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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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Otp 
done. 
Looks Cool. 
Nuff said. 
So Far 
it looks ok.

It's kind of flat looking floor plan, I like a map with some sweet Z-Axis. It looks like you're very early in the development stages but some nice details in shots 1 and 2, shot 3 looks much earlier and unfinished.

I liked your other base map so I am looking forward to this. 
Niiiice! 
 
5th 
Yeah its kind of early in development, flatness of floors...
Z axis action is already there, have no ss by now.

Ricky, knew you like it! Heavily inspired by Stark Monstrosity, i can tell. 
Ok, Here We Go 
some more shots.

Heavily under construction by now, as you can see..

1 2

I like it very much atm...;) 
Starkmon 
is one of my all time favourite maps that I play very often.
If this is your inspiration then I am truly excited! 
Heh - Thanks Guys 
I'm glad you enjoyed it :)

I should map more often I guess. 
Go Map!!! Now! 
Follow the order!

-mfx- 
Looks Very Cool 
only thing I can say is maybe work on the rocks a bit more, at the moment they do look like flat walls with rock textures. Apart from that, it looks really good. 
Nitin 
its the concrete texture causing your eyes
to see flat surfaces. I can assure you, no flat brushes in those shots, except the floor...
rocks gonna rock. 
 
Does that mean you're planning to change the rock texture up? Cuz I was thinking that particular texture looks a bit 'flat' and was gonna suggest trying a couple others out. 
 
Boy i sure like these two screenshots, every detail seems to be in its place, and altogether they create nice sense of environment. 
Works In Progress... 
Knave map, started messing around with it tonight -
http://oi41.tinypic.com/2z5kw92.jpg

Blue map, not much further developed from last time -
http://oi42.tinypic.com/16itgrc.jpg

Map started in Worldcraft and abandoned when TB was released, may revisit/redo -
http://oi43.tinypic.com/dc7794.jpg


Ok, why did I bother showing? Cause I'm going on holiday for 2 weeks and I thought I'd leave you all a little present on what I'm working on. I'm a bit annoyed with myself that I used up the name fesp1 as I might turn these maps into a full episode. Thoughts? Which would you prefer to see first? 
 
mfx i really like that. great details. 
Fifth. 
Looking good for early shots. I enjoyed FESP1, especially the excellent design / build quality, and look forward to any new maps from you. Just do whatever is easiest / most inspiring and I'm sure it will be good :) 
 
Question To Kinn
#9472 posted by spy [37.150.51.110] on 2013/06/06 17:42:13
hows it going? Any progress to your maps?


'Sup. Ummm, well my situation of the last year or so hasn't changed in that I haven't found any time to do anything outside of my "work" work.

I don't have an ETA on anything right now.

There is however an outside possibility I might just use the level geometry I've built so far as a base for some of the content in my current (commercial) project. 
Kinn 
I see,

it's sad, id like to get your Q stuff as soon as possible. as you're most inspiring mapper ever

GL to your commercial project 
Beta Test Request. 
Hey guys,

The basics of my deathmatch map are done. I need to do a lot to the textures, cladding, fixing stairs etc, but I want to get your opinions on the "feel" of the map from a players perspective.

Does the selection of weapons and powerups work?, do you feel like there is sufficient ammo? do you think I've got the teleporters going to appropriate places? etc.

FYI the pentagram is only for show, I was bored.

https://dl.dropboxusercontent.com/u/108695968/hellvert.zip

Thanks in advance,

Ben 
Test 
I'm a SP but I love CTF, so I'll try to see how I would feel in DM.

�t's rather a small level for 8 DM players.
All works fine so I think you could play it, but I think 4 would be enough.
It could be brighten up if you shape the corridors more
so it doesn't look so blocky.

I would be bored if I couldn't use the pent.
Give it a func_lift with a button downunder,
so players have to run to get it. 
 
it's only meant for 3 to 5 dm players. I included a lot of dm spawn points because I wanted them a bit randomized. I could always cull them down.

I'm worried that if I include the pentagram then the balance of the map will be thrown out. If you don't think that this will be a problem then I can change this.

Eventually I wanted to use the demonic textures so that the pentagram would tie in nicely with the theme.

There is still a lot of work to do with the hallways, ceilings, textures etc.

Thanks for the feedback :) 
 
I thought adding "goodies" to a level just encouraged the attraction.

Pentgram is a heartbreaker, and sureley it unevens the balance of a level, but then again if you make account of the func_lift only opening after 3 min the challence of the level gets stronger.
Same goes for another cache with a QuadDamage.

Strikes out the amount of players when there are so many spawns. 
Enliten 
Decent foundation but could stand some reworking before being made pretty.

Thoughts and musings in more detail in demo format:
https://dl.dropbox.com/s/uwx2gsuo5w5dfd9/hellvert_lurk1.zip

Briefly:
1. Hallway lengths and general walking about rhythm are OK, but pent area is far too cramped and most hallways could benefit from a slight widening.

2. Pent should be removed. if I see an item in a DM map, I expect it to be obtainable somehow. This one shouldn't be obtainable (too unbalancing in a small map), so it should go. Also, it confuses bots.

3. I don't like the teleport destinations (into doorways of the hub room!?). One-way teleports to alcoves would be an improvement, but 2-way teleports (teleporters linking to each other) would be ideal.

4. Yellow armor should be downgraded to green and moved elsewhere.

5. Red armor should be moved further down its tunnel or moved to a risky 2nd floor jump in the central area.

6. More ammo would be nice. I played a 4p match where single shotgun was almost the only weapon getting any use.

7. More could be done to allow players to read each others' intentions and cut them off. Right now the focus seems merely on responding to immediate threats and a more cerebral duel play doesn't seem particularly possible. But on the other hand, the map is cramped and in general too closed off (essentially only a single floor to the central atrium) to allow manic free for all. 
 
Invulnerability sort of defeats the purpose of a shooter. 
Pentagram 
was done right in Terracity. It's a good gameplay device when placed properly, it will break any standard gameplay map though. 
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