Null
Gladiator
Posts: 555
|
Post by Null on Apr 9, 2015 20:40:11 GMT -5
You can try #q2cafe on irc.enterthegame.com It's a new channel, so not many know about it yet. I'll be adding ops there soon once we get more users.
I also recommending idling on #tastyspleen, and #tastyspleen-live which relays msgs live from Quake 2 servers. This way you can know exactly what's going on all the servers on the TS network including our test server Whale. You can watch players connecting live from IRC, and whenever you feel like jump straight into the game.
|
|
Null
Gladiator
Posts: 555
|
Post by Null on Apr 8, 2015 2:46:26 GMT -5
The lighting in these screenshots looks normal, but on my pc it's pitch black, and other people seem to be having trouble. Have you adjusted the settings to take this screenshot? Margaal has recently fixed the lighting and updated all his maps. Please use the updated download link for margaal27final (Above)
|
|
Null
Gladiator
Posts: 555
|
Post by Null on Apr 7, 2015 23:55:12 GMT -5
|
|
Null
Gladiator
Posts: 555
|
Post by Null on Apr 7, 2015 21:40:32 GMT -5
The Feedback / Screenshot Section leray.proboards.com/board/82/screenshots-contest-mapsPlease use this section to post your feedback or suggestions for each map. There you'll also find individual scores and screenshots to make things easier. The mappers would really appreciate it now that you had plenty of time to check out their work. Thank You
|
|
Null
Gladiator
Posts: 555
|
Post by Null on Apr 7, 2015 21:21:44 GMT -5
I plan to give feedback and comments, but those will come later, when we get the individual threads for each map like in previous contests, so everything is in place neatly organized and not a chaos in one thread, but it depends on how much i can withstand the urges to write that up. It's hard to keep the beast restrained, but i'll do my best effort. So, for that reason, I have downloaded the map bundle but i am prohibiting myself from playing them, to keep the hype within warm and fresh and do everything (playing them, writing feedback and posting) it in one go. For the same reasons again i'll keep my answers and thanks to WizardExt for his feedback for when that time comes. Also, i am refraining myself from answering your PM, Null, till that time. And to finish, i am planning to explain what a bit the maps, how they work and how i thought them, and what i am planning to improve them, but as the rest of the plan, that's for when the individual threads are opened. I've created individual threads for each map, so feel free to let loose that feedback Feedback Threads:leray.proboards.com/board/82/screenshots-contest-maps
|
|
Null
Gladiator
Posts: 555
|
Post by Null on Apr 7, 2015 21:17:31 GMT -5
Please post your feedback below. Thank You!
|
|
Null
Gladiator
Posts: 555
|
Post by Null on Apr 7, 2015 21:17:08 GMT -5
Map WIP thread: leray.proboards.com/thread/3639/spirits-wip-threadPlease post your feedback below. Thank You! spirit2dm9 (my score: 8/10)Nice small map. Quake Live feel to it. High quality. Some breaks in connectivity/flow/design in some areas. Lighting could be a bit better, more interesting. Great job! Suggestions: Fix odd design flows. Fix brush errors and texture misalignments.
|
|
Null
Gladiator
Posts: 555
|
Post by Null on Apr 7, 2015 21:16:39 GMT -5
Map WIP thread: leray.proboards.com/thread/3648/pans-kitchenPlease post your feedback below. Thank You! omf (my score: 9/10)Wow, this map is awesome. Very professional. Competitive map. Good overall theme, good flow and connectivity. Really well done map, my favorite. Suggestions: Create stronger sub-themes/locations within the map. Maybe change the textures to only be slime/toxic on the bottom level? Make different lighting for exterior and interiors. Or even further; Natural light, exterior base light, interior base light. The theme strongly suggests the use of pipes, maybe integrate them in a way without causing any impact on gameplay? Add objects or height difference to the skyline, to create a sense of depth.
|
|
Null
Gladiator
Posts: 555
|
Post by Null on Apr 7, 2015 21:16:04 GMT -5
Please post your feedback below. Thank You! spirit2dm3 (my score: 7/10)Nice architecture, some really nice details in areas. Lighting is too bright, almost the sense of being fullbright in areas. The flow is a bit off, didn't feel I could go where I wanted to go, stuck in corridors, long ladders. Suggestions: Adjust the lighting a bit. Create a better flow, connectivity.
|
|
Null
Gladiator
Posts: 555
|
Post by Null on Apr 7, 2015 21:15:37 GMT -5
Map WIP thread: leray.proboards.com/thread/3642/croms-wip-mapPlease post your feedback below. Thank You! peacefrag (my score: 7/10)Good map! Very good architecture, nice attention to detail. Visually very noisy, mainly because of the textures (grating on floor and yellow stripe). Too many colors all the time, same problem as with the noisy textures, but also the addition of not feeling coherent. Nice connectivity, but had a hard time maintaining good flow. Often getting stuck. At times feeling claustrophobic. Suggestions: Use the same brown stair-texture on all stairs, really nice texture. Replace the grating texture you use for floor, replace with a concrete or metal texture that is less noisy. Use of less colors when it comes to lighting; the shafts that only use blue light look great, same with window insets where there is red, and my favorite - the bottom area where you use blue and yellow looks awesome. Use shaft-propeller below the gameplay area, not having the player avoiding it. And have them kill the player. Move the bottom teleporters elsewhere.
|
|
Null
Gladiator
Posts: 555
|
Post by Null on Apr 7, 2015 21:15:11 GMT -5
Map WIP thread: leray.proboards.com/thread/3632/jitspoes-wip-stuffPlease post your feedback below. Thank You! highlandcastle_b3 (my score: 4/10)Awesome theme. Visually very promising. Environment sky goes well with the map. The theme is strong and there are some sub-theme/locations; Quad-cliff, Large bell, Water cave, Castle town. Good sense of scale also. But this map doesn't play well, a lot of dead ends. Hard to understand where I could go. Bad connectivity and a lot of dead ends. Feels rough in some areas. Suggestions: Keep working on this one. It definitely has promise, in many areas. Maybe size it down, so you can make for better connectivity and give it the amount of polish it needs and deserves.
|
|
Null
Gladiator
Posts: 555
|
Post by Null on Apr 7, 2015 21:14:44 GMT -5
Map WIP thread: leray.proboards.com/thread/3645/giftmacher-wip-thread-updated-15Please post your feedback below. Thank You! giftdm6 (my score: 6/10)Nice oldschool feel! The map has somewhat nice connectivity, and flows fairly well. But has some rough areas. Underground area is nice and interesting, but could have been better designed. Feels awkward moving around there. Suggestions: Remove some of the open/close doors and elevators. Put some more work in the undeground area, making it feel better to navigate. Make small adjustments in areas to make better flow.
|
|
Null
Gladiator
Posts: 555
|
Post by Null on Apr 7, 2015 21:14:18 GMT -5
|
|
Null
Gladiator
Posts: 555
|
Post by Null on Apr 7, 2015 21:13:52 GMT -5
Map WIP thread: leray.proboards.com/thread/3611/kitsune-valleys-contest-mapsPlease post your feedback below. Thank You! kitsune_moon_base (my score: 3/10) I love the creativity in this map, great job! Cool theme. Teleportation room is very confusing, took me a while to connect the map in my head. Also with the identical side-corridors with trains. Some really stressful environments, mainly the middle-room with the floor/ceiling using scrolling textures. Suggestions:Remove the isolated teleportation room. Make the middle room smaller. This will connect the map better and make side-corridors shorter. Remove the scrolling texture from the floor and ceiling of the middle room, instead use more pillars that has the same theme. In the middle room, have the ceiling show the sky. Make a difference between the side-corridors; only one of them using the train theme. The other one can be indoor corridor or outdoor. Different.
|
|
Null
Gladiator
Posts: 555
|
Post by Null on Apr 7, 2015 21:13:23 GMT -5
Map thread: leray.proboards.com/thread/3608/map-contestPlease post your feedback below. Thank You! fedm1 (my score: 6/10)Well built map. Looks good, high quality. The theme could be stronger. Also the case with areas of the map, they could use stronger themes/character as well to help pin-point where you are. Nice lighting happening in bottom area with the toxic green slime, the white interior lighting and the yellow environment lighting. But I feel lighting can be better, I get a sense of full bright. Suggestions: Make for a stronger theme and sub-themes. Improve lighting, make for different lighting in areas; bottom, side rooms and so on. Remove some of the awkward design with elevators going up to where there is a hole in the ground. Remove or adjust placement of ladders, especially those mounted on the side. Make more room for navigation in bottom toxic area.
|
|