It is possible to stuck beneath the staircase near the YA 
BSP Problems 
I'm having a lot of trouble getting vertices to line up properly in the BSP procedure. In the editor it's fine but in-game it's screwed up... any ideas??

Before
http://s14.postimage.org/gwnamj4u9/Image1.jpg

After
http://s11.postimage.org/72k9jf3rn/Quake0000.jpg 
BSP Problems 
I'm having a lot of trouble getting vertices to line up properly in the BSP procedure. In the editor it's fine but in-game it's screwed up... any ideas??

Before
http://s14.postimage.org/gwnamj4u9/Image1.jpg

After
http://s11.postimage.org/72k9jf3rn/Quake0000.jpg 
 
Have you tried just deleting that brush and remaking it? 
 
I have, but I think it may be the vertices that are the problem or the way I split the faces possibly. 
 
To answer your question, yes I have tried deleting and remaking the brushes. 
 
so it always compiles wrong even when making it from scratch? what if you change the shape, is it still incorrect? 
 
Yeah I changed the vertices a bit and got a compile that worked. I still don't understand why the others didn't work, I thought splitting the face of the cube into triangles would have avoided any weird geometry problems.
I really wanted to get a lot more done today but instead I've spent the last few hours dealing with crashes and bsp errors. And I thought UED was stressful! 
 
it's hard to tell from that image exactly what is being done but i tried recreating it and when i move one of the verts out of line so it appears the same as your x/z & x/y views, it looks different to how yours does in the y/z view (i don't get clean 'X' cuts) which makes me think you cut the brush up differently

i have a 'vertex block' prefab saved which i made manually using six 3-sided spike brushes. not sure if that's how you did it? i can normally bend it any way i want though; it churns out compiler warnings if it's on too small a scale but generally works ok in-game 
 
The face at the back has been cut opposite to the face at the front (which when you see an X shape in the 2d view). Basically I split the faces of a cube to get a mesh to manipulate, I thought this would save me lots of time rather than making a bunch of triangle brushes. 
 
Using your idea RJ I have found making a bunch of triangular/pyramid brushes seems to work without BSP faults. Though there is a huge amount more work involved than my split-face method. Choosing between more work and more "error solving" is horrible, probably going to go with more work and not go crazy with the outdoor part like I wanted to. 
Editor 
@FifthElephant, you are fighting the editor and trying to make it do something that it was not designed for. WC is old, designed long before people did tri-souping or terrain meshes. Valve got over these limitations by having displacement functions and lots of models.

You can easily do terrain or triangle meshes but with other editors. I have been work with GTK editors for years and have written plenty of tutorials. Have a look, maybe you should try a different editor? There are also plenty of tutorials for switch over to something different.

Terrain Tutorials
GTK Tutorial for Q1 
 
I have tried to wrap my brain around GTK Radient but I suppose I went for WC because of the Q-Adapter, and convenience is a big plus. I'll have to take another look. 
 
Using your idea RJ I have found making a bunch of triangular/pyramid brushes seems to work without BSP faults. Though there is a huge amount more work involved than my split-face method. Choosing between more work and more "error solving" is horrible, probably going to go with more work and not go crazy with the outdoor part like I wanted to.

you only need to do it the once. save it as a prefab and insert it at any time using the block tool; the brushes will be grouped automatically 
Gave up on trisouping for the same problems. I suspect its a problem with the compiler as well, getting muddled data from WC.

I was even getting problems with the 3-face pyramid cube method Rj mentions so started doing terrain in a different way.

It is much more work as well. 
 
Mouldy Old Knight

I like the idea of a dual wielding knight with curved swords. The Quake Palette has lots of green/yellow and I wondered what it would look like stained on armour to show age. 
Nice Idea 
I prefer that flat sword to the runic one.

Two swords suggests (to me) that instead of having a ranged attack he'd be able to deflect player attacks - the non-hitscan ones at least...

Maybe give him a fiend style leap as well? He looks more agile than a carapace armoured DK.

Bad hair day? :) 
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