|
|
|
Member 38 posts
Registered: Jan 2006
Please use this sticky thread to post screenshots of upcoming, but unreleased, maps!
Member 231 posts
Registered: Jan 2006
http://trinca.no.sapo.pt/joequake013.jpg my curent work!
Member 811 posts
Registered: Jan 1970
http://img10.imageshack.us/img10/4594/gibtech0wc.jpg
Member 1 post
Registered: Jan 2006
That was me, and an older image.
http://img10.imageshack.us/img10/3469/gibtech17rc.jpg
Member 811 posts
Registered: Jan 1970
Member 59 posts
Registered: Jan 2006
gibbei whats that ??
News Writer 493 posts
Registered: Jan 2006
wow, looks like a lot of promising maps are about to be released
Member 135 posts
Registered: Jan 2006
Member 59 posts
Registered: Jan 2006
samon this map ownzz!! msg me and ...
Member 43 posts
Registered: Jan 2006
weird ctf map i always wanted to try a map like this. u can use wind pads to fly around in space, its quite fun in that respect. 1 2 3 4 5
Member 811 posts
Registered: Jan 1970
don't create a ctf map! No one plays ctf anymore!
Member 108 posts
Registered: Jan 2006
don't create a ctf map! No one plays ctf anymore! OHNOES TOOLATE!!!!!!11 :shock: :shock: :shock: :shock: Spell "mogul," Bateman. How do you spell mogul? M-o-g-u-l. Mo-gul. Mog-ul. Ice, ghosts, aliens-
Member 129 posts
Registered: Mar 2006
My first map, looks pretty dull and stuck solidly in DM territory. Still alot to do, lighting needs tweaking, health boxes and ammo not in yet and will hopefully add 24bit textures to go with it. Comments appreciated.
http://myweb.tiscali.co.uk/daviekhan/rnr1.jpg http://myweb.tiscali.co.uk/daviekhan/rnr2.jpg
Member 129 posts
Registered: Mar 2006
Ok peeps here's DD's first map. I put in the shaft last night which may or may not have been a bad idea. I'd appreciate some feedback, it should suit dueling or small ffa (8 dm starts), tell me what you think about item and weapon placement. There's a few obvious tricks that can be done, ramp jumps and a tele turn aka areowalk, my biggest worry is the RA area but hopefully the need for health/ammo will force peeps away. The shaft is placed at the bottom of the map in what I hope is the most vunerable part, I did this to make it risky to go for though totally untested by me as yet, hoping one of ma mates will take me on today.
Please be honest, I plan on doing more maps and need to know if I'm heading in the right direction.
Many thanks DD
http://myweb.tiscali.co.uk/daviekhan/rnrbeta.bsp
note: I use gl_gamma 0.4 and gl_contrast 0.8, I did test it with fuh's settings 0.65 and 1.3 respectively and it looked a little odd.
Member 1754 posts
Registered: Jan 2006
this map is awesome for tricks aswell, some demos here http://www.besmella-quake.com/forum/viewtopic.php?t=105&postdays=0&postorder=asc&start=345
Member 248 posts
Registered: Jan 2006
http://img10.imageshack.us/img10/4594/gibtech0wc.jpg that so doom!
Member 129 posts
Registered: Mar 2006
Mine Madness - ffa map
Unfinished but if ne1 fancys giving me some feedback then please download away:
http://myweb.tiscali.co.uk/daviekhan/mmbeta.rar
Member 231 posts
Registered: Jan 2006
DD convert it to single player... dont see much gameplay in this map for dm... :\ make 2 or 3 single player´s to improve skill´s then make a dm map!!!
Member 129 posts
Registered: Mar 2006
DD convert it to single player... dont see much gameplay in this map for dm... :\ make 2 or 3 single player´s to improve skill´s then make a dm map!!! Certainly the biggest map I've made so far and I figured as I'm a tad rusty at map building I'd try and fit as much in as poss, glass, traps, trains etc As for single player maps, after 10yrs or so I still haven't completed sp quake I'm a die hard ffa nut so not for me in any form. I'll stick at the map building tho, one day i might make one worth playing
Member 231 posts
Registered: Jan 2006
i´m also a noob mapper my maps suck a litle... but i will only start a dm map when i got lots of skill´s, not with the will at the moment to make a map for nobody play... at least sp people play
Member 135 posts
Registered: Jan 2006
When I have started makeing maps, my first one was dm, but it was very ugly, 2nd too, 3rd etc. After 10 maps they looked quite nice, but only last few are very good. This art, map makeing, is very difficult, it takes a lot of time to learn it, and you are learnig it all the time. Maybe ill make something soon...
Member 231 posts
Registered: Jan 2006
Samon go map please u rockzzz
Member 8 posts
Registered: Apr 2006
Insane (NZ) and I (AU) have been working on a renovation of an excellent old FFA map, 'Timeless' by Mike Daugherty with a view to making it TDM friendly. The brushwork has been left in original condition but we have made heaps of changes to the entities/objects. This version of the map we have called timeless2.
A quick overview of the changes;
-added a Quad (everyone loves Quad) -added a Ring (in a tricky corner) -added a secret MegaHealth (find it if you can) -added 1 x GA and moved the other one -added 2 x SSG (total of 3!) -added 4 x boxes of shells -added 2 x boxes of nails ('carn the underdog) -removed 1 x RL -removed 1 x GL -removed 2 x large cellpacks near the shaft -removed all double rocketboxes
The map itself can be downloaded here;
http://jasonalexander.customer.netspace.net.au/timeless2.bsp
..with thanks to the original creator;
http://jasonalexander.customer.netspace.net.au/timeless.txt
Insane has created a .loc file to make things easier, here;
http://jasonalexander.customer.netspace.net.au/timeless2.loc
..and I've done a quick overview of the map layout here;
http://jasonalexander.customer.netspace.net.au/timeless2%20layout.jpg
We think this map has the potential to be a great 4on4 map, but we need people to play-test it before we will know for sure. Please fire it up and let us know what you think. "OMG! How annoying are signatures?"
Member 68 posts
Registered: Mar 2006
I am currently making DM5 Remake, with alot of changes in it, idea by Splash =) _________________________________________________________________________________ There's so much stupid ppl in this world, I tried to figure out why there's so much of them and came to realize that t
Member 137 posts
Registered: Sep 2006
Im kinda done with a small dm map for duels or 2vs2 games.
Its pretty ez in design compared to other maps and hopefully fun to play some quick games on. Think u will feel in control pretty fast.
Map content: 1*QUAD 1*MH 1*YA 1*GA 1*LG 1*RL 1*GL 1*SNG
And some screens; http://i4.photobucket.com/albums/y144/hoder/ezquake043.jpg http://i4.photobucket.com/albums/y144/hoder/ezquake041.jpg http://i4.photobucket.com/albums/y144/hoder/ezquake038.jpg
ill post the map in a few days when played it abit more to get all ammo and health items in the right spots. piz
Member 1102 posts
Registered: Jan 2006
Get some betatesters! And release it with a proper textfile please.
Member 284 posts
Registered: Oct 2006
Insane (NZ) and I (AU) have been working on a renovation of an excellent old FFA map, 'Timeless' by Mike Daugherty with a view to making it TDM friendly. The brushwork has been left in original condition but we have made heaps of changes to the entities/objects. This version of the map we have called timeless2.
-added a Quad (everyone loves Quad) -added a Ring (in a tricky corner) -added a secret MegaHealth (find it if you can) -added 1 x GA and moved the other one -added 2 x SSG (total of 3!) -added 4 x boxes of shells -added 2 x boxes of nails ('carn the underdog) -removed 1 x RL -removed 1 x GL -removed 2 x large cellpacks near the shaft -removed all double rocketboxes
We think this map has the potential to be a great 4on4 map, but we need people to play-test it before we will know for sure. Please fire it up and let us know what you think. Hey, I think the map looks pretty good and might actually work I have a couple of suggestions though: - How about switching one of the ssg's to sng. This map feels really good for some sng ownage. - The RA ledge is clearly from a time before QW went nuts with speed First of all the button and the extra ledge are obsolete. And you might want to make the jump a little bit harder, now you can easily jump to it even coming from the right side room (if looking from opposite ledge) and you can rocket jump to it with one jump from the lowest part of the map in that area. I think that's too easy - Make all the stair "railings" jumpable because a) everyone is accustomed to that nowadays, and it adds speed to the game, for example you can get to YA quicker from below with a nice railingjump. And maybe a combination of railingjump + small wallrocketboost could get you to RA - And one more thing after more playing. It might be a feature for gameplay, but it really bugs me that you can enter the teleports even from the far backside eventhough the graphics would have you believe otherwise :/ That's all I have for now, but I really do like some of the architectual details in the map, so kudos to the original author and yourselves
Member 137 posts
Registered: Sep 2006
Ok, the map is testable @ quad.qw.quakeservers.net:28201. Thx mli and now also @ bltpowah.mine.nu:27500-27502 Thx xazqe name: 2ndbase or dload here: http://rapidshare.com/files/3082665/2ndbase.bsp.html Got some minor ones planned already. Mostly graphical. Thx eizid and everyone else for feedback Please give it a shot and let me know what YOU might think needs to be changed before "releasing". piz (the suggestion that brings the biggest change yet is to change ga to ra. what do u think?) (a couple of demos now @ quad.qw.quakeservers.net:28201)
Member 231 posts
Registered: Jan 2006
look much much better
Member 122 posts
Registered: Jan 2007
Is there interest in new maps? What if I made one (dm6/dm2 alike), will somebody play a test-build and say me what is good/bad in it? I.e. does it worth it to make a map from my idea? -- "Dag eats little Reloads for breakfast." (c) :-)
|
|
|
|