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Posted by Scampie [66.231.199.96] on 2003/12/06 18:37:36

From now on, this thread will be the place to discuss speedmapping issues. This will also be where all speedmapping events will be annouced. This is just an effort to keep General Abuse on it's topic of 'anything' rather than being about speedmapping every weekend.
Official speedmapping site: http://speedq1.leveldesign.org/

This Is A Proud Day
#1 posted by starbuck [82.33.88.117] on 2003/12/06 18:41:41
now we have a convenient place where we can ignore all your suggestions at once!
Upcoming Events:
#2 posted by Scampie [66.231.199.96] on 2003/12/06 18:44:50
Turtlemap 3 is just around the corner... January 3rd will be the starting date for this week long event. The event will be unthemed, and timelimit will be pretty strictly enforced to 1 week. I'll be releasing the maps the Sunday afternoon following the week limit.
Haven't heard any buzz about people reworking their maps from the megatheme, is anyone doing this? I did ask for them to be ready so we could release them all at once just before the start of the Turtlemap event.
SM59 just finished when I posted this thread, and I'll be running sm60 next saturday... Let's get the thread off to a good start with some suggestions for themes.
Also:
#3 posted by Scampie [66.231.199.96] on 2003/12/06 18:46:30
The archive of speedmap packs is down at the moment. The server's harddrive crashed and we lost everything on spawnpoint.org. :(
I'll be getting thing back up in the next day or so.
Sm59
#4 posted by Scampie [66.231.199.96] on 2003/12/07 01:30:25
http://speedq1.spawnpoint.org/file...
Speedmapping Pack 59 Released!
#5 posted by starbuck [82.33.88.117] on 2003/12/07 01:31:05
http://speedq1.spawnpoint.org/file...
It was a good pack, a lot of fun.
There'll be a news thread soon, stay tuned...
Ha 0wned U Starbuck :D
#6 posted by Scampie [66.231.199.96] on 2003/12/07 01:51:45
sm59_madfox is the best map ever.
...
#7 posted by starbuck [82.33.88.117] on 2003/12/07 01:57:28
i can post my own releases, thanks
although now that i've played sm59_madfox, and seen the true beauty of life, i may just move to the mountains, mapping is no fun when you know you'll never beat the master.
CZG SUCKS
#8 posted by Shambler [82.38.192.33] on 2003/12/07 05:36:36
HAHAHAHAHAHAHAHAHAHA!!!!!!!!!!!!!!
Sat On A Wall
#9 posted by MadFox [212.204.134.20] on 2003/12/07 12:02:53
This dude feels himself awfull "Humpty", not knowing if the celebration of the mapper of the Universe really belong to his "Dumpty".
And Scampy, you were actually right with that carrot, but some respect for someone, who saw the Devil's face, on his dance under the pale moon.
Stuff
#10 posted by R.P.G. [24.136.235.190] on 2003/12/07 13:20:42
Scampie:
* Remember that name SM69 is reserved as the chainmap that metl and I are working on. I dunno if it'll be released before the speedmaps get to that number, but it's possible. Please reserve that for us in any case.
* I am currently reworking the speedmaps.
#11 posted by Scampie [66.231.199.96] on 2003/12/07 13:38:06
I'll just run sm666 for that week. Might as well if we're going to be doing things out of order.
Well...
#12 posted by xen [82.32.34.150] on 2003/12/07 13:42:24
Sm40 hasn't been released yet.. *whistles*
Ah, The Ancient Lost SM40 Pack ...
#13 posted by aguirRe [62.127.44.98] on 2003/12/07 14:58:27
..
Pack?
#14 posted by xen [82.32.34.150] on 2003/12/07 17:50:52
Was a chainmap I believe...
Imagination
#15 posted by underworldfan [128.195.84.154] on 2003/12/07 17:53:10
ive only heard of sm40 in the ancient, lost legends.
it was whispered of in the nemicron, and buddha once attained sm40. Is it real, or the stuff of dreams?
Chainmap
#16 posted by Gib [82.2.120.32] on 2003/12/07 18:38:03
You could do a chain map again, that would be cool.
The Only Chainmaps
#17 posted by aguirRe [62.127.45.55] on 2003/12/07 19:19:36
I've seen are sm28, sm32 and sm36. All very good, too. If anyone knows more about the "missing link" sm40, please enlighten us.
#18 posted by Scampie [66.231.199.96] on 2003/12/07 19:25:02
sm40 is Lunaran's failed attempt at a chainmap. He claims the reason was because the peices didn't fit.
And yeah, I want to do another Speedchain map in the future. Was think about running a Turtlechain map where we take X amount of mappers, and each gets 1 day to work on the map, and then pass it to the next mapper (and a copy to me, just in case). A few ground rules like not deleting everyone else's work etc would need to be thought out, but it'd be cool to see how each person progesses with the map.
Chainmap
#19 posted by pushplay [24.109.0.211] on 2003/12/07 19:32:33
I like the idea, but wouldn't it be necessary to agree on an editor ahead of time?
Sm69...
#20 posted by metlslime [66.135.128.76] on 2003/12/07 19:44:41
was/is a speed-chainmap that RPG started long ago, and that he and i have occasionally worked on. The original contributors were daz, myself, nightbringer, and RPG, who each made something during a speedmap session. RPG's task was to then fit it all together and add extra areas as needed. I also did a second speed-session for it, and have helped with some brushwork here and there. RPG has turning into a pretty cool map, now if only he'd finish it!
P.S: i don't know what the original sm number was for it, but it was around the 30's. We've since changed the number to 69, never realizing that 30 more speedmap sessions would go by before it got released!
#21 posted by Scampie [66.231.199.96] on 2003/12/07 22:30:20
pushplay: all map editors open .map. a texture .wad would be all that'd need to be decided on.
Scampie
#22 posted by pushplay [24.109.0.211] on 2003/12/08 01:01:47
So there's no risk of losing anything in converting the map format back and forth for radiant?
Pushplay:
#23 posted by metlslime [66.135.128.76] on 2003/12/08 01:54:04
.map is radiant's native format.
The real question is whether worldcraft users could handle working in a map with no visgroups or whatever other special stuff is stored in the worldcraft file format.
...
#24 posted by pushplay [24.109.0.211] on 2003/12/08 03:28:57
I'm pretty sure I have a point I'm trying to make but I'm just going to shut up now.
Chainmaps
#25 posted by Preach [81.129.103.99] on 2003/12/08 04:29:55
What always seems to be the sticking point with chainmaps is that it's all waiting on one person to stick the parts together. What if after the different sections of the chainmap were made, then any of the people who made a section could have a go at joining them all. You might even end up with two or three maps made out of the same pieces(although that might get a bit samey after a while)
Sm40
#26 posted by cyBeAr [213.65.179.30] on 2003/12/08 07:16:13
why not put all the pieces up on the speedmapping site and let anyone who's willing to try to put it together to a map do it? It could be interesting to see more than one version put together by different people in different ways altho I doubt many are wlling to spend the time needed. I think one problem with the chainmaps is that the people putting them together have been over ambitious and ended up adding lots on their own to try to meet the very high standard of the top sp maps or something. Better to get something ok done than nothing at all.
Cybear
#27 posted by xen [82.32.34.150] on 2003/12/08 07:31:07
I think one problem with the chainmaps is that the people putting them together have been over ambitious and ended up adding lots on their own to try to meet the very high standard of the top sp maps or something. Better to get something ok done than nothing at all
Hahaha, too true, too true. :)
Although granted Damaul & Than delivered their two maps bang upfront with little to no frills... how easy the sections fit together does kinda play a part in it; with sm36 i had to add a fucking lot to get the pieces to fit together coherently... i'd at least 75% of the brushwork in that map was done by me.. ugh. If the sm40 source was put up though I'd probably have a play around with it though, if only for the sake of filling the gap in the series.
But
#28 posted by Gib [82.2.136.106] on 2003/12/08 12:31:54
I presume Scampie meant one person will work on the map one day then the next person would take that file and built his piece off that, couldn't the last person to map join the last bit together with his piece.
What Gib Said.
#29 posted by Scampie [216.220.241.97] on 2003/12/08 13:46:00
That's my exact plan, with me taking up the rear. I'd rather just be a guy who checks all the balance, makes the map flow right, ensures no bugs, gets all the textures right. Another reason why I'd like the .map after each person had it, then I'd see the progression of each person, and afterwards when the map is done, I'd release each revision also.
Chain Maps
#30 posted by Mike Woodham [81.129.95.252] on 2003/12/10 18:22:30
I would be interested in a chain map.
Surely the 'right' way to chain a map is for the next person in the chain to create new areas into the chain map, neither taking away from, nor adding to the earlier areas. Think of it as 'rooms' - each person should aim to add completely new areas, passing the map on when their own area was complete. In this scenario (given an overall theme and a fixed .wad) only the monster placement would be a possible problem area. Lighting will be a problem for preformed additions but again, the current 'chainer' would be responsible for matching the existing light levels that he/she inherits. (politically correct or what?)
Therefore, if someone wanted to add an older preformed section, they would be responsible for the actual joining and matching.
Mind you, has anyone joined more pieces of other peoples maps together than me? I always ripped out all lights and started again.
Anyway, that's what I think.
Or
#31 posted by Gib [212.140.80.200] on 2003/12/10 18:34:51
The last person to fixed it together should do all lighting and monsters (the mappers would do the light sources tho). Or another persons sole purpose could be to do lighting and/or monsters. Just a thought.
#32 posted by Scampie [66.231.199.96] on 2003/12/10 18:41:30
Yeah, it'd work to say 'everyone only make your own new area' but I feel that will lead to 'box, hall, box' design. Plus, as this is a community effort, I feel it'd be better suited for each person to do the work they feel is needed to make the map work. I doubt anyone is going to fully rebuild anyone else's work, but maybe they'll tweak it some so it fits better overall. As long as we as keep our heads straight in thinking 'this is just for fun', I doubt we'll have any problems.
But this will all come later! First, I already have a standard turtlemap event planned for the week starting Jan. 3rd. And I'd like to see how anyone is doing with remodeling their '4 seasons' megatheme maps. I know I'm holding on to my for the moment as I have much larger plans.
Also! Sm60 is this Saturday! Standard 4pm est time, 100 min time limit. This week, I think we'll do 'deathmatch' as a theme, seeming as everyone has been making single player maps only last few packs (except Starbuck, who did one for sm59). Less ents to worry about, maybe we'll stick closer to the time limit this week too!
As always, email me maps early if you'd like, scampie@spawnpoint.org . I'm also availible to chat... i'm so lonely... :(
Scampie
#33 posted by R.P.G. [24.136.235.190] on 2003/12/10 18:58:33
I'm also availible to chat... i'm so lonely... :(
You've stopped coming on AIM so I can't cyber you. :(
...
#34 posted by starbuck [82.33.90.202] on 2003/12/10 20:19:33
You've stopped coming on AIM so I can't cyber you. :(
I choose to take that comment literally
Speedmap
#35 posted by Blitz [24.218.135.18] on 2003/12/10 21:35:15
In a vain attempt to keep myself busy, I started to work on a speedmap, BUT I had some issues. It compiled ok, but I got 'AllocBloc Full' when I tried to run it =/
Sounds like some kind of memory thing, but I have 384MB of RAM. If anyone knows lemme know. Large thanks and praise to you all.
#36 posted by Scampie [66.231.199.96] on 2003/12/10 22:40:39
no, it means 1 of 2 things.
1) Due to a stroke of bad brushwork, you've created an infinite plane that glquake can't display without crashing you. You should be able to go into winquake and noclip around and maybe see which brush's face is doing it, and remake it.
2) You have one very large face on a brush, which may be split up by qbsp, but still fucks up glquake. Try slicing it down into smaller brushes.
Or
#37 posted by nb [203.109.254.50] on 2003/12/10 23:52:13
3) You have massive amounts of tiny faces, I think (for whatever reason - they were there to start with, or split horribly by qbsp).
Poo
#38 posted by Blitz [24.218.135.18] on 2003/12/11 00:41:54
OK thanks scamp...I think I know what brush it is...heh. I thought it was ok but in retrospect maybe not.
This
#39 posted by wrath [217.208.209.170] on 2003/12/11 19:56:38
should be a sticky thread.
alas, but I'm no moderator! woe be unto me!
(but woe unto all of you, if I were.)
Yeah
#40 posted by starbuck [82.33.90.202] on 2003/12/11 20:57:23
it was discussed, but it was decided that, seeing as the thread would be bumped every week anyway, it wasn't really worth doing. The only way this thread could disappear of the bottom would be if we stopped running speedmapping events, and if that happened, there'd be no point having a thread anyway.
Gah
#41 posted by starbuck [82.33.90.202] on 2003/12/11 20:58:57
that post was quite incoherent
The Speedmap Thingie...
#42 posted by Zwiffle [67.39.42.172] on 2003/12/11 23:40:40
Umm are the people who enter supposed to meet on mIRC sometime or something? I noticed it said saturday 4pm... or is that just when it starts and we're supposed to turn in the maps 110 minutes after then? Sorry if this is stupid I've never entered a speedmap before i'd like to try.
Oh Jeez...
#43 posted by Scampie [66.231.199.96] on 2003/12/12 07:01:07
yes! I forget to mention it all the time.
yeah, at 4 pm est, we meet on irc.gamesnet.net in #speedq1.
But...
#44 posted by Scampie [66.231.199.96] on 2003/12/12 07:01:53
I also accept maps done before all that and just emailed to me.
Scampie
#45 posted by PuLSaR [80.80.111.241] on 2003/12/13 16:08:19
I started to remake my sm57 map yesterday, cuz I finally restored my quake. So I think it will be ready in few days.
Has anyone other submited you remaked maps? And will the mega pack be released ever?
#46 posted by Scampie [66.231.199.96] on 2003/12/13 20:24:16
No one has yet, RPG and Xen seem to be the only others getting some done, and they're doing full episodes of remakes. I think we're shooting for a Jan 2nd release.
Scampie:
#47 posted by metlslime [66.135.128.76] on 2003/12/13 21:53:31
weren't you going to pick Teh Best Maps from each session and have those mappers remake their maps? If so, don't forget to tell the people which maps you picked. Also, is the rebuildings supposed to make the maps longer, or just clean up what's there?
Metlslime:
#48 posted by Scampie [66.231.199.96] on 2003/12/14 00:22:08
that idea was pretty much shot down. we decided to just have everyone expand/rework any of their megatheme maps they chose to and we'd just release them all at once.
Fao Starbuck
#49 posted by xen [82.32.34.150] on 2003/12/14 12:52:54
Can you email that 'spedbase' map back to me? rjthorne at blueyonder.co.uk
Xen
#50 posted by starbuck [82.33.90.202] on 2003/12/14 14:12:38
sorry dude, it was a hard drive that went AWOL :P
Gay
#51 posted by xen [82.32.34.150] on 2003/12/14 15:16:02
Ah well, I'll send the original again sometime if you ever need anything to waste time on.
So Starbuck...
#52 posted by Scampie [66.231.199.96] on 2003/12/18 06:53:11
You good to go for running the event this weekend?
I Think So
#53 posted by starbuck [82.33.90.202] on 2003/12/18 09:57:13
i won't be able to map, but there shouldn't be any problem running an event (hopefully)
i guess i should write an announcement :)
Alright
#54 posted by Scampie [216.220.241.97] on 2003/12/18 10:22:54
I'll be there Saturday to map anyway so I could run it if need be.
and yeah, annouce it dude :D Zwiffle's already pre-submitted a map, but he didn't know any theme.
Scampie/Starbuck
#55 posted by PuLSaR [80.80.96.143] on 2003/12/18 16:18:14
And don't forget about my map one more time.
It's getting older and older ;)
Speedmapping Session 61
#56 posted by starbuck [82.33.90.202] on 2003/12/19 19:10:01
The time
9pm GMT on Saturday, 20th December
that corresponds to 4pm EST or 9pm UK time
The place
on IRC, in #speedq1 on gamesnet.net
The plan
Make a map in 100 minutes or less.
No theme! Make whatever the hell you want.
If you can't make the session, make a map before and email it to me at:
starbuck_dude@hotmail.com
or
jonmilesuk@hotmail.com
#57 posted by Scampie [66.231.199.96] on 2003/12/19 19:10:59
wow, an annoucment! finally!
be there or be square!
Oops, Forgot That Bit :)
#58 posted by starbuck [82.33.90.202] on 2003/12/19 19:14:14
i generally feel be there AND be square is more accurate though
Err
#59 posted by R.P.G. [24.136.235.190] on 2003/12/20 10:13:55
i generally feel be there AND be square is more accurate though
But I thought it was Quake speedmapping instead of Cube speedmapping.
Maybe So
#60 posted by starbuck [82.33.90.202] on 2003/12/20 11:15:46
you are what you map after all...
although that does make you a huge penis!
Don't Hate Me Cause I'm Sexy
#61 posted by R.P.G. [24.136.235.190] on 2003/12/20 11:27:31
although that does make you a huge penis!
Yes it does. ^_^
Well...
#62 posted by Scampie [66.231.199.96] on 2003/12/21 14:14:02
Guess I'll annouce sm62 and it's theme early this week.
Going to be happening next Saturday, at 4pm EST/9pm GMT. The theme (suggested by Zwiffle) will be 'hybrid maps', meaning that the maps should be built with 2 or more texture schemes/settings/monster sets that aren't done often, or at all. Idbase and Runic, Gothic maps in space, a base styled map built with rock textures... etc etc. Should be a bit of fun.
I'm annoucing it early so people can have time to think up a good combo and presubmit a map during this holiday week if they'd like to. Email presubmittals to scampie@spawnpoint.org
Also, a reminder that Quake Turtlemap event 3 is Jan. 3rd-10th. Should be a ton of fun, especially if a bunch of people can participate! Again, this is an unthemed event, and you can make whatever kind of map you'd like within that week. You can also make a map early and email it to me, as long as you stick to the week timelimit.
Shit, Forgot It Again.
#63 posted by Scampie [66.231.199.96] on 2003/12/21 14:14:56
Speedmap live events happen on IRC on irc.gamesnet.net in #speedq1.
Speedmappers
#64 posted by NotoriousRay [209.163.111.73] on 2003/12/23 20:36:08
id like to suggest the theme of 'snow', pretty general and i think would be pretty cool
Snow
#65 posted by xen [82.32.34.150] on 2003/12/23 20:51:58
I'm sure we did that once way back in the day... was my idea iirc and a certain NotoriousRay copped out of it and did a lunmetal one instead.
I copped out of it too though since my map sucked. So yeah like the above, wouldn't mind giving it another go sometime :)
Yeah,
#66 posted by Scampie [66.231.199.96] on 2003/12/23 21:22:57
post a link to a snow wad, or email me one and I will host it, and that could be the 'the optional secondary theme'. I already said 'Hybrid' was the theme this week, but snow+anything would count anyway, so good idea NotoriousRay.
#67 posted by Zwiffle [67.39.41.249] on 2003/12/24 10:48:58
snow + fire, snow + lava, snow + texas...
IKsnow
#68 posted by R.P.G. [24.136.235.190] on 2003/12/24 12:07:18
If I recall correctly, killjoy took IKbase and did a bunch of snow variants on it. Maybe someone has those?
Theme
#69 posted by PuLSaR [80.80.111.249] on 2003/12/24 16:53:33
what about making SP maps without any monsters just with traps and puzzles as a theme for future speedmapping sessions?
Stuff
#70 posted by than [80.68.41.106] on 2003/12/24 22:26:41
I have a hell of a lot of textures floating around. I am fairly sure I have those snowy textures killjoy compiled. I certainly have a few in various wads anyway. There are a few snow textures in Hexen II Portal of Praeveus wad and also one or two in the ogro wad.
About speedchainmaps. Xen, sm32 was not plain sailing as you seem to suggest. Whilst I am not saying it was as difficult as sm36, I had to entirely rebuild Gibbies Quark built section because Quark hadn't put the map on a standard grid (it was crazy floating point madness, which WC didn't like) and also RPGs rocks, which were causing some major compile issues. Both of the rebuilt sections I wanted to keep close to what they were so I spent ages rebuilding to the exact same dimensions etc.
As far as fitting together sections goes, I had to dump a couple because they didn't fit in, and the remaining sections had to be linked together with quite a lot of extra brushes to make it work. In the end, there was plenty of stuff in the map that was never conceived during the original speedmap session. I'm sure this is the same with all speedchainmaps.
can't someone get the sm40 pieces of lun and make a map out of them? It sucks when one of a series is missing (doesn't it, Damaul?)
So Scampie:
#71 posted by xen [82.32.34.150] on 2003/12/27 15:25:31
Has a date been decided on as a deadline for SM second edition maps? If so, what is it?
#72 posted by Scampie [66.231.199.96] on 2003/12/27 15:54:24
Well, I had said something about Jan. 2nd, as that's right before the Turtlemap starts, but if you and RPG (the only one doing anything, I believe) need more time, speak up becuase it's not like it's a major, formal project.
Scamp
#73 posted by PuLSaR [80.80.111.249] on 2003/12/27 16:10:31
My HDD with Quake got a great crash so I probably won't be able to continue map for a while. I hope I'll get my Quake back in few days and finish the extended versions of my maps in time (only adding some changes to light and skill settings left).
But there's also a chance that my Q won't come back in time.
More Scamp
#74 posted by Hrimfaxi [80.164.60.130] on 2003/12/27 16:25:01
Well I will make extended versions of my maps also. But I don't think I will be able to finish before later in january. then again does it matter if we all finish at the same time?
Btw I need to make a base map to have all 4 flavours!
#75 posted by Scampie [66.231.199.96] on 2003/12/27 17:04:37
Pulsar/Hrim: alright, cool. I guess it's not important for everyone to finish at once, I had just hoped to make it a big release. Do your maps whenever, I'll put them on the speedmap site (which I'll be getting together for the 2nd/beginning of Turtlemap). I'll be making a section for maps based off speedmaps, so that's where I'll put them.
Scampie
#76 posted by R.P.G. [24.136.235.190] on 2003/12/27 17:39:16
I think you've already decided what to do, but just as an FYI, I hope to have the SM SE maps done by Jan 2nd, but maybe not.
Yet Again!
#77 posted by Hrimfaxi [80.164.60.130] on 2003/12/27 17:48:33
Yeah I see - a big release would be nice!
I'll try to make my work as fast as possible.
So,
#78 posted by necros [63.139.106.197] on 2003/12/27 22:39:13
what's happening with the turtle map? is that still on?
Dialog Box Says Something About Title?
#79 posted by Vigil [193.229.6.165] on 2003/12/28 07:17:50
Turtlemap - The Second Coming?
Scampie
#80 posted by PuLSaR [80.80.111.240] on 2003/12/28 20:02:02
Restored my quake, finished the map (sm57_pulsar), so it'll be in our mailbox after some more testing.
Not sure I'll make a lot of changes in sm56_pulsar, but anyway the extended version will be created soon.
Our=your
#81 posted by PuLSaR [80.80.111.240] on 2003/12/28 20:02:40
Right.
#82 posted by Scampie [216.220.241.97] on 2003/12/29 08:14:43
not sure if speedmapping it's going on this weekend, being the start of the turtlemap event, I'll try to remember for next event tho :D
There Will Be NO Speedmapping Session This Week
#83 posted by starbuck [82.33.90.202] on 2003/12/29 08:34:20
this is so as not to distract people from the Turtlemap Scampie is running. Instead, i'll run sm63 the weekend after the Turtlemap ends
The Time
Not this week
The Place
Nowhere
But
#84 posted by underworldfan [128.195.84.154] on 2003/12/29 15:38:08
where is nowhere?
You Have Already Found It.
#85 posted by R.P.G. [24.136.235.190] on 2003/12/29 15:40:29
Scampie
#86 posted by PuLSaR [80.80.111.241] on 2003/12/30 16:06:47
Did you get my map???
#87 posted by Scampie [66.231.199.96] on 2003/12/30 21:48:03
yes I did, sorry. Didn't look at my email since last Sunday. It'll be included for sure man, I'm gonna get the TM proper annouced tomorrow so everyone knows and get the Speedmap Site together. But first I gots to get back to necros and Madfox who sent me beta maps I really need to look at proper tonight.
Woo Boy....
#88 posted by Scampie [66.231.199.96] on 2003/12/30 21:48:27
quite the ramble there, sorry :D
Yo, Scampie
#89 posted by R.P.G. [24.136.235.190] on 2003/12/31 09:57:47
When do you want the SM SE maps submitted? Shall I go ahead and release them on rpg.spawnpoint.org and e-mail you the download address? Or do you want some sort of exclusivity? Gimme the details, duder!
As It Stands...
#90 posted by Scampie [216.220.241.97] on 2003/12/31 13:43:01
Email 'em to me and when the Speedmap site goes live on the 3rd, they'll be there. I'm planning to just make a section where we can collect any and all speedmaps that are 'expanded/finished/used as a base' with 2 screenshots and a bit of author info and the original speedmap.
If you want to release it on your site also, go ahead, right now I'm seeing the maps as a nice way to get the speedmap site off the ground, so as long as you at least link to the site, it'll all be good.
Soo...
#91 posted by R.P.G. [24.136.235.190] on 2003/12/31 14:00:44
If the maps are mailed to you on the afternoon/evening of January 2, is that enough time for you?
Sure.
#92 posted by Scampie [216.220.241.97] on 2003/12/31 14:07:08
I'm not 100% the site will be going up on the 3rd, but it will be this weekend.
Are You Making The Site?
#93 posted by Gib [81.107.202.232] on 2003/12/31 14:59:37
Scampie.
#94 posted by Scampie [216.220.241.97] on 2003/12/31 16:13:43
yes... can't let my web design schooling and certifications go to waste.
Cool
#95 posted by Gib [81.107.202.232] on 2003/12/31 17:29:13
Are there actually 60 odd speedmaps? and will they all be up on the site?
Theres
#96 posted by underworldfan [128.195.84.154] on 2003/12/31 18:52:14
60 speedmap packs, actually 62-1=61 [no sm40] to be precise.
mix of DM and SP although recently most seem to be SP. must be at least 300 speedmap all together [rough estimate 60*5=300].
Gib:
#97 posted by Scampie [66.231.199.96] on 2004/01/01 13:14:16
Yes, read what UWF said :D
currently, you can view the open /files dir for the site and download any of the old packs.
http://speedq1.spawnpoint.org/file...
Turtlemap 3
#98 posted by Scampie [66.231.199.96] on 2004/01/01 13:40:39
Alright, here's the official notice, Turtlemap 3 starts this Saturday!
What is a Turtlemap? A turtlemap is a map made in 1 week. That's pretty much it.
What is the timelimit exactly? The Turtlemap is set to start this Saturday, Jan. 3rd. You may map as soon as it's Jan. 3rd in your hometown, and you should stop at the very end of Friday, Jan. 9th, but go ahead and use Saturday, Jan. 10th to finish up and ensure no errors or such. This technically gives you a week and a day, so no excuses! I'll be collecting the maps on Sunday the 11th and releasing that afternoon.
Is there a theme? No. The event is unthemed, anything goes. Maps can be Singleplayer/Coop, Deathmatch/Teamplay, DMSP, CTF, or any other established mods you wish to map for. Please do not include custom .qc with your map, it'll just make the pack more confusing. Same goes for high res .tga textures or any of that. Only exception are .lit files for colored lighting, it is alright to include one with your map.
Any other rules and regulations? Nah, just have fun with it. It'd be cool if we could see screenshots of your progress through the week here. I can host your screenshots if needed, email me and we'll get something worked out. If there are a few deathmatch/coop maps, I'll host a few small games once the pack is released.
How do we get maps to you? Simple. Email is preferred, scampie@spawnpoint.org, but I'll also be on irc.gamesnet.net in #speedq1 all week, so you may dcc me your map when I'm around. You could also email/msg me a link to download your map.
That's it for now, any questions/comments?
Just To Clarify
#99 posted by Zwiffle [67.39.35.228] on 2004/01/01 20:17:02
should I look at this as a really long speedmap, or a really shortened high quality map (something I'd want reviewed at say, Team Shambler?)
My Opinion Is
#100 posted by underworldfan [128.195.84.154] on 2004/01/01 20:46:26
a really shortened high quality map.
Something you'd want reviewed at say, Underworldfans SP map reviews. ;)
I'm In
#101 posted by leviathan [151.203.120.45] on 2004/01/01 21:45:38
Barring anything unforseen, you should have a sp idbase map from me. I'm supposed to be working on a metal map, but i'm having trouble getting anywhere with it, so idbase it is for this week.
Hehe...
#102 posted by distrans [211.28.141.26] on 2004/01/01 21:58:17
I'm slightly stalled on mine at the 'mo too Leviathan, so a little burst of doom2 skinned sp could be good for the soul. Race ya!
Yeah Distrans
#103 posted by leviathan [151.203.120.45] on 2004/01/02 00:02:23
You're so on!
Yes,
#104 posted by Scampie [66.231.199.96] on 2004/01/02 01:58:24
Look at it as something you'd like reviewed.
I'll be mapping a small SP map, most likely with Speedy's texture set.
Okie Dokie
#105 posted by Zwiffle [67.39.38.174] on 2004/01/02 10:26:45
Well then I plan on participating, using Kell's Contract Revoked Knave textures. It seems we have to anounce we're participating, so here's mine :D
Some Tips:
#106 posted by Scampie [66.231.199.96] on 2004/01/02 16:05:15
Seeming as I've mapping in 5 turtlemap events for q1 and q3, and only finished 2, let me give you some tips on acually finishing on time.
1. spend your first day planning out the map and building the major gameplay. You should come up with a plan that is completely doable in your week. Be realistic here, thinking you'll create czg07 or something of that scale will only lead to failure. Best thing to do is to manage your time wisely, thinking 'today I'll make the full layout, tomorrow the gameplay, the next day the details...' etc etc. If you can build a good base to your map the first day or so, you'll be golden as the rest of the week is tweak time and making it look and play great.
2. 'Perfection' won't help you make a great map here, just draw away your time to less important things. People are going to see the whole of your map, not each and every little bit. If just 1 area looks cool and the rest sucks, then the map as a whole sucks. If each area of the map is decent, at least you're ahead of the game and your gameplay will be the determining factor.
3. Have fun with the map! Don't think of it as your next big release or something that will define you as a mapper, but just try and make something nice looking, or that's a lot of fun, or has nice features, or whatever. Trying new things is something that will make your map stand out, plus make it more fun for you to make. Don't start worrying if people will like it, it's just a quick map, have fun with it yourself.
4. Beta testing is a luxery, so, going back to tip 1 here, planning is important if you want the map to play good. You'll most likely not have time to get others to play it and tell you if something is off. SP mappers should concentrate on making their maps be slightly challenging, but defeatable, in normal skill... You may not have time to balence in other skill settings.
That's about all for now, Saturday is only hours away for most of us, so here we go!!! :D
Starts In Thirty Minutes For Me
#107 posted by HeadThump [65.141.72.246] on 2004/01/02 23:27:15
In the meantime, I'm playing Carnage, Arcane, and Netherworld maps for their inspirational value. I'm planning on doing a runic map if you haven't guessed ;)
Thx For The Tips
#108 posted by Zwiffle [67.39.42.136] on 2004/01/02 23:29:43
Thx a lot for the tips scampie!
#109 posted by Vodka [195.242.19.140] on 2004/01/03 00:45:23
yyya colored lights!
Scampie
#110 posted by leviathan [151.203.120.45] on 2004/01/04 00:46:51
You've got mail
Leviathan...
#111 posted by Scampie [66.231.199.96] on 2004/01/04 12:35:12
Sent me a pic of his first day of work!
http://speedq1.spawnpoint.org/tm3/...
As for my own map... got a little bit together, no screenshots yet, pacing myself here :D Not going to be anything huge, I have to work all week, but it'll be fun I promise.
=)
#112 posted by Star [213.132.83.222] on 2004/01/04 16:29:58
...
Well...
#113 posted by Scampie [66.231.199.96] on 2004/01/04 23:31:04
crappy weekend for me.. barely got a thing done on my turtlemap, and didn't even scratch the speedmap site... :( sorry guys, i'll do it first thing tomorrow when I get home from work. Spent the weekend drinking (turned 21 Friday) and playing Disgaea... meh... I'll have to pick up the pace this week.
How's everyone else doing?
#114 posted by Zwiffle [67.39.40.209] on 2004/01/05 00:35:57
I'm doing good, will be done with architecture by tonight hopefully. Had to stop for a few hours though to watch Packers, beat Silent Hill3, play Autumn Haunting, but otherwise I'm mapping smoothly. Anyone besides Lev got any pics yet?
Zwiffle
#115 posted by HeadThump [65.140.55.79] on 2004/01/05 11:12:36
great game yesterday, and unlike the Carolina vs. Dallas matchup, it wasn't a lopsided victory. I esp. liked how Bob Marley caught the winning interception. ;)
Seriously though, I didn't get as much done as I would have liked. I'll put some serious time in my map tonight so I can get a few screenshots up.
Scampie, You Have Mail
#116 posted by HeadThump [65.141.127.29] on 2004/01/05 14:58:03
: : :
Headthump...
#117 posted by Scampie [66.231.199.96] on 2004/01/06 00:42:57
Sent me some pics too!
http://speedq1.spawnpoint.org/tm3/...
http://speedq1.spawnpoint.org/tm3/...
Glad to see people are making some progress!
I've spent the evening on the Speedmap site, and I'm gonna finish html'ing it up right after this post. You should see it live mid-tomorrow along with the expanded maps RPG and Pulsar did!
Thump Thump
#118 posted by Shambler [82.38.192.33] on 2004/01/06 05:18:59
Interesting style.
And the only HUD modification I've ever seen that doesn't look totally fucking ghastly. Maybe one little coder out there does have the slightest modicum of taste??
Thanks For The Comments, Shambler
#119 posted by HeadThump [65.140.54.26] on 2004/01/06 19:43:29
I agree with you on the HUD design. Most likely that is the work of Black from the DP team. At this time I'm using using Q3map2 for its quick debugging.
And thanks for hosting the pics Scampie. It'll be a day or two before I can seal up some rooms for some more footage.
Pic
#120 posted by Hrimfaxi [80.164.60.96] on 2004/01/06 20:45:31
Well this is four days worth of brushlaying!
Don't know if it will be ready for release saturday, I'll try!
http://www.hrimfaxi.dk/turt.htm
No Pics Today...
#121 posted by distrans [144.134.49.62] on 2004/01/06 22:34:57
...meybe tomorrow. Yesterday was a washout due to me getting sucked into watching Steve Waugh's last innings for Oz.
Good tips scampie... I've already reduced the complexity.
Distrans,
#122 posted by necros [66.185.84.208] on 2004/01/06 22:40:00
i'd set the scale of that lava to something big, say 4x4 or 5x5. it won't look tiled and from the distance it looks fine. you can even do 2x2 or 3x3 and most people won't even notice. like the map :)
same for everyone else, of course :P i'm trying to make a map, but i've only got a hundred or so brushes... so i'm not sure if i'll be finished in time. gl to everyone else though!
Err...
#123 posted by distrans [144.134.49.62] on 2004/01/06 22:43:19
necros, I assume the title of that post should actually read Hrimfaxi,
Interesting Development
#124 posted by leviathan [151.203.37.161] on 2004/01/07 00:08:34
I've finished the original plan i had for my map, so now i think i've got time to actually constuct a decent ending.
Name
#125 posted by Hrimfaxi [80.164.60.96] on 2004/01/07 02:52:01
How shall we name our files if/when we finish the maps?
Like last year (but with a 3 instead of the 2) Something like this: "q1tm3_mappers_name"
Exactly Like That Hrim
#126 posted by Scampie [66.231.199.96] on 2004/01/07 07:04:41
Hrimfaxi
#127 posted by R.P.G. [24.136.235.190] on 2004/01/07 09:51:50
That's looking pretty cool!
Yeah
#128 posted by necros [66.185.84.208] on 2004/01/07 16:35:21
sorry distrans/hrimfaxi
i must have seen the post below it and connected the name to it. i suck
Lev
#129 posted by R.P.G. [24.136.235.190] on 2004/01/07 17:59:35
I just want to say (belatedly) that your idbase shot looks cool.
Well.
#130 posted by Scampie [66.231.199.96] on 2004/01/07 22:21:23
guess I'll be out of the event this time around again... haven't had much time this week, and I'm still at only 1 room done. I may get up Saturday morning and work all day on it, but I seriously doubt I'll be contributing myself. :(
Hope you others are still marching forward though! There's been some fantastic shots this week!
Thanks RPG
#131 posted by leviathan [151.203.37.161] on 2004/01/08 00:12:41
I'm pretty much finished with my map. Now i can just go back through it and fix texture misalignments and such.
I Have Just Finished
#132 posted by HeadThump [65.140.54.4] on 2004/01/08 00:26:26
the room hulls and most of the interiors. This SOB is a lot larger then I ever intended.
Go! Go! Go!
#133 posted by starbuck [82.33.90.202] on 2004/01/08 07:32:50
good luck everyone, all the shots posted look promising.
More Pics
#134 posted by Hrimfaxi [80.164.60.145] on 2004/01/08 21:57:04
Ok heres some more pics of my turtlemap
http://www.hrimfaxi.dk/turt.htm
I regret to say that I haven't had time to work on it for two days because I was asked to take some extra hours at my job. 8-(
I hope to get some time tomorrow to continue mapping and then there's saterday to finish it.
(If i'm lucky)
Thanks for the tip Necros it looks really good with scale 3x3.
#135 posted by Scampie [66.231.199.96] on 2004/01/08 22:26:19
that dome looks like the craziest motherfucking thing ever.
Sheeit...
#136 posted by Zwiffle [67.39.37.89] on 2004/01/08 22:57:36
I'm not even gonna submit my map now cuz of you Hrimfaxi...
Oh Yes You Are Zwiffle!
#137 posted by Hrimfaxi [80.164.60.145] on 2004/01/08 23:07:10
cause I'm not sure my map will be done in time! 8-)
Besides the more maps the better.
And remember I only show pics from the good part of the map 8-)
Scampie: Tes the dome is crazy - You should see it in game 8-) (Maybe you will in due time)
Well...
#138 posted by leviathan [151.203.37.161] on 2004/01/08 23:37:35
With a minimal amount of screenies, i've been owned by Hrimfaxi. Great work.
Oh well, at least my map will probably have more monsters. It's a moral victory.
Screen2
#139 posted by nitin [138.217.8.41] on 2004/01/09 08:08:21
is very very jaw dropping hrimfaxi. Good stuff, I hope that's not the final lighting though, looks a bit bland.
Well
#140 posted by Scampie [216.220.241.97] on 2004/01/09 08:21:06
I got a map from Zwiffle earlier, so we got one! and distrans has spoken to me saying he'll be getting his out on time... we get Hrimfaxi's and lev's too and tm3 will be the biggest Q1turtlemap yet! tm1 and 2 each only had 3 maps.
Don't Fall Prey ...
#141 posted by spentron [216.8.14.24] on 2004/01/09 13:04:07
... to screenshot fetishism.
And Now!
#142 posted by Scampie [66.231.199.96] on 2004/01/09 17:59:56
a map in from Lev! huzzah!
Still In Repair Mode
#143 posted by HeadThump [65.140.55.190] on 2004/01/09 20:02:09
on my map but I have all night and tomorrow to get it done. Hopefully before 3:30 EST, so I can watch the Carolina vs St. Louis game.
I'm Out!
#144 posted by Hrimfaxi [80.166.177.75] on 2004/01/10 16:24:17
Despite all my efforts I have to say I'm out of this turtelmap event.
The map is done and I have just played through it, There was some errors but nothing serious, but it will take a wery long time to compile.
As everybody can see from my screenshots the map is very open so, like the coagula maps, vis will have a hard time.
I made a full vis the other day and it took 13½ hours. Since then the map has grown so I expect it to take a long time extra!
I'll release the map anyway some time during the next week. If vis permit 8-)
I'm looking forward to play the other participants maps, from yours shots they look good indeed.
Hrimfaxi
#145 posted by Scampie [66.231.199.96] on 2004/01/10 16:51:53
is the vis time holding you back? Just get to vising it, and I'll hold the pack for it, we can wait a little longer if need be. If not, maybe a -fast vis? People have done that in the past, and it's been fine.
Also...
#146 posted by Scampie [66.231.199.96] on 2004/01/10 16:54:28
I don't know what kind of system you're running, but if it's less than a 1ghz with 512mb ram, I'll vis it so it'll take a little less time.
Either way, just let me know.
Yeah
#147 posted by underworldfan [128.195.84.154] on 2004/01/10 17:05:18
hrimfaxi, do a fast viz at least.
You Better Release It...
#148 posted by Zwiffle [67.39.32.208] on 2004/01/10 18:59:43
cuz i released mine. I only did a fast vis, cuz otherwise it was gonna take around 40 hours or so to complete. If you don't I will hunt you down the devour your underwear.
Well
#149 posted by Hrimfaxi [80.166.177.75] on 2004/01/10 18:59:52
I have a fairly fast system 2200+ so it's just the layout of the map that get vis to takes so long.
I'll tell you what! I'll try to make a full vised bsp within 24 hours else I'll send you a fast vised file! (And may the gods be with those that don't have a good fast graphic card 8-)(
Deal?
That'll Be Fine!
#150 posted by Scampie [66.231.199.96] on 2004/01/10 19:02:23
Wow
#151 posted by HeadThump [65.141.72.133] on 2004/01/10 20:52:48
Except for the time I spent watching the most exciting and nerve wracking game in NFL history, I've spent the last two days fixing errors caused by my initial carelessness. I doubt if I'll have everything fixed, texture mapped and the entities placed within twenty four hours. However, I would love for someone to take a look at this monstrocity of mine and offer some suggestions.
Carolina Vs St Louis?
#152 posted by Zwiffle [67.39.32.208] on 2004/01/10 22:22:36
I'll look at it if I can, but I prolly can't help. You can email it to me if you want. zerglingxx@operamail.com
Yep, That's The Game ;)
#153 posted by HeadThump [65.140.54.37] on 2004/01/10 23:04:58
thanks, appreciate it.
Aw Shit
#154 posted by necros [66.185.84.208] on 2004/01/10 23:14:49
didn't have time to finish.
i might just finish it up and release it as a crappy regular map later.
Sigh...
#155 posted by distrans [211.28.141.26] on 2004/01/11 00:40:49
...sorry gang, I'm out. Despite Scampie's good advice I got caught in a detail loop that I just couldn't break.
/me gets owned by leviathan :P
Yikes!
#156 posted by Scampie [66.231.199.96] on 2004/01/11 00:46:53
guys! quit dropping like flies here! :(
A Slight Extension
#157 posted by Gib [82.3.71.98] on 2004/01/11 08:14:12
might be needed to get the extra maps.
Hmm Lessee
#158 posted by xen [82.32.34.150] on 2004/01/11 13:37:16
Normal designated speedmap time limit: 100 minutes
Normal eventual speedmap time limit: 300-350 minutes
I hereby propose the turtlemap gets extended to at least three weeks :-p
Hehe
#159 posted by necros [66.185.84.208] on 2004/01/11 14:29:21
yeah, i'd be finished by then...
Great!
#160 posted by Zwiffle [67.39.32.208] on 2004/01/11 14:30:04
That means by the time it took me to make my first turtlemap I can make about 5 - 6 more turtlemaps before this whole event is done!
That'd Be Crazy!
#161 posted by necros [66.185.84.208] on 2004/01/11 14:41:47
go for it!
#162 posted by Scampie [66.231.199.96] on 2004/01/11 14:49:56
turtlemaps don't get expanded. But I will wait until monday afternoon to release
The Map Is Mailed
#163 posted by Hrimfaxi [80.166.177.75] on 2004/01/11 20:52:07
I just mailed the tm-map to Scampie even if it didn't make a full vis in time. So for those that play it beware it is only fast vised!
Anyway it was fun building even if the map could need some attension several places, well you'll see!
Alright!
#164 posted by Scampie [216.220.241.97] on 2004/01/12 09:14:30
so, I have 4 turtlemaps as of this morning and will be releasing the pack this evening when I get home from work!
"4!?" you say? That's right! My main man Hrimfaxi came up with the rebound and discovered he had an old turtlemap that he had done half a year ago!
Woah, I'm Impressed!
#165 posted by necros [207.236.63.4] on 2004/01/12 10:00:22
it sounded like there weren'T going to be any done on time! roxors!
Can't Wait
#166 posted by Gib [82.2.121.150] on 2004/01/12 11:38:45
Well done to all.
Good Going To All The Rest Of You
#167 posted by HeadThump [65.140.55.21] on 2004/01/12 12:48:40
but, I am big weener for bowing out. I'm going to rebuild my map from scratch except for the more soundly constructed detail brushes. I'll have a map for the community within the next few weeks. I don't wont to put any words in any one's mouth but I believe Zwiffle would agree that that would be the best course of action.
A Speedmap Idea
#168 posted by . [172.153.229.140] on 2004/01/15 20:17:23
After sharing this in #tf a few people feel this would be best suited as a speedmap and there are some interested in partcipating:
Someone draws a layout in 2D. Participants then build the map from that layout, interpreting how they wish. Any of the iD tex's can be used, nothing 3rd party... Deathmatch only.
/me Approves Of The Idea
#169 posted by Scampie [66.231.199.96] on 2004/01/15 20:26:13
starbuck? are you running an event this weekend? if not it'll be run by me Saturday at 4pm EST... I think we should skip Phait's idea this week and use it next week so we don't have to have a 2d layout rushed out.
When You Say...
#170 posted by Zwiffle [67.39.44.254] on 2004/01/15 21:10:05
2d I assume you meant top view layout, not side or front view. How exactly should/would the layout be planned/interpretted? It's a cool idea, but seems kinda sketchy to me from the description given. How will layouts be chosen, whoever runs the event picks from ones submitted to him?
Might Have Been My Idea...
#171 posted by metlslime [64.124.188.211] on 2004/01/15 21:14:58
i suggested in #tf that someone draw a diagram, and that everyone makes a map from the diagram. The problem of interpretation means that each map will be different, and it'll be cool to see how different mappers' preconceptions affect the way they read ambiguous or vague diagrams.
Thats A Really Great Idea
#172 posted by starbuck [82.33.90.202] on 2004/01/15 21:24:19
i agree with scampie though, it's more of an idea for next week so it isn't too rushed. I better announce this week's speedmap!
Zwiffle
#173 posted by Scampie [66.231.199.96] on 2004/01/15 21:31:47
my idea, if i was to run it, would be to have someone like bal or whatever who had no interest in mapping to do the layout drawing. nothing too super rigid, just loose ideas for mappers to use and abuse during the event.
Speedmapping Session 63
#174 posted by starbuck [82.33.90.202] on 2004/01/15 21:33:21
The time
9pm GMT on Saturday, 17th January
that corresponds to 4pm EST or 9pm UK time
The place
on IRC, in #speedq1 on gamesnet.net
The plan
Make a map in 100 minutes or less.
Optional theme: No monsters!
This means the gameplay has to come from somewhere else...
So maybe jumping puzzles, or traps, or cunning strategy, or puzzles with buttons and riddles. Alternatively maybe no monsters means making an 'art' map, which generally means something original, unique and/or pretty. Actually often it means you've run out of mapping time ;D
I'm not sure who suggested this theme, but thanks anyway.
If you can't make the session, make a map before and email it to me at:
starbuck_dude@hotmail.com
or
jonmilesuk@hotmail.com
Just Remembered
#175 posted by starbuck [82.33.90.202] on 2004/01/15 21:42:08
i set up my old p233 today so i can once again get my pq mail
this is a lot more reliable than those hotmail addys
starbuck@planetquake.com
#176 posted by Scampie [66.231.199.96] on 2004/01/15 21:51:36
that's a scary theme starbuck... optional should be stressed or no one may finish in ANY time. :D
#177 posted by . [172.142.23.28] on 2004/01/15 23:15:33
By 2D I mean topdown. But since speedmapping seems to be Scampie's thing I'll let him orchestrate it.. that and he can host the pak.
Ok I'll Stress It
#178 posted by starbuck [82.33.90.202] on 2004/01/16 08:45:44
the theme is OPTIONAL!
like every theme!
it can be done easily though, if you want to go the art map route and just build something pretty, but yeah, i get the feeling not many people will follow the the theme
The Theme Is Not Scary
#179 posted by PuLSaR [80.80.111.167] on 2004/01/16 16:16:53
I think the theme is interesting and very original (BTW I suggested it). I had an idea of making a small proper map of that style, but haven't even started it.
I've made a speedmap this evening, but it IMHO sucks in both gameplay and looks. The problem is that making traps/puzzles takes more time for me then just placing monsters. So it came out very small. But type of gameplay is interesting when the map a bit bigger.
So I don't know if I'll submit it..
Speedmapping Pack 63!
#180 posted by starbuck [82.33.90.202] on 2004/01/17 20:11:53
3 maps by 3 authors, Fatty, Necros and Zwiffle...
News post to follow, but you can download it now here: (1.36MB)
http://speedq1.spawnpoint.org/file...
Hmmm
#181 posted by Zwiffle [67.39.42.2] on 2004/01/17 20:13:17
Let's never ever do this theme again.
Haha
#182 posted by starbuck [82.33.90.202] on 2004/01/17 20:38:43
i think in conclusion it WAS too scary
Or People Just Forgot.
#183 posted by necros [66.185.84.208] on 2004/01/18 00:05:24
:P
Or Scampie Was Too Busy...
#184 posted by Scampie [66.231.199.96] on 2004/01/18 11:11:47
...playing PS2...
;D
In Retrospect
#185 posted by FourthX [172.145.180.62] on 2004/01/18 13:31:19
I was being wayyyy too ambitious, it would have been a good turtle map.
Eeek,
#186 posted by Scampie [216.220.241.97] on 2004/01/23 12:10:42
bit late with this, but yes, we're having an SM event tomorrow! /me blatantly CnP's Starbuck....
The time
9pm GMT on Saturday, 24th January
that corresponds to 4pm EST or 9pm UK time
The place
on IRC, in #speedq1 on gamesnet.net
The plan
Make a map in 100 minutes or less.
The theme?
well... we had spoken about doing the layout drawing thing, but there isn't a drawing ready ATM, so we'll hold off a bit again... I'd rather show that off on a wedesday so people can think about it.
So this week, optional theme of SKYWARD maps. This means the layout should go up up and away! Weee!
scampie@spawnpoint.org if you want to send me a map during the day tomorrow.
Well Guys...
#187 posted by Scampie [66.231.199.96] on 2004/01/27 02:18:16
I'll bang out a layout tomorrow and show it off and we can decide if this is what we want to do for sm65.
but big news for us now is... we got a little place on the internet to call our own! yay!
http://speedq1.spawnpoint.org
check out Pulsar's and RPG's expanded maps!
Its Looking Great
#188 posted by starbuck [82.33.90.202] on 2004/01/27 07:44:50
Pulsar and RPG's maps look awesome too, especially that outdoor shot of RPG's.
Future Speedmap Theme
#189 posted by R.P.G. [24.136.235.190] on 2004/01/29 10:52:42
May I suggest the theme of "parody" for a future speedmap? This would be any map that parodies something; it doesn't have to parody another map. For example, Penile Devastation and RPG100B1 are both parodies (the first is of Bestial Devastation, and the second is of Jeff K. (so is that a parody of a parody?)).
65!!!
#190 posted by Scampie [216.220.241.97] on 2004/01/29 12:11:28
http://speedq1.spawnpoint.org/etc/...
Speedmap 65!
Now we're going to do the use the layout drawing as the map's layout theme! In the above image, I have a few differant colored 'layout bits'. These are a top-down view. You may use these however you will, above/below, side by side, whatever. You do not have to use them all, and you may use them in multiples if you wish. The yellow hallway bits are suggestions that you could add some connecting hallways also, as I didn't draw any. some of thos bits I have drawn may be stairs, or walls, or just floor/ceiling details. There is no texture theme, use what you will.
Please look at the drawing a good long time and think about how to use the peices for this Saturday, 1/31/04.
Time will be 4:00 pm EST as always, and the 'timelimit' is '100 mins'. #speedq1 on irc.gamesnet.net is the meeting spot, or maps can be mailed to me at scampie@spawnpoint.org.
Have fun!
Whose Two Year Old Drew That For Us?
#191 posted by pushplay [24.109.0.211] on 2004/01/29 19:00:05
My Guess
#192 posted by Zwiffle [67.39.45.251] on 2004/01/29 22:29:27
is its not anyone's who frequent these forums... I doubt any of us have ever been laid, let alone havea child. Maybe Martha Stewart's? It's colorful.
EST = GMT-5
#193 posted by Megazoid [62.252.32.6] on 2004/01/29 23:28:56
I've been leaving WorldCratf since Tuesday and am ready to enter this one. I assume since it will be 11.00am over here in the UK, you boys obviously need the advantage of been only half awake.
Now, I just need to learn how to make a door before Saturday...
..
#194 posted by Megazoid [62.252.32.6] on 2004/01/29 23:30:40
*advantage of ME only being half awake*
Ho hum, it ain't as funny with a typo.
Damn You, Timezones
#195 posted by starbuck [82.33.90.202] on 2004/01/30 07:27:00
actually it starts at 9pm UK time, so you shouldn't be at a disadvantage there... a lot of speedmappers dwell in the lands of blighty too.
Hmm You're Right.
#196 posted by Megazoid [194.168.3.4] on 2004/01/30 08:45:48
Having trouble with the very time of the competition is an imminent sign of my doom.
By the way, is it permissible to prepare a few custom textures in advance?
Yeah
#197 posted by starbuck [82.33.90.202] on 2004/01/30 11:01:01
thats never a problem
It Just Occurred To Me
#198 posted by starbuck [82.33.90.202] on 2004/01/30 11:37:56
that this week should have been run by myself, not that it matters of course. I may be able to join in the session this week too (!), as I've managed to set up quake on the shitty p233
More Examples Of Parody
#199 posted by R.P.G. [24.136.235.190] on 2004/01/30 13:46:40
SM49_Starbuck and probably sm63_Fat could both be considered examples of parodies.
For Those Who Don't Follow Everything That Happens On IRC
#200 posted by starbuck [82.33.90.202] on 2004/01/30 13:51:34
i'll run Parody as the theme next week.... its been ages since we had a 'silly' theme
Speed-Episode
#201 posted by Zwiffle [67.39.45.251] on 2004/01/30 15:22:35
Idea for speedmap session: provided enough people show up, I think it would be a cool idea to make a speed episode, where each player's map exits to another player's map making a mini-speed-episode. The maps could all be in the same style, so it'd roughly be like Quake Condensed, but with many people producing the maps instead of one person. Then the episode could be roughly equivalent to one full map per week instead of a collection of tiny insect maps per week. Good idea or bad, or has it been done before?
I Like That Idea
#202 posted by Gib [213.1.45.6] on 2004/01/30 17:50:35
Sounds like fun.
Idea For Speedmap Session:
#203 posted by underworldfan [128.195.64.98] on 2004/01/31 00:59:42
metal maps!
no-one seems to make metal maps anymore :(
Probably
#204 posted by inertia [24.164.70.117] on 2004/01/31 13:48:36
because idbase is better
...or Not
#205 posted by xen [82.32.34.150] on 2004/01/31 17:20:58
...as popular concensus confirmed.
Done
#206 posted by Megazoid [62.252.32.5] on 2004/02/01 00:15:12
Phew, finished! - only 6 hours late... but then it was my first map ever. heh :)
Woo GJ
#207 posted by Zwiffle [67.39.40.236] on 2004/02/01 00:33:15
where is it?
Soz ... Here :
#208 posted by Megazoid [62.252.32.5] on 2004/02/01 02:39:32
http://freespace.virgin.net/megazo...
The map is in the shape of the bottom right object in the picture. I was going to use all 4 shapes, but erm, it took me 6 hours as it was :)
Not Bad At All
#209 posted by starbuck [82.33.90.202] on 2004/02/01 08:17:36
excellent for a first map, congrats.
Speedmapping Session 65
#210 posted by starbuck [82.33.90.202] on 2004/02/05 13:43:53
The time
9pm GMT on Saturday, 7th February
that corresponds to 4pm EST or 9pm UK time
The place
on IRC, in #speedq1 on gamesnet.net
The plan
Make a map in 100 minutes or less.
The theme
This week you have a choice:
Crap Maps: this theme is one we ran before back in pack 49. The goal is to make an intentionally terrible map, achieved however you like. Last time there was a load of l33t-speak, shitty brushwork and blunt sexual references.
or
Parody: the goal here is, predictably, to parody something, be it someone elses map, or mapping style. Alternatively, do a parody of something completely unrelated. Parody something original, like George W. Bush, Michael Douglas (he's way old, lol) or 18th century Spanish Folk music.
If you can't make the session, make a map before and email it to me at:
starbuck@planetquake.com
Arghhh!
#211 posted by starbuck [82.33.90.202] on 2004/02/05 13:47:06
it's session 66 not 65...
also kudos to RPG for coming up with the 'parody' theme with his infinite brain, the example maps he quoted were his 100b2 map with its JeffK messages, my sm49 map with the shamblers or Fat Controller's recent map for pack 63 with the falling pianos.
Im Scared By...
#212 posted by underworldfan [128.195.84.154] on 2004/02/05 18:43:29
rpgs infinite brain!!?!?
Who Isn't?
#213 posted by starbuck [82.33.90.202] on 2004/02/05 19:46:08
it can see into my soul
#214 posted by Scampie [66.231.199.96] on 2004/02/05 21:55:10
a brain like that, you'd assume it'd be filled by more than penii...
Emailed In
#215 posted by Megazoid [62.252.32.4] on 2004/02/07 04:59:28
I got a LAN party to attend on Saturday, so I've emailed my entry to Starbuck. Catch ya all Sunday.
Ta Megazoid
#216 posted by starbuck [82.33.90.202] on 2004/02/07 08:17:43
nt
.
#217 posted by Vigil [212.54.24.180] on 2004/02/07 13:55:25
is its not anyone's who frequent these forums... I doubt any of us have ever been laid, let alone havea child. Maybe Martha Stewart's? It's colorful.
Obviously Mike Woodham has children. Can't remember how many exactly.
I Can't Believe This ...
#218 posted by Mike Woodham [81.129.114.132] on 2004/02/08 13:45:59
... but yes, two - My Babies - only they're not really babies any more (they don't even live at home now). But they are what got me started in Quake. So in one respect I appear to be quite the little expert in this forum!!
However, back to Speedmapping, chaps.
Oooops!
#219 posted by Mike Woodham [81.129.114.132] on 2004/02/08 13:47:10
and chappesses.
Stabuck,
#220 posted by necros [63.139.106.197] on 2004/02/08 21:10:08
i sent the map to scampie, so there's nothing to worry about now on that front.
Got It Necros!
#221 posted by Scampie [66.231.199.96] on 2004/02/08 22:52:54
don't need to worry about my date here... ;D :D :D
Need More Info
#222 posted by JPLambert [213.30.139.243] on 2004/02/09 06:12:45
Hello All, I have a question for you men...
I'm a beginner in Quake map creation (I made some bad try with Thread..) and I would like to know what is the way possible to link different BSP files to create a Pak file
Thanks
JPLambert
#223 posted by Vondur [195.128.65.237] on 2004/02/09 07:59:03
you mean when you exit 1st map you automatically enter 2nd?
well for that there's trigger_changelevel entity. in its "map" field type filename of the next level and you're done.
Need More Info... Again..
#224 posted by JPLambert [213.30.139.243] on 2004/02/09 08:23:49
Hello,
Yes, that's it ... but when you are building a pak using existing BSP file (that are not my map), is there a method to provide the "trigger_changelevel" entity or something else like this one to enter automatically in an other precise map ???
Thanks
Hm...
#225 posted by necros [63.139.106.197] on 2004/02/09 11:34:59
you mean, take other people's maps and make them go to each other?
well... it's possible. quark has the functionality to open bsp files, so you can do that and change the changelevel's "map" parameters there... but make sure you have permission to do so.
About Quark
#226 posted by JPLambert [213.30.139.243] on 2004/02/09 11:39:03
OK, and where can I download this software ???
Thanks To All...
#227 posted by JPLambert [213.30.139.243] on 2004/02/09 12:07:25
... I've found Quark v6.3.0 in free download on sourceforge web site... It seems to be exactly what I need for my "requierements"... Great Thanks for those who help me...
Bye...
Hello Everybody.
#228 posted by jacek [204.255.239.159] on 2004/02/09 18:16:52
How is everybody? Sexy, I'm hoping. Anyway, I'm new here. Feel free to play around with my feelings and statements accordingly. I've been playing the speedmap packs a lot and I'm forced to say I have a great admiration for all of them. I adored the recent crap maps, all of them were great, and I loved the parody maps, RPG's showed some really incredible mapping and Starbuck's was a great idea. I also liked Scampie's giant penis from Map pack 49, and don't let me tell you the shambler liked it more than I did. I'll be trying to catch the next event, so I hope to be included. Thanks everyone.
Hi There!
#229 posted by Scampie [66.231.199.96] on 2004/02/09 21:10:16
um... guess that's all I wanna say really :D
Jacek,
#230 posted by necros [63.139.106.197] on 2004/02/10 00:21:07
you are ugly.
Hi Jacek & JPLambert
#231 posted by Megazoid [62.252.32.6] on 2004/02/10 01:13:06
Nice to see I'm not the only new guy here. :)
While I've been playing quake for 6 years, I've only been mapping a couple of weeks, and I'm kind of slapping myself for not picking up worldcraft earlier. Although I only know the basics at this point, it seems a hell of a lot easier than the Duke3d mapping I did back in '98. The Duke3d editor (Build) crashes if you so much as wink at it, no undo feature a stupid amount of effects to get to grips with.
Anyhoo, can't wait for the next session. *me shuffle impatiently*
Megazoid
#232 posted by pushplay [24.109.0.211] on 2004/02/10 02:14:25
Save yourself the pain and learn to map with radiant. The only reason to map in worldcraft is out of habit.
Worldcraft? Pain?
#233 posted by xen [82.32.34.150] on 2004/02/10 07:20:48
I found radiant alot more painful/confusing to get started with. I tried it before WC for Q2.
My only major gripe with WC is the p.o.s. 'run' function. But I just use a batch file anyway so it isn't really an issue.
However, if you're looking to expand into other games beyond Quake, Radiant is your best bet by far.
Well
#234 posted by Zwiffle [68.78.49.186] on 2004/02/10 09:27:42
I'm not sure what this has to do with speedmapping but Hammer isn't a bad editor. It's very easy to set up and use, very reliable. As far as I'm concerned, the only thing Radiant has over Hammer is a lot easier shortcuts. I would use both but I can't figure out how to set Radiant up for Quake mapping.
Oh Yeah
#235 posted by Zwiffle [68.78.49.186] on 2004/02/10 09:28:16
Good luck mapping Jacek
Happy..
#236 posted by JPLambert [213.30.139.243] on 2004/02/10 09:36:26
Hello,
In response to the message #231, I'm glad too to see there are still remaining some people who are still playing with Quake I... and build some new map as well.. I was feeling like a "jurassik man" with this old great game... and it is really fine to see that I'm not alone...
Bye..
Jacek's Also Got
#237 posted by aguirRe [62.127.47.56] on 2004/02/10 10:46:30
a small two-map Q1SP at his site, kabsp2.
Not bad, the first one is too dark in places and has a bit unimaginative textures and architecture but the 2nd is better (although smaller). Challenge is pretty good, especially in the 2nd map.
Hay Megazoid
#238 posted by BadKarma [193.44.1.152] on 2004/02/10 12:28:45
I'm an aspiring mapper too ;)
Jurassik Man
#239 posted by pushplay [24.109.0.211] on 2004/02/10 20:10:41
Are you kidding? It's like 1993 in here! We're still grooving to C&C Music Factory and wondering how the Republicans managed to squander a dynasty.
You Guys Are Great
#240 posted by jacek [204.255.236.56] on 2004/02/10 22:09:44
That's all I have to say. Thanks for the warm welcome. aguirRe, thanks for probably being the third person in the entire world to play that map, ever. It is a bit unimaginative, but most of the time I really had no idea what I was doing. The next one will be better, I promise. (Read: I hope) Thanks for going to my site, too. The list goes on.
Anyway, it's good to be among people with familiar hobbies. Hope I can at least get a map in for the next speed-mapping event.
Cool...
#241 posted by JPLambert [213.30.139.243] on 2004/02/11 02:25:43
.. we are in another spatio-temporal continuum here !!! I discovered Quake in 1995 during my PhD, and with others guys, we were used to play in cooperative and deathmatch map... with a lot of bots... and there was some weeks, I retreived my old floppies with Quake and a lot of features (BSP map, Thread, killer pack, reaper bot, etc...).. and suddenly, a wind of youth pass trought my body and I decide to re-install all this stuff on my PC... not without some troubles due to original Quake incompatibility with WindowsXP.. (thanks to winquake!) So, today, I re-start to play Quake, and I'm about to re-start building maps... I'm living again my happy hours in University..
COOOoooooool......
Zwiffle
#242 posted by Mr Fribbles [203.113.195.127] on 2004/02/11 02:45:00
If you want to set up gtkradiant for quake mapping, check out Tigger-on's excellent guide here:
http://industri.sourceforge.net/ho...
About Gtkradiant ..
#243 posted by JPLambert [213.30.139.243] on 2004/02/11 03:04:06
gtkradiant, what's this exactly ?? Is it an equivalent tool to QuArK or Thread, or is it an additional one ??
Gtkradiant
#244 posted by Mr Fribbles [203.113.195.127] on 2004/02/11 03:43:05
GtkRadiant is an open source version of Q3Radiant (Q3Radiant is the level editor used to make Quake3 maps).
You can find out more at http://www.qeradiant.com
GtkRadiant supports a lot of Quake3 engine games but does not natively support quake, go to http://industri.sourceforge.net/ho... to help set up GtkRadiant for quake editing.
Gtkradiant
#245 posted by JPLambert [213.30.139.243] on 2004/02/11 04:09:24
OK, I took a quick look at the web address, and I found the stuff.. It's another map builder... but the pretty good thing is the allwads.zip file including all Quake wad texture... Perhaps this file is dedicated to Q3, but with qART it may be possible to extract these textures and re-used them for Quake... I have to test it..
Thanx
Jplambert
#246 posted by Vondur [195.128.65.237] on 2004/02/11 05:58:34
If you have proper grafic card, you can use opengl accelerated quake instead of winquake,
try this one:
http://celephais.net/fitzquake/fil...
It's most respectable opengl engine port amongst oldkool Quake players.
VonDur
#247 posted by JPLambert [213.30.139.243] on 2004/02/11 06:08:34
When you say "a proper grafic card", what do you mean ??? You think about the grafic card preformances, I suppose.... but what are these required performances to support fitzquake ???
Jplambert
#248 posted by nitin [138.217.8.83] on 2004/02/11 06:22:34
any thing that supports opengl, tnt onwards basically.
OpenGL
#249 posted by JPLambert [213.30.139.243] on 2004/02/11 07:52:12
I don't remember what is the grafic card installed on my PC, so I think a "recent" one (buyed less than 3 months) is enough...
I will check that by the evening...
Thanx for the infos
Bye...
Sir Fribbles
#250 posted by Zwiffle [67.39.36.102] on 2004/02/11 09:42:06
I have followed both Tigger-Ons' and Necros' guides yet have failed at both attempts. Something I do keeps messing up. I think I've tried like 3 times now but can't get it to work. But that's ok, because each time it wouldn't show me the converted textures anyway.
JPLambert
#251 posted by Vondur [195.128.65.237] on 2004/02/11 10:55:18
yes, under proper i meand that supports opengl/directx, if your puter is rather modern, there is big chance it supports these both api properly.
BTW,
#252 posted by HeadThump [65.140.55.148] on 2004/02/11 11:07:06
and it may be related to Zwiffle's problems with GTKRadiant compatability, what methods do WindowsXP users use to get the dos specific apps (Qbsp, mapconv, etc) to function with WindowsXp? Is there an emulator out there?
I use Windows 2000 on one system and Windows ME on the other, so I don't have compatability problems like Vondur mentioned for good ol' DosQuake :(
In fact, the only problem I really have with GTkradiant is remembering to resize the texture rendering from 1.0 to .5 for Quake.
VonDur
#253 posted by JpLambert [213.30.139.243] on 2004/02/11 11:23:13
Yes, I know there is a DirectX installed (9.0 ?? I'm not sure) ... I will make a try as soon as possible...
I Use
#254 posted by Zwiffle at school [129.89.76.103] on 2004/02/11 11:53:20
the MSDos Prompt. Works fine. For gtkradiant i just screw up the steps somehow and don't know what I do wrong, so whenever I try I usually give up.
Just
#255 posted by inertia [24.164.70.117] on 2004/02/11 12:04:56
USE LUNIX
<Asaki> LOL!!
Hm...
#256 posted by necros [63.139.106.197] on 2004/02/11 13:59:08
my guide is pretty crappy compared to Tigger-On's. i've been meaning to redo it for a while but i'm just too lazy...
Inertia
#257 posted by HeadThump [65.140.54.158] on 2004/02/11 15:46:09
I probably will switch back (to Linux) eventually. My bro tells me it is much more difficult now to custom build a system and add WindowsXP to it because of all the compliance issues (and my brother is not the kind of guy to pirate anything, and he runs into trouble).
Zwiffle -- if you have mapconv, you just write out 'mapconv -toq1 mymapnameq3.map mymapnameq1.' in the console, and it should process a q1 map for you, as long as you haven't used any Q3 mesh editing in the map.
Necros
#258 posted by HeadThump [65.140.54.158] on 2004/02/11 15:50:12
I learned how to set it up properly using your guide, way back when you posted it, so a big thanks, even if you think it is crappy. One addition I would add is the handling of I guess you would call 'em sector like brushes. I mean water, lava, slime and the like, given the trouble you run into when you try to save a file with the '*' in it. The solution is in the mapconv readme, but a newbie would not know where to look.
See, That's Why It Sucks.
#259 posted by necros [63.139.106.197] on 2004/02/11 16:38:01
i actually took that for granted when i wrote it. :P
but, your welcome anyway. :)
QuArK Try...
#260 posted by JPLambert [213.30.139.243] on 2004/02/12 04:53:57
I've made a try yesterday evening with QuArK 6.4.0.. It's a very great software, very usefull to import BSP, MAP, WAD files, etc.. ... and to create these one also... (I made a little try with the default starting map, and a test using some differents brushes..)
I also try to import a BSP file, but a warning appears during the importation.. there was some missing WAD texture into my library..
So, is there a turnaround to avoid this problem and obtain the full WAD texture file from the imported BSP map ??? Or do I need to create myself the missing brushes and add them into my WAD texture files ???
JPLambert
#261 posted by Vondur [195.128.65.237] on 2004/02/12 06:02:04
Use Mapping Help thread for such questions please.
http://celephais.net/board/view_th...
Well...
#262 posted by Scampie [216.220.241.97] on 2004/02/12 08:29:53
Not that I don't enjoy discussion in here... but let's get back on track with Speedmapping!
Speedmap #67
Saturday, Feb. 14th at 4pm EST
Theme: Quanity over Quality... Build maps with tons of brushes, lots of enemies, huge areas, or whatever. This doesn't mean spam junk all over, but try and just make LARGE maps, without regard for making nice looking architecture.
The meeting place on irc is #speedq1 as normal, but as a reminder, irc.gamesnet.net is no more, it's now irc.gamesurge.net, so connect there. If you're not into IRC, you may email a map to me before/during the event at scampie@spawnpoint.org.
Er... Also...
#263 posted by Scampie [216.220.241.97] on 2004/02/12 08:31:19
4pm EST is 9pm GMT, which is 9pm UK time.
Hmm...
#264 posted by xen [82.32.34.150] on 2004/02/12 08:57:43
I like that theme idea :-)
Xen
#265 posted by R.P.G. [24.136.229.24] on 2004/02/12 09:30:19
You'll have to make two maps to make up for Starbuck's absence.
Huge Maps?
#266 posted by HeadThump [65.140.55.39] on 2004/02/12 11:09:30
Will there be time for -vising? I'm not working this weekend, I may attempt a map this time.
Hm...
#267 posted by necros [63.139.106.197] on 2004/02/12 11:50:50
this one sounds interesting as well!
Excellent...
#268 posted by jacek [204.255.239.131] on 2004/02/12 17:57:22
...I feel so priviliged that the first speedmapping session I will be involved in is exactly the kind of thing I was looking for. Tons of brushes. And messy ones, at that! I look forward to it. Thanks, Scampie.
Zwiffle
#269 posted by Mr Fribbles [202.161.117.131] on 2004/02/12 20:50:14
What exactly goes wrong for you with gtkradiant (other than the textures not loading right?)
There's a few things I can suggest, I don't know if any of this will help, but...
- try using an older version of gtkradiant (the setup guides were written a while ago and the newer versions might not work, certainly you might have problems with any version of GtkR which supports WAD file loading - you want to use the textures as TGA's in the editor, at least if you follow the Tigger-on method). I use gtkradiant 1.2.13-update and it works fine. To be honest I'm scared of trying to update to one of the newer versions.. : )
- If your textures aren't available in the editor (I'm assuming you're trying to load the textures as TGA or JPEG and not in a wad), try adding the directories to shaderlist.txt file. Also realise that Radiant will not load them unless they are 24-bit TGA files.
- Riot's qonverge is available at http://www.orbiter-productions.com... and it provides an easy way to get your WAD files exported to TGA's in the right format. Also note that TexMex (at least the version I have) exports TGA's upside down or something like that, so if that is happening, don't use texmex :D
- Quake compliers cannot except the Q3 .map format directly, so you need to use either DuBSP (again available at http://www.orbiter-productions.com... ) or use mapconv (from http://rem.fov120.com/rem/ ) to convert the .map file first. I personally prefer using DuBSP (even though it has some 'issues') because I don't like the extra step of using mapconv.
- If you're following Tigger-on's guide, follow it to the letter, because there are some things which are important to get right (eg even making sure you're using forward slashes instead of backslashes in some of the config files is important.. bah!)
I can't think of too much else, but if you are more specific with your problems Zwiffle, someone here might be able to help.
Mine's In...
#270 posted by jacek [204.255.239.151] on 2004/02/12 22:08:45
I won't be able to attend the session on Saturday, so I went ahead and made one, and it should be in Mr. Scampie's possession as soon as he wishes for it to be.
Well...
#271 posted by Zwiffle [67.39.47.33] on 2004/02/13 00:04:35
It's just really my fault for screwing up the instructions, both times. I'll probably try to re-setup GtKR for quake, maybe quake 2 and possibly quake 3, i'm interested in mapping for all 3. Or i just may stay with Hammer for until doom3 comes out then learn d3radiant. But if I do try to re-setup GtKRadiant I'll just make sure I'm focused. But, come to think of it, it may have been that I didn't add the texture directories to the shaderlist.txt... Hmmmm...
Giant maps you say?
Yep
#272 posted by Scampie [216.220.241.97] on 2004/02/13 08:21:41
got it jacek, thanks!
My Second One's In
#273 posted by jacek [204.255.238.124] on 2004/02/13 23:20:07
I decided that this is the first speedmapping pack I'll be taking part in, this pack is something special to me. So, I made a second map. It's a lot smaller than the first one, but I managed to pack in about 108 monsters. If anyone can beat it without using any cheats, I would really love a demo. But that's for when it's out *hushes up*
Once again, it's in your box, scampie.
Here's An Idea For A Theme
#274 posted by inertia [24.164.70.117] on 2004/02/14 00:02:30
Limit yourself to an area of 1024x1024x1024. Use this space to make the coolest room or set of rooms that you can DREAM of. No restrictions, except greyflash sucks, so keep the polys manageable. In general, it would be cool if the whole thing was not a playable level, but more of an art piece. 1024 may not sound like such a restriction, but you (I was) might be surprised just how hard it is to fill up 1024^3 = 1073741824 cubic pixelly-units with cool architecture! Maybe limit this to 512x512x512 to make the whole thing doable. Call it the GoodFun Room theme.
Quake Is In The Air
#275 posted by HeadThump [65.140.55.5] on 2004/02/14 08:54:03
I'm sending that little someone special a Valentine's Day Present <kiss> <kiss> as I write this. Yeap, Scampie, it is my first participation in Speed Map. It isn't huge, as much detail as I can eek out really in the time it took to build, but I hope you think its fun.
#276 posted by Scampie [66.231.199.96] on 2004/02/14 12:23:48
so rip off the 1024^3 q3 contest? and no i won't run it anyway, speedmap themes aren't meant to be limiting contruction, just suggesting ideas for people to make stuff. same reason we don't run 100 brush themes or 69 monsters or whatever.
anyway, jacek and headthump, got your maps, thanks. sm hasn't even started today and we got 3 maps :D
Mine's In ^_^
#277 posted by xen [82.32.34.150] on 2004/02/14 22:04:53
Title Cannot Be Empty
#278 posted by jacek [204.255.236.143] on 2004/02/14 23:02:26
Perhaps a speedmap session could be revolved around creating a map containing as many traps and things that make things explode as possible. I'd like that.
:O
Jacek
#279 posted by Headthump [65.140.54.68] on 2004/02/15 00:23:28
Play Weider's map Salvation some time. I still shutter and mumble curses to myself thinking about the traps in that map
There Just Was A Traps Theme
#280 posted by necros [63.139.106.197] on 2004/02/15 00:52:48
a couple of weeks ago, no?
Not That I Know Of...
#281 posted by jacek [204.255.238.54] on 2004/02/15 09:06:30
Which session would this be?
#282 posted by Scampie [66.231.199.96] on 2004/02/15 10:20:37
it was sm63, which was accually themed 'no monsters', but that meant maps needed traps or whatever to kill players.
And Btw...
#283 posted by Scampie [66.231.199.96] on 2004/02/15 10:23:32
sm68 is going to be unthemed... we have to skip sm69 due to RPG and metlslime being the slowest speedmappers ever, and I have big plans for 70-73. so next speedmap we get a break from themes.
You Know What Would Be Two Good Themes
#284 posted by HeadThump [65.140.55.176] on 2004/02/16 01:55:50
1. Rocks!
2. Jesus!
#285 posted by Scampie [66.231.199.96] on 2004/02/16 02:37:54
or just JESUS ROCKS!
he's driving away SATAN wailing on his axe! he's a bad ass mofo with a riff in his heart and his fingers on the strings. he's out there playin rock against EVIL, and can sing a mean power ballad. the ladies go crazy over his long long hair and the men want to be like him. the son of god and the lord of rock, he is our saviour.
-21:12 The book of ROCK.
Post 285
#286 posted by Headthump [65.140.55.135] on 2004/02/16 11:23:01
Now that's a righteous rift
Jesus Couldn't Play Riffs...
#287 posted by jacek [204.255.239.64] on 2004/02/16 19:09:07
..He only danced all the time. Dance dance dance, that's all he ever did. *sigh* He should have picked up guitar, I heard those Roman girls made nice groupies.
ANYWAY, because the theme was already announced, and my plans for today have dropped like a rather annoyingly heavy rock, I went ahead and just made a map.
The power is yours, Scampie.
...actually, I would love to see a JESUS ROCKS!!! theme...
Roman Girls?
#288 posted by HeadThump [65.140.54.123] on 2004/02/16 19:46:42
I don't think the legionaires were co-ed in that era.
To Quote Scampie...
#289 posted by jacek [204.255.238.63] on 2004/02/16 22:47:01
..."the ladies go crazy over his long long hair"
Historical accuracy is of little to no accuracy. All we know is that he should have been a rock star.
P.S.
#290 posted by jacek [204.255.238.63] on 2004/02/16 22:49:26
I meant "Little to no value."
:O
So,
#291 posted by HeadThump [65.140.54.224] on 2004/02/17 01:10:41
Jesus is sort of like Morrison without the Mescaline, right?
Absolutely.
#292 posted by jacek [204.255.239.186] on 2004/02/17 11:38:49
I don't think Jesus could sing that low, but he definitely could have achieved such a status. He was just too concerned with that "offering help to other people" crap to really get too involved with rock n' roll. It's a pity.
Er.
#293 posted by Scampie [66.231.199.96] on 2004/02/21 17:43:15
sorry I never annouced a speedmap this week, forgot all about it... but it worked out in the end that something came up and I wasn't around today to run one anyway.
Its All Right Scampie,
#294 posted by HeadThump [65.140.55.243] on 2004/02/21 18:05:48
I made a map anyway, but man did it suck. Not ugly, just a boring map. I'll rethink it out and rehash it for the next event.
ThemE
#295 posted by PuLSaR [80.80.111.166] on 2004/02/22 01:18:52
what about 'Non-human architecture' theme? That's something like Lovecraft described the cities of other races. No usual architecture features, no usual geometry, no classic styles. (That doesn't mean crap maps, just something non-human)
I think this would be interesting to look at.
.
#296 posted by necros [63.139.106.197] on 2004/02/22 11:19:59
i'm having a hard time envisioning something like that... how far is non-human? like, are we still allowed to use doors for instance?
Here's The Rule:
#297 posted by metlslime [66.135.131.83] on 2004/02/22 12:08:53
if people play your map, and they don't go insane from the shock of looking at something completely alien and beyond their comprehension, then you've failed.
In That Case
#298 posted by czg [80.202.31.20] on 2004/02/22 12:41:41
I pronounce sm59_madfox.bsp to be the grand winner!
...
#299 posted by Scampie [66.231.199.96] on 2004/02/27 00:06:36
Speedmap Session 70!
This Saturday! 4pm EST! 9pm GMT! Meet on irc.gamesurge.net in #speedq1.
Theme?... First week of our second megatheme... 'A Tribute to Headshot'! Each week we'll be using classic sets used in Headshot's classic deathmatch maps!
First off, we have... Red Brick! Red Brick walls, 'tech' tile floors, tech lights, and riveted trims! And we might as well give mappers a bit more choice, you can make Grey Brick maps too, which are more castle themed than Red Brick. You may make Single Player or Deathmatch levels, as always.
I'd suggest looking at the maps 'fsdm1' (or it's later remake 'qcon1'), 'ztndm6', 'warfare', 'dapak9' (grey brick), and 'xl1dm2' (also grey brick). Damaul7 is a dm/sp hybrid of both Red Brick AND Grey Brick, so it may be good to look at that too.
Maps can be presubmitted to scampie@spawnpoint.org, sorry for being late with the announcment...
(no asking about sm68 or sm69, we'll get back to those later)
Oh, And For Anyone Wondering...
#300 posted by Scampie [66.231.199.96] on 2004/02/27 00:11:46
Themes will be:
Sm70: Red Brick/Grey Brick
Sm71: Dapak
Sm72: Spinev2
Sm73: Dead/Agenda Textures
http://www.planetquake.com/peek/au... is a good place to see his old maps.
Ghhj
#301 posted by gibbie [82.161.62.98] on 2004/02/27 05:52:49
hehe scampie you red brick fetishist :)
Will
#302 posted by Zwiffle [67.39.41.88] on 2004/02/27 13:47:52
Wads be provided for us or do we have to get our own wads from the maps to use?
Hh
#303 posted by gibbie [82.161.62.98] on 2004/02/27 14:06:07
all the the textures are in quake101.wad.
What Gibbie Said...
#304 posted by Scampie [216.220.241.97] on 2004/02/27 14:16:38
is true for this week and next, but yeah, I'll rip wads every week if people can't figure which textures are used in all these classic maps. I'll get one for sm70 up tonight.
That'd Help...
#305 posted by necros [63.139.106.197] on 2004/02/27 17:39:07
i've never played any of the dm maps you mentioned.
Er
#306 posted by Scampie [66.231.199.96] on 2004/02/28 15:05:44
slightly late with this (hour before start...) wad of textures used in red brick and grey brick maps.
http://speedq1.spawnpoint.org/file...
Theme Idea:
#307 posted by metlslime [66.135.131.83] on 2004/02/28 21:19:22
"Maps you have to play through twice"
This is open to interpretation, but it might mean that the changelevel points back to the map and this time you have a RL so you can access the true exit, or maybe it means that you do the rune trick, or maybe it means that you have to make a choice so you can't experience everything the first time.
Hmmm
#308 posted by Zwiffle [67.39.44.5] on 2004/02/28 21:23:20
kinda like a "choose your own map path" map... branches to two different alternate routes depending on which exit you choose, which could mean play through it 3 or 4 times if yo uwant to play through all the paths. Neat.
That's A Good Idea!
#309 posted by necros [63.139.106.197] on 2004/02/28 21:47:03
there are so many things that you can do.
That Sounds
#310 posted by nitin [138.217.4.194] on 2004/02/28 22:01:41
a bit too complex to properly accomplish in a speedmap. Sounds betterfor a turtlemap idea.
..?
#311 posted by necros [63.139.106.197] on 2004/02/29 11:41:28
not really -- i pulled off that idea for a speedmap once.
Got My Hands On
#312 posted by HeadThump [65.141.72.244] on 2004/03/01 13:22:59
Dapak11 and Spine2 but all of the download sites listed on PlanetQuake/Dapak and http://www.planetquake.com/peek/au... are non-functional. Also, only Dapak11 is available at gamers.org of the Dapak series. To be maps of that degree of influence and caliber you'd think PlanetQuake would have kept them around.
#313 posted by Scampie [216.220.241.97] on 2004/03/01 14:42:21
I'll be uploading all of Headshots maps and the Dapak pack this week to my site, so let's not worry about that.
Sweeet!
#314 posted by HeadThump [65.140.55.94] on 2004/03/01 16:13:30
Thanks Scampie ;)
Uuu
#315 posted by gibbie [82.161.62.98] on 2004/03/01 16:20:44
all maps are available at http://maps.quakeworld.nu/?a=maps&...
so dont bother uploading
Sm71!
#316 posted by Scampie [216.220.241.97] on 2004/03/05 10:27:04
sm71 is tomorrow! same time as usual, 4pm EST. irc.gamesurge.net #speedq1
Theme is Dapak. DM or SP maps are acceptible. Use the link in the post by gibbie above mind to download all the Dapak maps if you need referance.
email is still scampie@spawnpoint.org
HeadThump
#317 posted by Helpfull Harry [138.130.231.125] on 2004/03/05 16:02:09
You've just got to change the URL of the link, and the d/l's should work. You just put,
fileplanet.com/dl.aspx?
before the file name path, eg
http://www.planetquake.com/dl/dl.a...
would become,
fileplanet.com/dl.aspx?dapak/dapak...
should work for most planetquake sites where the d/l's don't seem to work.
Hmmm
#318 posted by Helpfull Harry [138.130.231.125] on 2004/03/05 16:04:51
"http://www.planetquake.com/d...
would become
"fileplanet.com/dl.aspx?dapak...
Hmmm, You Should Get The Idea
#319 posted by Not So Helpfull Harry [138.130.231.125] on 2004/03/05 16:06:58
I can't try again
As If...
#320 posted by Shambler [82.38.192.217] on 2004/03/06 05:43:32
...we didn't get enough bloody Dapak clones the first time around >:(
Thanks Harry
#321 posted by HeadThump [65.140.55.17] on 2004/03/06 11:47:26
I thought it all was a result of the last time Pappy did some spring cleaning, but that is really good to know. I think I'm going to mosey over to Quakelab and see if I can get those links to work.
Speedmap #72!
#322 posted by Scampie [216.220.241.97] on 2004/03/11 09:28:03
Begin CnP!
The time
9pm GMT on Saturday, 13th of March
that corresponds to 4pm EST or 9pm UK time
The place
on IRC, in #speedq1 on irc.gamesurge.net
The plan
Make a map in 100 minutes or less. or more.
The theme
3rd week of the Megatheme... We do Spine maps this week! Easiest to show you maps using the theme...
Spinev2
http://speedq1.spawnpoint.org/file...
Spine (older version of the same map above)
http://speedq1.spawnpoint.org/file...
ztndm4: The Steeler
http://speedq1.spawnpoint.org/file...
Take a peek at the maps, and get an idea for the theme. Here's a .wad for conveniance:
http://speedq1.spawnpoint.org/file...
If you can't make the session, make a map before and email it to me at:
Scampie@spawnpoint.org
So...
#323 posted by xen [82.32.34.150] on 2004/03/20 17:03:16
There wasn't one tonight?
Er...
#324 posted by Scampie [66.231.199.96] on 2004/03/20 17:29:16
well, I guess I forgot to annouce one... which would be why no one showed up... :D
Sm73!
#325 posted by Scampie [66.231.199.96] on 2004/03/25 19:19:22
The time
9pm GMT on Saturday, 27th of March
that corresponds to 4pm EST or 9pm UK time
The place
on IRC, in #speedq1 on irc.gamesurge.net
The plan
Make a map in 100 minutes or less. or more.
The theme
Last week of the Megatheme, this week we use the textures from headshot's maps Agenda and Dead. Here's the wad:
http://speedq1.spawnpoint.org/file...
If you can't make the session, make a map before and email it to me at:
Scampie@spawnpoint.org
Scampie
#326 posted by aguirRe [62.127.44.97] on 2004/03/30 04:35:55
where is sm73?
Aguirre
#327 posted by Zwiffle [67.39.44.86] on 2004/03/30 09:45:56
apparently only 2 people (me and nane) made maps for it, I made 2, so I guess scampie either doesn't want to release it or wants to re-host it so more people show up.
#328 posted by Scampie [216.220.241.97] on 2004/03/30 11:33:32
er, i've just been playing Prince of Persia Sands of Time too much to make up the page and update the func_qmap news. I'm also lazy.
No Blame
#329 posted by MadFox [212.204.134.20] on 2004/03/30 17:26:28
That's why I sended you Quatrotski for beta testing with Christmass, but you were so speedmapping, that even now you can be able to download it from my thread.
And I know editing The Speedmap counsel is a lot of work too...
Could This Be The Beginning Of The End?
#330 posted by Drew [137.186.142.242] on 2004/03/30 17:27:22
It seems that laziness tends to pervade and erode the ambitions of people with regards to this community. I suppose that isn't very uncommon though; certainly not specific to you guys. Maybe I'm being melodramatic with my title, so take it with a grain of etc.
Drew
#331 posted by xen [82.32.37.135] on 2004/03/30 17:46:09
It's kinda past the beginning stage now. It's a neverending end which dies & wakes up occasionally.
#332 posted by xen [82.32.37.135] on 2004/03/30 17:46:57
Kinda like a recurring nightmare.
Should really lay off the trigger happy submitting
#333 posted by Scampie [66.231.199.96] on 2004/03/30 21:07:51
http://celephais.net/board/view_th...
Hmm
#334 posted by nonentity [144.32.128.13] on 2004/03/31 21:27:42
"Is QBoard Dying?"
Eh, The Forces Of Entropy Beset Upon Us
#335 posted by HeadThump [65.140.54.161] on 2004/03/31 22:06:41
sounds like a good Quake episode -- The Death of Quake!
#336 posted by Scampie [66.231.199.96] on 2004/03/31 22:12:42
nonentity: hey! that was my thread, which effectivly killed Qboard :D
Scampie
#337 posted by Mr Fribbles [203.113.216.19] on 2004/04/01 02:56:44
You have an exaggerated sense of your own importance...
(whether you were joking there or not ; )
Btw:
#338 posted by Scampie [66.231.198.188] on 2004/04/01 23:31:26
there will be no speedmap this weekend, I have family coming over and can't run one.
Well Shit
#339 posted by Zwiffle [68.78.48.155] on 2004/04/01 23:54:15
the center of my weekend has collapsed. scampie and his stupid "family" :(
Scampie
#340 posted by HeadThump [65.140.54.90] on 2004/04/02 00:27:02
That's a weird coincidence. I have family going up to Maine for a week. Oh, shit.
Scampie
#341 posted by HeadThump [65.140.54.90] on 2004/04/02 00:27:08
That's a weird coincidence. I have family going up to Maine for a week. Oh, shit.
That Was A Close One
#342 posted by HeadThump [65.140.54.90] on 2004/04/02 00:33:03
your last name isn't Moors. Paternal relation, so little possiblilaty there.
Hmm
#343 posted by nonentity [144.32.128.68] on 2004/04/02 04:36:26
scampie, I'm well aware of whose thread it was :)
Bring Back Starbuck!
#344 posted by xen [82.32.37.135] on 2004/04/02 04:48:02
Xen:
#345 posted by Scampie [216.220.241.97] on 2004/04/02 08:20:16
good plan, we'll drag him back from wherever he is so he and Zwiffle can speedmap and no one else will show up.
I'll Turn Up..
#346 posted by xen [82.32.37.135] on 2004/04/02 09:12:18
When we get a decent theme. I have no interest in recreating Headshot-themed maps whatsoever, there's plenty of them as it is.
#347 posted by Scampie [216.220.241.97] on 2004/04/02 09:31:07
then don't map in theme. I'd rather not have themes for this very reason but everyone demanded them.
Submission For SpeedMap Theme:
#348 posted by Zwiffle [68.78.48.155] on 2004/04/02 09:58:12
Art deco Quake. 1930's Great Depression goodness. Could even change the Q symbol to look like Radio City Music Hall style.
Oh shit I'm a day late. Oh well take it seriously then.
Aight
#349 posted by xen [82.32.37.135] on 2004/04/02 09:59:02
I quit working saturdays so will try & knock something up more often. Worldcraft's been getting dusty
Knock Something Up?
#350 posted by R.P.G. [24.136.230.101] on 2004/04/02 10:21:15
I quit working saturdays so will try & knock something up more often.
Who did you have in mind?
If Only...
#351 posted by xen [82.32.37.135] on 2004/04/02 10:28:31
Don't Worry Xen, Your Turn Will Come
#352 posted by HeadThump [65.140.55.246] on 2004/04/02 12:42:22
I just got an e-mail from Jenna Jameson. I must be some kind of stud or something. Hey, why isnt this mouse working?
Two Theme Ideas.
#353 posted by Shambler [82.38.194.13] on 2004/04/02 13:09:33
Okay p1mps here they are:
1. 1+1 Brush map
Okay this is supposed to be a 1 brush map, but apparently you need 1 brush for the exit trigger too?? I have no idea, that's what the mapper people said. So yeah you have one exit trigger brush, and then the map made out of 1 brush. Obviously a phat custom texture will be important. Preferably a properly playable map too.
Note: If this is completely unfeasible, blame metslaime and czg for not telling me in #tf.
2. Mini proper maps
Okay this is a bit more serious and potentially a whole lot cooler. Some maps have been trending this way anyway. Basically, a smaller, simpler, scaled down version of a full map. Not necessarily in architectural size, but in the feel. The idea is the map should feature the main concepts of a full map, but only to the extent that you can cram into 120 minutes or so.
E.g. You'd want, say, a start area, an outside bit, a secret or two, a bit of non-linearity, and a proper end battle. As I say some maps have been notably trending this way, but I think it could go further.
Themes
#354 posted by metlslime [64.124.188.211] on 2004/04/02 15:01:37
Wait, wasn't i the one that suggested this? As i recall, everyone else said it was a horrible idea. Like I said in irc, I'd rather do a true 1 brush map and have it be a DMSP map -- those don't need exit triggers.
Well CZG Could Pull It Off
#355 posted by HeadThump [65.140.55.96] on 2004/04/02 15:32:29
look at how those quarter sides of the storage pumps in CZGToxin form a concave surface. WTF?!? You are not suppose to be able to do that in a vanilla Quake engine but he pulled it off -- jeez.
So....about The Speedmapping.
#356 posted by WyldeSnake [69.133.75.190] on 2004/04/02 16:20:21
When/where do you do it? I'm lookin for the IRC, trying to make sure I've found the right place.
I'm actually wanting to get back into game mapping, and speedmapping is the best way to do it:) It's like speedmodelling, but you get to enjoy the project when you're finished!
Double Post (n00b)
#357 posted by WyldeSnake [69.133.75.190] on 2004/04/02 16:36:59
BTW, what programs are available for Q1 mapping? What's free with a pretty large feature set? It's been a while, and I dont know if I can find my stuff.
Well
#358 posted by Zwiffle [68.78.48.155] on 2004/04/02 17:07:00
Usually Saturdays, 4:00 pm EST on #speedq1, forget what server though. There is none this week because Scampie sucks.
As for tools, Valve's Hammer editor with Aguirre's tools works really and reliably. Also GtKRadiant with whatever tools you want seems to be popular, but I can't say how well it works.
I Dont Understand
#359 posted by necros [69.193.41.176] on 2004/04/02 17:51:55
why don't you speedmap anyway? why does scampie need to be there for you to map?
if you want to do it, heck, even you could run the speedmap session, then email the results to scampie so he can post it on the site...
Agree,
#360 posted by HeadThump [65.140.55.242] on 2004/04/02 18:04:48
I say Shambler should be given the keys to the kingdom when Scampie is a way. Can you imagine getting detailed, ego crippling e-mails from Shambler on why and how bad your map sucked. It would be like being pissed on by Alice Cooper at a concert. So warm and tingly.
#361 posted by Scampie [66.231.198.188] on 2004/04/02 18:11:02
i have no problems if anyone else wanted to be there to organize one, but it's a bit late to get it all together now. if I'd known there'd be so much interest I would've asked
But On Second Thought...
#362 posted by Scampie [66.231.198.188] on 2004/04/02 18:13:30
anyone want to speedmap Sunday? an hour earlier than normal (3 PM EST) would be optimal. I'd be happy to run one then.
#363 posted by Scampie [66.231.198.188] on 2004/04/02 18:29:29
as for themes, a few I've heard that I liked:
Obilvion theme. Floating islands in space maps.
Shambler's mini proper maps theme could work, but seems like something people want to see for playing, not a theme that really inspires mappers to do fun things, which is what speedmapping is about. I could give a flying fuck about how much people enjoy playing the maps.
long ago, Metlslime suggested 'maps you play thru twice'. I like that idea.
I'd like to suggest a 'gimmick' theme as well. Maps are built to some specific gameplay idea/theme and not just 'run around, shoot things, win'. Things like my speedmap with a Toilet in a Crate DM map, or Starbuck's shooter/shambler shambler shambler maps are good examples. But the idea can be as simple as a large room with tons of enemies and you have to kill as many as possible before dying. etc etc.
WyldeSnake: I see you found the irc channel alright. I would suggest you familarize yourself with q1 mapping before speedmapping though :D
...
#364 posted by underworldfan [128.195.84.154] on 2004/04/02 18:55:25
long ago, Metlslime suggested 'maps you play thru twice'. I like that idea.
yeah that sounds interesting.
#365 posted by necros [69.193.41.176] on 2004/04/02 20:08:00
long ago, Metlslime suggested 'maps you play thru twice'. I like that idea.
i might do another one of those... sunday you say?
#366 posted by Scampie [66.231.198.188] on 2004/04/02 20:11:04
yeah.
Someone Explain...
#367 posted by Mike Woodham [81.129.15.157] on 2004/04/03 01:15:45
long ago, Metlslime suggested 'maps you play thru twice'.
Aren't we normally allowed to play Speedmaps more than once then? Because if so, I need to apologise to most of the Speedmappers out there!
What I Meant Was...
#368 posted by metlslime [66.135.131.83] on 2004/04/03 01:22:48
"maps you have to play through twice"
This means that, without cheating, you can't see and do everything in a map in a single play-through.
Mike:
#369 posted by xen [82.32.37.135] on 2004/04/06 09:48:21
He means using runes & episode gates to change the gameplay of a map the second/third/fourth time round. Necros did an interesting example once, one sec while I just find it...
Ok...
#370 posted by xen [82.32.37.135] on 2004/04/06 09:54:03
twas sm47_necros
http://speedq1.spawnpoint.org/file...
Thinking about it, you might not have to use runes... if you were to just have two routes through the map with two different exits. I've always wanted to try the rune thing though.
I'm Familiar With Q1 Mapping (been A Few Years)
#371 posted by WyldeSnake [131.187.253.211] on 2004/04/06 11:15:47
I want to get into the speedmapping just so I can get re-acquainted with it, and actually get good at it this time :)
GtkRadiant...I spent a whle getting that running some time ago, and it was pretty nice. I used to map with QuArK, usin the basic compile tools. I'll have to poke around and get my stuff back. I might have it on a CD somewhere...
Odd thing is, I still have Quake installed after 5-1/2 years, but all the tools for modding it are missing :-o
Necros: It's infinitely more fun to speedmap, or speedmodel as I'm more familiar with, when you're doing it with other ppl at the same time. I like the rush of the competition, to try and get done before the other guy(s) and have a blast doin it. I'm a longtime vet of www.3dfightclub.com, and that started off fun as hell, modelling joysticks and mechabeavers in 15 minutes or less. Even if it looked like crap, the fun was had in just tryin to get it done and having a good laugh at the results :)
Arg, I'll Stop Dblposting Soon Enough
#372 posted by That damn noob again [131.187.253.211] on 2004/04/06 11:18:14
I'll try to make it to the mapping session. I'll be at my parent's for the weekend, but I should be able to steal some time on one of their PCs and map :)
#373 posted by Scampie [216.220.241.97] on 2004/04/06 11:33:50
If I run the 'maps you play through twice' theme, it won't require the use of episode gates and runes and such. That's an acceptible interpretation of the theme, but I'd say layouts that double back, or just using a teleport to make the player restart at the beginning and play through again are both cool too.
Sounds Fun
#374 posted by WyldeSnake [131.187.253.211] on 2004/04/06 11:43:11
I got an idea for it already :) I can't wait to get a crack at this
Yeah...
#375 posted by metlslime [64.124.188.211] on 2004/04/06 14:06:25
the rune thing necros did was the inspiration, but i can think of a number of ways to do it.
Sm47_necros
#376 posted by Mike Woodham [81.129.112.131] on 2004/04/06 15:07:07
Mmmm, I think I might be missing something here.
I like the idea of going through maps more than once (I actually posted about this before) but necros map textures did not allow me to play through :-) I'm a pipe and cardigan sort of person!
So, can someone point me towards an explanation of runes and episode gates?
Hmmmm
#377 posted by Shambler [82.38.194.13] on 2004/04/06 15:27:19
Shambler's mini proper maps theme could work, but seems like something people want to see for playing, not a theme that really inspires mappers to do fun things, which is what speedmapping is about. </Q>
No. I didn't expect them to be particularly playable and enjoyable, I thought it would be an entertaining challenge to see how much of a proper map one could make on a miniature scale.
And metslime, I'm sure I originally suggested the 1 brush speedmap! But you agreed and supported it heh...
Let Me Settle This
#378 posted by R.P.G. [24.136.230.101] on 2004/04/06 15:34:33
...blah blah random stuff about clipping errors in maps. This leads into the following:
<scampwork> but... as I said, if you use a single brush, you're ok, so you could just use a clip brush that's a few pixels off to avoid the error in places where 1 brush architecture is not possible
<Vondur> just compile the map with -hull 1, and you might see that clipping bugg0r
<metlslime> scamp: yeah, but it'd be cool to fix the bug, too
<Shambler> 1 brush map contest
<Shambler> hmmmm
<metlslime> that sounds cool.
<metlslime> next SM i'm doing a one brush map.
<Vondur> i'll participate
I find it disappointing that neither metlslime nor Vondur have contributed a 1 brush speedmap. :(
#379 posted by Scampie [216.220.241.97] on 2004/04/06 16:51:47
Shambler: Oh! misunderstood what you mean by the theme. I thought you were talking about making (for example) czg07 and just making it a shorter/less detailed. Miniscale maps sounds like a cool idea.
Episodegates
#380 posted by xen [82.32.37.135] on 2004/04/06 16:53:14
So, can someone point me towards an explanation of runes and episode gates?
Heh... yeah should've mentioned that map is probably the most fucked up piece of Quake you'll ever play :-p
Basically... take start.bsp. When you first spawn in at the start of a game, all four episodes are available since you have no runes. If you return to the map after picking up a rune, you'll spawn in at an entity called info_player_start2 which is in a different place to the intial start point. If you enter with the first rune, then the entrance to the first entrance is blocked, and so on. Each of the four blockades are brush entities called func_episodegates, with the following spawnflags values:
1 - appears if you have the episode 1 rune
2 - appears if you have the episode 2 rune
4 - appears if you have the episode 3 rune
8 - appears if you have the episode 4 rune
...I think, someone correct me if I'm wrong.
So for instance if you pick up the first rune at the end of your map and set the changelevel to point to the same map, you'll respawn at the info_player_start2 and can use an episodegate w/ spawnflags 1 to block off or bridge certain sections that weren't available before. Has loads of options.. surprised necros has been the only one to really make use it so far.
I *think* the info_player_start2 is optional though, if it isn't there then you'll just start at at info_player start again. But don't quote me on that :-p
Hrm
#381 posted by xen [82.32.37.135] on 2004/04/06 16:55:21
When I said 'Has loads of options.. ', I should've said 'oppurtunities'.. as in ways it could be used.
Aha!
#382 posted by Mike Woodham [81.129.104.158] on 2004/04/06 17:17:59
Methinks the thot plickens.
Shambler...
#383 posted by metlslime [64.124.188.211] on 2004/04/06 18:07:07
yeah, i guess you did. All i did was fight off the attempts to allow extra brushes.
.
#384 posted by necros [69.193.41.176] on 2004/04/06 19:01:00
surprised necros has been the only one to really make use it so far.
i'm just wierd, i guess. ;)
the only real downside to it is that if there are monsters, that you can't get to on the second to last time you're there, then you'll never be able to get 100% kills, of course, that could be remedied by having a big func_door that crushes all the monsters in the areas you can't reach, or something.
Or...
#385 posted by R.P.G. [24.136.230.101] on 2004/04/06 19:09:19
Have all of the monsters teleport in. Have a trigger at the start of each section that determines where they spawn to. Of course it's not perfect, since the monster count will be the same for each area.
Scampie...
#386 posted by Shambler [82.38.194.13] on 2004/04/06 20:31:58
No, you kinda understood me right, I guess I mean somewhere in between, I mean if people wanted to do large, complex, architecture, well, good for them, but I was thinking I guess, both smaller in scale and simpler, but trying to retain "fundamental" map elements.
Some of your recent maps have been like that - one of the headshot ones in particular.
Actually thinking about it, a definite "mini" element, without being retardedly unplayable, would be cool.
Sm74!
#387 posted by Scampie [66.231.198.188] on 2004/04/07 18:15:29
The time
9pm GMT on Saturday, 27th of March
that corresponds to 4pm EST or 9pm UK time. I think, could someone varify my UK time now that daylight savings time is in effect, or out of effect, or whatever effect it's in now that time has changed.
The place
on IRC, in #speedq1 on irc.gamesurge.net
The plan
Make a map in 100 minutes or less. or more.
The theme
Maps you play through twice. Take that however you may, various interpretations have been posted in the last 20 or so posts. You do not have to map in theme if you don't feel like it.
If you can't make the session, make a map before and email it to me at:
Scampie@spawnpoint.org
Er...
#388 posted by Scampie [66.231.198.188] on 2004/04/07 18:16:18
10th of April I mean... blast you damn copy and paste!
Condescending Lecture -- WITHOUT Going To University!
#389 posted by R.P.G. [24.136.230.101] on 2004/04/08 10:04:47
Dear Mistar Scmapie,
While most of the USA switched to daylight saving time at 02:00 on the morning of Sunday, April 4th, the UK switched to daylight saving time at 01:00 on the morning of Sunday, March 28th. As a result, there is presently a five-hour difference between the east-coast USA and the UK, just like there is for fifty of the other weeks in the year.
However, because the UK and USA are on daylight saving time, this means that the UK is one hour ahead of GMT (GMT +1) and the USA is four hours behind GMT (GMT -4). So if the speedmap were to be held on the 10th of April at 16:00 and 21:00 in the USA and UK respectively, then it would take place at 22:00 GMT (10pm).
This concludes Dr Nincompoop's time lesson for the day.
Ohmigosh I Am Soooo Stupod
#390 posted by R.P.G. [24.136.230.101] on 2004/04/08 10:08:11
So if the speedmap were to be held on the 10th of April at 16:00 and 21:00 in the USA and UK respectively, then it would take place at 22:00 GMT (10pm).
Obviously, if I had actually done the math, I would have said that the speedmap would take place at 20:00 GMT (8pm).
20:00 + 01:00 = 21:00 mmkay?!
Hmm
#391 posted by underworldfan [128.195.84.154] on 2004/04/08 14:35:56
daylight saving time sucks and should be abolished.
No No No No!
#392 posted by R.P.G. [24.136.230.101] on 2004/04/08 14:37:53
Daylight saving time saves energy and allows people to get more done in the evenings! http://webexhibits.org/daylightsav...
...and it totally messes up my body clock.
Daylight
#393 posted by Vondur [217.70.16.165] on 2004/04/08 15:06:28
it's pure satanic and anti-human and devilish idea!
Yep
#394 posted by underworldfan [128.195.84.154] on 2004/04/08 15:28:37
daylight sucks.
nightime is more interesting.
I Dunno About You,
#395 posted by necros [69.193.41.176] on 2004/04/08 16:59:18
but i prefer my _sunlight to be at least 100. anything darker, and i have a hard time finding the monsters.
Necros:
#396 posted by metlslime [66.135.128.76] on 2004/04/08 23:12:08
don't worry. They'll find you.
:(
#397 posted by WyldeSnake [69.133.75.190] on 2004/04/09 01:46:12
Wont be there. Too busy.
Hopefully 2 weeks or so from now.
(and I had such a great idea worked out. Maybe I'll just submit it a few weeks late)
Don't Worry. They'll Find You.
#398 posted by HeadThump [65.140.55.174] on 2004/04/09 03:25:21
Not if you sneak up on them with your axe like Lizzie Borden and go 'wack! wack! wack!'
#399 posted by Scampie [66.231.198.188] on 2004/04/10 14:56:28
speedmapping starts in an hour. anyone besides zwiffle and me going to show up?
I Will
#400 posted by xen [82.32.37.135] on 2004/04/10 15:16:28
If I can think of an idea.. tis a tricky one this week
Sorry Scampie,
#401 posted by HeadThump [65.140.54.169] on 2004/04/10 22:21:42
I have been too busy making a map for a project, but it is getting very close to completion. In the next few weeks I should be able to Speedmap.
Speedmap #75
#402 posted by Scampie [66.231.198.188] on 2004/04/15 18:28:50
let's get back to easy themes :D
Theme: Doom Restriction maps. This means, no room over room, no sideways opening doors or moving platforms. Don't have to use doom textures, but here are Lun's q3doom textures converted to q1 for those wishing to use them:
http://speedq1.spawnpoint.org/file...
Time: Saturday, April 17th, 4pm EST (9pm UK, 20:00 GMT)
Place: irc.gamesurge.net in #speedq1
Timelimit remains a casual 100 mins+, and you may still email me a map at scampie@spawnpoint.org anytime before I pack up the pack.
Um...
#403 posted by necros [69.193.41.176] on 2004/04/15 19:42:03
won't this lead to really boring maps?
i'm not saying the theme is necessarily bad, but if i were participating, i wouldn't follow it.
#404 posted by Scampie [66.231.198.188] on 2004/04/15 21:44:27
necros: only boring if the mappers make them boring. there's plenty you can do without room over room. height variation isn't outlawed, you can easily make a cool map with some imagination.
but if you don't want to follow the theme, that's cool too.
What About
#405 posted by Zwiffle [68.78.49.64] on 2004/04/15 23:47:13
slopes? Are they allowed or outlawed? To clarify I mean just brushes with vertical angles that aren't 90 degrees, not horizontal angles that aren't 90 degrees.
#406 posted by Scampie [66.231.198.188] on 2004/04/15 23:55:20
no. no slopes going up and down. angled walls are of course ok.
Good Point.
#407 posted by necros [69.193.41.176] on 2004/04/16 00:15:28
and i've seen some pretty awesome maps for doom myself, so maybe you're right. :)
Good Point #2
#408 posted by Shambler [82.38.194.13] on 2004/04/16 06:08:59
necros: only boring if the mappers make them boring.
Well said scampie, I very much agree with that. A truly inspired mapper will not only work within the limitations but embrace them to produce something that is good and characterful because of the limitations.
Doom Style Is A Good
#409 posted by HeadThump [66.56.187.104] on 2004/04/17 00:18:08
idea for the speed map. Afraid I'm out of town on business, boredom and playing FarCry this week and no where near my set up for map making.
Might be worth someone's while to take a look at the Doom retexture project, one of the better looking one's I must say, and take a few hours converting them to Quake compliant textures with TexMex and Wally. Just a suggestion.
If You Don't Enjoy Mapping, Why Map?
#410 posted by xen [82.32.37.135] on 2004/04/17 17:59:18
Think it's time I jacked in speedmapping. No point in it anymore.
And For Anyone Confused About Xen's Comment...
#411 posted by Scampie [66.231.198.188] on 2004/04/17 18:55:41
[17:33] <nane> hah
[17:33] <nane> it works
[17:33] <nane> oh this is great
[17:33] <nane> too bad no one is going to play it
[17:34] <scampie|mapping> did you enjoy making it?
[17:35] <Zwiffle|speedmap> yes, i enjoyed him making it
[17:38] <nane> oh yes
[17:38] <scampie|mapping> then who cares if anyone plays it?
[17:39] <scampie|mapping> speedmapping mantra: map for fun, not for others
[17:39] <rj> i don't find the mapping part very fun but i often like playing them afterwards if they're good
[17:40] <scampie|mapping> congrats, fuck off
[17:40] <rj> thx
[17:40] *** rj (~rjthorne@82-32-37-135.cable.ubr0... Quit (Quit: I swear to god i must be the only true optimist left on the planet.|| "hej slyna, du är söt. Jag kommer få ett ligg med dig denna helgen")
rj = xen.
oh well, good riddence. as I've said countless times before, I run speedmapping for the mappers participating, not for the people who want to play a new pack of maps every week. and I certainly don't run the events for attention whore morons who think that 'quitting' will prove their point.
But The Real Question Is
#412 posted by czg [80.202.222.64] on 2004/04/17 19:07:50
Who is 'slyna', and why/how is xen going to have sex with her/him this weekend?
What Language Is That?
#413 posted by necros [69.193.41.176] on 2004/04/17 20:03:31
:S
#414 posted by xen [82.32.37.135] on 2004/04/17 20:06:31
Shit, that quit message was from around a year ago... was a quote of a clanmate of mine attempting swedish. Forgot I still had it.
#415 posted by xen [82.32.37.135] on 2004/04/17 20:24:10
as I've said countless times before, I run speedmapping for the mappers participating, not for the people who want to play a new pack of maps every week.
Who honestly gives a fuck what the person running them has in mind for the maps? Why fucking bother uploading the packs every week if you're insistant on sticking to that oh-so-pretentious 'map for yourself, not for others' scheme. I've spent more time speedmapping than pretty much anyone else on the site since the events started running, why on earth would I do it for all that time if I didn't enjoy participating myself?
Since you obviously interpreted my comment completely wrong & with very little thought whatsoever, I was merely stating that I didn't particularly enjoy the process dragging brushes around and copy/pasting entities for hours on end, however, I enjoy coming out with a finished product at the end of the session, and playing it. Yes, I normally enjoy playing my maps alot more than playing others, since they're pretty much tailor made for me. I couldn't care if other people didn't like them.
My point is though, even if mappers do map for the sake of getting their name known, so long as they submit a map then why give a shit?
and I certainly don't run the events for attention whore morons who think that 'quitting' will prove their point.
I 'quit' because I certainly don't participate in the events for power-tripping fucktards who think the whole world should share their opinion.
I've posted my view now though, like it or lump it. Since I'm obviously not welcome in the sessions anymore, I'd rather not carry on attending them, simple as.
#416 posted by Scampie [66.231.198.188] on 2004/04/18 13:24:29
Who honestly gives a fuck what the person running them has in mind for the maps?
So, what you're saying is, I give up my saturday afternoons every week for egotistical assholes like yourself who couldn't give a damn that I'm trying to run a fun event for mappers to enjoy with each other? thanks.
Why fucking bother uploading the packs every week if you're insistant on sticking to that oh-so-pretentious 'map for yourself, not for others' scheme.
I seriously don't know, some people seem to enjoy the maps. Nothing wrong with that. But mapping everyweek just so those who play them can have a fun pack is draining, and not a good, fun, creative enviroment for the speedmappers. This shouldn't turn into an event where people are thinking they'll put their mark on the community with maps, just a nice bit of level design fun.
I've spent more time speedmapping than pretty much anyone else on the site since the events started running, why on earth would I do it for all that time if I didn't enjoy participating myself?
As you've obviously stated, you don't unless you get credit and people cheering for your maps. And congrats on spending time speedmapping, I know most of it was making sm36.
Since you obviously interpreted my comment completely wrong & with very little thought whatsoever, I was merely stating that I didn't particularly enjoy the process dragging brushes around and copy/pasting entities for hours on end, however, I enjoy coming out with a finished product at the end of the session, and playing it. Yes, I normally enjoy playing my maps alot more than playing others, since they're pretty much tailor made for me. I couldn't care if other people didn't like them.
I interprated you comment how it was presented. I was trying to help and encourage nane. You tried to demolish that by spewing some comment that offered no help at all. I gave you my thoughts on that, and you left crying like a baby and whining on this board about how you'd never speedmap again. Good riddence.
My point is though, even if mappers do map for the sake of getting their name known, so long as they submit a map then why give a shit?
Becuase speedmapping is not about that. It's about making fun little maps in a short bit of time. Go make a 'real' map and put some effort into it if you want your 'name to be known'.
I 'quit' because I certainly don't participate in the events for power-tripping fucktards who think the whole world should share their opinion.
See a few paragraphs ago. I don't see how I'm 'power-tripping' by saying 'fuck off' though.
Hay Guys!
#417 posted by Friction [80.186.176.2] on 2004/04/18 13:50:01
I heard this thread contains WMD grade drama confirm/deny?
Confirm!
#418 posted by Scampie [66.231.198.188] on 2004/04/18 13:51:59
Suggestion...
#419 posted by ProdigyXL [66.227.147.142] on 2004/04/18 13:56:16
So, what you're saying is, I give up my saturday afternoons every week for egotistical assholes like yourself who couldn't give a damn that I'm trying to run a fun event for mappers to enjoy with each other? thanks.
Scampie, if your Saturdays are as valuable as you claim, simply stop running the events and let someone else run them for awhile. We are all capable of such a task. :)
But Who Would Do It?
#420 posted by necros [69.193.41.176] on 2004/04/18 14:08:36
you? O_o
Well
#421 posted by Zwiffle [67.39.41.91] on 2004/04/18 14:18:51
Personally, I participate in Speedmap sessions for a number of reasons.
1) I like to make a little 'world' with a theme in mind, because using my creative abilities with a certain theme or restriction is challenging and helps to strengthen said creative abilities, which I find rewarding.
2) I like to map, but find I lose interest on regular maps I make for a number of reasons, not discluding mild ADD. Speedmapping lets me focus for a few hours,then release something without getting bored of it.
3) I like the relaxed atmosphere (most of the time) which encourages to have fun with the map. This relates to reason 1.
4) I like the feedback people give for all the maps, whether its "You're map isn't sealed properly, use my tools instead" or "All these maps suck, you should make smaller, more focused maps, my name is Shambler." This includes my own comments about other maps, which relates to reason number 6.
5) I like the way Scampie looks at me, it makes me feel warm and fuzzy inside.
6) I like to see what maps people come up with, especially when they use the theme, to see how different people's styles produce variations on a theme. Scampie usually produces some sort of flipped, symmetrical map, where I like to make maps with unique paths, etc. I find it interesting to compare what people came up with.
7) I like the mapping exercise, it hones skills. If you compare what I started coming out with (way back in sm60 or something) to what I produce now, there's a steady progression of slightly less sucking with each map, except for a couple that I didn't feel like mapping.
8) The maps some people come out with boost my selfesteem. (I'm talking to you, RPG)
Well, now that I have outlined some of my reasons, I must give a big "Fuck you" to both Xen and Scampie for turning my weekend fun, which I look forward to each and every week, into a stupid debate over why you should speedmap. Everyone has their own reasons, don't force people to speedmap for your reasons you god damned speedmap Nazis. If people are speedmapping, let them speedmap for whatever reason they want to, as long as they're speedmapping I'm fine with it. Get the fuck over it.
BTW, I have a theme for speedmap #76, how about MC Escher-style architecture?
PS, sorry if there are any incoherent sentences or grammatical errors, I'm talking to my friend on the phone.
...
#422 posted by necros [69.193.41.176] on 2004/04/18 16:34:59
what the hell is mc escher style?
on speedmapping, i like to do it because it lets me try out things i would normally never do in a full sized map as evidenced by my many 'fucked texture' maps and such. also, it lets me try out themes that i haven't done before because i tend to stick to q1met/runic too much...
MC Escher
#423 posted by Zwiffle [67.39.41.91] on 2004/04/18 17:03:00
The guy who did all those cool pictures of stairs that went every which way...
Do a google search, I'm sure you've seen his famous stuff at least.
Could Someone Clarify This For Me?
#424 posted by R.P.G. [24.136.230.101] on 2004/04/18 17:39:26
Xen said: My point is though, even if mappers do map for the sake of getting their name known, so long as they submit a map then why give a shit?
Scampie said: Becuase speedmapping is not about that. It's about making fun little maps in a short bit of time. Go make a 'real' map and put some effort into it if you want your 'name to be known'.
Oohh, so if I like Mexican food because it's spicy, and John likes Mexican food because of crunchy friend tortillas, that means John is an idiot and shouldn't eat Mexican food?
Agree With Zwiff
#425 posted by HeadThump [65.140.55.242] on 2004/04/18 19:45:54
On his point number 6 -- it is why I should do it more often.
#426 posted by Scampie [66.231.198.188] on 2004/04/19 00:24:22
RPG: I'm the mexican chef. I make spicy tacos with extra peppers. Xen is a gringo who stumbles into my cafe smoking marijuana and demanding I make my tacos less spicy and much more crispy. I get Hosé to throw him out of my cafe.
#427 posted by Scampie [66.231.198.188] on 2004/04/19 00:28:39
er... wait, it's be more correct if Xen throws himself out of the cafe after I tell him that I don't want to make him crispy tacos, just my world famous spicy tacos, and then goes to tell the guys at the bar that I raped his children and he will never eat at my establishment again.
Congratulations!
#428 posted by pushplay [24.109.0.211] on 2004/04/19 01:28:56
The pair of you have successfuly constructed this:
http://glassnebula.com/sthelens/fu...
out of this:
http://www.humeseeds.com/molehill....
Now if you could learn lead into gold we'd all be rich.
#429 posted by Scampie [216.220.241.97] on 2004/04/19 08:32:31
we've made a file not found?
Err?
#430 posted by R.P.G. [24.136.230.101] on 2004/04/19 13:48:11
Xen is a gringo who stumbles into my cafe smoking marijuana and demanding I make my tacos less spicy and much more crispy.
I typed up a one-line response to that, but then I realized that if you don't get it the first two or three times, you're probably not going to get it at all.
I just don't understand why Scampie practically begs people in #Terrafusion to speedmap, but then tries to run out a regular contributor.
Bah, Bastard Server Went Down
#431 posted by pushplay [24.109.0.211] on 2004/04/19 19:57:16
Scampie
#432 posted by aguirRe [62.127.47.43] on 2004/04/20 17:25:13
You haven't announced sm75 officially, is the zip in the files section the right one?
I liked the two SP maps, yours in a very unique shiny green atmosphere, although the combat was pretty weird.
Zwiffle's I believe must've been from the previous theme (play through twice), looked nice and had pretty rough combat, those enforcers can be very effective ...
Speedmap #76
#433 posted by Scampie [66.231.198.188] on 2004/04/21 20:20:17
Time: Saturday, April 24th at 4pm EST (9pm UK, 20:00 GMT)
Theme: No theme!...
Timelimit: 100 mins. Strictly enforced!!!
Thought it'd be a neat idea to try making a pack this week where sticking to the timelimit of 100 mins was the theme. Kinda differant than anything we've done before. We'll get back to other themes and lenient timelimits next week.
Oh...
#434 posted by Scampie [66.231.198.188] on 2004/04/21 20:21:08
Place: #speedq1 on irc.gamesurge.net or email maps to me at scampie@spawnpoint.org
#435 posted by Scampie [66.231.198.188] on 2004/04/24 00:13:12
Drew, Got your email and map... can't reply due to a cock up at my isp... Glad to see some maps being submitted outside the events again, been a few weeks :D And don't worry about being in theme, it's never enforced, even when I say it is... :P
Thanks Scampie
#436 posted by Drew [137.186.142.71] on 2004/04/25 03:55:46
I didn't think it would be a problem, but I just thought I should let you know that I spent a bit longer on it than I should've... I guess we're in the same boat though anyways.
I was thinking that maybe we could have an arena themed SM for #77.
by the way, is SM69 ever going to materialise or have recent events killed it?
SM69
#437 posted by R.P.G. [24.136.230.101] on 2004/04/25 08:54:40
SM69 is still in development.
I Think
#438 posted by Zwiffle [67.39.43.53] on 2004/04/25 11:46:21
scampie should enforce the time limit on sm69.
Lol RPG Is On Time
#439 posted by HeadThump [65.140.54.94] on 2004/04/25 12:05:01
In Valve Years! Bwwaahahaha.
Actually
#440 posted by R.P.G. [24.136.230.101] on 2004/04/25 12:25:24
metlslime is supposed to be working on it at the moment, so I blame it all on him. :P
P.S. Yes, I like to defer the blame.
P.P.S. Saying this will probably make metlslime pass it back to me, in which case it will then be my fault that it's overdue.
P.P.P.S. I blame Canada.
#441 posted by Scampie [66.231.198.188] on 2004/04/25 13:32:23
Discussion of sm69 should take place in the general abuse thread, not the speedmapping thread. That's all I have to say about it.
Arena theme sounds good. what do people think? Cardo suggested 'Kona-esqe' maps (2 floors, odd architecture, bad color combos). I was thinking about finally running the Oblivion theme (Islands in space).
My Opinion:
#442 posted by R.P.G. [24.136.230.101] on 2004/04/25 14:10:32
Run an unthemed week. Even though last week was "unthemed" it still had a psuedo theme of "strict timelimit." Arena sounds good, but do that in two weeks.
Tribute To Sadlark Week Sometime
#443 posted by HeadThump [65.140.55.125] on 2004/04/25 15:22:03
Where you have to put in some semi-complex mission quest statements and devide the map up into regional sections (You now enter the Wraith Lord's Abode, The Temple of Tu-Moteep lies before you). I love that stuff.
What About
#444 posted by PuLSaR [80.80.111.240] on 2004/04/25 16:37:22
flooded areas theme? That means the the areas that you make like dry ones (simple rooms), but filled with water.
Or the areas that should be underwater ones, but without any water.
Themes
#445 posted by inertia [24.164.66.203] on 2004/04/25 18:19:52
UPSIDE DOWN
gravity has been reversed can you as the player of quake beat the levels?
Upside-Down Levels Could Have A Very Interesting Puzzle Element
#446 posted by R.P.G. [24.136.230.101] on 2004/04/25 18:22:59
.
Reminds Me Of That One Map From 1997...
#447 posted by metlslime [66.135.131.83] on 2004/04/25 18:49:16
by Markus Klar... remember it?
The Fly?
#448 posted by HeadThump [65.140.54.224] on 2004/04/25 18:56:21
Without looking it up, did I get it right?
#449 posted by Scampie [66.231.198.188] on 2004/04/25 19:04:40
Hey, that reminds me of an older map with sideways rooms, called thefly.bsp.
(didn't we do this theme awhile ago? or was it just discussed?)
ROOOOFLS....
#450 posted by Shambler [82.38.194.13] on 2004/04/27 16:01:37
(2 floors, odd architecture, bad color combos).
Don't forget the lame custom monsters and impressively "dark" and "mysterious" names...
Idea For A Theme
#451 posted by Vodka [195.208.123.213] on 2004/04/28 07:26:36
how about 'final quake map' theme
Almost everyone dislikes the end.bsp, why not try to make your own version. Doesnt have to be shub or chton. Do anyhting you would do, if you were ID mapper in charge of creating the FINAL level for the game.
I Like The Map...
#452 posted by Shambler [82.38.194.13] on 2004/04/28 10:03:02
...but not the actual trick to kill Shub.
Hmmm actually as much as you're a highly strung and generally deluded twit, that is really quite a good idea for a theme...
#453 posted by Scampie [216.220.241.97] on 2004/04/28 11:39:51
Hmmm actually as much as you're a highly strung and generally deluded twit, that is really quite a good idea for a theme...
Agreed.
Speedmap #77, May 1st, 4pm EST (9pm UK, 20:00 GMT)
Theme: A new ending to Quake.
Timelimit: The standard 100 mins or more or less deal.
Place: irc.gamesurge.net in #speedq1. or email a map to me at scampie@spawnpoint.org
Does The
#454 posted by necros [69.193.41.176] on 2004/04/28 12:33:24
theme include making the map a trick map or can it be just difficult combat, or difficult combat with a minor trick?
And Does It Mean
#455 posted by Zwiffle [67.39.43.53] on 2004/04/28 13:43:35
the style has to be elderworld/cave style with lava?
Good Theme
#456 posted by HeadThump [65.140.54.49] on 2004/04/28 14:53:33
Necros, and Zwiffle I think it is pretty broadly defined. You can use the end of episode level change if you dont like either of the two bosses, and I doubt if you are stuck with that cave style. Zeroester, Beyond Belief and Nehahra lend ideas to how an ending can be achieved (I'm thinking more on the lines of Last Cup Of Sorrow not the two boss levels)and it would be interesting to see how those approaches get interperted in Vanilla Quake.
That is just how I see it; Scampie may have a more specific idea in mind, but I've never known him to limit the scope of the themes after his initial announcement.
#457 posted by Scampie [216.220.241.97] on 2004/04/28 14:57:23
Anything goes, whatever you think the end of q1 should have been.
SNF
#458 posted by WyldeSnake [69.133.75.190] on 2004/04/28 22:08:44
...with Shub instead of telefraggin him woulda been cool
Isnt Shub A Girl?
#459 posted by HeadThump [65.140.55.128] on 2004/04/28 22:42:26
Not that if she is one she would be my type or anything.
All Demons Are Females.
#460 posted by Scampie [66.231.198.188] on 2004/04/29 07:47:12
Explains alot, huh?
Lol Scampie
#461 posted by HeadThump [65.140.54.105] on 2004/04/29 09:53:07
That has been my experience.
So...
#462 posted by Scampie [66.231.198.188] on 2004/05/03 06:41:07
what theme do we want to do next?
Arena?
#463 posted by Drew [24.244.13.235] on 2004/05/03 13:43:17
Or, as RPG suggested - unthemed. maybe with the perogative to use unusual texture sets/designs?
#464 posted by Scampie [216.220.241.97] on 2004/05/03 14:23:51
unthemed arenas! It's brillent!
Let's Do ...
#465 posted by metlslime [64.124.188.211] on 2004/05/03 14:32:48
an "unthemed" megatheme. Each week we will focus on a different aspect of unthemed speedmapping. Here's the schedule:
Week 1: Unthemed.
Week 2: No theme.
Week 3: Themeless.
Week 4: Pick your favorite theme from weeks 1-3.
My Favorite Untheme
#466 posted by Zwiffle [67.39.42.146] on 2004/05/03 14:34:35
is speedmap 69 and how it's never finished. Oh wait comments like this go in abuse, right? Go Fitzquake!
What About
#467 posted by PuLSaR [80.80.111.240] on 2004/05/06 17:10:20
Abandoned city theme? I mean destroyed buildings, ruins and all other stuff related to it. I think this would look cool.
#468 posted by Scampie [66.231.198.188] on 2004/05/06 17:50:35
I like it! How about that for next week?
this week... Let's run the Arena theme. Maps should consist of hardcore, knock down, no holds barred combat in happy little arenas of death and mayhem!
It's speedmap #78 this week, timelimit remains it's wonderfully elastic 100 or 200mins, whichever comes first, timelimit.
irc.gamesurge.net in #speedq1 is the place to be at 4pm EST (9pm UK, 20:00 GMT) on Saturday May 8th. Or you may email me a map beforehand at scampie@spawnpoint.org
Be there or be square! or pentagon!
Heh,
#469 posted by necros [69.193.41.176] on 2004/05/06 17:52:33
that sounds like my kind of theme. ^_^
MEh
#470 posted by Shambler [82.38.194.13] on 2004/05/07 05:20:56
Maps should consist of hardcore, knock down, no holds barred combat in happy little arenas of death and mayhem!
Which is what they usually end up as anyway >:(
Me Bukkakes Shambler
#471 posted by Vodka [195.208.123.213] on 2004/05/07 07:47:23
Abandoned city YAY
Yikes!
#472 posted by Scampie [216.220.241.97] on 2004/05/14 14:25:29
Late with this annoucement, sorry :(
SM79 is tomorrow! Saturday, May 15th at 4pm EST, 9pm UK, or 20:00 GMT, whatever your local pleasure is.
Theme is Unthemed due to alot of people missing last week. I'll be running the Abandoned City theme next week for sure.
Meeting place is irc.gamesurge.net in #speedq1, as always. Make note of the server Starbuck, Gamesnet is no more. You guys can also email me a map beforehand at scampie@spawnpoint.org.
Scampie
#473 posted by aguirRe [62.127.46.103] on 2004/05/16 06:47:15
Vondur and I noticed that the sm6_pack zip is broken in your files section. Can you please replace the pack?
You can get it here http://paul.fov120.com/speedmaps/f...
#474 posted by Scampie [66.231.198.188] on 2004/05/16 14:08:16
that archive is corrupt as well. I'll ask Pauk if he still have the old archive or the maps, but it looks like sm6 may be lost :(
As for this week's speedmap, no one except Zwiffle showed up, and he gave up part way. :( Let's try for more next week.
I'll Send My Copy To You
#475 posted by aguirRe [62.127.44.46] on 2004/05/16 14:53:23
so you can replace the corrupt one.
Scampie:
#476 posted by metlslime [66.135.131.83] on 2004/05/16 22:39:23
maybe the theme was too challenging.
Or People Just Forgot...
#477 posted by necros [69.193.41.176] on 2004/05/16 22:42:15
this time it was farcry's fault. :P
Scampie
#478 posted by aguirRe [62.127.46.88] on 2004/05/18 10:38:05
Did you get the sm6_pack I sent you?
Um...
#479 posted by Scampie [66.231.198.188] on 2004/05/18 17:40:07
oh yeah, yes. pack reuploaded now, thanks!
So We *do* Want Themes?
#480 posted by Drew [142.59.64.43] on 2004/05/21 14:07:36
If so heres an idea - custom quake. What I mean by that is we could use say Zerstorer or whatever. Map for that mod - not just using those textures - in fact it might be best to be unthemed in that regard. I think that could produce some interesting maps, and it hasn't been done before ( if you don't count DMSP).
Just an idea...
No
#481 posted by Scampie [66.231.198.188] on 2004/05/21 17:41:05
Tomorrow.
#482 posted by Scampie [66.231.198.188] on 2004/05/21 17:42:40
we run last week's speedmap, but with 'abandoned city' as the theme.
if anyone shows up, it'll be a miracle.
I'll Be There
#483 posted by Zwiffle [67.39.44.45] on 2004/05/21 23:20:57
I made a custom wad to map for this theme, so hopefully it'll be a bit different than normal speedmaps.
Crap,
#484 posted by necros [69.193.41.176] on 2004/05/22 00:19:52
i'll try to be there, but the problem is that the timing is just really crappy for me... it works out to about 4:00 here, and it's a real pain because i always seem to be doing something else... i wanted to participate in the last couple of sessions too... and i don't really enjoy speedmapping before the sessions... it just isn't fun then, and more a job to do...
hope you understand... not meant as an excuse.
#485 posted by Scampie [66.231.198.188] on 2004/05/23 19:57:21
[14:00] <necros> speaking of 'setting' themes...
[14:01] <necros> do you think a good one for next week would be 'massive scale'
[14:01] <necros> like big open arenas and courtyards?
[14:01] <scampie> ok, sounds good enough>
everyone else agree?
#486 posted by Zwiffle [67.39.41.195] on 2004/05/23 22:07:32
I thought we were doing 'vertical swamps', which sounded interesting. Massive scale seems like it could lower fps, but is fine by me. Either way is good.
Well,
#487 posted by necros [69.193.41.176] on 2004/05/23 22:52:23
i didn't know there was the other theme when i broached my theme to scampie. it's fine with me if you want to do vertical swamps then massive scale.
i've thought it over though, and i'm thinking massive scale will lead to massive lack of detail since there won't be enough time to put in enough detail to cover huge amounts of space...
Necros
#488 posted by Zwiffle [67.39.41.195] on 2004/05/23 23:45:27
ctrl + c, ctrl + v
or for radiant
space
Meh.
#489 posted by Shambler [82.38.194.13] on 2004/05/24 05:41:35
"Massive scale" - only suggested because Necros struggles to map in any other style.
The Scary Thing Is...
#490 posted by Mr Fribbles [203.113.219.136] on 2004/05/24 06:54:18
For necros, massive scale = normal scale, so can you imagine how large the necros version of massive scale would be?
Massive Scale Vs. Vertical Swamps
#491 posted by metlslime [66.135.131.83] on 2004/05/24 07:23:08
either one is fine for next week, but let's not try to combine them into one theme.
Zwiffle
#492 posted by Scampie [216.220.241.97] on 2004/05/24 11:18:50
in WC, Hold Shift-Drag Brush. Much faster.
Scampie
#493 posted by Zwiffle [67.39.41.195] on 2004/05/24 11:22:09
I do that all the time, only on accident.
#494 posted by Scampie [216.220.241.97] on 2004/05/24 12:09:27
ok. Next Week is Vertical Swamps, due to it being suggested to me first. Then m-M-M-M-MASSIVE SCALE
...
#495 posted by necros [69.193.41.176] on 2004/05/24 12:51:47
"Massive scale" - only suggested because Necros struggles to map in any other style.<q/>
:P
Announcments
#496 posted by Scampie [66.231.198.188] on 2004/05/26 23:04:56
This Saturday is Speedmap 80. Theme will be Vertical Swamp. This means a swampy setting, with either vertical movement through the map, or just tall some way.
4pm est as usual, which is 9pm UK, or 20:00 GMT. irc.gamesurge.net in #speedq1 is the meeting place, or email me a map beforehand at scampie@spawnpoint.org
now... next week (sm81) will be Massive Scale... and let's get ahead of oursealves and annouce this... sm83 will be a chainspeedmap! This means everyone will be given 3 hours to make a section which will be combined with the others to make a single cool q1sp map. I will be mapping for the event, and putting it together afterwards. Now, what we'll need for discussion in the next few weeks is to decide on the texture theme. I'd say something like Runic, Ikbase, or Rubicon would be good due to them not being used before in speedchainmaps, and being open ended enough that everyone can use them decently. I personally lean toward Rubicon.
Discuss.
I Heard..
#497 posted by pope [207.6.196.86] on 2004/05/26 23:10:44
..the creator of rubicon is some kinda freak
But Is He As Freaky As This Guy?
#498 posted by metlslime [66.135.131.83] on 2004/05/26 23:13:40
http://www.celephais.net/shite/bla...
Try Me
#499 posted by Jago [80.222.173.252] on 2004/05/27 08:47:54
http://213.157.66.202/00/07/72/09/...
Speedchain
#500 posted by Kell [82.41.218.44] on 2004/05/27 10:55:50
This means everyone will be given 3 hours to make a section
Will there be some sort of guide or floorplan used to co-ordinate whose section connects to whose, and at what angle?
Kell:
#501 posted by Scampie [216.220.241.97] on 2004/05/27 15:10:00
no.
Also,
#502 posted by necros [69.193.41.176] on 2004/05/28 02:27:26
who's blessed with the job of putting it all together? :P
I Seem To Remember...
#503 posted by distrans [203.29.11.112] on 2004/05/28 02:44:51
sm83 will be a chainspeedmap! This means everyone will be given 3 hours to make a section which will be combined with the others to make a single cool q1sp map. I will be mapping for the event, and putting it together afterwards. Now, what we'll need for discussion in the next few weeks is to decide on the texture theme. I'd say something like Runic, Ikbase, or Rubicon would be good due to them not being used before in speedchainmaps, and being open ended enough that everyone can use them decently. I personally lean toward Rubicon.
I vote IKbase.
Err...
#504 posted by distrans [203.29.11.112] on 2004/05/28 02:45:47
...the quote was from scampie necros
Yay Another Speedchainmap
#505 posted by starbuck [82.33.89.24] on 2004/05/28 09:31:47
I'll be sure to map for this one... both Runic and Rubicon sound good as themes. I think Rubicon might yield better results for a chainmap though, and be easier to put together, because it encourages most of the creativity to be expressed in mid-level architecture, whereas Runic differs in detailing and style a lot more (partly due to its lack of choices for wall textures/panels etc)...
some real rambling there, but in conclusion, I vote Rubicon.
Oh, Ok.
#506 posted by necros [69.193.41.176] on 2004/05/28 11:55:51
thanks distrans. i am the forgetful one... :)
Runic
#507 posted by PuLSaR [80.80.109.55] on 2004/05/28 16:44:03
should be good
Of The Sets Listed
#508 posted by R.P.G. [24.136.230.101] on 2004/05/28 18:15:13
I'd say Rubicon. But there are lots of sets never even used in a finished map before, and even more that have only been used once, so I'd suggest using one of those. Fury, DKT E3, Clockwork, Oblivion, Ogro. But I would have to agree with Starbuck that a set that encourages "mid-level architecture" would definitely be a prefered set. So maybe DKT E3, Clockwork, or Rubicon would be good sets to use.
Yeah
#509 posted by NotoriousRay [216.48.10.50] on 2004/05/28 23:52:25
r00bicon
i'm going to try to get in on this one if i can
Sm83
#510 posted by Zwiffle [67.39.44.44] on 2004/05/31 15:38:37
of the wads mentioned, the only i've used is dkt e3, so i'm going to say that one should be used, but it'd be fun to use one I've never played with before, so it doesn't really matter, as long as there's a chain map.
Btw:
#511 posted by Scampie [66.231.198.188] on 2004/05/31 17:34:03
by sm83, i mean sm82. skipped a week somehow.
Reminder:
#512 posted by Scampie [66.231.198.188] on 2004/06/03 18:45:07
Speedmap 81 is Saturday. Theme will be Massive Scale. 4pm est, AKA 9pm UK, or 20:00 GMT.
irc.gamesurge.net in #speedq1 is the meeting place, or email me a map beforehand at scampie@spawnpoint.org
Speedchain Map:
#513 posted by Scampie [66.231.198.188] on 2004/06/06 12:16:23
Next Saturday is the Speedchainmap. Here's exactly how things will happen.
Time limit is 3 hours. In this time, you are to create some connected rooms which I'll stick together with others. It'd be best if you have a single 'setpiece', and a few rooms leading and leaving it. Place some important monsters, or any neat gameplay ideas you may have for your area. Weapons, items, and balencing of monsters will be my job after getting things together. It'll be preferable if you use worldcraft or radiant and send me the map in .map format.
The texture set will be rubicon by metlslime. Please use this .wad
http://speedq1.spawnpoint.org/file...
If you've never seen/used the set before, it'd be a good idea to look at the original map metlslime used it for, or Vondur's awesome Zed for some inspiration/ideas.
http://www.celephais.net/levels.sh...
http://vondur.net/maps/zed.html
You may notice in the wad I've decided to use Zed's sky, and get rid of metl's original rocks and replace them with a ground texture and cliff. I'd like for this map to be a bit darker than rubicon, and think we should use some arcane monsters alongside the grunts and enforcers. Let's try and think of it as a military installation out in the elderworld or something like that.
any questions?
Sm82 Wads
#514 posted by Zwiffle [67.39.45.216] on 2004/06/06 12:16:34
So what wad are we gonna use for the chainmap? I don't think I have rubicon, so I'd need to get it. Also Scampie could you send me all the parts you get too when the session is done?
GJ
#515 posted by Zwiffle [67.39.45.216] on 2004/06/06 12:17:33
posting the EXACT SAME TIME as me scampie.
#516 posted by Scampie [66.231.198.188] on 2004/06/06 12:37:56
all the parts will be included with the released .bsp. I don't fancy racing with people to put together this map.
Vondur Is Now At
#517 posted by aguirRe [62.127.47.225] on 2004/06/06 12:41:03
http://www.vondur.net and Zed page is at http://www.vondur.net/maps/zed.htm...
Hmm, When I Wrote
#518 posted by aguirRe [62.127.46.108] on 2004/06/06 16:28:47
that the links worked, now they don't ...
Scampie
#519 posted by PuLSaR [80.80.111.241] on 2004/06/06 16:52:54
do I have be on IRC for this event? I don't have any IRC client installed ATM.
PuLSaR
#520 posted by R.P.G. [24.136.230.101] on 2004/06/06 16:54:35
DO NOT INSTALL IRC. YOU WILL LOSE ALL HOPE.
And no you don't have to be on IRC. scampie accepts map submissions via e-mail.
Yeah
#521 posted by Scampie [66.231.198.188] on 2004/06/06 18:18:25
just make something beforehand, email it to me, and I'll try and stick it into the map.
which is something I forgot to mention. I'll try to use all map sections I get, but like in the past, it's not always possible to use everyone's work. you still get credit in the readme though!
#522 posted by Zwiffle [67.39.45.216] on 2004/06/06 19:16:21
do we leave our map open so you can connect at those parts or do you just demolish parts of the map and then connect wherever you see fit?
#523 posted by Scampie [66.231.198.188] on 2004/06/06 21:25:10
don't think of it like making a map. you're just building some interconnected rooms. I hope to not need to do much demolishing, just some fixes and pieces to join things together nicely. so basically, yes, leave things open.
Would It Be Ok
#524 posted by necros [66.185.84.208] on 2004/06/07 01:22:04
if i just made a bunch of non connected room? just seperate areas... would you want that in the same .map file, or seperate .maps?
Hmm
#525 posted by Jago [81.197.206.67] on 2004/06/07 03:25:06
I might be ineterested in participating... What textures sets are planned to be used for the next one?
Jago
#526 posted by Bazzu [195.249.230.57] on 2004/06/07 03:33:40
See #513!!
Necros
#527 posted by Scampie [66.231.198.188] on 2004/06/07 06:22:10
i guess so, but it may make it more difficult to mix them in. seperate .maps would be best if you go this route.
Jago: yeah! learn to read! rubicon! this is the .wad that must be used.
http://speedq1.spawnpoint.org/file...
Hey Scampie
#528 posted by R.P.G. [24.136.230.101] on 2004/06/07 08:59:00
This sounds cool. What texture set are you using?
New Rule
#529 posted by Scampie [216.220.241.97] on 2004/06/07 09:31:30
anyone 1 post before this and after asking what texture set we're using will be banned!
Hmmmm...
#530 posted by Shambler [82.38.194.13] on 2004/06/07 14:30:56
Seems speedmapping is pretty buzzing at the moment...
What's this week's theme again??
Shambler:
#531 posted by Scampie [216.220.241.97] on 2004/06/07 14:37:21
BANNED!
Scampie:
#532 posted by Shambler [82.38.194.13] on 2004/06/07 14:45:49
* FUNC_MSG_B0RKED *
Scampie
#533 posted by NotoriousRay [68.50.126.188] on 2004/06/08 22:42:15
Theres a terrible lack of crate textures in sm82.wad. What am I supposed to do- create original room designs without filling up space with crates? Preposterous!
Use Idbase Crates
#534 posted by metlslime [66.135.131.83] on 2004/06/09 01:16:04
becuase the rubicon crates sucked :P
So does the rest of the set, actually (except maybe the slime texture,) but i don't think i can talk scampie out of using it on those grounds.
Hehe
#535 posted by NotoriousRay [68.50.126.188] on 2004/06/09 09:35:49
yeah i meant idbase crates, of course :)
ive always liked the set, but i wish it had more to offer. most of them are hard to modify because of odd riveting. and by 'modify' i mean 'copy/paste into new dimensions'. it sorta lends itself to being blocky (hi vondur).
#536 posted by Scampie [216.220.241.97] on 2004/06/09 10:11:25
map with the textures! not against them!
and let me just officially annouce that idbase crates are kosher for this event.
Hey, Scampie
#537 posted by R.P.G. [24.136.230.101] on 2004/06/09 10:31:09
The Rubicon crates aren't very good. What crates should I use for SM82?
Crap
#538 posted by necros [66.185.84.208] on 2004/06/09 16:18:14
i won't be able to do speedmap on saturday, and i'm too busy from now until sunday to do it either... since this is a chainmap, is it ok if i send my pieces to you after saturday/sunday?
Necros:
#539 posted by Scampie [66.231.198.188] on 2004/06/09 17:49:24
yes, but asap after satuday sunday please. want to start getting things together sunday.
RPG
#540 posted by starbuck [82.33.89.24] on 2004/06/09 18:24:48
you're thinking of a a little known level from 1997 called "the fly" by markus klar.
Awww
#541 posted by necros [66.185.84.208] on 2004/06/10 23:33:20
i probably won't get the chance to work on the map parts until i get home on monday... so you may as well get started without me...
how long do you forsee working on the chainmap? it'll help me figure out how long i have to work on it...
As It Stands Atm
#542 posted by Scampie [66.231.198.188] on 2004/06/12 22:26:33
I have sections from RPG, NotoriousRay, Zwiffle, and myself. I guess necros is going to add something monday. We got a good amount of source material here, I expect about a month for me to get everything together, cleaned up, and tweaked nicely.
Scampie
#543 posted by PuLSaR [80.80.111.240] on 2004/06/13 01:21:33
I wasn't able to map these few days and will be busy tomorrow. I'll send my section tomorrow evening. ok?
PuLSaR
#544 posted by aguirRe [62.127.69.134] on 2004/06/13 01:30:14
Did you get any of my recent emails?
AgiurRe
#545 posted by PuLSaR [80.80.111.240] on 2004/06/13 01:49:40
yes, I have just recieved them and replied you. I was offline for a while and will be also offline for a day of so.
So Is SM82 Out Yet?
#546 posted by Shambler [82.38.194.13] on 2004/06/13 04:08:11
AND What theme is it??
#547 posted by Scampie [66.231.198.188] on 2004/06/13 10:20:37
pulsar: sure, i'm already waiting for necros'
Dear Pulsar
#548 posted by Scampie [66.231.198.188] on 2004/06/14 18:26:16
OMG OMG THANK YOU THANK YOU!
Your section you got to me is going to be perfect for bringing things together!
Heh
#549 posted by PuLSaR [80.80.111.240] on 2004/06/14 18:33:33
Your section you got to me is going to be perfect for bringing things together!
That's what I originally supposed. If you make everything yourself, you may use those places with buttons like corridors to other sections and move buttons to other places to make something non-linear.
Glad that you liked it:)
Exactly My Plan.
#550 posted by Scampie [66.231.198.188] on 2004/06/14 20:05:41
I know the button nearest the platform is going to be removed and replaced with Zwiffle's section. I think the bridge will extend to RPG's, and somehow I'll make NotRay's lead into yours I guess.
Btw
#551 posted by PuLSaR [80.80.111.240] on 2004/06/15 00:33:10
the bridge door would be good as gold key door IMHO.
SpeedPack 100
#552 posted by MisYu [217.98.20.195] on 2004/06/15 00:38:10
Guys, what are the plans for the 100th pack?
It's soon, I reckon.
Theme Idea
#553 posted by NotoriousRay [216.48.10.50] on 2004/06/15 00:40:00
has there been an 'oldschool' theme yet? you know, maybe some dapak-style, or old school metal with gaudy giant quake symbols and/or pentagrams, etc.. but with oldschool flair? just an idea.
Oops...
#554 posted by necros [66.185.84.208] on 2004/06/15 19:04:41
sorry! i didn't get back till today, and although i had my computer, i didn't have much time to map. i'll get to work on it now, and i'll see what i can come up with.
Ok!
#555 posted by Scampie [66.231.198.188] on 2004/06/15 19:25:18
Er..
#556 posted by Scampie [66.231.198.188] on 2004/06/18 17:46:05
i never annouced there'd be an sm83, but if anyone wants to should up tomorrow and do some unthemed speedmapping, please do. standard 4pm EST, 100 mins or more timelimit irc.gamesurge.net #speedq1 or email maps to scampie@spawnpoint.org.
sm82's status: haven't physically put anything together yet, but have a pretty good idea how to get things together. necros, sorry buddy but I don't think I can really use the small area you made :( I'll release the .map with the rest and mention you in the credits for sure though. Don't feel bad, becuase I'm throwing out the area I did during the event as well.
That's Ok.
#557 posted by necros [66.185.84.208] on 2004/06/19 00:15:15
it wasn't a really great piece anyway. i still am looking forward to seeing sm82! :)
Scampie,
#558 posted by HeadThump [65.140.55.171] on 2004/06/23 23:05:54
do you have a theme planned this week? I'd suggest Ogro textures if any one is interested.
#559 posted by Scampie [216.220.241.97] on 2004/06/24 10:53:56
yeah, I do have a plan headthumpy, soz.
Sm83 is saturday. 4pm EST.
Theme is 100 mins strict timelimit plus Deathmatch maps only. RPG will be onhand afterwards for a small game of Quakeworld on the completed maps directly after.
best place to be is irc.gamesurge.net in #speedq1, so we can be sync'd and ease of getting the game together. maps emailed to me at scampie@spawnpoint.org will be accepted, but as soon as the strict timelimit is up, the pack will be made, so be early.
Great Idea For A Pack
#560 posted by starbuck [82.33.89.24] on 2004/06/24 11:06:27
looking forward to it
I Can Make It
#561 posted by HeadThump [65.140.55.49] on 2004/06/24 12:27:25
Will be playing ball in the afternoon, but I'll get it done that morning.
SM82
#562 posted by WyldeSnake [69.133.75.190] on 2004/06/24 13:38:29
Just out of curiosity...where is it at? I'll try to be at SM83 this weekend again, since I dont think I have anything going on. We'll see what goes.
It's Over There! ->
#563 posted by Scampie [66.231.198.188] on 2004/06/24 17:38:53
* scampie hides...
Scampie
#564 posted by JPL [192.91.75.29] on 2004/06/25 02:09:20
Just a question, I'm not involved in speedmapping, and I don't think I will be one day (I'm not enough "strong" in mapping, I don't have enough time..), but I just would like to have further informations about the concept... I just would like you to satisfy my curiosity... ;-)
Thanks
JPLambert.
#565 posted by Shambler [82.38.194.13] on 2004/06/25 03:25:30
Errr. Speedmapping = making a map quickly. Usually in 100 minutes or thereabouts.
P.S. Scampie, why not have a Rubicon-textured chainspeedmap as this week's theme??
Shambler..
#566 posted by JPL [192.91.75.29] on 2004/06/25 03:33:39
And I suppose you try each map from other mappers, during deathmatch session, or something like this ?? Just to say "today, this guy wins", etc...
Cool concept, but only really "pro" mappers are able to build a map into so few time !! It's definitely not for me ...
JPLambert
#567 posted by WyldeSnake [69.133.75.190] on 2004/06/25 06:08:31
I'm new to Q1 mapping. If you want proof, download SM_81 and play the Painty_J map. That's mine. Sadly, it took all 100 minutes for me to make.
The point of this is: It's a piece of crap, and it took forever to make. What hope do I have now? Well, I learned a few tricks when I made it. Some things I did wrong, but next time I won't make those same mistakes and waste time on stuff that won't work. Or maybe I figured out a faster way to do something just as I was finishing up. Next time I'll do that to begin with, and skip the slow method.
The point is that my second map will hopefully be a little more complex than my first one. Then I will most likely learn a few more tricks so my third map will be more complex. Keep repeating this process, and before long you'll be a badass at mapping. I know the same approach helped me immensely with my 3d art capabilities, so I'm hoping that by participating here I can improve my mapping.
Just don't worry about it if your first map sucks. Mine definately did, but I'm not worried. If I wanted it to not suck, I would have spent 100 HOURS on it instead of 100 minutes :)
Well
#568 posted by JPL [192.91.75.29] on 2004/06/25 09:10:08
I know understand better the concept of speedmapping.. I would be very happy to participate, but it's rather difficult today for me to find enough time just for my current project... due to my wife who desperatly doesn't understand why I'm still playing with these "idiot game"... grrr... women... anyway.. thanks for the informations... Perhaps one day... who knows...
Bye..
Take A Look
#569 posted by aguirRe [62.127.70.145] on 2004/06/25 09:49:43
at some of the previous speedmaps (there are over 400 now, going back to early 2001) and you'll see that the quality, style, theme, playability etc varies greatly. In any case, there are a lot of inspirational material and many of them are great.
I believe one of the points with speedmapping is to let new mappers get in and make maps without having the pressure of doing a fullblown map.
AguirRe
#570 posted by JPL [192.91.75.29] on 2004/06/25 09:52:36
I'll take a look... It should be very helpfull and interesting for sure...
Thanks for the advice
#571 posted by Scampie [216.220.241.97] on 2004/06/25 14:09:06
read the FAQ I have at the speedmapping site, may be some help.
http://speedq1.spawnpoint.org/faq....
Scampie
#572 posted by JPL [212.96.79.71] on 2004/06/26 02:47:58
Thank you very much..
Oh Crap
#573 posted by starbuck [82.33.89.24] on 2004/06/27 09:17:18
forgot about speedmapping last night
I Didn't Get Enough Of My Map Completed
#574 posted by HeadThump [65.140.55.111] on 2004/06/27 10:58:00
that was worth submitting.
That's Ok...
#575 posted by Scampie [66.231.198.188] on 2004/06/27 15:17:26
we got some pretty good maps last night. I'll post the pack in a few mins.
Theme Idea
#576 posted by dakza [216.221.81.99] on 2004/06/29 12:55:40
1 guy makes a start map, the rest makes sp levels with runes at the end of 'em. Kinda make mini episodes that are a level long!
It at least would make browsing them easier :).
Hrmm....That Sounds Pretty Cool
#577 posted by WyldeSnake [69.133.75.190] on 2004/06/29 13:25:11
But how would you know how many teleport gates you'd need?
#578 posted by Scampie [216.220.241.97] on 2004/06/29 13:56:34
4 mappers is alot for speedmaps and less than that is too few for the idea to be worthwhile. and really isn't a theme that encourages mappers to do neat things
Theme
#579 posted by PuLSaR [80.80.111.240] on 2004/06/29 16:10:14
what about Statue theme?
That means the map should contain a statue of anyone or anything.
Or it must be a huge statue that player walks on.
#580 posted by jacek [204.255.238.194] on 2004/07/08 13:42:43
No speedmapping announcement yet? Only two days till saturday. Just curious is all. Don't mean to push you or anything.
#581 posted by jacek [204.255.238.194] on 2004/07/08 13:59:30
Also, what about this thread? Is there any way for it to be split up into pages? That huge long list of posts takes a least 5 minutes for me to load, but that could just be me. If it is, then don't worry about it.
If You Login
#582 posted by aguirRe [213.101.73.196] on 2004/07/08 14:07:51
properly each time, you'll have New # or in any case Last 25 to get the latest posts. This applies for all threads here.
#583 posted by Scampie [216.220.241.97] on 2004/07/08 14:37:05
speedmap will be annouced later, if I can gather enough willing troops to break me out of my prison here in remote Brazil where I am a jailed freedom fighter.
#584 posted by jacek [204.255.238.194] on 2004/07/08 19:28:39
Consider me a part of the team, Scampie. Bare with me here. If we get enough of these troops to dress as women, we may just have a chance. The prison guards will be so confused by a whirlwind of breasts and phallic objects that they will pretty much lose all will to live. I volunteer myself the leader.
And aguiRe, now that I know it has something to do with a selection I make, I'll poke around a bit. Thanks for clearing that up for me.
FREEEEDOM!!!!!!!
#585 posted by Scampie [66.231.198.188] on 2004/07/08 20:08:42
er, i mean... SM84!
Saturday, July 10th I guess that is. 4pm eastern time, which is like 9 pm uk time I think but don't quote me on that.
Theme? OLD SKOOL, hardcore motherfuckas!!! I seriously have no clue what this theme means, as NotoriousRay suggested it and it sounds kinda neat. I think you just make maps like they'd have been released in 1997 or something. Just use lots on unaligned idbase and 16 unit think walls and you should be good I guess.
irc.gamesurge.net in #speedq1 is still the meeting point, or you can email me maps before the event at scampie@spawnpoint.org
.
#586 posted by necros [66.185.84.208] on 2004/07/08 20:29:14
does the hardcore motherfuckas part mean the map must be difficult to finish?
Correct Me If I'm Wrong,
#587 posted by jacek [204.255.236.61] on 2004/07/08 21:08:03
But I believe he was referring to us.
Sm83
#588 posted by Mr Fribbles [220.253.53.141] on 2004/07/09 06:29:44
Electro and I played a couple of the maps from sm83 (scamphoe's and ray's?) and they were pretty good for speedmaps.. keep it up*!
* and just do dm please 'cos SP speedmaps are fairly pointless, but you can do a good dm in an hour.
Flibbles,
#589 posted by jacek [204.255.236.63] on 2004/07/09 11:30:17
SP speedmaps aren't pointless if the person who made them enjoyed themselves. There are plenty of people who make DM speedmaps anyway, and personally, I think that the people involved in the event like to do a bit of both.
Also, as far as playing the pack goes, single player maps are good for people like me, who never have and most likely will never get to DM.
Anyway, that's just what I think.
...
#590 posted by necros [66.185.84.208] on 2004/07/09 14:03:44
if we do dm maps, is there someway to get them up on a server to play?
I'll Be There
#591 posted by Zwiffle [67.39.46.130] on 2004/07/09 14:44:48
if i can get this coolwebsearch trojan off my system by saturday. if not then my weekend will be spent formatting and reinstalling my system. :( we'll see
Zwiffle
#592 posted by HeadThump [4.136.249.51] on 2004/07/09 15:50:32
Here is a nice uncomplicated, free anti-virus tool.
http://vil.nai.com/vil/stinger/
Be sure to fallow the instruction on disabling system restore.
Imagine, you have to go through a lot of crap to get these sons'o'bitches off of your system but it only takes them a fraction of a moment to hook into your system.
There is a free firewall called ZoneAlarm that can be useful as well.
Even Better.
#593 posted by Scampie [66.231.198.188] on 2004/07/09 18:54:51
if it's CoolWebSearch on your system, get CWS Shedder, which removes all but very recent versions of CoolWebSearch.
http://www.spywareinfo.com/~merijn...
That site is also a wealth of info and such on various 'scumware' check his news and forums for more recent and up to date info on his battle with CWS.
Also, I recommend getting both AdAware and Spybot:Search and Destroy and running them both regularly, they'll get rid of 99% of misc junk you get from regular web surfing. The free version of AdAware is all you need, Spybot is free as well.
http://www.lavasoftusa.com/softwar...
http://www.safer-networking.org/en...
As for general virus protection, there are various free things around the net, but I personally use F-Secure Anti-Virus 2004. Cheap, as effective and regularly updated as the big boys McAfee/Norton, and much lighter on the system resources.
http://www.f-secure.com/
Headthump pointed out a good free Firewall, I never really liked ZoneAlarm when I used it, nor do I like Mcafee or Norton's... I use Kerio Personal Firewall 5. Again, Cheap, Effective, Updated, and easy on the system.
http://www.kerio.com/kerio.html
Also, Internet Explorer is full of exploits and whatnot, it's recommended to use an alternitive browser for general surfing. I use Opera 7, but many people use Mozilla. Both are good, so make your own choice, I only use IE now for the few pages that just don't work right without it.
http://www.opera.com/
http://www.mozilla.org/
All this should help you clean up some of that crap. Here's another good page with alot of the same info I just gave you and a ton of other stuff. It's a good read and written by a guy on the SomethingAwful forums.
http://www.io.com/~cwagner/spyware...
As For Speedmapping Issues...
#594 posted by Scampie [66.231.198.188] on 2004/07/09 19:00:09
Yes, I enjoy doing DM maps alot, but the majority of speedmappers have all been into SP maps becuase the majority of people looking at the maps are into SP.
RPG now runs a small custom map server off his cable connection which is decent enough for some 4-5 player matchs, and I'm sure whenever he's around for speedmapping he'd be willing to host maps for a few rounds. If not, I can always host small, but laggy, games off my connection.
Antivirus
#595 posted by Mr Fribbles [220.253.23.184] on 2004/07/10 02:38:20
I was recently recommend AVG antivirus (they offer a free edition) and it seems pretty damn good for the money.
Jaceck
#596 posted by Mr Fribbles [220.253.23.184] on 2004/07/10 02:45:38
Of course you're perfectly right, and if you enjoy creating SP speedmaps then that's all the motivation you need...
All I meant to say was that for me personally, SP speedmaps are fairly pointless because I have not found even one SP speedmap to be remotely enjoyable to play. I just don't think 60-100 minutes is enough time to craft a significant SP experience. On the other hand, it seems perfectly possible to make a fun DM map within that timelimit.
Sure, you may enjoy making SP speedmaps, and they are certainly interesting to look at at times, but in terms of producing a fun playable map, all the speedmaps that I've seen have fallen pretty far short.
The above is of course just my opinion, but it is based at least in part on the results I've seen from previous speedmap sessions.
Scampie
#597 posted by Zwiffle [67.39.46.130] on 2004/07/10 09:00:01
I have tried all of those things, including CWShredder, which did absolutely jack shit. It said my system was completely clean of CWSearch, even though Ad-Aware 6.0 and Norton Anti-Virus say otherwise. And seeing as vital Windows files have been infected and cannot be cleaned, deleted, quarantined or removed without Windows complaining on startup, I feel I have no choice but to reformat and reinstall.
I used to use Opera7 but it didn't handle Java applets and things like that very well for me, so that's why I switched to IE, but since then I've switched to Firefox which seems a whole lot sexier anyway. IE is a piece of garbage anyway.
Mr Fribbles
#598 posted by WyldeSnake [69.133.75.190] on 2004/07/10 10:28:09
I always enjoy an SP speedmap as a fun playing experience, if even for a few seconds. I dunno, they've all been fun to play for me, even though they've not been fine-tuned as much as a regular map. They're not the best SP experiences I've ever had, mind you, but since they come out at least 2 or 3 a week, that's plenty enough fun :)
I still haven't loaded up the DM pack from last session though, don't have anyone to DM with. I might try to get it spread around at the LAN today though, get some good fraggin on :)
Flibbres
#599 posted by jacek [204.255.236.58] on 2004/07/10 19:23:46
I do have to agree with you there. However, I guess I was generally referring to the silly-themed speedmaps. SP can't be beat for those. However, I do agree that the more creative can create some really impressive stuff in the timeframe.
Some of the older SP speedmaps had some cool stuff, even in a short map, but lately the serious SP stuff has just become boring.
But my point still remains. If the person making it enjoys the speedmapping process of making an SP map, then it doesn't really matter.
Frib:
#600 posted by metlslime [64.124.188.211] on 2004/07/11 01:17:38
What do you find lacking about SP speedmaps? Sure most of them suck, but that's true for DM as well. The only thing i can see "wrong" about the good SP speedmaps is that they are relatively short. Is that the problem?
I Enjoy The SP
#601 posted by aguirRe [213.101.74.99] on 2004/07/11 04:50:20
speedmaps very much and I think others do, too. Even if the maps often are short, many of them are great fun and offer a lot of good ideas.
I think the current mix of SP/DM is good and in any case the important thing is that the mappers themselves have fun creating the maps.
Btw:
#602 posted by Scampie [66.231.198.188] on 2004/07/11 05:07:56
sm84 is done, but it looks like spawnpoint is down atm. so possibly it'll be released later today I guess. :(
Alternate URL
#603 posted by aguirRe [213.101.70.195] on 2004/07/11 15:12:16
to sm84, maybe? Seems like several hosts have problems now ...
#604 posted by Scampie [66.231.198.188] on 2004/07/11 18:42:52
pack up now, see news
http://celephais.net/board/view_th...
Metl
#605 posted by Mr Fribbles [202.161.117.131] on 2004/07/11 22:21:26
I generally don't enjoy playing them. But then I don't even like SPQ that much unless its done really well, so whatever. As I said above I find them 'interesting' and 'worth a look' (I say this as a level designer) but ultimately they're of no use to me as a player.
On the other hand some of the DM speedmaps are useful to me as a player because the good ones can at the very least provide some good gameplay for 10 minutes.
Frib
#606 posted by metlslime [64.124.188.211] on 2004/07/12 00:10:04
In my opinion, that's exactly what the better SP speedmaps provide -- good gameplay for 10 minutes. So i guess i was trying to get at what you thought made SP speedmaps bad. Visuals, gameplay, length, storyline -- what is lacking?
Meh.
#607 posted by Shambler [82.38.194.13] on 2004/07/12 05:41:50
So i guess i was trying to get at what you thought made SP speedmaps bad. Visuals, gameplay, length, storyline -- what is lacking?
Just overall quality in all areas, FFS it's not exactly rocket science to work that out.
Metl
#608 posted by Mr Fribbles [220.253.61.37] on 2004/07/12 05:42:45
Dunno, I didn't analyse it that much... all of the above?
Take sm84 for instance... I loaded the SP levels and played them for between 1 and 10 seconds (each) before quitting because they were such absolute shit. Mappers who participated in this pack, don't get all pissy, its just my opinion... and I couldn't do any better in an hour!
Perhaps I just haven't seen the 'better' sp speedmaps. I don't download them all, I tend to just download the packs occasionally when I see them posted here. At a guess I have downloaded 10 to 15 speedmap packs in total (that's not a lot considering they're up to 84).
#609 posted by jacek [204.255.238.101] on 2004/07/12 09:52:42
Mine was absolute shit on purpose :)
#610 posted by jacek [204.255.238.101] on 2004/07/12 10:05:43
I also just wanted to point out that to most experienced Quake players, an all-out, months of work, detailed SP level usually takes around 9-11 minutes. Other times it's usually less. A single-player speedmap will not last that long, it will last maybe around 2-3 minutes. However, if you find a good replay value in a deathmatch speedmap, as the gameplay originates not from monster placement and a good, maybe puzzling layout, but from the map allowing for strategy to be used in a few people jumping around killing each other. Because the person setting up a server defines a timelimit, 10 minutes being a good one, the fun lasts until somebody gets tired of it. But there is no way that a single-player speedmap will last anymore than 2 minutes, unless you stop along every 4 feet and admire the architecture while killing your enemies. Especially the good speedmaps, as there can exist some incredible attention to detail, but doing so will significantly decrease gameplay time, as detail does take a long time.
All in all, it is being analyzed way too much here. As I said before, if the person wants to do it, then they do it. And if somebody makes a SP map, and somebody like Fribbles says he doesn't like it, then he has right to not like it. What does it matter? Will it really change the right of a person participating in a speedmapping session to make a single-player map? No. Mr. Fribbles saying he does not enjoy playing SP speedmaps does absolutely nothing to anybody, it is just what he thinks. And saying that it would be a good idea to simply make DM maps for the people who play the packs, that is just something to think about. In the end, there is no point in analyzing what he thinks, because whenever somebody thinks anything, there's a big chance it's going to somehow conflict with what you are going to think.
:(
#611 posted by FrikaC [67.22.243.222] on 2004/07/12 10:26:46
I gave it my all, actually.
I Woulda...
#612 posted by blackpope (at work) [207.149.188.1] on 2004/07/12 14:02:59
...done better, but I crapped out w/15 minutes left in the time and didn't bother checking for some glaring errors...
I'm still happy with what I produced in <75 minutes.
(I'm also too lazy to log into func)
Hello!
#613 posted by R.P.G. [24.136.230.101] on 2004/07/12 15:04:05
RPG now runs a small custom map server off his cable connection which is decent enough for some 4-5 player matchs, and I'm sure whenever he's around for speedmapping he'd be willing to host maps for a few rounds.
Scampie speaks the truth. I would like to have more DM-themed events where we play the maps afterwards. That was fun.
And I have to agree that most SP speedmaps suck. Poorly balanced, buggy, frequently lacking innovation--there's just not much there to appreciate. I have to say, though, that I have seen several that look and play exactly like a small portion of a regular SP map, so kudos to those.
For the next SP speedmap I do, I plan to not bother with the visuals, and focus solely on creating an interesting gameplay experience. We'll see how it goes.
1-10 Seconds?
#614 posted by metlslime [64.124.188.211] on 2004/07/12 15:19:46
so it must be the visuals. Thanks for the answer.
#615 posted by Scampie [216.220.241.97] on 2004/07/12 17:16:24
for anyone interested, this week's map was a fave of mine becuase I had the most fun making it, laughing at how stupidly I could get things done. I hate when I have to work at mapping just so it can be fun for someone for 10 seconds.
Frik
#616 posted by jacek [204.255.238.176] on 2004/07/12 23:20:24
Like I said, your map reminded me greatly of my very first released map, and this is may sound pathetic, but Frik's lasts a lot longer.
I enjoyed playing this pack a lot because it made me laugh. I'm involved with a mod project right now, and there's a lot of pressure involved in creating really good maps that other people will be able to enjoy, good gameplay, as perfect as I can make it.
When something like this speedmap session comes along, fun as hell, it's a great way to remind yourself that a game is always about having fun.
Scampie
#617 posted by jacek [204.255.238.176] on 2004/07/12 23:27:16
I hate when I have to work at mapping just so it can be fun for someone for 10 seconds.
But really, doesn't that accurately define just about every work of art in the world? Somebody works hard and intensely on this thing, that they completely devote themselves to, and it's so incredibly simple for somebody to look at it for a few seconds, which most people do with art, and dismiss it with "It's not good enough, do better." There will be the few who look into what they see, really focus on it and see the work and heart that was put into it, but how rare are those people? They hardly exist. No matter what the medium, no matter how hard you work, somebody will (maybe) enjoy it for a small portion of their life, and then odds are they will forget about it.
So if you're worrying that somebody will enjoy something you create for a small fraction of time, you should realize how lucky you are that they will even actually enjoy it for that amount of time.
Jacek
#618 posted by HeadThump [65.141.72.242] on 2004/07/13 01:29:40
You have arrived at the truth. However, the flip side of it is this -- once you realize that no one is really paying attention, you can get away with anything.
Headthump
#619 posted by jacek [204.255.239.148] on 2004/07/13 12:13:10
That's the advantage. With said realization, you can have a whole lot of fun in life. >:D
Well, Tact Is Lost On Frib
#620 posted by WyldeSnake [69.133.75.190] on 2004/07/13 21:48:54
Of course, you know there are better ways to say you don't like something other than "All your SP maps suck!"
Usually saying that something sucks is a surefire way to make someone upset. Just my experience.
BTW:
#621 posted by WyldeSnake [69.133.75.190] on 2004/07/13 21:50:34
Saying that all the SP maps were SHIT, and then telling everyone to not get pissed because it's your opinion is a pretty ignorant thing to do.
You suck shit man, but don't worry, because that's just my opinion. Ask yourself: Do you really feel any less offended because I said it was only my opinion?
Wildsnake
#622 posted by Mr Fribbles [202.161.117.131] on 2004/07/13 22:23:02
You suck shit man, but don't worry, because that's just my opinion. Ask yourself: Do you really feel any less offended because I said it was only my opinion?
I'm not particularly offended either way. In any case, its obviously just your opinion whether you explicitly state as much or not... I mean unless you can produce convincing documentary evidence that I do, in actual fact, suck shit, then it can't be presented as fact. Even if it were, am I supposed to really give a shit? I'm sorry man, but I don't give a flying fuck what you think! :D
So no, what some random gumby says to me on an internet message board is not going to affect me very much. If it affects you then you need to grow a thicker skin, or get the fuck off the internet. I may not be very tactful but you'll get a lot worse on the net than what you'll get from me, so you better fucking get over yourself and learn not to put too much stock in other people's opinions or else you're going to be offended at every turn.
#623 posted by Scampie [66.231.198.188] on 2004/07/14 00:00:54
this thread is now about how much wyldesnake likes the suck other men's penises. please give your opinion on the matter.
I Think We Should Have A Combination Penis+DM Theme Next Week.
#624 posted by R.P.G. [24.136.230.101] on 2004/07/14 00:04:30
Penis+DM Sounds Good...DOM-Junkyard Anyone?
#625 posted by WyldeSnake [69.133.75.190] on 2004/07/14 04:06:48
Well...I didn't mean it...shoulda put a disclaimer with it. Apparently it did bother you though, or you woudln't have said all those mean things in response to my mean thing.
Wildsnake
#626 posted by Mr Fribbles [220.253.56.19] on 2004/07/14 05:49:01
You'd like to think so, but... no.
RPG
#627 posted by Shambler [82.38.194.13] on 2004/07/14 06:31:48
Pah, surely biased towards your true mapping talents!
Although it would be a cool way to honour this debate....DM theme for Frib plus Penis theme for Wild...=)
I Already Made
#628 posted by starbuck [82.33.89.24] on 2004/07/14 08:55:38
a dm + penis map for the CZG SUCKS session, and in my expert opinion i think it deserves at least three weeks dedicated to the theme.
In The Words Of Frib..
#629 posted by FrikaC [67.22.243.222] on 2004/07/14 09:24:39
Well suck a flying shit and fuck the internet! Sounds like a fucking good idea to me.
Hmmmm
#630 posted by pushplay [129.128.29.124] on 2004/07/14 12:15:39
unless you can produce convincing documentary evidence that I do, in actual fact, suck shit
We have photoshop, we have tubgirl, all we need is a convenient photo of Frib. :)
Hi I Can Start Speedmapping This Week!
#631 posted by Zwiffle [67.39.43.119] on 2004/07/14 12:19:39
so.. what did i miss?
#632 posted by Scampie [216.220.241.97] on 2004/07/14 14:10:10
I will not be running a DM specific event, sorry. That was only for that 1 week. Mappers can still choose to do what they will.
Wtf?
#633 posted by Scampie [216.220.241.97] on 2004/07/16 11:26:07
i could have sworn I annouced the event... anyway...
sm85 is tomorrow, 4pm est. theme is male manhood. dm or sp. 100 min timelimit or more or less. irc.gamesurge.net #speedq1. email maps to scampie@spawnpoint.org. that is all.
Wtf Indeed
#634 posted by Zwiffle [67.39.44.89] on 2004/07/16 11:29:33
BTW
#635 posted by R.P.G. [24.136.230.101] on 2004/07/16 11:31:08
I will be hosting DM maps from SM85 on my server for limited playability after the event! So map DM and then play your map!
#636 posted by jacek [204.255.236.184] on 2004/07/16 12:17:49
I'm very happy R.P.G. There is nothing that could make my first DM play more refreshing than penii.
84
#637 posted by pope [207.149.188.1] on 2004/07/16 12:22:28
rpg can we run some (the only 2) sm84 maps aswell? I wanna play scampies...
and blitz promised me a duel on mine :D
btw, I'm so IN this weekend...hope i dont get home late from class, I wanna get a good start on male manhood
Scampie
#638 posted by jacek [204.255.236.184] on 2004/07/16 12:23:32
I love what you said about my contribution to the pack on the site. My maps should come with a disclaimer: "Warning, this is only a reenactment."
Pope:
#639 posted by R.P.G. [24.136.230.101] on 2004/07/16 12:29:49
If there's time, yeah. SM85 comes first. Otherwise you can use rcon to load the maps some other time.
Btw
#640 posted by PuLSaR [80.80.111.129] on 2004/07/16 13:02:44
RPG, what's the adress of your server?
Sorry
#641 posted by PuLSaR [80.80.111.129] on 2004/07/16 13:03:43
I meant the address
QW Server Address
#642 posted by R.P.G. [24.136.230.101] on 2004/07/16 14:22:03
24.136.230.101
It's in USA though, so you'll probably get very bad ping. :(
Thanks
#643 posted by PuLSaR [80.80.111.129] on 2004/07/16 14:49:58
It's in USA though, so you'll probably get very bad ping. :(
I know, I always get high ping even when I play on servers that are located in my city. But I'll probably play there from computer club with fast speed.
Small Annoucement
#644 posted by Scampie [216.220.241.97] on 2004/07/20 11:01:50
I am looking for someone to take over the weekly speedmap events.
Last few weeks, as you've all most likely noticed, I've cared less and less about running the events, or even mapping for them. I think I'm going to finish up sm82 (more on this in a bit), and call it quits on speedmapping.
So this means if speedmapping is going to continue, I need someone who's up for mapping every Saturday who can annouce the events beforehand, collect the maps, and update the webpage (basic html knowledge is all you really need, and I can still give you a hand with this). You may run the events how you see fit, timelimits, themes, etc. I'd rather someone who has speedmapped in the past. Also, if Starbuck wants to run the show, he gets first dibs.
We'll discuss here please, as I'd rather everyone agree on someone to run the events.
Now, as for SM82, distrans just sent me a nice peice for use as an end section, and I have the other sections in place. I haven't got as far as I would've wished, but I'm going to put the big push to get at least a beta out to the original mappers before Doom3 hits. Please just be patient.
Oh And...
#645 posted by Scampie [216.220.241.97] on 2004/07/20 11:02:21
sm85 will go up tonight, sorry for the delay.
Of Course
#646 posted by Zwiffle [67.39.44.89] on 2004/07/20 11:55:42
I will offer to host speedmaps, if no one else will, but I'm afraid then it'll just be me speedmapping.
Don't Worry Zwiffle
#647 posted by jacek [204.255.239.163] on 2004/07/20 12:19:04
I will still be speedmapping. It's something I'm just starting to really understand, as in Quake mapping, and speedmapping has been a really great way for me to learn some really quick things while having fun. Although I will admit that my maps have been nothing special, I've seen that each time it is less like eating shit with chocolate around.
Oh,
#648 posted by jacek [204.255.239.163] on 2004/07/20 12:22:11
Zwiffle, if you end being the one hosting, I will be glad to help with anything you don't feel like doing, such as the HTML or uploading the maps, whatever. Just a thought.
SM86 Announcement
#649 posted by Zwiffle [67.39.44.89] on 2004/07/23 12:55:32
Well howdy ho there. Since no one is hosting SM stuff anymore I am now, so here's an announcement. So this week's theme is "Doom 3". (Hey fuck you this is my first time hosting and no one gave me a better idea.)
Where: GameSurge, #speedq1
When: Saturday, July 24th, 2004, 3:00PM Central
Why: So people can tell you your map sucks.
If you get done early you can mail me your map at ZerglingXX@ameritech.net. Yeah that should work.
When Your Ship Comes
#650 posted by HeadThump [65.140.54.210] on 2004/07/23 15:11:57
can I ride the gravey train?
Great assertive attitude. It's gonna take us, I mean you, very far.
Hi There
#651 posted by starbuck [82.33.89.24] on 2004/07/23 16:22:14
Sorry to hear you're giving up the speedmapping, Scampie. As you can see by my recent level of involvement, I know the feeling. As for me taking control of Speedmapping again, I don't think my situation in the upcoming months will allow it, what with travelling next month and University starting in September (so i'll be too drunk to map... bet you never thought it was possible).
Zwiffle, good job volunteering and good luck with running the events. Presuming you end up running them, make sure you get the keys to speedq1.spawnpoint.org from Scampie, so you have somewhere to put the packs :).
I think Doom 3 would make a good theme, needs some appropriate wads though. If i get some time i might be able to convert the doom 3 leak textures to a wad, with baked-on lighting of course. Otherwise, the LunDoom textures are nice.
#652 posted by Scampie [66.231.198.188] on 2004/07/23 19:07:09
if you convert the doom3 leak textures, they or any maps made with them will not find a home at spawnpoint. i am not risking legal threats.
Okay
#653 posted by starbuck [82.33.89.24] on 2004/07/23 19:30:40
another alternative is the Tenebrae Testmap textures, there shouldn't be any legal threat there
Uh...
#654 posted by metlslime [64.124.188.211] on 2004/07/23 22:28:07
so, we're mapping for tenebrae/darkplaces then?
(part 2)
#655 posted by metlslime [64.124.188.211] on 2004/07/23 22:31:54
Becuase i don't think the diffuse maps alone are going to look good at all without the normal map, even in 24-bit color. And sampling them down to 8-bit low-res textures is a truly frightening prospect.
Starbuck
#656 posted by Zwiffle [67.39.44.89] on 2004/07/23 23:12:39
That would be cool, but since Scampie won't let us post maps with those tex, then could you just convert them and send them to me? I would like a copy of them to play around with if you would be so kind.
Hey Zwiffle
#657 posted by HeadThump [65.140.55.249] on 2004/07/23 23:35:50
Could you do this weeks speedmap as an extended weekend run? I'm converting textures from a classic doom2 mod wad, and it'll take me some extra time to complete this task and the map. Puh-leeease?
Hmmm
#658 posted by Zwiffle [67.39.44.89] on 2004/07/24 00:22:39
Let me make one thing perfectly clear: I am first and foremost a speedmapper. That being said I am NOT Scampie, and I do NOT let assholes like you ruin everyone's good time by uploading maps late like some FUCKING RETARDED CHESS PLAYER.
On the other hand, sure, go ahead, I'll hold the pack until Monday or so, but if I don't get it by Monday then I'll just put it in next week's pack. No biggie.
Lundoom
#659 posted by Drew [142.59.71.42] on 2004/07/24 00:32:26
does anyone have a link to the lundoom wad?
Your First Time At The Helm
#660 posted by HeadThump [65.141.72.190] on 2004/07/24 00:47:56
thought I would put a little extra effort in to it. Sure, spending an entire Friday night working over a texture set in photoshop in order to fit the theme YOU picked (since their are so many goddamn texture sets out their that already match it) instead of going out and shooting a few billards with my buds makes me a big asshole; Sheeez, you are starting off on the wrong foot.
Dear Metl
#661 posted by starbuck [82.33.89.24] on 2004/07/24 06:20:22
I agree, diffuse textures on their own look like ass. I could have made it more clear that to make them useable, I'd have to bake on some lighting as I was planning to do for the doom 3 textures before Scampie pointed out the suing issues.
In Case Anyone Wants To Know How To Do This....
#662 posted by starbuck [82.33.89.24] on 2004/07/24 07:59:24
How to convert Doom 3/Tenebrae style textures to regular Q1
I've converted some bump-mapped textures to Q1 before, and its a little arduous.
>> Get the texture pack you want to use, obviously
>> They should have these components:
http://tenebrae.sourceforge.net/in...
>> All bumpmaps (grayscale heightmaps) must be converted into normalmaps. You can use this utility:
http://download.nvidia.com/develop...
from this nVidia page: http://developer.nvidia.com/object...
>> You should now have a normal map of the texture you are converting, even if it originally used a bumpmap. In photoshop select the 'Green' channel from the channels tab. Select all of it and press Ctrl+C to copy. This is because the Green channel has the vertical information on the texture, and is the most suitable to represent its 3d-shape.
>> Make a new image, using the Diffuse map as the background. Now press Ctrl+V to paste the Green Channel into your new image as a new layer. You should now have 2 layers: the diffuse background, and above it, a gray layer that looks 'embossed'.
>> Duplicate the 'embossed' layer. One of the embossed layers should use the 'Overlay' blending mode with an Opacity of 100%, the other should use the 'Hard Light' Blending mode with an Opacity of 50%. It looks slightly better if the Hard Light layer is below the Overlay layer in the 'Layers' Tab.
Now... that could be fine as a finished texture, but it looks better if you use the gloss layer too. How to do that:
>> We have to start a 2nd image now, with the Gloss texture as the background. Keep the 1st image we started open.
>> Copy the emboss layer from the first image and paste it into the 2nd. Duplicate the layer. This time choose a blending mode of 'Darken' and an opacity of 100% for one layer, and choose 'Color Burn' with opacity 70% for the other. It looks best if the darken layer is below color burn in the list.
>> Flatten this 2nd image and paste it as a new layer in the 1st
>> Make sure the layer is at the top, and the blending mode is set to 'Hard Light' with an opacity of 50%.
Thats about it! If the texture has a Luminance Map, you could add that too and set the blend mode to 'lighten'. Apart from that, all you need to do is Flatten the image, resize it to 50% of the original size and then convert it to the Quake palette. Rince and repeat and you should have a texture set! Or, I should have one in a few hours :)
Photoshop Screenshot
#663 posted by starbuck [82.33.89.24] on 2004/07/24 10:42:31
http://www.planetquake.com/starbuc...
Ah, Correction
#664 posted by starbuck [82.33.89.24] on 2004/07/24 11:22:14
i've found that combining the red and the green channels of the normal texture gives a better result. Try putting red on top of green, giving the red a blendmode of 'Overlay' and an Opacity of 50%. Green should be normal blending 100% opacity of course. I should probably add this to my site.
Zwiffle,
#665 posted by HeadThump [4.136.249.252] on 2004/07/24 15:53:43
My map has grown an impetus all of its own. I'm doing a full scale recreation of Ikka Karanen's classic Doom2 level Town of the Dead, and it will certainly take a few days longer than expected. So I must bow out of the speed map. My apologies for any inconvience.
Wads For Speedmap
#666 posted by starbuck [82.33.89.24] on 2004/07/24 15:58:25
first, i converted the textures from willi hammes' Tenebrae testmap into a quake wad with baked on lighting
http://www.spawnpoint.org/wads/wil...
also, here is the wad i used in my old abandoned q1sp oxymoron, its based on the lundoom set but its more practical for q1sp use in particular.
http://www.spawnpoint.org/wads/oxy...
Sounds Interesting HeadThump
#667 posted by underworldfan [128.195.64.98] on 2004/07/24 17:45:57
good luck and make sure you finish it! :P
Thanks!
#668 posted by HeadThump [4.136.111.163] on 2004/07/24 18:13:42
It is an interesting level to work on because you see hints of modern 3d design but due to the inherent limitations of the engine they are not fully concieved.
#669 posted by Zwiffle [67.39.44.89] on 2004/07/24 18:38:53
ok thx for letting me know, so that leaves me and starbuck then. also, headthump, in case you weren't aware, that first paragraph was pure sarcasm i have absolutely no qualms about you taking an extra day on your speedmap.
Sm86
#670 posted by Zwiffle [67.39.44.89] on 2004/07/24 19:51:48
http://speedq1.spawnpoint.org/file...
1 map, single player, doom 3 hell-level
Jeez Zwiffle
#671 posted by jacek [204.255.236.91] on 2004/07/24 22:51:03
This is your first time hosting a speedmap session, and you're the only one who made a map? I'm sorry I wasn't able to stay.
Err
#672 posted by NotoriousRay [68.48.66.194] on 2004/07/25 01:19:00
I dont think offical speedmap packs should be released/done at all if only 1 person maps. 3 or 4, preferably 4, is the bare minimum IMO. Otherwise, just call it your own speedmap and release it yourself apart from the offical packs.
Or, you could have just saved this map to be included in the next pack, assuming it wasn't just you again and involved others.
#673 posted by jacek [204.255.236.140] on 2004/07/25 10:49:31
I would suppose that's up to the person running the event.
And damned nice map, Zwiffle. I don't get how you do this stuff in speedmaps.
Better One Than None
#674 posted by aguirRe [213.101.70.29] on 2004/07/25 12:02:27
and goodlooking too, although it *was* a bit short ...
SM87 - Bzzzztttt
#675 posted by Zwiffle [67.39.44.89] on 2004/07/29 01:37:35
When: July 31st, 2004 @ 3:00pm Central
Where: Gamesurge.net, #Speedq1
Why: So I won't feel lonely :(
Theme: Bees
..
#676 posted by jacek [204.255.236.120] on 2004/07/29 22:48:09
Bees?
#677 posted by Zwiffle [67.39.44.89] on 2004/07/30 00:31:18
Do not question the theme of speedmaps.
. .
#678 posted by HeadThump [65.140.55.71] on 2004/07/30 01:45:50
Bees!!!
The Death Of Speedmapping...
#679 posted by Shambler [82.38.194.13] on 2004/08/01 10:48:51
Hey Zwiff, nice one for taking over. Good luck with it, but if it doesn't work, don't worry too much, it's tedious shit trying to organise everyone and maintain their motivation.
Hey Scamp & Starb, nice one for running it for so long, as much as speedmaps were almost all a bag o' shite, it was still fun seeing some regular event and enthusiasm going on.
Basically, if that's the end of it, GG all round.
SM87
#680 posted by Zwiffle [67.39.44.89] on 2004/08/02 00:14:16
http://speedq1.spawnpoint.org/file...
Both Jacek and I made maps. Jacek's is a small but really really tough map, mine is an underworld deathmatch map that can support 8 players.
Eh...
#681 posted by jacek [204.255.236.164] on 2004/08/02 00:15:47
I downloaded the file, and there are two sm87_jacek.bsp in there...
...???
Hmm Really?
#682 posted by Zwiffle [67.39.44.89] on 2004/08/02 00:17:50
ok well hold on i'll fix it !!
Ok Should Be Fixed
#683 posted by Zwiffle [67.39.44.89] on 2004/08/02 00:20:36
give it a try
Apart From
#684 posted by aguirRe [213.101.72.63] on 2004/08/02 11:17:40
overbright lighting and the very small size, Jacek's wasn't so bad. Challenge was OK on Normal.
Yeah, I Was
#685 posted by jacek [204.255.238.172] on 2004/08/03 14:02:17
kind of worried about the lighting. It seemed a bit too bright, but I didn't think to fix it for some reason. Also, I'm not very good with scale in speedmaps as of yet. It seems larger to me in the map editor than it actually turns out to be.
Zwiffle's I thought was very impressive, although a bit dark, which served to help the theme in some areas but also threw me off a lot in others. Overall it was well built, a great map.
SM88
#686 posted by Zwiffle [67.39.44.89] on 2004/08/04 15:54:28
SM88 - Land of the Giants
When: Saturday, August 7th, 2004 - 3:00pm central
Where: GameSurge.net, #speedq1
Why: No Doom3? Well there you go.
I will not be there this Saturday, but I have already made a map for it in advance. (I will be playing Doom3, woot.) So if you are going to map for it you can send me your .bsp at ZerglingXX@ameritech.net and I'll get to it sometime over the weekend.
Doom3
#687 posted by jacek [204.255.236.76] on 2004/08/07 00:31:13
is going to kill just about everything that I enjoy doing at this time in my life, as there will be no one else doing it. You all have fun with it, though. I'll still be here, with my computer that lags on Quake...
Hey...
#688 posted by Shambler [82.38.194.13] on 2004/08/07 05:01:10
I'll still check out the Quake shit - Doom3 will be great I'm sure, but I've played a fair few newish games and they are cool but I still like seeing the Quake maps and stuff, it has that old skool interest which hasn't gone away for me for 6 years yet...
Until they bring out a full and accurate remake of Quake in Doom3 or comparable engine, that is...=)
I Want To See
#689 posted by Kinn [81.7.62.114] on 2004/08/07 05:43:19
A shambler in the Doom3 engine - with a FUR SHADER.
Actually, not to threadjack, but I thought about Quake4 the other day, and thought how cool it might be to somehow combine both Quake1 and Quake2 into the same storyline.
Kinn
#690 posted by Kell [82.41.218.44] on 2004/08/07 10:50:02
How cool? I mean...at all?
But yeah, I would like to see a high-detail shambler. The design of its mouth using contemporary polycounts is something I've thought about before.
Just Wondering
#691 posted by Gib [82.209.84.100] on 2004/08/09 14:57:02
Are thee any plans for Doom3 speedmaps? I love this game soo much and can't wait to see what some of you guys can produce whether it be speedmap or full blown spangly one :D
Just Wondering
#692 posted by Kell [82.41.218.44] on 2004/08/09 14:58:46
...
spangly..?
o_0
.
#693 posted by Gib [82.209.84.100] on 2004/08/09 15:02:31
I meant to write full blown, spangly, blood ridden, screaming hell sounding, mappy goodness. Back to doom3 haven't completed it yet.
Goodness? Don't You Mean, Evilness?
#694 posted by HeadThump [65.140.55.134] on 2004/08/09 15:57:49
heh.
Oh Dear God...
#695 posted by Shambler [82.38.194.13] on 2004/08/09 16:32:02
Surely part of speedmapping is that the game has matured mappingwise and thus enough quality mapping has been exhibited that gimmick sub-maps are acceptable as a bit of fun??
Let's have quality first, nonsense second eh.
#696 posted by Scampie [216.220.241.97] on 2004/08/09 16:34:59
if there is doom3 speedmapping, it won't be run by me.
.
#697 posted by Gib [82.209.84.100] on 2004/08/09 20:13:29
Is there anything planned by anyone yet? d3baldm1? d3lunsp1?
Well
#698 posted by Zwiffle [67.39.45.217] on 2004/08/09 20:40:17
if anyone wants to speedmap for doom3 whenever I host it feel free, i'm nowhere near good enough to d3 speedmap yet, but i do plan on doing it someday.
Let's Just Say
#699 posted by jacek [204.255.236.122] on 2004/08/10 01:30:44
I'll have access to a computer that can run Doom3 sometime around when Doom5 is near release, so I'm not even going to think about mapping for it anytime soon.
Revenge Of The Sm88
#700 posted by Zwiffle [67.39.45.217] on 2004/08/12 13:45:55
Since no one turned in a map and I didn't finish one for last week like I said I would, this week will be sm88 again.
Theme: AvP (Alien vs Predator)
Where: #speedq1, GameSurge.net
When: August 14th, 2004, 3:00pm Central
Why: Metlslime promised me if we get 5 people to release speedmaps this week he would put the bee button on the forms.
I'm lying, he didn't.
See ya there (please?)
Oh Woot
#701 posted by Zwiffle [67.39.45.217] on 2004/08/12 13:54:17
congrats Zwiffle on 700th post!!!
Oh Woot
#702 posted by R.P.G. [24.136.230.101] on 2004/08/12 14:05:34
Congrats RPG on 702th post!!!
702 = number of the bees.
.
#703 posted by Harb [82.45.189.119] on 2004/08/13 12:48:24
I'll be there.
Ahhhhh The Bees
#704 posted by Megaz0id [82.10.5.205] on 2004/08/14 03:50:36
/_/_ .'''.
=O(_)))) ...' `.
\_\ `. .'''
`..'
http://home.swipnet.se/~w-19137/gi...
You Fail Again!
#705 posted by czg [80.202.31.56] on 2004/08/14 03:56:46
Your award: Hornets
Who The Hell...
#706 posted by Megazoid [82.10.5.205] on 2004/08/14 04:12:19
Somebody pretending to be me!.. what the hell, and erm look, they use they used specially contructed packets to spoof my IP address... erm, or something.
Okay, sorry to spam. Good luck with the speed mapping. I will be having sex (with bees) for the next 18 hours, so no map from me. Can't wait to see the results though. I'm itching to play some new maps. :)
LOSERS
#707 posted by Fuckn geeks [67.124.66.245] on 2004/08/16 00:48:12
Wow u guys r nerds ....spend hours nad hours doung mpas!! Wow so u get the pleasure of feeling popular since u cant in realy life since ur fat and ugly! Get a life losers fuckn dorks
Did That Guy Just Try To Make Fun Of You Guys Or Something?
#708 posted by ^^ What a fag ^^ [68.167.252.76] on 2004/08/16 00:51:02
lmao, what an idiot. he must feel cool cuz he made fun of you guys on the internet! :o What a fucking homo....im ashamed
Fuck Idiots
#709 posted by LOSERS(Part 2) [67.124.66.245] on 2004/08/16 00:56:47
You fuckn nerds are trying ur hardest to get the best map...U have no girls, no have no friends, u have 2 inch glasses from being at the comp all day, and u live with ur parents..GOOD JOB! Since u cant compete for anything else since ur fat and outa shape from sittin the whole day u gotta compete in maps ...WOW LOTS OF SKILL .. Its a game for fucks sake. And Did that guy just make fun of you guys or something ...you should be ashamed u fuckn cunt hater dork
Did That Guy Just Try To Make Fun Of You Guys Or Something? ...again
#710 posted by ^^ What a fag ^^ [68.167.252.76] on 2004/08/16 01:00:26
lmao as I said before..your insulting someone over the internet? whats the point? I just dont get it...you say that they dont have lives? Your the one takin your time just to make fun of some people that are just doing what they want... so no offense, but thats a bit hypocrittical, dont you think?
Your Right
#711 posted by LOSERS(PART 3) [67.124.66.245] on 2004/08/16 01:03:24
Oh my god , i didnt realize that. Holy shit, im sorry. Wow . Im such a hypocrit , I Love you guys i dont know how i could have done that , Im sorry man ...wow ..
Metlslime
#712 posted by Kinn [81.7.54.184] on 2004/08/16 04:47:00
perhaps make it so that only registered users can post?
Kinn...
#713 posted by distrans [210.49.118.209] on 2004/08/16 06:07:59
...I don't know, they seem to have my number.
Hmm
#714 posted by nonentity [213.208.100.240] on 2004/08/16 08:19:36
And it's hard to feel insulted by someone who can't spell 'real'
Pffff...
#715 posted by JPL [192.91.75.30] on 2004/08/16 08:27:17
Well, those guys who insulted our community, have not enough bollocks to use their "real" identity to post messages..... So they don't win we waste time to be interested in them... They are insignificant people.. So we must ignored them...
Well
#716 posted by Kell [82.41.218.44] on 2004/08/16 10:04:00
My cat is called Ice-Cube. He drinks Baileys.
My Cat
#717 posted by HeadThump [65.140.55.21] on 2004/08/16 10:18:13
leaves sacrificial bunny rabbits at my door.
spreads their viscera out at PHI relative angles,
and draws little pentacles around their bodies in blood.
One day the little fucker will realize that I am not really Satin, and then I'm SOL.
Satan Blehhhh
#718 posted by HeadThump [65.140.55.21] on 2004/08/16 10:20:33
'cause if I ws Satin then I would make a really good scratching post for him.
HeadThump...
#719 posted by JPL [192.91.75.30] on 2004/08/16 10:22:04
One day the little fucker will realize that I am not really Satin, and then ... perhaps he will sacrifice you instead of rabbits... why not ???
#720 posted by Scampie [66.231.198.188] on 2004/08/16 10:27:52
guys, stay on speedmapping topic, or you're just as bad as those 'spammers'.
Scampie
#721 posted by JPL [192.91.75.30] on 2004/08/16 10:36:40
Thousands apoligies .. you are right, we are fully off-topic while talking about HeadThump's satanic cat... sorry...
Ok...
#722 posted by distrans [131.172.4.45] on 2004/08/17 00:37:07
...Ray, how's progress on 82?
Re: Sm82 Progress
#723 posted by NotoriousRay [216.48.10.50] on 2004/08/17 10:25:51
I just pasted your piece into the rmf/map file late last night. Pretty much assembled and leak-free. Alot of lighting i need to do, then that other 'gameplay' thing. Then tweaking/detail and stuff. It will still be a while.
Your piece is quite nice btw, sure it was a speedmap? :)
Hehe...
#724 posted by distrans [203.32.39.126] on 2004/08/17 20:23:27
...as the .txt indicates. The split level doughnut that "protects" the large bit from the rest of the level (and hence over the top r_speeds) is the speedmap bit. The large bit was done (between bouts of vomiting during three days of sickness) after Scampie indicated that he was in need of an end piece.
So my whole thing is more like a TM than an SM, but who cares as long as there's a decent SP level in the offing.
Kudos to you and Scampie for progressing the thing.
Please Leave Me Out Of Your Kudos
#725 posted by Scampie [66.231.198.188] on 2004/08/17 22:12:01
NotoriousRay is the man here now.
Bleh...
#726 posted by distrans [203.32.39.126] on 2004/08/18 20:56:18
You progressed the project to a point then handed it on to Ray who is now progressing it further. If it turns out to be arse we can all can the last one who touched it, but in the meantime kudos.
Now stop mapping d3 so hard and get some sleep (or fresh air) grumpy guts.
Is Speedmapping Dead...
#727 posted by distrans [131.172.4.44] on 2004/09/15 03:03:53
...or just dormant?
This Isn't The First Time...
#728 posted by metlslime [64.124.188.211] on 2004/09/15 15:55:47
...that it's been dead for months. It'll probably come back alive when people get the itch again. Right now everyone's doom3 mapping or something, so they're not interested.
I Guess
#729 posted by Hrimfaxi [83.92.1.186] on 2004/09/15 19:21:38
what metlslime said is true!
But to fill the gab until Speedmapping resurrects, and to those that are in dire need of a little fragfeast I give you this small base speedmap:
HTTP:\\www.hrimfaxi.dk/maps/Hrimsp...
Hey 8-(
#730 posted by Hrimfaxi [83.92.1.186] on 2004/09/15 19:23:20
http://www.hrimfaxi.dk/maps/Hrimsp...
Great
#731 posted by aguirRe [213.101.72.217] on 2004/09/15 20:45:54
Just butchering my way through the last levels of MadFox's big pak and then I'll give this one a whirl!
Nice Map
#732 posted by aguirRe [213.101.74.92] on 2004/09/16 04:38:40
There was even a major shortcut from the SK to the GK but I resisted going that route. Was it intended or a mishap?
Also the shambler took me completely by surprise the first time and mauled me good ...
Well I Must Say
#733 posted by Hrimfaxi [83.92.1.186] on 2004/09/16 05:06:57
that it is a mishap. Theres no time to check/think of everything when speedmapping 8-)
Loved It
#734 posted by jacek [204.255.236.147] on 2004/09/18 07:47:30
Hrim. It was especially non-linear, and the monster balance is perfect. I really enjoyed it.
Hrim
#735 posted by Zwiffle [69.210.84.168] on 2004/09/18 11:02:33
Good map, u sure this is a speedmap?
Tnx !
#736 posted by Hrimfaxi [83.92.1.186] on 2004/09/18 11:20:02
Sure it's a speedmap, not a 100 min map but as many other spmaps made in one sitting around 300 min.
If You Did That
#737 posted by jacek [204.255.239.161] on 2004/09/20 21:16:27
in 300 minutes, I'd love to learn how you do it.
Jacek
#738 posted by JPL [192.91.75.30] on 2004/09/21 05:21:10
I agree... Hrimfaxi is for sure a real good mapper to release a map so polished in 300 mn only... Well, even if his 300 minutes mapping can be potentialy converted into 300 hours mapping, this map is very good indeed !!
Well I Think
#739 posted by Hrimfaxi [80.164.60.82] on 2004/09/21 20:17:43
a lot of mappers can make a map just as good (or better) as this one in the same time!
Personly I think that my speedmap from the sm59_pack is better, more varied, than this one and that was as well made in about 300 min.
300 mins is a lot of time if you have the right idea about how the map shall turn out.
I Understand
#740 posted by jacek [204.255.238.102] on 2004/09/21 21:55:48
that much. I guess it's just the efficiency I don't understand. Or the procedure. Is there some kind of plan you go by each time?
Hrimfaxi
#741 posted by JPL [192.91.75.30] on 2004/09/22 06:30:47
300 mins is a lot of time if you have the right idea about how the map shall turn out
Does it mean that you prepared all the map design "on a paper" before starting anything ?? If it's the case, don't you think this part of the job should be included into the design time ?? To my opinion, you are cheating a little here, no ??
Oh No!
#742 posted by Hrimfaxi [80.166.177.126] on 2004/09/22 07:18:31
I don't draw anything beforehand.
What I mean is that sometimes you sit down to map and get a strong idea of what you want to do in this session.
With this map I sat down to make something I didn't know what! The idbase idea came to my mind and then a "vision" of the 6 sided room with pipes and the hallway with the bridge in the start the rest came along while mapping.
It is not always so. Not all speedmaps turns out any good. But sometimes you just get the right idea at the right time and then the process of mapping just is a matter of trying to hold that idea.
Hrimfaxi
#743 posted by JPL [192.91.75.30] on 2004/09/22 07:32:55
Well, I'm really very impressed ... It's still very difficult for me to start a map from scratch (the more if it's a huge map) without having at least a "paper plan" to fix my ideas... I think my lack of mapping experience perhaps explains it..
But there is one thing I agree with you: some additional "stuff and features" come during mapping, and every time these are the best part of the design.... And you cannot define them while drawing on paper the global layout of the design... for sure...
Congrats again for this great job.
Just For The Record....
#744 posted by The silent [82.84.28.81] on 2004/10/10 05:57:59
...whatever happened to sm82? Still something going on there?
Ask
#745 posted by Zwiffle [69.210.56.234] on 2004/10/10 11:09:36
NotoriousRay.
Sm82
#746 posted by NotoriousRay [68.48.66.194] on 2004/10/10 11:14:57
I have sm82 pieced together layout-wise, leakfree. It just needs alot of lighting, and monsters/gameplay. Unfortunately, I've been ridiculously busy at work (why some of you haven't seen me in irc lately) working far too many hours so I simply don't have time to work on it. I still plan to though. Unless someone with some maps under their belts wants to take it over and can convince me they'll finish it before I do, it will remain that way.
so there.
In Other Words
#747 posted by NotoriousRay [68.48.66.194] on 2004/10/10 11:15:13
when its done.
Ray
#748 posted by R.P.G. [24.136.230.101] on 2004/10/10 11:40:27
Say... since you're putting in so much time at work and making all that money, maybe you'd want to pay me to finish it?
Heh
#749 posted by NotoriousRay [68.48.66.194] on 2004/10/10 11:42:33
there are other things i'd pay you to do before i'd pay you to finish a map o_0
Well
#750 posted by R.P.G. [24.136.230.101] on 2004/10/10 11:44:38
Some of my standards are really, really low. Maybe you should suggest something.
Yeah
#751 posted by underworldfan [128.195.64.98] on 2004/10/10 14:22:45
RPG is offering his help and then i can play sm82.
cmon thats a good thing.
C'mon
#752 posted by Zwiffle [69.210.56.234] on 2004/10/10 14:24:18
RPG isn't THAT bad of a mapper, is he? I mean look at the alternative: I could help finish it.
Hmm? What's that? RPG can help then? Ahh OK. Good choice.
Wait, What?
#753 posted by R.P.G. [24.136.230.101] on 2004/10/10 14:26:51
Ray rejected the mapping offer. I was wondering if he wanted to pay me to do something else instead; hence the pimp hat.
Erm
#754 posted by NotoriousRay [68.48.66.194] on 2004/10/10 14:31:05
I thought you were joking, if you seriously want to finish sm82 I'll gladly pass it off to your capable hands, RPG.
Aye
#755 posted by Zwiffle [69.210.56.234] on 2004/10/10 14:31:27
Give it to RPG.
Ray
#756 posted by R.P.G. [24.136.230.101] on 2004/10/10 14:48:39
Yes, I was joking. I'm a bit busy ATM, and will be for a while. Plus I have lots of other maps that I'm sure people want to see finished, too.
#757 posted by Zwiffle [69.210.56.234] on 2004/10/10 15:13:08
Quit playing with my emotions, RPG.
Oh
#758 posted by Kell [82.41.8.22] on 2004/10/10 16:29:52
he's a tease, that RPG :/
Take It Off!
#759 posted by starbuck [129.215.13.83] on 2004/10/10 20:00:09
no, no... slowly
/Me Waits For Starbuck To Stick A Fiver In His Thong Before Proceeding
#760 posted by R.P.G. [24.136.230.101] on 2004/10/10 20:00:55
.
Brrrrr
#761 posted by HeadThump [65.140.59.43] on 2004/10/10 23:05:52
anybody else getting the Midnight Cowboy theme song stuck in their head?
Everybody's Talking...
#762 posted by the silent [82.51.143.210] on 2004/10/11 05:56:00
...at me, I don't hear a word they say, only the echo of their SNG....
...Too Dumb For Replies?
#763 posted by the silent [82.84.24.194] on 2004/10/11 15:21:41
...
Just Got Home
#764 posted by HeadThump [65.140.58.190] on 2004/10/11 19:31:44
skipping over the ocena like a stone . . .
#765 posted by the silent [82.51.143.113] on 2004/10/12 03:56:55
Speedmapping
#766 posted by Zwiffle [69.210.56.234] on 2004/10/12 13:43:28
Anyone interested in starting speedmap back up? I'd be willing to host it if I knew at least 1 person besides myself would show up and complete something.
#767 posted by Zwiffle [69.210.56.234] on 2004/10/16 17:22:56
Well screw you people then.
Yes
#768 posted by carpets [217.43.161.211] on 2004/10/18 07:55:40
c'mon speedmaps are great
Oi
#769 posted by Megazoid [194.168.3.4] on 2004/10/18 14:02:04
Well screw you people then.
*me bends over.
Actually, I'll commit to doing a map this week (only), and I'll need the subject well in advance because I will have to knock something up before hand (translation: cheat like a bastard).
Woot
#770 posted by Zwiffle [69.210.56.234] on 2004/10/18 15:04:53
ok then, I got my one person.
So Saturday, October 23rd, 2004, on gamesurge.net in #speedq1 at 3:00 pm Central time (GTM - 6), I will hold a speedmapping thingie.
Theme: Scampie is a big fag who likes gay baseball games and sucks big baseball-bukkake balls suckers guys. Balls.
Errr: Theme: Geometric.
Send to: zerglingxx@ameritech.net when you're done.
Not Sure
#771 posted by Megazoid [62.252.32.14] on 2004/10/18 19:25:55
Not sure how many people look at my site these day, but I've pimped it anyway ;)
Doom3 Speedmapping Any1?
#772 posted by doom3 speedmapping any1? [213.158.8.201] on 2004/10/18 22:36:39
doom3 speedmapping any1?
#773 posted by Scampie [66.231.198.188] on 2004/10/18 23:09:11
this is the Q1 speedmapping thread Speedy.
I know I don't want to d3speedmap, seeming as it'll be almost pointless to even bother with all the extras you'd need to do to get a 'proper' map. To just get a 'working' map out of it, there's nothing more that d3 offers that speedmappers can't do better in q1 or q3.
Personally
#774 posted by Zwiffle [69.210.56.234] on 2004/10/18 23:36:31
I don't care if you make a Q1 speedmap or a D3 speedmap, either of those choices are fine by me. But, just remember not everyone here has Doom3, but pretty much everyone has Quake.
Poor, poor RPG. :(
My Doom3 Speedmap
#775 posted by Kinn [81.138.30.1] on 2004/10/19 03:27:50
would consist of a small .txt file, describing the progress I had made after 100 minutes of learning various editor features.
You'd probably have to wait until the 5th or 6th speedmap, before I submitted an actual .bsp
But, yeah anyway, I don't have Doom3 yet (still waiting for the lottery win that will allow me to buy a new computer).
Planet Quake
#776 posted by Megazoid [194.168.3.4] on 2004/10/19 09:49:10
Jube has kindly pimped this weeks Q1 speed mapping on PQ. Just a question though - time zones (I bloodly hate them).
3:00 PM Central time = 9:00 PM GMT (UK time) right?
Megazoid
#777 posted by Zwiffle [69.210.56.234] on 2004/10/19 13:07:09
Aye, 3 central is 9 gmt.
/me googles ubiquitous.
Speedmap
#778 posted by Zwiffle [69.210.56.234] on 2004/10/23 19:30:28
Short map, I think it's pretty easy tho. Beat it first try, so good luck.
http://speedq1.spawnpoint.org/file...
Nice
#779 posted by aguirRe [213.101.69.202] on 2004/10/24 12:02:51
but with severe ammo shortage; I had to axe the vore ...
Nice
#780 posted by Shambler [82.38.194.13] on 2004/10/24 12:56:12
but with slight ammo shortage; I had to run past the vore ...
Etc
#781 posted by Shambler [82.38.194.13] on 2004/10/24 14:22:10
<Shambler> zwiffle nice one with the speedmap
<Shambler> good style an all
<Shambler> although 20 more nails / shells and the vore and shamblers at once would have been sweet
<Zwiffle> ty
<Zwiffle> i thought i went overboard with detail
<Zwiffle> so the map became really really small
<Shambler> as would have a bonus uber-l33t doom3 map, free titties, and something to make my head feel better
<Shambler> zwiff, i like that, small but quality
Speedmap
#782 posted by Zwiffle [69.210.56.234] on 2004/10/25 17:21:43
Well, since everyone who said they'd make a map for SPeedmap did (SARCASM, YOU LIARS MEGAZOID AND SCAMPIE) I thought I would just start hosting again, and if i'm the only one who makes a map oh well.
So:
Theme: "Tricky"
When/Where: Saturday, October 30th, 2004, 3:00pm central (GMT - 6) in #speedq1 on Gamesurge.net.
How to do the dohicky: Send maps to zerglingxx@ameritech.net if/when you're done with em.
Oi.
SM88
#783 posted by Zwiffle [69.210.56.234] on 2004/10/31 11:52:21
Hrimfaxi sent me a very, very awesome map for SM88. Very tough, haven't beat it yet. Download the pack just for this map, it's better than his last speedmap IMO.
I have to apologize for my map, I spent a lot of time on this wierd maze-elevator map that I could never get to work right, so I had to make a cheap "tricky" map in 30 minutes.
http://speedq1.spawnpoint.org/file...
File is in .rar format, so if you have problems I can re-upload it to .zip format if anyone needs it that way. Have fun!
Sm88_hrimfaxi
#784 posted by necros [66.185.84.80] on 2004/10/31 12:16:08
was interesting. beatable and somewhat fun for 3 minutes.
Actually...
#785 posted by Megazoid [62.252.32.14] on 2004/10/31 19:27:30
I did send you a map last week, but it got rejected by that email address you gave. I'm not unhappy with that as it happens, because my results were total shit.
Hrimfaxi = Cool
#786 posted by Megazoid [62.252.32.14] on 2004/10/31 19:34:11
Hrimfaxi was fun. Took me 3 times to do it, which is about what I like as a skill level. Nice one.
Next Event?
#787 posted by Fobbah [141.168.48.222] on 2004/10/31 23:27:40
Havnt ever tried speed mapping before but i'll give it a go next time someone runs one
Awesome...
#788 posted by the silent [82.84.68.34] on 2004/11/01 04:46:19
...indeeed! Whatta fight! Kudos, Hrimfaxi!
Zwif, we're waiting for the maze/elevator thing in one of the next SMs....
Hrimfaxi's Map Was Nice
#789 posted by Shambler [82.38.194.13] on 2004/11/01 06:04:54
Cool style. Nicely done.
Very easy tho. Went first go, leaving behind 25 health and 250 nails.
Let me guess you poor fools tried to kill all the pit monsters yourself the first time you were down there...
...
#790 posted by necros [66.185.84.80] on 2004/11/01 09:58:39
Let me guess you poor fools tried to kill all the pit monsters yourself the first time you were down there...
i did that. easy as pie. ;)
Fun Maps
#791 posted by aguirRe [213.101.71.93] on 2004/11/01 16:42:43
although Hrim's is the obvious winner. Tough start but the twin floor room was surprisingly easy due to infighting (always fun to watch).
Minor nitpick: I'd prefer more shells than the abundance of nails. I always try to make do with the trusty DBS before using heavier equipment and here I ran out before the final showdown.
Btw, was the design/theme inspired by fmb100 or something else?
Thanks!
#792 posted by Hrimfaxi [83.92.1.72] on 2004/11/02 02:36:14
Well it's only a speedmap but I'm glad anyway that you liked it!
AguirRe: Well The map wasn't inspired of FMB100, at least not on a conscious level, But there are a connection to that map because I used the terrain generator Mike used on FMB100.
I fiddled a lot with the generator last week, and as a matter of fact started another map Tuesday in order to get the speedmap out of the way before Saturday. But after 4 hours I realised that this wouldn't be a speedmap! So I stopped and finished the map the next day after 4 more hours.
I then started a full vis of the map and..... well it's still vising. At the moment it says:
Full: 81.20%, Elapsed: 96h 49 m, Left: 39h 26m, Total:136h 16m, 71%
----- 8-/
Thank you very much for the ability to stop the vis and start it again. I had to stop it Saturday in order to vis the speedmap - that one took around 7 hours.
Oh boy That generator really makes the vis tool work.
About the shells/nails. Well I could say that the theme was tricky so for you the tricky part was to use the nailgun instead of the SSG 8-), but the truth is I just tossed some ammo into the map and that was it!
I *Did* Wonder
#793 posted by aguirRe [213.101.72.45] on 2004/11/02 06:09:45
if that terrain was handmade or otherwise ...
I'm glad the RVis AutoSave feature helps you, please just remember not to interrupt it when the progress bar has been going for a long time. It's then processing a very slow portal and if you cut it off, it'll have to restart that portal.
If you wish, you can also use the -priority 0 option to put the vis process in the background while doing other things (e.g. vising another map).
Sort Of Handmade!
#794 posted by Hrimfaxi [83.92.1.72] on 2004/11/02 07:24:35
Even if it is called a terrain generator it dosn't auto generate a landscape.
You have to rise or lower the parts of the map by hand. So you sort of sculpt the landscape with the curser, and got to have an idea of what you want in the end.
And yes I sat starring at the progress bar awaiting the right moment to stop the process when a portal was finish. 8-)
I Thought You Were
#795 posted by necros [142.150.5.214] on 2004/11/02 12:21:00
supposed to import a grayscale image of the terrain with white being 100% height and black being 0%...
No Not In This One.
#796 posted by Hrimfaxi [83.92.1.72] on 2004/11/02 12:36:01
It's quite like an ordinary map editor.
But instead of manually selecting the different brushes you want to manipulate, you just point and the editor selects the area you can work on.
In the menu you can select different sizes of the work area, tools for smooting and flattening, rise and lowering, making "noise" if the map is to smoote and other tools.
It's actually wery fun and easy to use.
Try it Mike posted the link in the FMB100 thread.
SM89
#797 posted by Zwiffle [69.210.56.234] on 2004/11/02 15:59:00
SM89
Theme: Decay
When/where: Saturday, November 6th, 2004.
gamesurge.irc.net, #speedq1, 3:00 pm central.
Oi then.
Just In Case...
#798 posted by Megazoid [62.252.32.14] on 2004/11/04 20:05:28
You got an email address that 100% works Zwiffle? I'm not saying I will have time, but your supplied email address last time did reject my worthless submission.
P.S. Pimped on QuakeTerminus.
#799 posted by Zwiffle [69.210.56.234] on 2004/11/04 22:46:55
zerglingxx@operamail.com <-- normal address
zerglingxx@ameritech.net<-- normal address 2
sanewton@uwm.edu <-- college address
Cheers...
#800 posted by Megazoid [194.168.3.4] on 2004/11/05 05:48:23
:)
#801 posted by Zwiffle [69.210.56.234] on 2004/11/06 17:59:34
speedq1.spawnpoint.org/files/sm89_...
I didn't get any emails from anyone yet, so I'll assume that I'm the only one mapping today. So, in any case, here's my map today.
Bleh
#802 posted by Zwiffle [69.210.56.234] on 2004/11/06 17:59:51
http://speedq1.spawnpoint.org/file...
I Was Also
#803 posted by PuLSaR [80.254.105.71] on 2004/11/07 02:54:50
making a speedmap last night, but someone turned off the electricity:( Now I woke up and the electricity is fine, so I think I'll finish it (I think I saved it)
Mine's In The Trash
#804 posted by Megazoid [194.168.3.4] on 2004/11/07 05:58:31
...where it belongs
Thanx, Zwiffle...
#805 posted by the silent [82.84.71.224] on 2004/11/07 06:08:54
...very nice map.... liked a lot the overall feeling and gameplay... Good theme(ruins and books, nice!), maybe worth developing in a full blown map... it's good to see that someone still cares about good Qsp maps and speedmapping. Keep it up!
Me, on my side, I'm still trying to learn some mapping in my spare time. The results better be kept in the lowest lava pits...
Sm89_pulsar
#806 posted by PuLSaR [80.80.111.129] on 2004/11/07 07:39:26
Well, it's done.
But it doesn't fit the theme good (read 'I think it doesn't fit the theme at all')
But here it is:
http://quakemaps.nm.ru/maps/sm89_p...
Also it is mailed to Zwiffle, cuz there may be problems with my site
Sm89_pulsar
#807 posted by Zwiffle [69.210.56.234] on 2004/11/07 10:33:41
Awesome map. I saw you clip-brushed some of the ledge at the start, but you can easily jump across the patio areas. From there it's just avoiding certain death, but I'd like to see some speedruns of that. Sweet job, Pulsar.
Heh
#808 posted by PuLSaR [80.80.111.129] on 2004/11/07 10:43:02
I tryed few times to jump across there, but I didn't reach the another side. Probably I just absolutely suck as a speedrunner ;)
Tough But Fun
#809 posted by aguirRe [213.101.72.122] on 2004/11/07 10:54:06
and good-looking maps. Zwiffle's was too bright and had too little ammo though; I had to slowly axe the shambler or sneak by with 8 health.
PuLSaR's was just spot-on. I also tried to walk the ledges but was clipped off. Jumping across seems possible, but it short-circuits the map so it's pretty pointless except for running.
Keep it up, guys!
Yeah!
#810 posted by Hrimfaxi [83.92.1.72] on 2004/11/07 13:51:12
Two small nice maps.
I had the same problem as aguirRe with Zwiffle's map - no ammo! So I gave myself the luxus of 100 nails by cheating!
PuLSaR's map - well what can I say just perfect for a short blast!
It looks like speedmapping is taking off once more.
Both Maps Available Here -
#811 posted by Megazoid [62.252.32.14] on 2004/11/07 19:37:20
http://www.quaketerminus.com/speed...
It's the least I can do. Both maps are a good crack - thanks for making them ;)
Hi...
#812 posted by distrans [131.172.4.44] on 2004/11/09 01:58:03
...sm82?
Sm90
#813 posted by Zwiffle [69.210.56.234] on 2004/11/10 15:12:25
Theme: Babylon
When: Saturday, November 13th, 2004, at 3:00 PM Central
Where: gamesurge.irc.net, #speedq1
I Dare Someone To Do A Babylon 5 Theme
#814 posted by pushplay [68.148.157.110] on 2004/11/10 20:37:06
That Would Be..?
#815 posted by necros [66.185.84.208] on 2004/11/11 01:14:51
sci fi?
Babylon 5 Map
#816 posted by LTH [62.249.237.147] on 2004/11/11 08:06:48
Made entirely of garibaldi biscuits!
Of The Rouge Maps
#817 posted by HeadThump [65.140.59.167] on 2004/11/11 10:56:57
Tempus Fugit is representative of that style, right?
Ermmm
#818 posted by Zwiffle [69.210.85.126] on 2004/11/13 15:45:32
Email to: zerglingxx@ameritech.net
or zerglingxx@operamail.com
Sm90_zwiffle
#819 posted by Zwiffle [69.210.85.126] on 2004/11/13 18:35:52
http://speedq1.spawnpoint.org/file...
Enjoy!
Garden
#820 posted by Megazoid [62.252.32.14] on 2004/11/13 19:59:43
Zwiffle has not soiled his reputation with this map.
You know soiled... cos it's a garden. Anyway. Ah, this is gravel, okay? Gravel. This is uuh... that's more gravel. Okay, oh, this is a shell. That.. to me, this is just me talking. It looks like a helmet for a mouse. Now, that sounds crazy, right? But, if you ask the mice about it they don't say nuttin'.
Nice
#821 posted by aguirRe [213.101.70.220] on 2004/11/14 05:04:21
textures and theme, but lighting was very digital and gameflow a bit tedious (only one route and the underwater passage wasn't very obvious). Enough ammo to do the trick, but I still exited really low on health.
Ummm?
#822 posted by Shambler [82.38.194.13] on 2004/11/14 05:40:45
What exactly is one supposed to do about the underwater Spawn?
...Nice Stuff, Zwif...
#823 posted by the silent [84.222.196.142] on 2004/11/14 07:22:05
...I, for one, found gameplay and flow amusing with a little bit o' backtracking (so to speak, to get the YA). Maybe I agree with Aguirre about lightning and I just didn't like the way you texed the yellow key door... Anyway, no one can complain much about nothing since you're the only one carrying the banner of speedmapping, supplying weekly doses of new scenery to us ol' Q freaks. Keep 'em coming I say. And thanks.
Shambler
#824 posted by Zwiffle [69.210.85.126] on 2004/11/14 09:46:31
I, for one, shoot them.
AguirRe
#825 posted by Zwiffle [69.210.85.126] on 2004/11/14 10:29:21
What do you mean by lighting being digital?
I can't really defend the tedious gameplay comment, I tried to make it a bit more circular with some secrets (anyone find the lightning gun + ammo cells?), but I agree the underwater passage was a bit tucked away.
With Digital
#826 posted by aguirRe [213.101.70.113] on 2004/11/14 12:13:09
I meant in an on/off sort of way, or too high-contrast. You have strong sunlight directly from zenith next to pitch-black (no minlight level) areas. With sunlight at a lower angle and utilizing outdoor/indoor minlight, brushwork becomes less flat and more 3D.
Tedious was perhaps a too strong word, but I felt limited in movement as there was only one way through it. I found the LG and it was pretty much essential for me to pass the first shambler ...
The passage would just need some bubbles to indicate its presence, otherwise it was fine.
I also want to say thanks for keeping up the SM tradition, hopefully more mappers can contribute further on.
About The Lighting
#827 posted by HeadThump [65.140.59.194] on 2004/11/14 13:36:00
I find this to be a useful rule of thumb, the more complex the geometry the more stark you can get away with making your shadows when enhancing its 3-Dimensionality, and counterwise, the simpler the geometry the more you may want to soften the shadows to achieve the illusion of depth.
Of course, it isn't a matter of right and wrong. Schools of art approach shadowing differently. The Spanish Masters used highly contrasting shadows to give a stark feel to their work and the Dutch Masters used soft, 'foggy' shadowing for the affected mood of their art.
Hahaha.
#828 posted by Shambler [82.38.194.13] on 2004/11/14 15:27:26
So....there's 3 or more spawn down there, you can't see jack shit because of the water, and they're all bouncing about furiously trying to get up to you. So the only way to do it is stand on the edge, randomly shooting down. And then, they explode in your face.
No, sorry, it simply doesn't work.
I Didn't Say
#829 posted by Zwiffle [69.210.85.126] on 2004/11/14 15:34:38
shoot randomly, I said shoot THEM. As in, THE SPAWN. :O
...Shambler...
#830 posted by the silent [82.52.29.64] on 2004/11/15 05:00:57
...jump in the water, shoot the fishes, wake the spawns, shoot the first one, it'll take off the 2nd exploding inside the tunnel... done. No health lost in the process. ;))
.
#831 posted by necros [142.150.107.115] on 2004/11/16 12:26:23
impulse 9.
noclip into the water.
god.
lightning gun.
shoot.
;)
Necros:
#832 posted by Scampie [63.236.226.222] on 2004/11/16 13:55:13
you forgot impulse 255, that's very important for a delicate situation like this.
SM91: Black Coffee
#833 posted by Zwiffle [69.210.85.126] on 2004/11/16 14:29:11
This week I thought it'd be fun to speedmap in the same style of one of my favorite DM maps: Black Coffee by Drannerz. Not my favorite because of gameplay or anything, just mood, style, layout and architecture. So...
Theme: Black Coffee (SP or DM)
When: Saturday, November 20th, 2004, 3:00 PM Central
Where: gamesurge.irc.net, #speedq1
If you even attempt this most daring of challenges, then brownie points for you. If you attempt AND complete it, then send it on over to zerglingxx@ameritech.net or zerglingxx@operamail.com so I can strap everything up in one nice package.
If you plan on participating but not on Saturday, let me know beforehand so I don't go ahead and release my map by its lonesome. It hates being alone. :(
I should have the .wad in Q1 format by end of the week, probably later today.
DRANZDM6.wad
#834 posted by Zwiffle [69.210.85.126] on 2004/11/16 14:34:44
In Q1 format.
http://speedq1.spawnpoint.org/file...
SM91
#835 posted by Zwiffle [69.210.85.126] on 2004/11/20 17:40:03
Two maps, one by me, one by FMB superstar Mike Woodham who made an AWESOME map. Couple really great moments in there. PLAY NOW YOU MONKEY PEOPLE.
http://speedq1.spawnpoint.org/file...
Hey Zwiffle...
#836 posted by Scampie [24.196.75.172] on 2004/11/20 19:27:10
maybe it's about time to submit a news story about the last few weeks or so of speedmap packs to let everyone know that it's still going and show off the stuff. Would be good to get all the links to the last few weeks of packs together.
Right, Scampie...
#837 posted by the silent [84.222.194.160] on 2004/11/21 07:45:11
...btw, this week's maps ROCK! Thanks, guys.
Both Maps
#838 posted by Megazoid [62.252.32.14] on 2004/11/21 15:27:10
Are excellent. Took me loads of tries on both (good sign). Nice work guys.
I Thought
#839 posted by mwh [81.16.227.227] on 2004/11/21 17:46:24
sm91_zwiffle was a bit "fighting optional". Still pretty cool, though it probably suffered from being compared to sm91_fmb, which was just absurdly good for a speedmap :)
Not So Speedy Map
#840 posted by Mike Woodham [81.153.72.24] on 2004/11/21 17:57:34
Copy of original ReadMe file...
Prefabs of arches taken from Dranzdm6
Wad from Dranzdm6
Prefab build: 15 minutes
Other walls: 75 minutes
Lighting: 60 minutes
Monsters: 30 minutes
Buttons etc: 35 minutes
Compiles: 20 minutes
Playtesting: 30 minutes
It's no good, I cannot do anything in 100 minutes.
I've now got a headache and a HOM effect that I have no time to deal with.
Not To Worry
#841 posted by Hrimfaxi [83.92.1.72] on 2004/11/21 18:08:06
A lot of speedmaps in the past has taken a lot longer that 100 mins. Some of mine took more like 300 mins and I'm aware that this applies to other maps as well.
I wanted to make a map this week as well and sat down friday to make it. Well the map grew and grew so saturday morning I continued the map and then again this sunday morning. Well now it's done, I'm waiting for vis to finish it's work (still 8 hours left) and then I will release it in this thread although I can't call it a speedmap, but it is in theme and was started as such.
So speedmaps are not always so speedy.
Mine
#842 posted by Zwiffle [69.210.85.126] on 2004/11/21 18:34:53
Took about 150 minutes. Total compile/light/vis was around 5 minutes. Still, Woodham's was exceptionally good for its build time.
A Late Cup Of Cappuccino!
#843 posted by Hrimfaxi [83.92.1.72] on 2004/11/22 05:26:35
As said above I made a map for the 91 speedmap pack. Well after three sessions and 19 hours of vis it is done.
Maybe I can't call it speedmap but it is a fatter, bigger brother to the two good maps in the sm91_pack.
Anyone that wants to try it can get it here:
http://www.hrimfaxi.dk/maps/cappuc...
YYYYYYYYyyyaaaaaaaaaaaaaH!
#844 posted by the silent [84.222.194.141] on 2004/11/22 08:03:56
Hrimfaxi! You must be joking! This map is ridicolously good! It's Fantastic! Ya rule!
Oi
#845 posted by mwh [193.219.149.5] on 2004/11/22 08:14:06
I'm really busy, I've just found MacNehahra and downloaded the associated four hour movie and all these cool maps keep appearing! Bah.
OMGx0r!!!!111one!!111!!!
#846 posted by Shambler [82.38.194.13] on 2004/11/22 10:09:41
Hrim, that is awesome. Great design, great gameplay. Only real problems are bugged messages (keys, buttons), and some build quality flaws. Very good as a Quake map let alone a speed-ish map.
W3rd!
Sm91_pack
#847 posted by aguirRe [213.101.71.73] on 2004/11/22 10:38:44
Both are good maps but Zwiffle's had better gameplay due to Mike's having severe ammo shortage. After dying ten times in a row trying to axe the final shambler, I gave up and exited. With more shells, this would otherwise have been the better map. Mike's also had some HOMs that was causing flicker while playing.
Otherwise, nice theme and lighting. And like the others say, the 100 minute "rule" is more of a guideline; the main point is to have fun and produce something.
And Yes
#848 posted by aguirRe [213.101.71.73] on 2004/11/22 10:44:55
Hrimfaxi keeps churning out quality maps with really impressive visuals.
/me runs off and loads up map ...
Bah....
#849 posted by Megazoid [194.168.3.4] on 2004/11/22 10:52:30
Have to wait to get home to play this now. *mutter grumble*. Well at least I can post the news with a link to all three speed maps.
Hrim_91_cappuccino Speedrunning Potential.
#850 posted by Shambler [82.38.194.13] on 2004/11/22 11:12:14
Normal route up air lift, kill/avoid ogres, multiple vore ball jump straight around to top level, down into pit for GK, back up again, GJ off something to reach top again, through tele to open bars, into next area, GJ to button and exit. May need to collect various armourages, possibly YA and Quad before going into pit for uber1337ness.
Cappuccino
#851 posted by aguirRe [213.101.74.227] on 2004/11/22 13:53:43
Great map! What Shambler said, some mixed up textures (e.g. GK texes on SK door), messages and brush "holes" were the only niggles here.
Stunning use of architecture, texes and lighting to create atmospheric visuals.
Fun gameplay and good use of the pads to advance in the map. The GK pit took some attempts to survive though ...
Nice secrets and use of non-accessible areas to extend sense of place.
Can I have another cup, please?
Very Nice
#852 posted by Zwiffle [69.210.74.57] on 2004/11/22 14:51:06
Some minor z-fighting problems and really easy to avoid most of the end area by jumping from the gold key area to the end gate, but overall very very nice. Very.
Hrimfaxi
#853 posted by JPL [213.30.139.243] on 2004/11/23 03:56:16
I played Cappuccino map yesterday evening, and it's simply incredible!!! Overal layout is impressive, textures are awesome, and gameplay is marvelous. It shown me how much progress I have to do before mapping like this...... You know, you really should open a news thread and post it: just release the map as is... It's an excellent work !! I will look forward to your next release for sure....Thank for this pure time of fun..
Oh Boy Am I Overwhelmed!
#854 posted by Hrimfaxi [83.92.1.72] on 2004/11/23 07:27:18
I've been at work for twelve hours all through the nigth, and then I log into Func_ to find all these nice replyes to my work!
Thank you very very much!
I had the feeling that some of you would like cappuccino but not that there would be so much praise.
About the key textures, I really don't know how that came about. I remember sitting and aligning the silver key tex so a some point in development it was there. Strange! Well in this map it dosn't matter that much but in a map where you can get to both kind of doors i would cause some confusion.
And yes there are som other small glitches around. This just shows how important it is to have the big proper maps beta testet, the mapper just dont see everything the way an outsider will, you sort of get blind to your own work.
What I feared the most was the light level. I was afraid that some of you would find it to dark, well that don't seem to be the cause so I must have found the right settings.
Allthough after just playing through the map once more I must say that the light in the end area are a bit more bland that the first part.
I also just realized that the lifts should have been jumppads as well. Now here I have been making jumppads for three days and the I suddenly make two lifts - doooh.
Yeah I knew that one can jump from the last GK to the end gate, but left it in for the speedrunners if anyone would try that.
A normal SP player would just cheat himself for some of the gameplay by making the jump.
I think that coveres the most of the issues you brought up.
Once again thank you to all for the responds!
Yeah Congrats Hrim
#855 posted by starbuck [129.215.16.12] on 2004/11/23 08:41:55
this is definitely one of the best speedmaps ive ever played!
all round quality is the key here... gameplay was good, architecture was really impressive, lighting gave me a semi. looks more like a (good) turtlemap than a speedmap even.
Hrimfaxi
#856 posted by JPL [213.30.139.243] on 2004/11/23 10:42:10
When I said textures are awesome I would like to say testures are terrific.. I think it's better in a positive way you should understand it... but I'm sure you have already understand.. Good work man..
JPLambert
#857 posted by Hrimfaxi [80.165.179.116] on 2004/11/23 18:49:35
Sure I knew what you meant.
BTW. I don't think I will make cappuccino news.
I guess if Zwiffle makes a news thread of the last few weeks maps it will be there.
If I should decide to make it news I would at least fix some of the issues people has found in the map.
SM92
#858 posted by Zwiffle [69.210.74.57] on 2004/11/23 22:57:18
SM92
Theme: Rooftops (oooooooooh)
Where: gamesurge.irc.net, #speedq1
When: Saturday, November 27th, 2004 @ 3:00pm Central (that means Wisconsin, you bitches)
I'll scrap up the past few speedmaps and post them as news. And if you make a speedmap but can't make it by the date (either before OR after (which means you, Hrimfaxi)) then email me or let me know that you're making a map so I can release them all at once. Aight? W3rd.
8-)
#859 posted by Hrimfaxi [80.165.179.116] on 2004/11/24 20:18:45
I can say at once that I haven't got the time to map this week.
Happy? 8-)
8-(
#860 posted by the silent [82.53.134.38] on 2004/11/25 03:21:22
..oh, no, Hrim, this makes us sooo sad! 8-(
Is It Just Me
#861 posted by mwh [137.222.80.208] on 2004/11/26 10:47:39
or does cappuccino not "work" on easy skill? The barriers after the first jump pad don't come down for me.
The end is a bit of a bugger on skill 3 :-)
Hmm...
#862 posted by Hrimfaxi [80.164.60.75] on 2004/11/26 15:37:17
I don't know! There may be a bug in easy.
The skill levels was a last minute fix, while I was waiting for vis to be done.
I know I testet normal and hard but may not have done so in easy.
I'm about to fix some of the issues players have found in the map, so if easy is broken I'll fix that as well.
If people want it I will release a fixed version.
I Want
#863 posted by aguirRe [213.101.70.162] on 2004/11/26 17:24:42
...
I Want
#864 posted by Shambler [82.38.194.13] on 2004/11/27 04:23:44
Do it, Hrim. Not much that needs fixing, mostly just the messages and a few other bugs. I reckon it will be worth it. I'd have reviewed this for sure - better than Id quality? Definitely.
I Want
#865 posted by the silent [82.52.29.101] on 2004/11/27 04:42:31
!
I Want
#866 posted by mwh [82.33.226.119] on 2004/11/28 11:07:38
obviously
Ok!
#867 posted by Hrimfaxi [80.165.179.112] on 2004/11/28 20:01:45
At the moment a Winter/Norway/1000 brush map has first priority, but I will rteturn to cappuccino asp!
SM92
#868 posted by Mike Woodham [81.153.72.24] on 2004/11/30 03:03:07
Where's Rooftops?
Oi
#869 posted by Zwiffle [69.210.49.54] on 2004/11/30 08:09:00
Yeah, I got bored and so didn't finish it. I'll try the Hrim approach and take 3 or 4 days to finish it then post it. K?
No Speedmapping
#870 posted by Zwiffle [69.210.49.54] on 2004/12/04 01:25:08
No speedmapping this week. Busy. Stuff. Christmas. Sm40. Maybe next week, or sometime after Finals (around the 16th of December.) Talk to you then.
I'd Be Up For A Speedmap Around Christmas
#871 posted by starbuck [129.215.16.39] on 2004/12/09 09:09:21
i don't get back till 18th or so though, might be able to send in one early, if i get time between exams.
Oi
#872 posted by Zwiffle [69.210.42.201] on 2005/05/21 16:41:38
If I hosted speedmappagery, would anyone show up? I got a couple "No"s and one "Yeah sure you fucktard" in #tf. If anyone's willing to show up AND COMPLETE maps, I'd be willing to host the event during the summer each weekend.
F1
#873 posted by voodoochopstiks [85.224.215.164] on 2005/05/21 17:11:56
Yes, I'd be in.
I'll Do It.
#874 posted by HeadThump [65.140.58.240] on 2005/05/21 18:26:53
I do a lot of farting around mapping, it would give an excuse to let other people besides AquiRe, who alone has been blessed to play the most screwed up maps on the planet, see them.
Zwiffle
#875 posted by Scampie [24.196.140.147] on 2005/05/21 19:39:08
I will get the site back up if you're willing to run it.
K!
#876 posted by Hrimfaxi [83.94.153.107] on 2005/05/21 23:07:38
I'll try to be there when time permits!
I...
#877 posted by Shambler [82.38.192.54] on 2005/05/22 01:29:47
Will play the maps and whine about how much speedmapping sucks!
See, I'm prepared to support you in my traditional role*, Zwiff =).
*unlike scampie's traditional role which is on his hands and knees with a gimp mask on...
Scampie
#878 posted by Zwiffle [69.210.42.201] on 2005/05/22 09:40:02
Sure, I'm willing to run it. I can put hidden messages about how much of a tyrant you are. :D
But yeah, if you give me updated site info I'd be glad to host speedmapping.
Zwif
#879 posted by HeadThump [65.140.58.87] on 2005/05/22 18:29:10
it may be too early to ask this but do you plan to make the speed maps thematic each week or more of a 'it's Quake, go for it!' type of thing?
Thematic
#880 posted by Zwiffle [69.210.42.201] on 2005/05/22 18:50:40
I follow Scampie's examples and try to set themes each week.
But you can make whatever you want to.
Cool
#881 posted by HeadThump [65.140.58.87] on 2005/05/22 18:57:23
sometime themes can be inspirational.
SM 93 (I Think?)
#882 posted by Zwiffle [69.210.42.201] on 2005/05/23 11:50:57
Theme: "Not a base" (NO BASES!!!)
When/Where: gamesurge.irc.net, #speedq1, 3:00 PM Central time, on Saturday, May 28th, 2005. If you can't make it, just work on it in your own time and send me the map when you're done.
Email:
ZwiffleOwnsU@gmail.com
Great. Cya.
Help
#883 posted by voodoochopstiks [85.224.215.164] on 2005/05/23 22:15:04
sp? dm? And is saturday the deadline or the time to start?
Voodoo.
#884 posted by Shambler [82.38.192.54] on 2005/05/24 00:25:20
SP or DM I presume, and saturday is the time to start.
Voodoo
#885 posted by Zwiffle [69.210.42.201] on 2005/05/24 07:25:37
you can make whatever you feel like. sp,dm,coop, whatever. you can start whenever you want to really, but the general start time is saturday at 3 (which might be like 10:00pm for you.) If you can't make it, just let me know and send the map to my email when you're, I'd like to have the pack out later on Sunday if possible.
#886 posted by Marius [69.204.110.159] on 2005/05/26 21:39:52
Hi, I'm relatively new to Quake. I love singleplayer maps and I enjoy the fast and loose style of speedmaps. I'm trying to collect all of the speedmap packs, but the site which hosted them seems to be down. I can host them if nobody else plans to. I have 10-11, 14-35, 37-39, 43, and 84. Here are links to those maps. They are 7-zipped to make them small and then zipped to allow me to host them. Can people help me fill in the gaps?
Speedmap Pack #10
http://keep3.sjfc.edu/students/cpm...
Speedmap Pack #11
http://keep3.sjfc.edu/students/cpm...
Speedmap Pack #14
http://keep3.sjfc.edu/students/cpm...
Speedmap Pack #15
http://keep3.sjfc.edu/students/cpm...
Speedmap Pack #16
http://keep3.sjfc.edu/students/cpm...
Speedmap Pack #17
http://keep3.sjfc.edu/students/cpm...
Speedmap Pack #18
http://keep3.sjfc.edu/students/cpm...
Speedmap Pack #19
http://keep3.sjfc.edu/students/cpm...
Speedmap Pack #20
http://keep3.sjfc.edu/students/cpm...
Speedmap Pack #21
http://keep3.sjfc.edu/students/cpm...
Speedmap Pack #22
http://keep3.sjfc.edu/students/cpm...
Speedmap Pack #23
http://keep3.sjfc.edu/students/cpm...
Speedmap Pack #24
http://keep3.sjfc.edu/students/cpm...
Speedmap Pack #25
http://keep3.sjfc.edu/students/cpm...
Speedmap Pack #26
http://keep3.sjfc.edu/students/cpm...
Speedmap Pack #27
http://keep3.sjfc.edu/students/cpm...
Speedmap Pack #28
http://keep3.sjfc.edu/students/cpm...
Speedmap Pack #29
http://keep3.sjfc.edu/students/cpm...
Speedmap Pack #30
http://keep3.sjfc.edu/students/cpm...
Speedmap Pack #31
http://keep3.sjfc.edu/students/cpm...
Speedmap Pack #32
http://keep3.sjfc.edu/students/cpm...
Speedmap Pack #33
http://keep3.sjfc.edu/students/cpm...
Speedmap Pack #34
http://keep3.sjfc.edu/students/cpm...
Speedmap Pack #35
http://keep3.sjfc.edu/students/cpm...
Speedmap Pack #37
http://keep3.sjfc.edu/students/cpm...
Speedmap Pack #38
http://keep3.sjfc.edu/students/cpm...
Speedmap Pack #39
http://keep3.sjfc.edu/students/cpm...
Speedmap Pack #43
http://keep3.sjfc.edu/students/cpm...
Speedmap Pack #84
http://keep3.sjfc.edu/students/cpm...
#887 posted by Scampie [24.196.140.147] on 2005/05/26 23:25:16
Every single pack that exists will be posted at the revived speedq1 site this weekend.
#888 posted by Marius [69.204.110.159] on 2005/05/27 00:12:55
Great, it's much appreciated. :)
Zwiffle
#889 posted by Scampie [24.196.140.147] on 2005/05/28 12:09:39
Check your email for speedq1 site login details.
The site is about halfway through uploading
#890 posted by Scampie [24.196.140.147] on 2005/05/28 13:13:17
http://speedq1.spawnpoint.org is alive!
ALIVE!!!
#891 posted by Marius [69.204.110.159] on 2005/05/28 13:50:37
Awesome, prepare to use up some bandwidth!!!!
#892 posted by Kell [82.41.10.46] on 2005/05/28 14:02:19
Info: Bees. Nuff Said.
lol
Bleh
#893 posted by Scampie [63.236.226.222] on 2005/05/28 16:37:20
zwiffle try not to kill the speedq1 site anymore until I get home k?
Dude
#894 posted by Zwiffle [69.210.42.201] on 2005/05/28 16:41:06
I can't resist. I hate speedmapping, you know that :) Oh well.
Btw, I (I mean Word) fukt up speedq1.spawnpoint.org, but here's the pack anyway:
http://speedq1.spawnpoint.org/file...
Zwiffle,
#895 posted by HeadThump [65.140.58.103] on 2005/05/28 16:43:43
I sent a map in, did you get it?
Thump
#896 posted by Zwiffle [69.210.42.201] on 2005/05/28 16:54:13
Yes, pack has been updated. ^_^
I didn't know you were gonna send one in late.
I hope voodoochopstiks doesn't decide to send one in too. This has been the most frustrating speedmappage I've hosted yet. =/
Sm93
#897 posted by VoreLord [203.51.235.95] on 2005/05/28 16:55:36
There is a headthump.bsp in the pack, so I'm guessing he did :)
Thanks to those involved, haven't played them yet, but I'm sure they'll be fun
Hmmm
#898 posted by VoreLord [203.51.235.95] on 2005/05/28 16:57:43
Yes, pack has been updated. ^_^
That probably explains why the first 3 times I tried to download the pack it was borked, and each time a different size.
Sorry,
#899 posted by HeadThump [65.140.58.103] on 2005/05/28 16:58:11
I thought I was just under the deadline, but I'll be more careful with the time next time
It's OK
#900 posted by Zwiffle [69.210.42.201] on 2005/05/28 17:02:10
Just like an email saying you were participating would've been good.
And yes, now I don't think the pack.zip is borked anymore. Everything should work. All the .bsps are there, all the authors are in the .txt, and it should work.
Don't Think It's OK
#901 posted by Hrimfaxi [80.164.60.243] on 2005/05/28 17:36:45
After DL the pack three times to get a valid archive I find that one of the bsp's is sm91_zwiffle!
That cant be right?
While I'm here I want to say that I haven't had the time to test my map in easy and normal! So if the map is broken in one of these skills try hard I know that works!
Anyway it's allways in hard the fun is! 8-)
And Just Rechecking
#902 posted by VoreLord [203.51.235.95] on 2005/05/28 17:45:48
The txt file only states 2 authors, no mention of Headthump, although there is a headthump.bsp in there.
So I download it again (5th), this time Headthump is in the txt file.
Please Please Please...
#903 posted by Zwiffle [69.210.42.201] on 2005/05/28 18:51:08
Please for the love of god work you damn link!!!
Speedq1 Site
#904 posted by Mr Fribbles [220.253.0.207] on 2005/05/28 19:29:53
Forbidden
You don't have permission to access /index.html on this server.
I Managed To Download And Play
#905 posted by HeadThump [65.140.59.167] on 2005/05/28 20:16:43
the full set with the trio of maps about two hours ago. Hrimfaxi's and Zwiffle's maps were veryenjoyable excusions in the realm of Quake bastardry. I envy Hrim's perfection.
Yes
#906 posted by Scampie [63.236.226.222] on 2005/05/28 20:17:32
that's zwiffle's fault. I will fix it when I get home (couple hours)
Zwiffle
#907 posted by aguirRe [213.101.72.240] on 2005/05/29 02:52:40
Please make a separate news thread for the pack as with previous releases.
Hmm
#908 posted by aguirRe [213.101.72.240] on 2005/05/29 02:54:22
Icon b0rkage?
AguirRe / SM100 Discussion
#909 posted by Zwiffle [69.210.42.201] on 2005/05/29 09:51:08
I'm waiting until Scampie fixes my error to post as news.
In the meantime, SM100 is coming up in a month and a half, and I was planning on doing something special, because people tend to do special things when something is evenly divisible by 100. So, I was thinking of a chainmap, but I am open to suggestions from anyone who wants to participate.
What would you like to see for SM100?
Your Gratinated Head On A Plate, Decorated With Thyme And Parsley
#910 posted by czg [81.191.27.124] on 2005/05/29 09:58:16
Zwiffle
#911 posted by aguirRe [213.101.71.20] on 2005/05/29 10:37:05
Great! In the meantime, thanks for continuing the SM tradition.
Whatabout....
#912 posted by the silent [82.51.138.45] on 2005/05/30 01:40:37
...filling the gaps first? If I remember well, there's a speedchainmap to be had(#82, maybe?) and sm92... where are they?
#100 could be a Speed Episode.. maybe, knowing for sure in advance who will participate you could plan things out so that once it is finished we can play the pack in sequence... What I have in mind is: let's suppose 4 mappers give their disponibility, they're A, B, C, D; first of all each one chooses a place in the sequence (i.e. B does the1st, C the 2nd, A the 3rd, D the fourth), then each mapper is assigned a number of weapons that must appear in his map and is told which ones the player already has when he gets in, powerups are free for use, keeping in mind that maps should be increasingly difficult...
I never mapped so maybe there's some major problem that will blow such an idea, but as far as my knowledge goes, it could be doable... only thing you must know in advance who participates so that each map points to the next in a preordinated serie...
Just my 2 cents...
And Then...
#913 posted by the silent [82.51.138.45] on 2005/05/30 01:51:26
....what about a serie of themes to build up for #100, like in comics where a chain of events lead to a certain landmark issue? There could be a serie of themes to lead a story to the climatic #100...
About the story I don't know but the leading theme technically wise could be the inclusion of some of the best custom monsters like the Zer's Mega Enforcer (the best ever!), the supercool modified enforcers of the Liutenant (the crossbow knights, even) and so on...
Another 2 cents...
The Silent
#914 posted by R.P.G. [24.136.254.133] on 2005/05/30 06:35:23
SM82 is coming soon, as noted in this screenshot:
http://rpg.spawnpoint.org/images/b...
SM94
#915 posted by Zwiffle [69.210.50.131] on 2005/05/31 11:28:12
SM94 - "The Rabbit Hole"
When: Saturday, June 4th, 2005 at 3:00 pm Central
Where: #speedq1 on QUAKENET server, not Gamesurge
How: With all the sexy you can muster!
The problem with the Episode thing is people are fickle about Speedmapping. Sometimes they join when they say, sometimes they don't. We've all done it at one point. That leads to a possible situation, where you have some peoples' maps but not others, then you'd have to wait until it gets done. I like the idea, I just don't know if it would work out.
Still any suggestions for SM100 are welcome.
Err,
#916 posted by HeadThump [65.140.59.198] on 2005/05/31 14:26:18
SM94 - "The Rabbit Hole"
I don't get it. Is this a Death Match term of phrase?
#917 posted by Zwiffle [69.210.50.131] on 2005/05/31 14:30:02
Lewis Carroll - Alice in Wonderland
Ah, Good One, Zwiffle
#918 posted by HeadThump [65.140.59.198] on 2005/05/31 14:36:26
:p
#919 posted by Trinca [194.65.31.249] on 2005/06/01 01:40:48
I make waypoints for dm maps if u guys want...that´s the only thing i can make :(
W00t
#920 posted by Tron [202.7.183.130] on 2005/06/02 10:57:51
Well I just finished my speedmap, but am right now trying to track down an offending brush of doom that is causing major compile problems.
Tron ~:)
#921 posted by Trinca [194.65.31.249] on 2005/06/02 11:35:40
i´m starting to make waypoints for your to maps...hope u finish the trondm3 :( looks great!
Sm100
#922 posted by Zwiffle [69.210.50.131] on 2005/06/02 11:47:32
This is what I'm planning for sm100 so far:
Chainmap, using either IKBlue.wad or Knave.wad, stand alone or modified, or a combination of the two with select textures from me. This is far from set in stone, but it seems like it would be a different set for a chainmap I think. Any thoughts? :(
Darn
#923 posted by Tron [202.7.183.130] on 2005/06/02 12:01:13
Made mine in an hour rather than 100 minutes, would have been awesome if I took longer...
Yeah..that's my excuse and I am sticking to it!
OK
#924 posted by Zwiffle [69.210.50.131] on 2005/06/03 09:42:30
So we've got three options so far for SM100.
1.) Chainmap, possibly using IKBlue and/or Knave, or perhaps another tex set.
2.) Speed episode.
3.) Turtle map (Map done in one week.)
Those of you planning to participate please give input. Thx a doodle. :D
Sm100
#925 posted by PuLSaR [83.239.110.23] on 2005/06/03 10:25:22
I have three ideas of what sm100 should be:
1) a chainmap (knave sounds good or maybe hexen2.wad, as almost all of my previous speedmaps were with hexen2 texes);
2) a collection of the best speedmaps ever made;
3) a whole day of speedmapping from morning til the night, so everyone would be able to create BIG speedmaps since it would be a special speedmapping session..
Uh
#926 posted by Kell [82.41.10.46] on 2005/06/03 10:29:53
chainmaps are troublesome enough; a chainspeedmap is just way on the wrong side of 'bad idea'.
Same goes for the episode - if you have to rely on organising a mapper lineup beforehand you're defeating the spontaneity of speedmapping; the only thing that really makes it interesting imo.
I've made this suggestion before, but I'll make it again:
SM100 - Quake Symbol
map must feature the quake symbol somewhere in some form besides on a texture ( has to be made of brushes ). It can be small, large or even the whole layout of the map. It can be a func thingy, or just a decoration in the middle of a room. Whatever.
Kell
#927 posted by Zwiffle [69.210.50.131] on 2005/06/03 10:46:46
Weren't all the other chainmaps speedmaps?
Shut up RPG!, the SM40 contest and sm82 were all chainmaps put together from speedmaps, ya?
#928 posted by Kell [82.41.10.46] on 2005/06/03 11:16:09
weren't they/aren't they being put together well after the actual speedmapping though?
Kell
#929 posted by Zwiffle [69.210.50.131] on 2005/06/03 12:42:44
Yes, it would take some time to glue them together, it wouldn't be instantaneous of course. But I find chainmaps to be loads of fun, and the last one was run on SM82, nearly 20 speedmaps ago (as of SM100), so I thought it would be a nice change of pace.
Ok
#930 posted by Kell [82.41.10.46] on 2005/06/03 13:06:52
I was just suggesting. It's your gig, mate :)
I Agree With Kell
#931 posted by R.P.G. [24.136.254.133] on 2005/06/03 15:09:01
Something involving organizing the mappers is probably not going to work so well. I think SM28 and SM32 were the only ones to be put together in a timely fasion.
On the other hand, PuLSaR's idea about a speedmapping day might work out well. Kell's idea is also cool, but I don't quite feel like it's monumental enough.
I Don't Speedmap...
#932 posted by Shambler [82.38.192.54] on 2005/06/03 15:22:07
...but I really like Pulsar's idea of a day of speedmapping, a real mapping orgy, where people are popping into IRC all day and making all sorts of different shit, like some people will do a dozen hour long speedmaps and others will do just one cool map in a day, and others might pass maps back and forth and make joint speedmaps or whatever....just like see how much cool shit everyone can make in a day, whenever they're free during that day to do it.
W3rd.
Yeah
#933 posted by Kell [82.41.10.46] on 2005/06/03 15:57:07
mapping orgy
Sounds about right.
Hmmmm...
#934 posted by Shambler [82.38.192.54] on 2005/06/04 08:31:35
So for that post, Kell has chosen an icon consisting of a fist passing through a ring.
It's such a relief all the different mappers are based in different countries ;)
#935 posted by Kell [82.41.10.46] on 2005/06/04 08:33:27
It's not a ring, it's a laurel wreath. Philistine ¬_¬
#936 posted by Scampie [63.236.226.222] on 2005/06/05 00:29:08
already suggested to you...
100 maps in 100 mins.
Missing Packs?
#937 posted by Hrimfaxi [80.164.60.243] on 2005/06/05 03:22:45
Lokking in the files archive I noticed that there are no sm92 - in this thread at post #868 and #869 ( http://www.celephais.net/board/vie... ) Zwiffle says that he would finish the map from that session later! Did you do that Zwiffle? Or are we to have a sm 100 without a sm92?
Guess it will be the sm99 pack then!
And it looks like sm68 is missing as well?
Lost Packs
#938 posted by aguirRe [213.101.70.9] on 2005/06/05 07:08:52
AFAIK: 40, 68, 69, 82, 92
Yeah But....-
#939 posted by Hrimfaxi [80.164.60.243] on 2005/06/05 07:59:01
69 and 82 are chainmaps!
AFAIK they will be released!
Just Wondering
#940 posted by Marius [69.204.110.159] on 2005/06/05 09:49:08
It seems from the archive that q1tm (the first turtlemap) and q1tm2 (the second one) are missing from the archives. Do you (scampie or zwiffle) need them? I have 2/3rd's of the first one as well as the entirety of q1tm2.
OK
#941 posted by Zwiffle [69.210.45.53] on 2005/06/05 10:02:05
40 was a speedmap, which was turned into a contest by RPG and judged by Vondur, won by Mike Woodham and lost by Zwiffle :(.
69 is metl/RPG's responsibility, I hear it was kidnapped and raised as a child prostitute somewhere in Madison (I'm looking at Scampie.)
82 is also RPG's responsibility, both 69 and 82 are speedmaps.
For 92, NO ONE showed up for it, and I didn't finish my map. I don't even know if I still have it, and if I do I probably won't finish it.
I'm not sure about 68 - that might've been the turtlemap event, in which case you'll have to ask Scampie to restore those to the site, because I don't have them, at least the first one.
Oh Yeah
#942 posted by Zwiffle [69.210.45.53] on 2005/06/05 10:02:58
As far as I'm concerned, SM92 is empty, and so there was no reason to upload it. =/
So There's Another One Next Week?
#943 posted by Tron [202.7.183.132] on 2005/06/05 10:32:03
Will there be another speed mapping session next saturday?
Yes
#944 posted by Zwiffle [69.210.45.53] on 2005/06/05 10:52:26
Every week during the summer I plan to host speedmapping on Saturdays. Maybe even beyond that , but school is tough so I may have to put it on hold during schooltime.
Cool
#945 posted by Tron [202.7.183.132] on 2005/06/05 10:59:17
I'll be in the next one, probably need to do it beforehand again though.
Any idea what next weeks theme is yet?
SM95
#946 posted by Zwiffle [69.210.45.53] on 2005/06/06 09:32:30
Theme: This week's theme is a little more focused and less interpretational than previous weeks. It's "Castle Void," so go and make your best space-floaty castle.
When: Saturday, June 11th, 2005 at 3:00 pm Central Time
Where: #speedq1 on QUAKENET
Enjoy :D
Darn Netsplits...
#947 posted by Tron [202.7.183.132] on 2005/06/06 10:12:55
I am still online, damn netsplit cut czg and I off from everyone else.
Stupid quakenet.
Idea
#948 posted by drew [24.64.75.217] on 2005/06/06 10:35:01
maybe its too soon, but there should be a chapters speedmapping session, and then maybe a zerstorer themed session. Unless that would dilute the purity of speedmapping.
Tron
#949 posted by bambuz [130.233.220.23] on 2005/06/06 10:55:43
what server are you using?
Irc.quakenet.org
#950 posted by Tron [202.7.183.132] on 2005/06/06 11:07:06
The netsplit fixed itself after a couple of minutes anyway.
Irc.quakenet.org
#951 posted by bambuz [130.233.220.23] on 2005/06/06 11:14:20
that just forwards you to your country's / nearest server. You can see that from the status window motd texts etc.
That server might have problems which you can avoid by manually connecting directly to some other server, like irc.uk.quakenet.eu.org
or irc.de.quakenet.eu.org, depending where you live.
P.S.
#952 posted by metlslime [209.213.199.133] on 2005/06/06 12:12:53
sm69 was actually started back around sm30 or sm35, as a speed chainmap organized by rpg. After a while he had it stiched together, and then he and i passed it back and fourth a bit. I joked that we should call it sm69, but the joke was that that number was way too high compared to the numbers we were seeing each week. Then 68 and 70 came and went, and now 69 doesn't sound so futuristic anymore.
Four Maps...get Them Now!
#953 posted by Tron [202.7.183.132] on 2005/06/06 12:32:15
The product of an impromptu speedmapping session four of us engaged in tonight. :)
http://www.chimpans.se/blah1.zip
Tron
#954 posted by Zwiffle [69.210.45.53] on 2005/06/06 12:58:34
You should submit it as news :D
P.P.S.
#955 posted by R.P.G. [24.136.254.133] on 2005/06/06 14:08:15
SM69 was actually started way back around February of 2001 as a chainmap pack, organized by RPG. It was to be a pack of two maps, with two authors per map. After July came and I was the only one to actually have made anything, I abandoned it for a long time until picking it up again and deciding to finish it as a speed chainmap. After a while I had it stitched together, and metlslime and I passed it back and forth a bit. metlslime joked that we should call it SM69, but the joke was the number was way too high compared to the last speedmap pack which had been released at least one year prior (I think the last one was around 45). Then scampie tried to convince me to rename it, got all huffy about it, and skipped number 68 in the series in a childish fit of envy. And now 69 doesn't sound so futuristic anymore.
BTW
#956 posted by R.P.G. [24.136.254.133] on 2005/06/06 14:11:03
If anyone wants the SM40 .maps (maybe to add them to the speedmapping archive) you can get them here:
rpg.spawnpoint.org/files/mirrors/s...
And if anyone wants the SM40 contest results (maybe to add them to the speedmapping archive) you can get them here:
rpg.spawnpoint.org/files/mirrors/s...
I Copied That From The Browser; How Did It Miss The Http://?
#957 posted by R.P.G. [24.136.254.133] on 2005/06/06 14:11:59
http://rpg.spawnpoint.org/files/mi...
http://rpg.spawnpoint.org/files/mi...
Is This A Contest?
#958 posted by bambuz [80.221.25.15] on 2005/06/06 15:38:53
so, who wan sm94 ?)
Wow, Guys...
#959 posted by the silent [84.222.202.57] on 2005/06/06 16:02:50
...way better than sm94!!! Speed's totally rocks, even though I can't seem to finish it (what should happen after the vores on the upper floor? I get stuck in a room where you drop after the last vore... nothing happens). Moz and Tron seem to have picked my idea (or do they?)of making a map follow the other, doubling the pleasure...
Voodoo's just the short little sweetie at the end of the meal... LOved the texes.
Thanks, too good for a monday night...
Exit
#960 posted by bambuz [130.233.220.23] on 2005/06/08 09:26:20
what map do you guys usually put into trigger_changelevel?
Bambuz
#961 posted by Zwiffle [69.210.44.79] on 2005/06/08 09:28:59
I like to either put the name of a map someone else is going to work on (ie sm94_bam) or a map that's already been made that everyone should have (ie e1m1rmx) or start (ie start) or end (ie end).
SM95 Pack
#962 posted by R.P.G. [24.136.254.133] on 2005/06/12 11:58:08
Donde esta?
It's Up
#963 posted by Zwiffle [69.210.82.197] on 2005/06/12 13:30:23
At the speedq1 site, moderators haven't confirmed the news yet tho.
Judgement
#964 posted by bambuz [80.221.25.15] on 2005/06/12 15:09:00
Ok, this iss approximately how I remember, I might be wrong on many points:
zwiffle's was nice and clean and polished, except too little ammo, some a bit hard jumps, and that hidden windpush was harder to find than necessary, I kept jumping there and falling behind the push. I liked the idea and layout of the whole thing.
headthump's map was awful frameratewise but otherwise quite hectic. The ogres very high on platforms just suck when you have the super shotgun, likewise fiends in a pit - you just keep standing and shooting with the button floored - it takes quite long. :( I ended up taking shortcuts / avoiding fights by jumping to funny places from the slopes and not killing the end enemies or the shambler. Had no ammo or health anyway. Funny shapes, some small texturing errors. There was a bug at the silver door, it was very hard to get up from the stairs there. And in other stairs too, you had to jump.
rpg's map was a bit more polished but the stairs-enemy-stairs thing was gameplay wise a bit boring. Oh, there's a vore - well I can shoot him and then go back behing the corner. rinse and repeat. Everybody's placing vores like this! Why??
Tron's map was nice. About time mappers gave the freaking rocket launchers to the player!
I liked this one the best.
I wonder how much time went into these - some maps were so big and still quite detailed. Quite skilled guys you are.
And btw, I hope making the map float in void is not becoming too much of a fashion!
SM96
#965 posted by Zwiffle [69.210.42.241] on 2005/06/14 13:28:05
The thing: "The Room" - (ripped from Silent Hill 4 :D )
The Other Thing: #speedq1, gamesnet
The Last Thing: Saturday, June 18th, 2005, at 3:00 pm Central time
Another Thing: Be there and be square.
I've Never Played Silent Hill 4
#966 posted by HeadThump [65.140.58.37] on 2005/06/14 13:54:48
or anything from that series, what is the tie in with 'the room' theme?
#967 posted by Zwiffle [69.210.42.241] on 2005/06/14 20:49:42
The full title of Silent Hill 4 is
"Silent Hill 4: The Room"
I got the idea from that. That's all. :)
Okay,
#968 posted by HeadThump [65.140.59.18] on 2005/06/14 21:07:33
that may be fun. I'll google the heck out of it from here and see if it spawns a few ideas.
I hope the entire game wasn't one room, those things can cost some serious money!
Ok...
#969 posted by distrans [131.172.4.45] on 2005/06/14 22:55:39
...looks like the kingpin textures would be useful for this session.
Wooohooo
#970 posted by Shambler [82.38.192.54] on 2005/06/15 01:05:16
Box Rooms here we come!
Zwiffle
#971 posted by Ionous_at_work [65.115.47.2] on 2005/06/15 09:18:31
Seems to be a very nice idea for a speedmap, ultra open ended. I even have an idea for one now, i just have to find the time do make it ( definetly an out of session one if it works out ).
You Rule! Zwif
#972 posted by HeadThump [65.141.73.130] on 2005/06/15 19:43:22
I found this in my info search . .
http://db.gamefaqs.com/console/ps2...
much more interesting than box maps (ninety degree angles - ugh!)
I'll spend tomorrow avoiding getting any real work accomplished and just scribble maps in my notebook.
Zwiffle,
#973 posted by HeadThump [65.141.73.161] on 2005/06/19 11:28:30
were you able to get a speed map session this week-end?
I had a motherboard meltdown of my machine devoted to Quake :(, so no contribution this week,
Yes
#974 posted by Zwiffle [69.210.40.200] on 2005/06/19 13:22:14
They haven't posted news yet, so blame Von and/or metl, inattentive bastids.
SM97
#975 posted by Zwiffle [69.210.40.200] on 2005/06/20 20:07:27
SM97 - "Nowhere to hide" with a subtheme "We Miss You CZG"
Time: 3:00 pm Central, Saturday, June 25th, 2005
Where: #speedq1, quakenet
Woot! A few more weeks until Speedmapping day or something.
It Appears
#976 posted by HeadThump [65.141.73.165] on 2005/06/20 22:51:47
CZG is still here, which I'm grateful for, but why the 'we miss you?'
(I'm continuing my tradition of asking naive questions after a speedmap theme announcement ;))
anyways, I hope to have enough of my Quake stuff downloaded and rebuilt to map this weekend. However, I'm downgraded to a PII 433 with an ati Rage Pro board, all of 4 MG of memory. Woot-hoo. Life is freakin' sweet, baby!
Yes.
#977 posted by Shambler [82.38.192.54] on 2005/06/21 00:44:40
You definitely need a theme and a sub-theme for a speedmapping session. Particularly when both of them are pretty incomprehensible!
This Week's Speedmapping Session...
#978 posted by metlslime [67.180.175.229] on 2005/06/21 03:13:39
has been brought to you by the number F.
Eh Metl?
#979 posted by Shambler [82.38.192.54] on 2005/06/21 08:03:35
Is that a sponsorship thing or yet another theme to it?
#980 posted by Zwiffle [69.210.40.200] on 2005/06/21 08:58:23
CZG quit coming to #tf, that's why the "We Miss You"
Next week the subtheme will be "Shut up, Headthump!" :D
PS: That's a joke at SM32, which was a chainmap called "Shut up, RPG!", just in case you were going to ask :P
Well,
#981 posted by HeadThump [65.140.58.37] on 2005/06/21 11:16:54
at least I am in good company.
The Themes
#982 posted by bambuz [80.221.25.15] on 2005/06/21 14:03:18
are perfect.
Zwiffle
#983 posted by generic [69.244.208.167] on 2005/06/23 13:36:53
Did you get my email?
Yes
#984 posted by Zwiffle [69.210.46.81] on 2005/06/23 14:03:49
Yes I did. Thx for sending early. :D
Texture For The Theme
#985 posted by gone [195.208.123.213] on 2005/06/24 02:59:16
http://www.2and2.net/Uploads/Image...
in idbase and metal flavour
d/l it and import into your quake wad using texmex
(texmex url http://www.planetquake.com/speedy/... )
SM98
#986 posted by Zwiffle [69.210.46.81] on 2005/06/28 07:42:39
"Complex" (as in Complicated)
July 2nd, 2005 - 3:00 PM Central time
#speedq1, quakenet
Whoosh - SM100 coming up soon.
Ffs
#987 posted by bambuz [80.221.25.15] on 2005/06/28 12:58:26
how am i supposed to make something complex map fast with my inane mapping skills?
well, maybe random stuff... :)
Ummmm Hummmm
#988 posted by Shambler [82.38.192.54] on 2005/06/28 13:30:21
Can you have a sub-theme of "Speedy Smells Of Penis", please.
SM98
#989 posted by Zwiffle [69.210.46.81] on 2005/06/28 13:33:30
Sub-theme: "Speedy smells of Shambler's penis, and Shambler's penis smells of Speedy."
#990 posted by gone [195.208.123.213] on 2005/06/29 01:10:04
hey Im not czg, I prefer fish to meat
so leave your inane gay dreams to yourself
Yay
#991 posted by PuLSaR [80.80.111.129] on 2005/06/29 07:14:55
i'm able to map again, therefore I'll speedmap this week
BTW
#992 posted by Zwiffle [69.210.46.81] on 2005/06/29 11:33:50
I won't be able to join in on the scheduled time. I'm going to Chicago on Saturday to pick up my friend, and he's gonna be staying at my house until the following Saturday, so SM99 will NOT be up the same day. It will be up late, sometime Sunday central time. I still plan on participating in both events though. If you try to DCC me a map or something just send me an email telling me you have a map. Cheers.
Best Of Speedmaps?
#993 posted by bambuz [130.233.220.23] on 2005/06/30 04:50:25
from the comments of sm60:
<quote>
metlslime's map = best speedmap evar!
Nfw! Sm49_starbuck all the way! ...Closely followed by sm17_cybear.
</quote>
This spawned an idea. *whooosh...* Anyone want to make some kind of compilation of the best 10 or 30 speedmaps of all time? Would be nice if it was
released somehow at the time of sm100.
Comments, people? Surely you must have favorites you remember fondly?
Gotta go back and play all of the speedmaps... :P
Maybe it's not possible. If one calculates 5 minutes per map and 400 maps, that takes 2000 minutes or over 33 hours. Someone make some voting system.
Zwiffle:
#994 posted by Scampie [24.196.140.147] on 2005/07/03 21:52:03
bambuz sent me his sm98 map. It's in the files directory of speedq1.
Hmm
#995 posted by Tron [202.7.183.131] on 2005/07/04 08:22:50
where should I send my sm98 map?
Tron
#996 posted by Zwiffle [69.210.83.67] on 2005/07/04 13:01:21
You can email it to me. ZwiffleOwnsU@gmail.com
Yup
#997 posted by Tron [202.7.183.131] on 2005/07/04 20:37:52
already done, Scampie suggested I do that in chat. :)
WHEN
#998 posted by PuLSaR [80.80.111.129] on 2005/07/05 13:28:31
with speedmapping session #98 be?
I'll make a map for it now, so wait for me to submit a map before you release the pack
On
#999 posted by PuLSaR [80.80.111.129] on 2005/07/05 13:29:56
with=will
OMG POST #1000
#1000 posted by czg [81.191.27.124] on 2005/07/05 15:01:25
I win this thread
Fuck
#1001 posted by PuLSaR [80.80.111.129] on 2005/07/05 16:32:01
why girlfriends destroy speedmapping?????
?
#1002 posted by Tron [202.7.183.131] on 2005/07/05 19:22:59
Does that mean you didn't end up making a map Pulsar?
Hehe...
#1003 posted by distrans [131.172.4.45] on 2005/07/05 21:55:56
...just babies from the sound of things.
Tron
#1004 posted by PuLSaR [80.80.111.129] on 2005/07/06 00:01:10
Does that mean you didn't end up making a map Pulsar?
yep, right after a hour of speedmapping my gitrlfriend started to... bother me and it turned into a really slowmapping and I gave up
Bah
#1005 posted by tron [203.23.152.190] on 2005/07/06 05:01:18
that's a lame excuse! send in what you have!
Tron
#1006 posted by PuLSaR [80.80.111.129] on 2005/07/06 05:57:14
probably
SM99 And Delays
#1007 posted by Zwiffle [69.210.83.67] on 2005/07/06 08:00:02
SM99 - This Saturday, same place/time, hosted probably not by me, but send me all your maps and stuff anyway.
Theme - Open theme this week.
Release: I will probably be releasing SM98 + SM99 at the same time AFTER SM99 takes place. This is because my friend is probably going back to Chicago Saturday or Sunday, and my SM98 map is not finished yet, so I will work on SM98 and SM99 the week after he goes back, hopefully release them on Wednesday/Thursday. So, sorry about that, be patient please. :D
Zwiffle...
#1008 posted by generic [69.68.150.200] on 2005/07/09 09:30:41
Did you get the email with my sm97_generic lighting redux?
I have also sent maps for SM98 and SM99 :)
Hmm
#1009 posted by Tron [202.7.183.131] on 2005/07/10 11:47:03
<voodoochopstiks> Zwiffle the glue way or my way?
<Zwiffle> the glue way
<voodoochopstiks> well I am not liking the glue idea at all :/
<Tr0n> I think we should vote on it
<Zwiffle> gather the pieces, glue them together how you see fir
<Zwiffle> *fit
<voodoochopstiks> yeah
<Zwiffle> it's how every past speedmap has been done
<voodoochopstiks> vote imo
<Tr0n> Zwiffle: then it's time for a change. :)
<Zwiffle> go ahead and vote
<Zwiffle> it's my decision :D
<than> should put this in the speedmap thread
Some of us are saying that a better way would be to do sm100 over a couple of weeks as a chainmap where we form a queue and each person works on their section for 100 minutes before passing it on, Zwiffle wants to have it where everyone speedmaps a small section and then uploads those small chunks for people to stick together as they see fit.
What way does everyone else prefer?
Erm
#1010 posted by than [80.68.41.1] on 2005/07/10 12:43:13
Hmm, I'm not sure which I'd prefer. I quite like glueing maps - I enjoyed doing sm32 anyway, so if there was nobody to glue, I'd be up for it. However, the other method suggested sounds interesting and is different from what we've done before in speedmapping.
I like the idea of everyone glueing their own speedchainmap from the resulting maps too. That's a nice idea, but I'd want each map to be released separately rather than having to wait for the slowest person to finish. I also don't really like to get a ton of new maps and wade through them all either - I prefer one treat every so often.
Erm, so I vote for the glue method, but everyone has to have a go. Perhaps we should be given a week to glue them - so it becomes a speedchainturtlemap :)
SM98 & SM99, SM100
#1011 posted by Zwiffle [69.210.83.67] on 2005/07/10 12:47:09
Obviously, they haven't been uploaded yet. I'm still working on my SM98 map, and when it's complete (sometime today or tomorrow) I will gather up all the maps and release them at once.
For SM100 - we were talking about what will happen. There will be 3 events:
1.) A normal speedmap at the normal time/place, released the same day (hopefully.)
2.) A turtle map. Make a proper map in a week, then it should be released the same day as SM101 (The following Saturday.) There is no theme for this - all you have to do is make a proper SP map in one week's time.
3.) The chain-speed map. Everyone who participates makes a piece in 100 minutes, using the specified .wad (at this point, most people wanted knave.wad, but I'll probably make a select .wad with chosen tex from knave.wad for consistency's sake.) Once all the pieces have been gathered, I will upload them in a pack, and people can download them and make their own maps from the pieces.
Now, Tr0n and voodoochopstiks were talking about making it one person maps for 100 minutes, then taht person hands it off to the next, and so on for the chainmap. I'm sorry, I don't mean to disappoint you, but that's NOT how it's going to be. That method of chainmapping is fine on its own, I'm doing the same thing with Tr0n, Jago and RPG right now, but it just doesn't work well with the speedmapping concept.
This way, we get more maps, and people aren't scheduled into working on something at different times. That's one reason I don't like it for speedmapping - you don't schedule different speedmapping sessions for each person, you have one big event where EVERYONE participates at once. It avoids a lot of hassle. One event everyone can join in at the SAME TIME. Scheduling who gets to map on this thing is just too much effort for a speedmap - it's better to gather all the pieces at once, then let each person go at it on his or her own time.
I encourage you to start your own chainmaps this way if you really like to chainmap (I love to chainmap, which is why I have 3 projects going on.) In fact, Tr0n, if you want to, you can pass off our map to stiks after you're done and he can hand it back to me and so on. But, the SM100 way is NOT negotiable - every single past speed chainmap has worked this way, with possibly the exception of SM69 - I'm not really sure about that one. This method works best with speedmaps, plain and simple, and I do not plan on messing with a system that works.
Sounds Good
#1012 posted by than [80.68.41.121] on 2005/07/10 14:50:39
I'll try and do a map for each event :)
For clarification, are the events 1. and 3. separate, or are the speedchainmaps to be map from the speedmaps made in 1. or not?
Answer
#1013 posted by Zwiffle [69.210.83.67] on 2005/07/10 14:56:44
1 is a normal speedmap event. 3 will take place probably the following Sunday, normal speedmapping time, and 2 will start on Saturday or Sunday, most likely Saturday.
Circle Mapping
#1014 posted by bambuz [80.221.25.15] on 2005/07/10 15:36:57
ok, I have this idea that could be done in the long run:
five people make some speedmaps - then they are passed on on the next weekend to the next guy in the alphabet - and are worked on some more! And this is repeated a couple of times so the maps have gone through many mappers.
This is speedmapping in the sense that one author need not do much, but not in the sense that it requires a bit like a constant amount of participators every time. (the people can be switched though!)
Dunno then though how much the maps would / could be changed and would the previous guys get angry from the modifications on their work. :)
#1015 posted by Zwiffle [69.210.83.67] on 2005/07/10 15:48:25
That's an interesting idea. It would require a consistent number of people each week, and a lot of .map/.wad swapping in order to get it to work though, but it's a pretty cool idea none-the-less. I'm not sure about the details of exactly how it would/should/could work out though, but it's worth looking into sometime in the future.
SM100
#1016 posted by generic [67.76.6.174] on 2005/07/10 19:14:08
Sounds fun. Will there be an as-of-yet-undisclosed theme for the 1st event?
Sure, Why Not?
#1017 posted by Zwiffle [69.210.83.67] on 2005/07/10 22:04:42
SM100 - Speed Map Event
Theme: "The Legend of Zelda"
When/Where: Saturday, July 16th, 2005 at 3:00 pm Central in #speedq1 on Quakenet.
What to do: If you can't attend, please notify me ahead of time to let me know you're making a map. Send me the map when you're done at ZwiffleOwnsU@gmail.com, or if you attend you can DCC me the map too. Either/or.
As for the Chainmap, it will most likely be on Sunday, July 17th, at 3:00 pm Central, same place. Again, if you can't attend, please notify me ahead of time if you're participating. I will post the .wad the same time I post SM100, which you will need to download to participate in the chainmap portion. Once I have all the chainmap pieces, I'll post them up on spawnpoint.org, then whoever wants to work with em feel free.
I will be participating in all events, so there will be at least one map for each - Speed, Turtle and Chain (piece AND completed.)
If you have an idea for what you want the .wad to be, let me know. :P It's not set in stone, but so far people have asked for knave or egypt-tech from what I remember.
C U there O_O
As An Old Time Speed Mapper
#1018 posted by cyBeAr [80.217.112.63] on 2005/07/11 12:04:53
I'm into celebrating sm100 by doing a map but it'll be a nothemed regular speedmap regardless of what you come up with!
Yay
#1019 posted by HeadThump [65.140.58.193] on 2005/07/12 11:04:16
I've been hoping a turtle map session would be coming up for sometime now. Count me in Zwiffle for that second event.
Well
#1020 posted by PuLSaR [80.80.111.129] on 2005/07/12 13:13:39
I'll definatelly map for sm100. I'll make the usual speedmap for sure and maybe I'll map for chainmap.
Me No IRC...
#1021 posted by generic [69.244.212.159] on 2005/07/13 07:50:11
but I am willing to give events one and three a shot -- I already map at the speed of a turtle :)
If anyone needs to coordinate chain map pieces with me, my email is posted.
P.S. I vote knave for .wad!
I Vote Vondur For World Domination!
#1022 posted by R.P.G. [208.221.166.2] on 2005/07/13 09:11:41
.
No
#1023 posted by bambuz [80.221.25.15] on 2005/07/13 17:52:06
don't, he'll illegalize speedmapping as his first action.
(yeah i know the ref)
#1024 posted by negke [85.176.90.156] on 2005/07/14 14:06:19
i'd like to participate in the turtle map thing (or at least try to). knave.wad, of course.
i hope i can free up some time.
SM100, Turtle And Chainmap
#1025 posted by Zwiffle [69.210.83.67] on 2005/07/16 16:41:49
OK, so the Turtle Map is officially underway. I will accept submissions no later than 12:00 am (midnight)Central Time NEXT Saturday for the Turtle map.
The SM100_pack will be up late, generic needs to finish his and can't get it to me today, so it will be posted tomorrow.
Finally, I have uploaded the .wad for the chainmap event tomorrow. Use only this .wad if you're participating, and try to get me your piece by tomorrow, no later than 12:00 am (midnight) my time.
knaveSM100.wad:
http://speedq1.spawnpoint.org/file...
Oh Yeah
#1026 posted by Zwiffle [69.210.83.67] on 2005/07/16 16:42:40
The .wad is in quake 1 .wad format, so if you use Hammer or anything you'll need to convert it over.
Argh
#1027 posted by PuLSaR [80.80.111.129] on 2005/07/17 00:46:32
what a small wad! Only 32 items
Zwiffle
#1028 posted by generic [71.1.14.68] on 2005/07/17 10:40:24
You've got mail...
ChainMaps Are In
#1029 posted by Zwiffle [69.210.83.67] on 2005/07/19 07:20:37
All 6 pieces (Ok, really more like 4, Generic made 3 maps) are collected. The authors are bambuz, Generic, voodoochopstiks, and me. All maps have been renamed so you know which author did what.
http://speedq1.spawnpoint.org/file...
Urgh
#1030 posted by bambuz [80.221.25.15] on 2005/07/19 07:28:41
looks like a tough job to connect those with any consistency... also the detail levels vary a lot!
I might give a stab at it later today.
Turtlemaps
#1031 posted by Zwiffle [69.210.83.67] on 2005/07/23 17:32:21
Well I haven't gotten any turtlemaps yet. I know there were 3 in production other than mine, so I'll just remind people that I need them in by this weekend. My own is close to finished, I just need to tidy up some details and polish the gameplay. It should be done by tomorrow. If you want, include a .txt file and I'll add it in the pack.
Our Turtlemap
#1032 posted by bambuz [80.221.25.15] on 2005/07/23 17:55:52
voodoochopsticks and I are collaborating on a turtle map but my computer hd is having some problems so I can't continue work (some error thing with temp file writing and delayed write cache), since i can't save my editings 9/10 times... ARGH. Even web browsing stutters.
But mr chopsticks is bravely carrying this task to it's conclusion alone with my supporting spirit in irc. :/ He'll hopefully be ready by sunday.
The map is quite big - it turned out a bit out of scale since I'm not a very experienced mapper and there was no time to resize back.
fucking computers. shit. hell. etc.
Our Turtlemap...
#1033 posted by voodoochopstiks [85.224.215.164] on 2005/07/23 18:45:07
Will be ugly, but it will be there. We started rather late, thursday evening.
Turtlemaps
#1034 posted by Zwiffle [69.210.83.67] on 2005/07/24 19:45:28
I've gotten 2 maps so far for the turtlemap portion of SM100, mine and bambuz/voodoo's. Headthump will try to turn his in next week with SM101, and ... well I dunno about gibbie's. But there's still technically 2 more hours before the deadline, so I'll wait until tomorrow to upload the pack.
Argh! Not Enough Time...
#1035 posted by negke [85.176.81.68] on 2005/07/24 19:49:23
my turtle map is being compiled at the moment. i don't know how long it will take, but i'll send it in right after it's finished. item placement took longer than expected, so i hope it's not too late, because it would be a pity if this map wasn't included in the pack.
i think it turned out pretty nice, though it also has some flaws which can't be solved within the deadline, for instance the lack of skill settings and the free edicts thing. :(
SM101 - The Basics
#1036 posted by Zwiffle [69.210.83.67] on 2005/07/25 19:58:18
I had to.
Saturday, the 30th of July, 3:00 pm Central. Mail submissions to ZwiffleOwnsU@gmail.com.
OK
#1037 posted by Zwiffle [69.210.34.26] on 2005/08/04 20:08:53
Some of you may have noticed there was no Speedmap this week. That's because I was sort of "invited" to host speedmapping for QExpo, which I would not have done otherwise. So I'm currently setting up the booth and there'll probably be 2 events I think, maybe 1 or 3, or possibly 100. I dunno. But I didn't forget about it really. Anyway, some more info soon-ish, dag nabbit.
So
#1038 posted by starbuck [82.40.164.126] on 2005/08/05 07:04:13
you mean you'll release our 2 maps for sm101 during QExpo? I didn't quite catch the drift of that.
Sure
#1039 posted by Zwiffle [69.210.34.26] on 2005/08/05 09:28:27
Why not.
Ok, Fine
#1040 posted by starbuck [82.40.164.126] on 2005/08/05 10:22:52
is there going to be a session tomorrow by the way?
No
#1041 posted by Zwiffle [69.210.34.26] on 2005/08/05 10:30:18
There won't be, but there will be a couple events once QExpo starts. BTW, the theme for QExpo is "movies" or something, any ideas about what theme you'd like the speedmaps to be?
I Thought The Theme Was "trailers"...
#1042 posted by metlslime [209.213.199.133] on 2005/08/05 12:19:23
Are The QExpo
#1043 posted by aguirRe [213.101.73.194] on 2005/08/17 13:10:12
speed packs going to be announced in their own threads? I thought the latest smqe1 was pretty good.
#1044 posted by Zwiffle [69.210.34.26] on 2005/08/17 13:36:37
I've been putting the announcements on the qexpo Speedmapping booth, and linked the released pack in the Qexpo thread.
SM102
#1045 posted by Zwiffle [69.210.34.26] on 2005/08/21 22:11:56
Now that QExpo is over with, we're back on track with the normal Speedmapping numbering. This week is SM102 - "Geocomp". Make a map using simplistic textures and gorgeous brushwork - the looks will be based not on how pretty the tex are but how good you slap them onto detailed brushwork.
Saturday, August 27th, 2005, 3:00 pm Central in #speedq1 on Quakenet! W00t!
What Happened To Smqe2?
#1046 posted by Drew [209.89.222.196] on 2005/08/24 13:10:06
Were there not enough maps to make it worthwhile? Are you going to include the maps that were submitted for smqe2 with this pack?
Drew
#1047 posted by Hrimfaxi [83.92.1.117] on 2005/08/24 13:25:10
http://www.celephais.net/board/vie...
Sm101 + SmQE1 = ?
#1048 posted by generic [69.244.212.159] on 2005/08/24 15:36:15
My thoughts on these are:
sm101_starbuck - attractive texturewise with a few misalignments and areas that need to be clipped off. I would love to see this one made into a proper SP map :)
sm101_zwiffle - not a bad little hoard affair which took a couple of tries to survive. I liked the difficult puzzle :)
smQE1_entar - looked bad with a green tint :(
smQE1_neg!ke - green enough with straight-up gameplay and a few Oz favors scattered about. I am becoming a fan of this guy's intricate brushwork :)
smQE1_preach - great gameplay with old skool looks. I had to leave a few bad guys standing around to escape with my scalp intact. Best of the bunch ;)
snQE2_zwiffle - short, sweet and survivable without being a walkthrough. It also had a nice tight...layout :)
GOOD WORK GUYS!!!
Thanks, Hrim.
#1049 posted by Drew [209.89.222.196] on 2005/08/27 02:13:22
I guess I should have known to look there?
Anyways, I really liked smqe2. Zwiffle, you implemented some pretty fucking cool architecture in this one. I didn't like Neg!kes as much as his last, but it was still very cool. I love the chunky look of your maps. Your style is very unique and I like the playfulness of your maps. Generics was cool too - I haven't seen the movies, but your map piqued my interest. Mine took about 2 and a half hours, and I'm happy with how it turned out,considering. The Ammo balance sucked, but I kind of like fighting the last shamb with an axe. What did you guys think about smqe2?
Well...
#1050 posted by mwh [82.33.185.193] on 2005/08/27 07:18:47
I thought your map was just stupidly hard, and never finished it.
They were all fun, though.
I Thought
#1051 posted by Zwiffle [69.210.38.16] on 2005/08/27 07:33:09
smqe2 was fantastic, one of the best SM releases recently. Every map was strong, even mine, which is weird. I would like to have more patience and do bigger, detailed maps, but I don't use copy and paste like I should and my maps become small. Drew's map was tough, I got to the gold key area and had to fight scrags with my axe so I didn't finish it. neg!ke's and generic's maps were cool, completely different, but both fun nonetheless. Hopefully it'll be a good pack today too.
Hey Zwif,
#1052 posted by HeadThump [65.140.58.156] on 2005/08/27 22:00:28
Got a map for this week's event (actually it isn't really in theme, but . .). I have been having a problem getting on to hotmail and emailing tonight. So, I'll send it when I can, and you put it in next week if you like.
Problem Solved,
#1053 posted by HeadThump [65.140.58.156] on 2005/08/27 22:12:38
I'm sending it in now. Give me the God Smack Around if it is any inconvenience.
QExpo Speedmaps
#1054 posted by aguirRe [213.101.71.87] on 2005/08/28 06:11:41
smqe1_neg!ke was fun and pretty unusual, close to the theme and still lots of action. Tip: If you had problems lighting the two big buttons that reveal the "wizard", either move the lights from the walls a bit or use option -softdist 4.
smqe1_preach was also fun and in a more traditional setting. Gameplay was good although the scale felt a bit too big. Easy movements and plenty in fighting are always welcome.
smqe1_zwiffle was very good-looking with nice textures. Gameplay was a bit rough, but manageable.
smqe2_drew had decent layout but maybe a bit monotonous texturing. Gameplay was pretty good until ammo and health ran out near the GK, one of the real fun-killers. Also, the map leaked and wasn't vised.
smqe2_neg!ke had a quiet and curious beginning in a nice setting, but the rest was fun arena-style combat. At first it was easy, letting them finish off themselves, but soon it escalated into pretty intense mayhem. I had to retry a few times before leaving with really low health ...
smqe2_zwiffle wasn't quiet at all; major close-quarter combat right from the start. Again pretty rough fighting, but survivable. Nice details, texturing and lighting, only a bit small.
As a whole, two good packs!
Zerstorer Theme
#1055 posted by Drew [209.89.222.196] on 2005/08/29 07:48:12
I've mentioned it before and been shut down, but I'm gonna try again. I'd like to maybe have a speedmapping session using the Zerstorer mod. I know it's not Vanilla Quake, so some of you guys might feel like it would be diluting the purity of speedmapping or something, but I'd like to try it. What do you think?
No Point.
#1056 posted by Shambler [82.38.192.54] on 2005/08/29 08:19:06
And don't tarnish Zerstorer.
No Doubt A Good Point There
#1057 posted by HeadThump [65.141.73.142] on 2005/08/29 09:28:10
But if we could talk CZG into doing a Terra like episode for Zerstorer, that would swweeeet.
SM103
#1058 posted by Zwiffle [69.210.55.43] on 2005/08/30 12:07:22
SM103 - "Autumn"
Saturday, September 3rd, 2005
3:00 PM Central in #speedq1, Quakenet
I'm afraid this'll be my last Speedmapping event until next year. School starts next Tuesday and I just won't have a lot of time to do anything between that and work. Oh well. =/
GG Zwiffle.
#1059 posted by Shambler [82.38.192.54] on 2005/08/30 13:30:00
Nice final theme too, hope you get a good turnout.
I think you;ve done a great job of keeping speedmapping going under fairly uninspiring circumstances, and I think it;s been worth it - although they are still only speedmaps, there have been some interesting maps, interesting ideas, and an occasional upturn in quality too. AND you have brought several new mappers to the fore, some of which - generic, drew, negke - are showing a lot of promise.
Yeah
#1060 posted by Drew [209.89.222.196] on 2005/08/30 21:41:14
I agree with Shambler, and I'm sure plenty more of us quake fans do as well. Your commitment has been pretty impressive. You just kept going, coming up with wonderfully obtuse themes and producing maps every time. I know alot of people would have given up... I know I would've. Thanks alot for contributing to this community. Hopefully someone else will step up to the plate. So yeah, thanks.
Drew
#1061 posted by aguirRe [213.101.72.195] on 2005/08/31 02:47:20
Do you have an email address? Just send me an email and I can reply to that.
Zwiffle
#1062 posted by negke [85.176.68.136] on 2005/08/31 05:14:07
nooo, that's sad news! :/
what am i now going to use as an excuse not to continue working on my maps??
hopefully, you'll find some time to host a speedmap event every now an then, depending on how much spare time you'll get...
anyway - as the others already said - good job!
btw: why not upload the smqe1 pack to the speedq1 archive, just for the sake of completeness?
"Nothing"
#1063 posted by Shambler [82.38.192.54] on 2005/08/31 10:33:53
what am i now going to use as an excuse not to continue working on my maps??
"Herpes"
#1064 posted by Zwiffle [69.210.55.43] on 2005/08/31 10:38:38
"Pirates"
"Aliens"
"Mental Institute"
"I'm a true mapper"
Any of those are feasible.
L O L
#1065 posted by inertia [134.53.108.1] on 2005/08/31 14:36:08
"I'm a true mapper"
I never thought I'd be able to actually say that..
Lol
#1066 posted by neg!ke [85.176.91.163] on 2005/08/31 15:59:33
and what about "i got 'zwiffilis'"? :D
Zwiffle...
#1067 posted by generic [71.1.3.243] on 2005/09/01 18:35:56
You've got mail :)
Wow
#1068 posted by Zwiffle [69.210.55.43] on 2005/09/01 20:47:04
That second map is the most beautiful piece of art I have ever experienced... truly mind blowing. It speaks truths even Jesus couldn't deliver. I'm just breathless from that whole thing. :D
For Lo
#1069 posted by Lamb Of God [82.41.10.46] on 2005/09/01 21:18:30
Was it not written that there wouldst come a mapper
And though he be generic, his speedmaps would not?
Awww...
#1070 posted by generic [71.1.13.142] on 2005/09/02 09:10:22
no fair, you peeked ;)
#1071 posted by [68.117.137.42] on 2005/09/04 11:10:42
who will be running speedmapping after this Zwiffle?
Dunno
#1072 posted by Zwiffle [69.210.55.43] on 2005/09/04 12:23:50
[nt]
#1073 posted by Scampie [68.117.137.42] on 2005/09/04 13:03:43
Get in contact with me.
Zwiffle
#1074 posted by aguirRe [213.101.70.216] on 2005/09/04 13:41:29
You've done a good job on running the SM sessions and produced a lot of good maps! If noone picks up the thread, I hope that you'll return later.
If
#1075 posted by Zwiffle [69.210.55.43] on 2005/09/04 20:26:43
You're interested in taking over the Speedmappage duties while I whittle away my hours on school and work then email Scamp at whatever his email is, otherwise he's gonna take over, and that means... well that means there'll be speedmapping, so that's good. Still, if anyone wants to try, by all means go ahead.
Speedmap #104 - The Return Of The King
#1076 posted by Scampie [68.117.137.42] on 2005/09/04 20:35:21
Speedmap #104 will be happening this Saturday, with myself taking helm of the Speedmapping boat once again.
There will be no theme for this pack, Single Player or Deathmatch levels are acceptible. Timelimit is 100 mins, let's try to stick to it, but I've never been one to enforce the timelimit strictly.
We will meet on IRC for the live event, on the Quakenet network (irc.quakenet.org) in #speedq1, at 3PM Central Time, this is 8PM UTC. If you can not make it, or wish to map beforehand, you may email me a map before the live event or get in contact with me beforehand. My email is scampie@spawnpoint.org.
Also, Please Relieze...
#1077 posted by Scampie [68.117.137.42] on 2005/09/04 21:27:14
I will not be making a speedmap, for this or future speedmaps. I cannot due to the limitations of my contract. I likely shouldn't even be running this event. This is why I will only be in charge of organizing, collecting, and uploading the weekly events.
Hurray For Scampie!
#1078 posted by Tron [202.7.183.131] on 2005/09/05 07:23:13
Boo for Raven contract!
Also
#1079 posted by Scampie [68.117.137.42] on 2005/09/05 07:44:31
If anyone has any ideas for themes, please bring them up.
Themes I will not run for any reason:
Anything requiring a custom engine. Speedmaps must run in GLQuake minimum.
Anything requiring a mod. Speedmaps will run in vanilla Quake.
Anything limiting brush or entity counts.
Reasons:
Speedmapping is about creation and enjoyment for the mappers who participate. Themes should encourage people toward innovation and new ideas of architecture, gameplay, and buildstyle. Themes should not limit mappers, or require having to learn new entities/features in a specific mod or engine. We are having fun building maps, this is excercise, not a popularity contest for mappers to get famous. We don't need more than vanilla Quake to be creative. Themes will never be enforced, only suggested. The timelimit is also not enforced, since it's merely there as a guideline to spur on the quick creation of a map. Speedmap packs are released for the sole reason of sharing what we did with each other and inspiration for our fellow mappers.
OK!
#1080 posted by Zwiffle [69.210.55.43] on 2005/09/05 08:38:52
- "Quake Meets Next-Gen FPS of your Choice"
- "The City"
- "Runic" (I like Runic maps!)
- "Swallowed"
Don't you think Return of the King is a little egotistical? :)
Oooh, Themes!
#1081 posted by Text_Fish [82.32.6.221] on 2005/09/05 09:01:16
- Charles Dickins.
- Pirates.
- Old Movies.
- Glass.
- Origami.
- Speed?
Good To Hear
#1082 posted by HeadThump [65.140.58.126] on 2005/09/05 09:19:36
that speedmaps is going to be more than a summer fling.
Possible Theme's
Clean Base,
Rusty Base,
Sci-Fi Runic,
Gothic Runic
#1083 posted by Spirit [213.39.169.233] on 2005/09/05 10:50:25
-Coop (maps that NEED 2 players at least)
-Penile devastation
-Haunted houses
-Caribbean (or Pirates like Text_Fish said)
-Cemetery
Hmm
#1084 posted by Bal [83.199.16.203] on 2005/09/05 11:30:50
You should have a "Use hacks from the Teaching Old Progs(.dat) New Tricks thread to make weird maps" theme.
#1085 posted by Scampie [68.117.137.42] on 2005/09/05 14:22:05
Bal:
I've seriously thought about that myself.
Everyone else: thanks for the theme ideas, come 'em coming. I'll likely use a few.
Some Things Speedmaps Don't Usually Have...
#1086 posted by mwh [82.33.185.193] on 2005/09/05 17:20:48
- difficulty settings
- secrets
Mwh
#1087 posted by Tron [202.7.183.131] on 2005/09/05 19:15:52
I think that is more a time consideration than anything else, Speedmaps are generally so short that it would be a waste of resources building secret areas.
#1088 posted by Scampie [68.117.137.42] on 2005/09/05 21:19:48
not unless the whole map is made of secrets.
AND THUS I DECREE!
#1089 posted by Scampie [68.117.137.42] on 2005/09/05 21:23:35
As first Emperor of the Quake and protector of Mexico, NEXT WEEK'S THEME is 'Secret Maps'.
To even progress through the map, you must find secrets.
(Note, NEXT WEEK. This week's speedmap theme will remain 'no theme')
Tron
#1090 posted by mwh [82.33.185.193] on 2005/09/06 00:07:04
Of course, that's why I suggested it...
Theming
#1091 posted by bambuz [130.233.220.23] on 2005/09/06 02:33:55
-churches, cathedrals, arches, cellars, caves, nature, waterfalls. Salmon stairs.
Themes....
#1092 posted by metlslime [67.180.175.229] on 2005/09/06 03:26:16
lego
propaganda
lunar
endless
runes
wild west
cramped
fast food
8192 units tall
casino
Theming 2
#1093 posted by bambuz [130.233.220.23] on 2005/09/06 03:40:21
mars
custom textures or assortments
simple textures
terrain textures
what about the circle mapping thing? ~3 people make rough maps, then they submit them forward to the next guy in alphabet (and the last guy sends it to the first one) or just some other mapper for continuing work, add stuff, then forward again. It's not chainmapping but is a bit related to it. Doesn't require so much work from a "glueguy". You can have an arbitrary number of steps and people and might even get your own early work back modified - whatever! The scheduling doesn't need to be rigid since you can shuffle the maps and mappers - a mapper can show up and say "I'll take the next ready piece to work on".
#1094 posted by Scampie [67.129.250.254] on 2005/09/06 09:01:35
that's not a theme, that's a headache.
More Themes
#1095 posted by jsHcK [69.198.128.221] on 2005/09/06 16:17:44
Practical Themes
- functional machinery (the hacks thread would be helpful here)
- pentagrams (the symbol)
- quads and pentagrams (the powerups)
- partially submerged
Conceptual Themes
- retreat and surrender
- isolation
- addiction
- kindness and forgiveness
Theme
#1096 posted by inertia [134.53.108.134] on 2005/09/06 22:10:13
What about a puzzle theme? I envision something like the Mario 64 water level, where he had to navigate a huge mass of metal piping and scaffolding to push buttons and do fun things like that. Would make for a nice bit of cerebral fun, different from the norm.
Lol Scamp
#1097 posted by bambuz [130.233.220.23] on 2005/09/07 06:35:32
of course it's not a theme. And you seem to have headache almost all the time anyway...
Themes
#1098 posted by voodoochopstiks [85.224.214.72] on 2005/09/07 20:32:38
'The Island'
'Bunker'
'By the Light of Ancient Stars'
'Against all Odds'
'Exploratory Instincts'
'What if these two maps mated?'
Oooh
#1099 posted by Text_Fish [82.32.6.221] on 2005/09/08 03:39:12
I like the mating one!
Hehe Lol
#1100 posted by bambuz [130.233.220.23] on 2005/09/09 04:28:15
like something really bizarre, the mating of start and end .bsp?
Themes Mk2
#1101 posted by Zwiffle [69.210.55.43] on 2005/09/09 07:43:41
Jump!
Embrace the brown!
Awww, cute!
Tricky!
Er...
#1102 posted by Scampie [68.117.137.42] on 2005/09/10 13:12:14
did everyone forget about speedmapping this week?
thanks for all the themes, but I guess I won't be needing them.
sigh.
Sorry...
#1103 posted by generic [71.1.9.18] on 2005/09/10 13:59:01
but I do plan on doing something for the "secret" speedmaps :)
#1104 posted by Scampie [68.117.137.42] on 2005/09/10 14:46:29
[15:24] <Zwiffle> scampie: generic and neg!ke never showed up
[15:24] <Zwiffle> they always sent me maps at about 8:00
[15:24] <Zwiffle> same with drew
That true? If that's how most speedmaps have gone, then should I rework how times go or something to better suit everyone else?
is there any reason no one mapped this week that I can fix? I kinda feel at fault here, if everyone else was used to speedmapping one way, and I told you to do it differantly and that stopped you from participating, please speak up!
Scampie...
#1105 posted by generic [71.1.9.18] on 2005/09/10 15:27:53
If it helps, I usually map beforehand on Wednesday or Thursday and e-mail it in on Friday or Saturday before the event actually starts.
Themes
#1106 posted by kaziganthe [65.6.249.16] on 2005/09/10 20:45:53
prison (prison love)
opression
opressive moustaches
garrish colors
breeding factory
green goo
conveyer belts
tree top/canopy
red barns
facilities (like goldeneye)
ladders
Well...
#1107 posted by Tron [202.7.183.131] on 2005/09/11 02:34:28
I didn't speedmap this week because I got distracted. I started a map early then got distracted and never got chance to finish it.
I think having a theme helps motivate people as well.
I suspect the lack of a showing this week was mostly to do with the very loose feel it had this week.
Scampie
#1108 posted by negke [85.176.68.105] on 2005/09/11 03:00:40
don't worry, it's not your fault at all.
in fact, i started a map, too, but i probably wasn't in the right mood and - after some 80 minutes - realized that it wasn't even half finished (i just didn't know how awesome the speedbase textures are), so i quit.
after reading the posts above, however, i decided to finish it later on and send it in, so you can release it in the afternoon, for one map is at least better than none...
Those Textures Are TEH EVIL!
#1109 posted by negke [85.176.75.193] on 2005/09/11 07:31:22
i just can't stop...
forget what i said above - i guess i'll turn the map into some sort of semi-turtle map and send it in for next week, if that's okay.
Nope,
#1110 posted by Drew [209.89.222.196] on 2005/09/11 08:15:32
Not your fault.
I've been busy - work, and family stuff. Shit happens, dog.
Ok
#1111 posted by Scampie [68.117.137.42] on 2005/09/11 11:31:11
so I can blame all you then right? :D
very well. We'll do SM104 next week. Gonna toss up two of my favorite themes suggested and get an opinion which we should do:
Theme 1: Secret Maps, only way to progress through the map is to find secrets.
Theme 2: Aerowalk and Blood Run, sittin' in a tree, K I S S I N G....
er... I mean...
Theme 2: What if two maps mated? Take 2 well know maps, and mix their themes/layout/whatever in some way to create your speedmap.
Yes!
#1112 posted by voodoochopstiks [85.224.214.72] on 2005/09/11 15:49:52
I can finally say I contributed to something!
#1113 posted by voodoochopstiks [85.224.214.72] on 2005/09/11 15:57:42
I am fine with both, I'd like to do both, but on different weeks. Ie theme 1 this weekend and theme 2 the next.
My Vote....
#1114 posted by generic [71.1.9.18] on 2005/09/11 18:24:57
is for the "secret" theme.
Lol Scampie
#1115 posted by Drew [209.89.222.196] on 2005/09/12 00:52:57
Fuck, Scampie... you can be pretty fuckin cocky... and funny.
I'll have something for you.
It'll Be Mixed...
#1116 posted by Drew [209.89.222.196] on 2005/09/12 01:05:43
Poorly...
Hmm
#1117 posted by Tron [202.7.183.131] on 2005/09/12 02:53:29
Secrets sounds good to me.
Ok Then,
#1118 posted by Scampie [67.129.250.254] on 2005/09/12 10:34:16
sounds like SM104 will be the Secret Speedmap. And why don't we do Two Maps Mate as 105.
Speedmap #104 will be happening this Saturday.
The theme for this week is "Secret Maps". The map should consist of secrets as the major way to progress though the map. Hide the gold key! Put the goodies on the 'normal' path and monsters in the hidden rooms! Go nuts and make some unique secret puzzles!
Timelimit is 100 mins, let's try to stick to it, but I've never been one to enforce the timelimit strictly.
We will meet on IRC for the live event, on the Quakenet network (irc.quakenet.org) in #speedq1, at 3PM Central Time, this is 8PM UTC. If you can not make it, or wish to map beforehand, you may email me a map before Sunday at 3PM Central Time or get in contact with me beforehand. My email is scampie@spawnpoint.org.
Some Themes I Think Will Be Used In The Future
#1119 posted by Scampie [67.129.250.254] on 2005/09/12 10:48:47
-Prison
-Clean Runic (Merged Headthump's "clean base" "rusty base" "scifi runic" and "gothic runic" into something silly :) )
-Use hacks from the 'Teaching Old Progs(.dat) New Tricks' thread to make weird maps
-Propaganda
-The City
-Isolation
-Partially submerged
Any feelings on these?
#1120 posted by voodoochopstiks [85.224.214.72] on 2005/09/12 10:57:36
no idea wtf clean runic would mean, and I find myself hard to get ideas for Propaganda, and would progs.dat need it's own mod directory to run or is it not a modified progs.dat? I guess I need to check out the thread.
Sounds Good
#1121 posted by HeadThump [65.141.73.210] on 2005/09/12 11:10:17
I'll try to make the next few weekends.
Partially submerged is a good theme that invites some intricate layout ideas.
#1122 posted by voodoochopstiks [85.224.214.72] on 2005/09/12 11:15:08
Oh, sorry for being stupid, new tricks in progs.dat looks like a cool theme.
Partially Submerged Theme ...
#1123 posted by JPL [213.30.139.243] on 2005/09/13 06:59:24
... with transparent water would be very helpful, though... ;)
Grrrrr...
#1124 posted by JPL [213.30.139.243] on 2005/09/13 07:00:29
when I said helpful, I mean for the player ;P
Reminder, Bitches
#1125 posted by Scampie [68.117.137.42] on 2005/09/15 00:47:40
SM104, Saturday. Secret Maps.
Yay
#1126 posted by Scampie [68.117.137.42] on 2005/09/16 16:19:15
Got a map from generic!
so all you guys better map or generic will be sad :(
Generic Is Tough
#1127 posted by Zwiffle [69.210.38.231] on 2005/09/16 20:31:26
He can carry a week of speedmapping by himself. He can take it.
GG Scampie
#1128 posted by Shambler [82.38.192.54] on 2005/09/17 03:00:45
Nice to see the enthusiasm with which you;ve retaken over from Zwiffle. Hell I think I even spotted some humility in an earlier post ;)
GL guys, I need some Quack to stop me playing GW
You Will Have A Map From Me.
#1129 posted by Tron [202.7.183.131] on 2005/09/17 09:56:51
Like I said in chat, I will be making a map Sunday night.
I Got One.
#1130 posted by drew [209.89.222.196] on 2005/09/17 14:13:48
but its mediocre and I didn't finish it really. I'll send it anyway.
Okay.
#1131 posted by uhm... [209.89.222.196] on 2005/09/17 14:33:47
So maybe you won't get it. Hotmail won't let me send the file out, because apparently the bsp has a virus. this is (bad) news to me.
I'll see what I can do about this.
Excellant
#1132 posted by Scampie [68.117.137.42] on 2005/09/17 15:11:43
So far, I've received maps from:
Generic
Neg!ke
Voodoochopstiks
Drew
and I'm expecting one from Tron tomorrow!
Excellant work guys! (not played them yet, always set a rule for myself to only play them once I have them all)
THIS JUST IN!!!
#1133 posted by Scampie [68.117.137.42] on 2005/09/17 17:59:36
LATE BREAKING AND SHOCKING NEWS!
Hrimfaxi has sent me a map!
Hehe
#1134 posted by Tron [202.7.183.131] on 2005/09/18 13:26:47
A shiny new dime to whoever finishes sm104_tron on their first attempt. ;)
Bleh.
#1135 posted by Shambler [82.38.192.54] on 2005/09/18 13:47:15
* Tron2 has quit IRC (Read error: EOF from client)
<Scrambler> FFS cheeker fucker, disappearing just after i completed his map first go
<czgMapping> without saving?
<Scrambler> i saved once but didn't load
<Scrambler> was piss really
<Scrambler> also, i only remembered it was a secret map near the end
Have demo if you want.
SM104 Posted
#1136 posted by Scampie [68.117.137.42] on 2005/09/18 15:19:41
http://speedq1.spawnpoint.org/
Awesome Maps
#1137 posted by Zwiffle [69.210.38.231] on 2005/09/18 16:49:27
All of em were great, I think the Ebon Outpost was my favorite overall, very tricky but solvable - and drew's I couldn't get past the armor-button (what did that open?)so I noclipped past the bar. Anyway great pack, I'll try to join in next time as the theme seems a lot like one I suggested a long time ago.
Fair Enough. :)
#1138 posted by Tron [202.7.183.131] on 2005/09/18 20:23:00
Shamb: I do say in the text file that it turned into more of a button/key map than a true secrets map.
About Next Theme
#1139 posted by Trinca [194.65.31.249] on 2005/09/20 09:57:38
hey guys could next theme be "save your preres" wend maps should have more then 150 enemys? :)
p.s--->"preres" is very bad write but i dont know how it is...sorry for my shity english...
Do You Mean
#1140 posted by Zwiffle [129.89.50.193] on 2005/09/20 10:23:23
"Say Your Prayers" ?
Yessssssssssssssss
#1141 posted by Trinca [194.65.31.249] on 2005/09/20 10:25:41
thks Zwiffle :)
Speedmap #105
#1142 posted by Scampie [67.129.250.254] on 2005/09/20 10:48:59
Speedmap #105 will be happening this Saturday.
The theme for this week is "What if these maps mated?". For this theme, choose 2 or more somewhat well known maps and build your map as if it was a combination of them. Build an Aerowalk type map using the textures and such of Blood Run. Build a czg07 ripoff, but with the small size and ease of e1m1. Whatever you'd like, Deathmatch or Singleplayer.
Timelimit is 100 mins, let's try to stick to it, but I've never been one to enforce the timelimit strictly.
We will meet on IRC for the live event, on the Quakenet network (irc.quakenet.org) in #speedq1, at 3PM Central Time, this is 8PM UTC. If you can not make it, or wish to map beforehand, you may email me a map before Sunday at 3PM Central Time or get in contact with me beforehand. My email is scampie@spawnpoint.org.
Theme Suggestion
#1143 posted by PuLSaR [80.80.96.166] on 2005/09/20 13:28:49
labyrinths
Themes (Part 2)
#1144 posted by Scampie [67.129.250.254] on 2005/09/20 14:11:47
-Use hacks from the 'Teaching Old Progs(.dat) New Tricks' thread to make weird maps
-Partially submerged
-Labyrinths
I like the idea of differant themes that make the speedmappers try new things (secret maps), innovation is a big part of what makes speedmapping cool, so I'd like to head in that direction for the next couple SMs.
Scampie
#1145 posted by JPL [213.30.139.243] on 2005/09/20 23:10:40
"Partially submerged" and "Hacks of progs.dat" themes are those I really would like to see speedmaps for.. "Labyrinths" would be annoying, IMHO, if too complex, and I guess most of players would be completly lost in map finally... I have just in mind the example of an old map where there was a huge labyrinth (with huge pyramids.. I don't remember the map name, but regarding all the good map done today, it was really crappy...): it was really annoying to find my way in a labyrinth without any indications, and with monsters on each corners... cough.. Please don't do that :(
In anyway, it's just my taste... but I'm pretty sure good mappers of Func_ could do something really different and interesting.. wait and see... ;)
#1146 posted by Scampie [68.117.137.42] on 2005/09/21 01:06:52
I don't care about players, I just want speedmappers to have fun creating new and differant things.
Scampie
#1147 posted by JPL [213.30.139.243] on 2005/09/21 01:54:08
You should... Mapping only to "please yourself" is not, IMHO, a good idea... Keep in mind that players should be the most important people at the end: i.e having "self-fun" when mapping is good, but giving fun to players with your stuff is so far better... though...
Just to elaborate: imagine pro mappers (e.g D3/HL2 mappers) having only self pleasure when mapping, regardless of gameplay, design, lightning, etc... the results could have been really crappy, don't you think ? And the games would have been completly different...
So, do you really want to build speedmap pack full of shity map ?? I hope not ;P
This Is Speedmapping Though JPL.
#1148 posted by Text_Fish [194.72.70.124] on 2005/09/21 03:31:13
It's an excersize for the mappers. It allows them to break free of the inhibitions that trying to appease the public places on them with their bigger releases. It's a chance to get experimental and/or just have a laugh -without- having to worry about what the players are going to think.
As far as I can tell, that's the very purpose of speedmapping.
Yes And No
#1149 posted by bambuz [130.233.220.23] on 2005/09/21 04:43:41
you can do it for self-satisfaction but you should also make it for satisfaction of other mappers and other players. :) Whatever.
Ugh
#1150 posted by Zwiffle [69.210.38.231] on 2005/09/21 06:08:50
There was a huge long discussion about why people speedmap after Scampie ran Xen out of here, do it for whatever reason you want to do it, if it's for yourself then do it for yourself, if it's for the players then do it for the players. As long as you're satisfied.
Satisfied ??
#1151 posted by JPL [213.30.139.243] on 2005/09/21 06:15:13
I think the most difficult is to give satisfaction to most part of the players... Having "self-statisfaction" doing something is easy when you love what you do (whatever it is), but giving satisfaction to others is not so easy... unless you are a "pro".... and I'm talking about sex there .. it's another story ... ;P
Errata
#1152 posted by JPL [213.30.139.243] on 2005/09/21 06:17:24
...and I'm talking about sex there ..
ooops: I mean and I'm NOT talking about sex there... I guess everybody understood... ;)
Abstract
#1153 posted by necros [142.150.107.202] on 2005/09/21 06:37:29
strange, abstract designs (get on the hotdog?), wierd (but not stupid) gameplay.
dunno if this is a good idea or not. i'm saying abstract, but i don't mean ugly... it should still be cool looking, but shouldn't be your typical look to a map.
To Me
#1154 posted by Hrimfaxi [83.94.153.240] on 2005/09/21 07:54:08
speedmapping is like brainstorming. Some people/mappers throw some ideas in the air/in a map and other mappers can see them and think "well this would bee cool in my map - But I think I will change it like this ..."
That's how I use the SMs! Besides having fun!
Off course the players are important as well - but in SM more like playtesters. They shouldn't expect bugfree finished maps in speedmaps, and I'm sure they don't!
If once in a while a SM is flawless and has greath gameplay well then it would bee the exception rather than the rule!
Buzzzzzzzz
#1155 posted by Kell [82.41.10.46] on 2005/09/21 08:22:16
this would bee cool in my map
it would bee the exception
I knew they'd show up again sooner or later...
...hey wait, has "bees" been done as a speedmap theme?
:P
8-)
#1156 posted by Hrimfaxi [83.94.153.240] on 2005/09/21 08:47:49
Sorry!
Themes
#1157 posted by Shambler [82.38.192.54] on 2005/09/21 10:11:51
I generally think the ones Scampie is choosing are good. I like this weekends. I like his thinking behind it.
I do however, think that labyrinths would be bollox and quite pointless for mapping creativity.
Kell
#1158 posted by Zwiffle [69.210.38.231] on 2005/09/21 11:38:14
Yes, Bees has been done as a theme :)
Well...
#1159 posted by metlslime [209.213.199.133] on 2005/09/21 13:27:15
a lot of the draw of speedmapping is that the mapper is free to experiment, screw around, and make something without pressure for it to be good and without a large time commitment. If people enjoy playing them then that's just a bonus, but not the goal.
However, there probably are some speedmappers who are actually trying to make something that people will enjoy. That's great, but not every mapper should be expected to do that.
Personally, my big goal when speedmapping was to teach myself to map faster. I don't think i really ever learned that, however, becuase my regular maps still take forever.
#1160 posted by Scampie [67.129.250.254] on 2005/09/21 14:00:27
It is my absolute opinion that if your goal is to create something fun an exciting for the player, then you should spend a decent amount of time with it and make it worthwhile. If you want to fool around, make some things that normally wouldn't be acceptible, or just go crazy with stuff; then Speedmapping is the way to go. If the map turns out fun, then it's a bonus, but I run speedmapping for the enjoyment of the designers involved, not for the people who download and play the maps.
I
#1161 posted by PuLSaR [80.80.111.129] on 2005/09/21 14:27:47
always (almost) make all my weird ideas in speedmaps. My most crazy one was sm61 (i think), the one with hourglasses and time travel idea. I know that I can make in sm things that I will never make in a proper map. And that's why it's fun for me.
And sometimes I speedmap for players without weirdness.
and I DO WANT to make a labyrinth
Idea Suggestion:
#1162 posted by voodoochopstiks [85.224.214.72] on 2005/09/21 18:03:01
Hide the Phallic symbol.
Basically, the player needs to incorporate a fairly large phallic symbol and conceal it.
Idea Suggestion:
#1163 posted by voodoochopstiks [85.224.214.72] on 2005/09/21 18:03:33
Hide the Phallic symbol.
Basically, the mapper needs to incorporate a fairly large phallic symbol and conceal it as well as he can while it still being noticeable when looking for it.
I Believe That's Called....
#1164 posted by metlslime [209.213.199.133] on 2005/09/21 18:21:08
"hide the sausage."
Suggestive Theme...
#1165 posted by generic [69.244.212.159] on 2005/09/23 06:07:30
superheroes :)
Stay" Doomish"...
#1166 posted by JPL [213.30.139.243] on 2005/09/23 06:10:07
.. and choose rather "super-vilains"... ;)
SPEEDMAP 105 TOMORROW!
#1167 posted by Scampie [68.117.137.42] on 2005/09/23 16:48:28
k?
Yah
#1168 posted by Tron [144.137.215.237] on 2005/09/24 01:56:28
I may or may not be making one when I get home tonight, depending on how late I stay out. Should get one done at some point over the weekend though.
So What's The Theme Of Sm105?
#1169 posted by PuLSaR [80.80.111.129] on 2005/09/24 09:09:34
Breed Two Maps Together...
#1170 posted by Tron [202.7.183.131] on 2005/09/24 09:54:12
...and show us their illegitimate offspring. :)
I'll Be There
#1171 posted by Drew [24.64.66.37] on 2005/09/24 11:42:56
In map, but not in theme.
Theme.
#1172 posted by Shambler [82.38.192.54] on 2005/09/24 13:42:44
I like it, it's fresh and challenging and yeah it's cool. Go on Drew give it a shot =)
I Suck
#1173 posted by negke [85.176.67.236] on 2005/09/24 14:31:08
i'll do one on sunday morning, i guess.
as for the former sm104 map i was talking about earlier (#1108): it didn't work out the way i planned, because i haven't been able to really work on it due to various circumstances, then i was stupid enough to accidentally delete the .map file so i had to convert it from the .bsp and fix all the faulty conversion brushes, and finally got ill which destroyed my last intentions of rebuilding the lost areas and finishing it.
so here is the map file for anyone who cares - maybe someone likes to use it as a base for a chain-, circle-, square- or whatever-map...
http://home.arcor.de/negative/file...
Neg!ke
#1174 posted by Scampie [68.117.137.42] on 2005/09/24 16:20:40
don't worry, it's ok, I accidentally slept until 5pm today, missing the 'live' speedmap event.
Theme...
#1175 posted by generic [71.1.14.133] on 2005/09/25 17:19:50
I actually went with the "partially submerged" (or whatever) theme but I don't think I stayed with it very well. I swear, once these speedmaps start they seem to develop a theme of their own.
BTW, Scampie, you (should) have mail :)
Themes
#1176 posted by drew [24.64.66.37] on 2005/09/25 19:57:15
cramped,
natural terrain,
cliffside,
remake or pay homage to your favourite SM,
acid trip,
love machine,
sewers,
dark forest,
towne,
wind tunnels,
arena,
...
lookin forward to #105
Acid Trip
#1177 posted by inertia [134.53.108.134] on 2005/09/25 23:15:05
was already done by nitin, i believe
(the name started with an n im sure of that!)
those maps were awesome and insane
SM105WHERE?
#1178 posted by Shambler [82.38.192.54] on 2005/09/26 10:52:33
Less faggy theme suggestions more map pack releasage.
"Love Machine" Isn't Faggy.
#1179 posted by drew [24.64.64.185] on 2005/09/26 11:49:17
it's just exploring its sensuality.
I agree though. What happened? I sent mine in.
#1180 posted by Scampie [67.129.250.254] on 2005/09/26 12:24:29
pack will be out later this evening, i got caught up with some things this weekend.
SM105
#1181 posted by Scampie [68.117.137.42] on 2005/09/26 18:34:31
http://speedq1.spawnpoint.org/
Oi
#1182 posted by Megazoid [194.168.3.18] on 2005/09/27 13:00:50
I have a request. Can a theme be chosen and posted a bit sooner than "one the day". Everytime I pickup Worldcraft I basically have to re-learn the damn thing. How about throwing a newbie mapper a bone here :)
Sorry I'm Late With The Theme Post
#1183 posted by Scampie [67.129.250.254] on 2005/09/29 14:36:26
Sm106, "Partially Submerged"
same times and details as my past speedmaps.
Oh
#1184 posted by Scampie [67.129.250.254] on 2005/09/29 14:37:16
and Megazoid, I try and post themes the Monday before the speedmap, that's almost a week ahead of time.
Future Theme Suggestion
#1185 posted by Scampie [67.129.250.254] on 2005/09/29 14:39:05
'Oddities'
Partially Submerged
#1186 posted by PuLSaR [80.80.111.129] on 2005/09/29 14:50:55
sounds great for a theme. I think I'll speedmap for it.
It plan to convert this theme into Partially Submerged Labyrinth for me.
Pulsar...
#1187 posted by Shambler [82.38.192.54] on 2005/09/30 12:02:38
...so the player is trapped in a maze AND drowning??
BEST MAPING IDEA EVAR!
#1188 posted by PuLSaR [80.80.111.129] on 2005/09/30 13:04:15
...so the player is trapped in a maze AND drowning??
yay that's really cool =)
I started to map and it turned into not-labyrinth, I'll make a labyrinth speedmap next time
Mmm, Partiall Submerged...
#1189 posted by Tron [202.7.183.131] on 2005/09/30 21:15:04
hurray for water!
#1190 posted by Zwiffle [69.210.38.22] on 2005/10/01 07:37:18
I would speedmap, but "Partially Submerged" doesn't float my boat! HA! :D :D :D
:D
:D
:D
:D
Well fuck you then.
#1191 posted by drew [24.64.64.185] on 2005/10/02 02:06:36
won't be there.
too busy.
too tired.
too horny?
Uh Huh...
#1192 posted by Shambler [82.38.192.54] on 2005/10/02 03:48:00
too horny?
A/S/L?
Theme Suggestion:
#1193 posted by Scampie [68.117.137.42] on 2005/10/02 17:18:22
"Lunaran" Use his textures, use his layouts! Make maps celebrating the unknown lunaran legend!
FUCK
#1194 posted by Scampie [68.117.137.42] on 2005/10/02 17:21:11
accidentally posted as scampie... FUCK MY STATS ARE FUCKING RUINED
Wait
#1195 posted by R.P.G. [24.136.180.235] on 2005/10/02 18:13:40
Isn't he that guy that made that Dune mod or something?
Why don't you do a theme about Barballs instead? I'm sure that'd be much better.
What Does A/s/l Stand For?
#1196 posted by drew [24.64.66.37] on 2005/10/03 13:04:04
Actual / Sex / Life?
Just Thought About
#1197 posted by negke [85.176.68.90] on 2005/10/03 13:33:57
a theme kind of related to the geocomp one:
maps with only two textures (or has this been done already?)
could bring forth some nice maps... or some very ugly ones :P
Maybe
#1198 posted by PuLSaR [80.80.111.129] on 2005/10/03 13:51:54
maps with only one texture will be more fun?
Scampie
#1199 posted by Shambler [82.38.192.54] on 2005/10/03 14:28:51
You bolloxed your stats up already.
Funny topical theme tho, LOL!
Themes
#1200 posted by bambuz [130.233.220.23] on 2005/10/04 04:32:08
-village
-town
-city
-tower
Cool Themes
#1201 posted by gone [213.170.89.98] on 2005/10/04 05:31:56
sewers,
wind tunnels,
city/town
Theme Suggestions:
#1202 posted by czg [85.93.227.233] on 2005/10/04 06:33:47
Nali village, cave, dark castle, lava cave, lava dungeon, lava waterfall, lava sewer, cave, dungeon, sewer, Nali village, dungeon, sewer, cave, Nali cave, tall cave with the ceiling removed, cave, dungeon, cave, lava crate.
I Vote Lava Crate
#1203 posted by drew [24.64.66.37] on 2005/10/04 23:21:36
Or cramped.
SM107
#1204 posted by Scampie [67.129.250.254] on 2005/10/05 09:09:39
SM107 happens this saturday. Theme is 'Cramped'. I don't like setting limitations, but PLEASE DO NOT 'cramp' players using a million enemies, that's been done to death in SM maps. Instead, try to think about the use of cramped areas, little room for fighting and how best to use a couple monsters to cramp the player.
email a map to me before sunday at 3pm CST. scampie@spawnpoint.org
Inspiration
#1205 posted by Drew [24.64.66.37] on 2005/10/05 23:44:52
I'm going to play some sadlark levels.
and build a lava crate.
Fuck.
#1206 posted by drew [24.64.66.37] on 2005/10/06 01:04:06
Started to map and made something very pretty. kept mapping, and it got too complicated, and not fun, and I fell through the floor when I tried to play it. fuck.
"Cramped"
#1207 posted by Shambler [82.38.192.54] on 2005/10/06 02:22:37
:(
#1208 posted by gone [213.170.89.98] on 2005/10/06 03:38:52
yeah, couldnt chose the worse theme
#1209 posted by Scampie [67.129.250.254] on 2005/10/06 11:14:14
It's differant, which is why I chose it.
Next Week's Theme:
#1210 posted by metlslime [69.181.44.163] on 2005/10/06 12:49:52
"maps that crash the game"
He He
#1211 posted by HeadThump [65.141.73.209] on 2005/10/06 13:20:51
I can do that one with my eyes closed.
Metl
#1212 posted by Zwiffle [69.210.38.22] on 2005/10/06 14:05:39
lol
SM2142016 Theme
#1213 posted by Scampie [67.129.250.254] on 2005/10/07 11:12:51
Fire, Brimstone, and Paper Hearts
LOL !
#1214 posted by JPL [82.234.166.130] on 2005/10/08 02:28:35
I would not like to wait for the 41190 years and 6 months (we will obviously have speedmap pack 107 next week, and with one pack per week...) before seeing these cool speedmappind thread... I vote for Fire, Brimstone, and Paper Hearts themes for next week !!
#1215 posted by Scampie [67.129.250.254] on 2005/10/08 20:37:34
Was a subtile joke...
Valentines Day, 2016
End of the world according to The GhostBusters 2
Duh, Jpl
#1216 posted by Drew [24.64.64.185] on 2005/10/09 01:52:00
Everybody remembers lines from crappy eighties sequels.
right?
Anyways, mines in.
Its cramped. its kind of cute, actually.
Neg!ke, I hope you'll map. I miss your maps.
I Should Be Mapping...
#1217 posted by Tron [144.137.199.91] on 2005/10/09 04:20:23
I should be making a map for this when I get home in a couple of hours...
Or Not...
#1218 posted by Tron [202.7.183.132] on 2005/10/09 08:39:40
Amusingly enough, I got distracted from making a cramped quake speedmap by my Doom3 project.
Or...
#1219 posted by R.P.G. [24.136.180.235] on 2005/10/09 10:56:36
Now you just need to get distracted from the Doom3 project and finish TronDM3!
Scampie
#1220 posted by JPL [82.234.166.130] on 2005/10/09 13:11:14
Oh, it would have been read as SM214-2016... it's so more "laughable" then... when correctly explained...
Wait A Minute !!!
#1221 posted by JPL [213.30.139.243] on 2005/10/10 03:02:26
Reading again the post, there's still a mistake: it has to be read as SM 2-14-2016 ... it's more "explicit" like this... ;P
Made One
#1222 posted by bambuz [130.233.220.23] on 2005/10/10 04:07:16
since i don't have internet at home, i didn't remember the theme, but it actually somehow came towards that anyway - it's cramped at least for the monsters.. The ai is quite bad at navigating that even semi-crampy things are really hard for them as i noticed :(
had some cool ideas but never had time to get around to them when hunting trigger problems and a couple of leaks, and just then got tired and zipped it up and went to bed.
i sent it to scamp on spawnpoint, is that the right email?
Yes
#1223 posted by Scampie [67.129.250.254] on 2005/10/11 09:41:21
i'm just really busy, sorry, will try and get the pack up tonight.
Uhm...
#1224 posted by Drew [24.64.66.37] on 2005/10/12 10:32:19
... this kind of sucks.
no offense.
If There Are To Be Any More...
#1225 posted by generic [69.244.212.159] on 2005/10/13 13:13:20
2 Themes:
-Historic
-Colony
Scampie.
#1226 posted by Drew [24.64.64.122] on 2005/10/13 13:37:02
Maybe, if you are too busy to host events on a regular basis a new method could be set up. Perhaps we could all just speedmap when we feel like it andsend it to Scampie to release as packs when he can.
Or not. not sure if I particularly *like* the idea, but I could handle it. What do you guys think? If Scampie is too busy then maybe someone else could host it. I would, but I'll be leaving my country/computer soon, plus I'd be completely unable to handle the website side of things.
Hey
#1227 posted by negke [85.176.83.182] on 2005/10/14 06:47:25
i had to move to another city, so i don't have proper internet access for at least another week. :(
maybe i'll do a map tomorrow, but i can't promise anything...
what about the 'oddities' theme scampie suggested some time ago?
#1228 posted by voodoochopstiks [85.224.215.86] on 2005/10/15 10:45:30
What about tonight?
#1229 posted by [84.204.120.129] on 2005/10/15 16:33:01
yeah
Guys
#1230 posted by bambuz [130.233.243.228] on 2005/10/19 06:26:07
send your speedmap 107s to headthump, that is alanr643 at msn.
I'll Put Them Up
#1231 posted by HeadThump [65.140.56.93] on 2005/10/19 11:44:27
as they come in, and if any do come in, I'll bundle them together into a pack in a few days, with some pics up of each on my ugly-ville site.
I'll Put Them Up
#1232 posted by HeadThump [65.140.56.93] on 2005/10/19 11:49:24
as they come in, and if any do come in, I'll bundle them together into a pack in a few days, with some pics up of each on my ugly-ville site.
Clicker Got Stuck
#1233 posted by HeadThump [65.140.56.93] on 2005/10/19 11:50:12
oops
#1234 posted by Drew [209.89.222.196] on 2005/10/22 06:58:21
I've got a few maps that I scrapped midway, due to unresolved Sessions. Might finish them off. Might not. Just back off dude - back off.
Theme Sugesstion #2094: CZGRPG
No Problem
#1235 posted by HeadThump [65.140.57.230] on 2005/10/22 07:10:16
Consider the chill pill swallowed (like a mug of freshly squeezed Bukake sudy).
Hmm CZGRPG
#1236 posted by Zwiffle [69.210.59.5] on 2005/10/22 07:34:29
I imagine some sort of yin-yang motif, good and evil, cats and dogs, pink and teal. CZGs the evil one, btw.
Not Much Progress Since Last Week, Hum?
#1237 posted by negke [85.176.94.42] on 2005/10/22 08:40:25
except that i finally managed to map! so i'll just send the thing to headthump then, right?
By The Way:
#1238 posted by negke [85.176.94.42] on 2005/10/22 09:12:51
wtf is wrong with spawnpoint.org?
Notice: This domain name expired on 10/17/05 and is pending renewal or deletion
I Can Handle Speedmaps
#1239 posted by HeadThump [65.140.59.201] on 2005/10/22 10:11:48
for a couple of weeks without hitting my meg limit. If you want to send something you did for this weekend, no problem.
Wait...
#1240 posted by Drew [24.64.64.122] on 2005/10/22 11:09:07
RPG is teal?
I Just Recieved A Speedmap
#1241 posted by HeadThump [65.140.58.206] on 2005/10/23 08:38:59
from Neg!ke.
Actually it most likely came a few hours ago while I was a sleep.
I will get it all up and ready in a few.
Thanks, Neg!ke!
Wow,
#1242 posted by HeadThump [65.140.58.206] on 2005/10/23 09:50:57
That was a fun level you made Neg!ke. I urge every one to pick this one up at,
http://www.geocities.com/alanr643/...
I'll be back in the late part of the afternoon to see if any one else has a level to upload (I'll bundle them as they come in), and again after the Simpsons tonight (8:30 EST)
I had to take the '!' out of the zip file name to get the Pagemaker uploader to work, sorry Neg!ke.
BTW, Neg!ke
#1243 posted by HeadThump [65.140.58.206] on 2005/10/23 10:01:37
On the last note in your e-mail, I hope so to. No promises yet, but I'll likely be in a position to change that situation in a few weeks.
Uh Huh.
#1244 posted by Shambler [82.38.192.54] on 2005/10/23 11:24:23
Sorry, this site is temporarily unavailable!
The web site you are trying to access has exceeded its allocated data transfer. Visit our help area for more information.
Access to this site will be restored within an hour. Please try again later.
GG geocuntities!
Temporary Mirror
#1245 posted by Spirit [80.171.83.195] on 2005/10/23 11:25:25
www.quaddicted.com/stuff/temp/sm10...
I died in the second room, will try again :D
Bleh.
#1246 posted by Shambler [82.38.192.54] on 2005/10/23 11:27:31
Spirit's borked URL - GG Speniswit!
Slap Me Hard
#1247 posted by Spirit [80.171.83.195] on 2005/10/23 11:27:44
for being so arrogant and not clicking "preview"...
http://www.quaddicted.com/stuff/te...
Good Stuff.
#1248 posted by Shambler [82.38.192.54] on 2005/10/23 11:45:49
Cheers for that.
Nice one Negke, love the proper Zer style and the interesting gameplay, really good map for a speedmap.
Have played Zer again recently and this had a good vibe to it. Need more!
Wow, Geoshitys
#1249 posted by HeadThump [65.141.73.70] on 2005/10/23 13:10:55
can't even handle a few dosen transfers for a small file.
Thanks, Spirit.
Bambuz,
#1250 posted by HeadThump [65.140.58.21] on 2005/10/23 15:43:23
I've just found your e-mail, from Thursday I believe; sorry, I was playing with my spam filters around that time.
I'll get a snap shot and have posted up shortly.
Clean Design And Aesthetic,
#1251 posted by HeadThump [65.140.58.21] on 2005/10/23 16:05:17
Short but pretty good,
Bambuz.
If anyone else has a speed map, please get it to me by 8:30 PM and I will go ahead and bundle everything recieved by then.
8:30 PM EST
#1252 posted by HeadThump [65.140.58.21] on 2005/10/23 16:37:58
GMT minus five hours
Thanks Bambuz,
#1253 posted by HeadThump [65.140.52.63] on 2005/10/23 18:03:59
Bambuz map is now up for grab.
This week I was flying by the seat of my pants; if we have an event next week, I'll bundle them all first before release, that way there is a better chance of the maps being played. I would be happy to play host if Scampie can't fullfill that role at this time, and the Great Zwiffle has his head in the books.
Though we'll need to find a home, my silly-dilly geocities site is just cutting the cheese.
Just In Case
#1254 posted by Spirit [80.171.83.195] on 2005/10/24 02:34:12
http://www.quaddicted.com/stuff/te...
;)
Could Scampie just give you access to the http://speedq1.spawnpoint.org ... Oh wait... Spawnpoint is no more :(
I could setup the domain speedq1.quaddicted.com (or what you like) and a bit of space (not much though, since I need it for the SP maps. maybe 100mb?). I would give you ftp access then, so you could upload whatever you want :) This is not meant as try to takeover of speedq1, heh. Just as temporary host of course!
Yeah
#1255 posted by bambuz [130.233.243.228] on 2005/10/24 06:05:53
thanks ht for putting stuff up.
Zip em all into one like previous packs and start putting em to spirit's place. Then make a news post and post the url to the directory and mention your email and say that you are now handling speedmaps for a while.
Cheers!
SM107?!?
#1256 posted by generic [69.244.212.159] on 2005/10/24 10:08:39
Sorry if I am flogging a dead horse but I have been away on vaction and although it seems HT is handling SM108 well enough what the heck happened to SM107?
HeadThump, maybe you want me to send sm107_generic to you???
Yeah!
#1257 posted by Drew [198.53.40.232] on 2005/10/24 13:40:44
I was thinking of doing that with my sm107 map as well. Really busy right now, but not as busy as scampie, so I *will* get that to you next time I'm at my quakecomp.
We Can Bundle
#1258 posted by HeadThump [65.140.56.124] on 2005/10/24 13:47:33
it with next week's mapping event if you don't mind. You can go ahead and send it to me, Generic and I;ll do all the prep work for it for next week's event.
That is a great gesture of generiosity, Spirit. 100 Megabytes will be more than adequate for now. If my new job holds up, a full blown site will be possible in about a month's time.
E-mail me at alanr643_at_msn.com for whatever necessary arangements need to be made.
#1259 posted by Scampie [67.129.250.254] on 2005/10/24 13:56:25
Spawnpoint should hopefully come back this week. At that time, I will give control of the speedq1 site the Headthump if he wishes to run the site.
I'm very sorry about being so 'away' these last couple weeks. Been very busy, never using my own PC at home for anything.
No Problem,
#1260 posted by HeadThump [65.140.52.209] on 2005/10/24 15:31:41
things often happen that are beyond our control. I'll be glad to run the speedmapping events. It turned out to be alot of fun putting the maps and pics up the last few weeks.
Scampie
#1261 posted by Zwiffle [64.108.134.144] on 2005/10/24 19:31:38
Don't apologize, be away more often!
No Text
#1262 posted by bambuz [130.233.243.228] on 2005/10/25 01:46:54
Headthump
#1263 posted by Spirit [80.171.98.128] on 2005/10/25 08:16:18
Mail sent ;)
Thanks, Spirit
#1264 posted by HeadThump [65.140.53.229] on 2005/10/25 14:29:54
we can make use of your the site for the next few weeks until Scampie gets the SpawnPoint matter sorted out. I appreciate the generosity of both of you.
Okay, any theme ideas? Something that most regular mappers would like to do.
I think we can work out a system where each regular mapper gets the chance to call a theme for the fallowing week's speed mapping event. We can include regular commentators like AquiRe, Shambler, and Megazoid in the as well.
I just want the most flexible and fair means of
doing this that we can agree upon.
Hey
#1265 posted by Zwiffle [64.108.134.144] on 2005/10/25 21:05:55
It seems I might have some free time this weekend so it's possible I can crank out a speedmap of some sort. As for themes, I thought of a really good one a while ago but totally forgot it, so I'll just go with City in the Shadows or something. Bleh, that's a stinky theme.
Okay,
#1266 posted by HeadThump [65.140.56.27] on 2005/10/25 21:57:21
Zwiffle can be the first theme picker.
Do you remember where you put the theme last? It is probably there.
FFS
#1267 posted by bambuz [130.233.243.228] on 2005/10/26 05:35:10
post news already of the speedmaps done...
Now no-one notices, either to dl or to start making new ones since it's all in the state of limbo still.
The Three Maps,
#1268 posted by HeadThump [65.140.57.245] on 2005/10/26 07:50:44
mine, yours, and Neg!ke that came in by Sunday of last week will be bundled together as one package and Generic's map will represent a fresh start. If you prefer to have your map bundled with next week's offering, let me know. It isn't a problem.
However, a News Post for the informal arrangements of the past few weeks is not necessary. It would probably be overkill at this time.
Generic's Map
#1269 posted by HeadThump [65.140.57.245] on 2005/10/26 07:51:51
along with speedmap session 109 will be a fresh start I meant to say.
If My Answer Is Unsatisfactory
#1270 posted by HeadThump [65.140.57.245] on 2005/10/26 08:02:10
in your estimation, and that is okay by me, you can post a news item on the 107 & 108 sessions. Just include a brief discription of the three maps and a running man icon along with it and submit it to the moderators. They'll take it from there.
I have to be else where in thirty minutes, so you are in charge this afternoon.
#1271 posted by Trinca [194.65.31.249] on 2005/10/27 02:04:16
hey i´m making a speedmap...or maby a shit map...but since there is no shitmapping week´s maby u guys may get something with it! :) were should i sent it??? or should i upload?
Send It To
#1272 posted by HeadThump [65.141.73.75] on 2005/10/27 06:26:41
alanr642_at_msn.com
Thanks, Trinca.
#1273 posted by Trinca [194.65.31.249] on 2005/10/27 06:42:33
o.k map and bsp sent :)
#1274 posted by Trinca [194.65.31.249] on 2005/10/27 08:25:19
Hi. This is the qmail-send program at isp.novis.pt.
I'm afraid I wasn't able to deliver your message to the following
addresses.
This is a permanent error; I've given up. Sorry it didn't work out.
<alanr642@msn.com>
:(
My Fault,
#1275 posted by HeadThump [65.140.59.123] on 2005/10/27 09:23:46
It's Alan643_at_msn.com
not AlanR642
I Did It Again
#1276 posted by HeadThump [65.140.59.123] on 2005/10/27 09:25:18
AlanR643_at_msn.com
All apologies.
Sooo...
#1277 posted by generic [69.244.212.159] on 2005/10/27 15:05:24
There is going to be some swank page put on Spirit's site to download the bundled, missed speedmap packages until Scampie's show is eventually back up and running?
And, what was that new theme exactly?
I am sooo con-few-zed :)
I Was Hoping Zwiffle
#1278 posted by HeadThump [65.141.73.76] on 2005/10/27 21:42:51
would get back with that, but apparently, school is more important than speedmapping to some ;)
Okay, if Zwiffle gets back with his theme idea, we'll go with his idea: Otherwise the theme will be:
Mescaline.
#1279 posted by Trinca [194.65.31.249] on 2005/10/28 02:05:42
did u get my crapy?
Sm108_neg!ke
#1280 posted by Drew [216.168.121.117] on 2005/10/28 03:32:25
Just played that. That kicked ass, and also made me feel inferior. Good job, you talented ass. keep it up.
#1281 posted by Trinca [194.65.31.249] on 2005/10/28 04:19:08
were can i get speedmapping maps? there is no link :( i miss some...
A Good Theme For This Week-end.....
#1282 posted by JPL [213.30.139.243] on 2005/10/28 04:19:36
... would be "Hell"oween !!!!!!!!!!!
Yeah
#1283 posted by bambuz [130.233.243.228] on 2005/10/28 04:40:16
neg!ke's hell map was the shit!
THE ALMIGHTY ZWIFFLE SPEAKETH
#1284 posted by Zwiffle [64.108.134.144] on 2005/10/28 05:17:21
Cough. Hi.
Whenever what's-his-face gets spawnpoint back up I'd be happy to collect the maps and update the site (that takes about 5-10 minutes) but I won't bother participating in the event or coming up with themes. If Thump wants to do it then that's fine too, but you guys have to run it on your own until school's out, that is if you want me to run it again at all. ~_~
I also desire to play this fabled sm108_neg!ke. Gimme.
#1285 posted by voodoochopstiks [85.224.212.107] on 2005/10/28 05:40:35
Mescaline sounds like a nice theme :D
I'm Thinking
#1286 posted by HeadThump [65.140.52.146] on 2005/10/28 08:47:05
some of Rorschach's more bazarre texture sets
http://www.planetquake.com/polycou...
would fit the theme nicely.
Just make sure whatever you use looks good in at least GLQuake.
'Hell'oween can be an alternative for anyone not interested in the Mescaline theme.
Deadline 11:00 PM GMT (6:00 PM EST) Sunday
Thanks
#1287 posted by negke [85.176.95.82] on 2005/10/28 09:17:50
nice to hear you liked my map.
i felt one owes it to zer to make something special when using those textures!
drew: you don't have to feel that way - luckily you don't know how the brushwork looks. ;)
bambuz: nice map. crossing these strange bridges was not all that easy in winquake on such a crappy machine as this... a.k.a. yes, i died. ...several times :P
how does one open the quad secret?
Confirming,
#1288 posted by HeadThump [4.136.90.233] on 2005/10/28 23:23:07
I have one map each from Trinca, Generic, and Drew at this time. Thanks, guys.
I hope to get the time tomorrow to make a map too.
If anyone has sent a map in and isn't listed, please let me know.
Must've Missed Sumthin'....
#1289 posted by the silent [84.222.200.140] on 2005/10/29 10:04:48
...the last smpack I have is 106. We're talking 109 here... Where can I find the missing ones?
Thanks guys for endless hours o' fun...
Negnotke
#1290 posted by bambuz [80.221.59.120] on 2005/10/29 11:46:16
spoiler for sm107/8_bam
after you kill the fiend (that spawns if you go in the dead end), the quad secret opens for a while (8 secs or so)... :)
Thump
#1291 posted by Zwiffle [64.108.134.144] on 2005/10/29 12:05:05
I'm sending you one, I labeled it sm108 cuz I'm not sure what number we're officially on, but you should get it soon.
The Silent
#1292 posted by HeadThump [65.140.58.186] on 2005/10/29 13:34:41
I'll have 107 108 The Lost Adventures of Speed Mapping up tommorow, along with SpeedMap 109.
Zwiffle,
That makes my day, thanks.
HT...
#1293 posted by generic [71.1.8.131] on 2005/10/29 15:27:08
I got one in the oven, sm109_generic, but it needs a few more tweaks. Can I get it to you tomorrow (OCT 30)?
Yay, Zwiffle!!!
Sure,
#1294 posted by HeadThump [65.140.52.245] on 2005/10/29 20:19:27
I can hold off -- the Sunday 11:00 GMT deadline is a rule of thumb.
I'm thinking of making a small start level; I would make the end of levels on the individual maps into change_episodes
(function name I'd have look up) back to a map named sm109.
I Demand Maps!
#1295 posted by Megazoid [62.252.32.13] on 2005/10/30 03:46:15
FEED ME NOW.
;)
HT...
#1296 posted by generic [71.1.10.71] on 2005/10/30 09:36:37
you have mail :)
Thanks, Generic
#1297 posted by HeadThump [65.140.58.65] on 2005/10/30 15:33:56
I'm going to start putting everything together now. If anyone has a late entry, don't worry, finish it at your leasiure, I've got a ton of things to do. I'll be around in some capacity 'til Midnight (11:00 EST.) That is when I expect to put everything up --
Midnight Is Not 11:00 EST
#1298 posted by HeadThump [65.140.58.65] on 2005/10/30 15:36:48
obviously.
Thks Ht
#1299 posted by bambuz [130.233.243.228] on 2005/10/31 05:46:58
stuff lookin' good and all!
Bambuz
#1300 posted by negke [85.176.76.216] on 2005/11/01 08:52:05
ah thanks. i did find the fiend, but i just thought it was a funny joke without triggering something...
Neg!ke,
#1301 posted by HeadThump [65.141.73.105] on 2005/11/01 10:14:29
Thanks, I just got your speedmap. I can't wait to play it when I get in tonight. If you like, go ahead and post a theme idea for this coming 110 event.
I Don't Know...
#1302 posted by negke [85.176.76.188] on 2005/11/01 11:19:25
the theme of the map i sent you could be described as 'monotony', but i really can't decide on a theme for the others now.
i'd like to have the 'oddities' theme sometime in the future, though (not sm110!). there were also some other nice suggestions in the past, but i have to leave now, so there is no time to go through them again.
That Rorshach Thingie
#1303 posted by bambuz [213.169.2.25] on 2005/11/01 11:36:06
dunno... would that require a bit more time?
And somebody would need to make a wad...
the outdoor and the broken textures seemed very nice there, though I don't know how they'll fit with the q1 palette.
I Used About Six
#1304 posted by HeadThump [65.141.73.197] on 2005/11/01 21:45:47
or so of Rorshach's Temple textures converted to the Quake palette. It took a bit of work to get the fullbrights out, but I think they go pretty well with the Wizard.wad.
If there is interest in this theme, I can convert
most of the rest of that set and combine them with the wizard wad.
By the way, Rorshach does threaten in his readme text to shoot anyone who forgets to credit him. Given he works for Epic now I better take heed.
#1305 posted by Trinca [194.65.31.249] on 2005/11/02 02:44:48
should i send my next map to same email again???
this week the map is a litle better :) maby someday i will make a good one...still learning!
Trinca,
#1306 posted by HeadThump [65.140.59.146] on 2005/11/02 06:59:19
yeap, AlanR643@msn.com
#1307 posted by Drew [216.168.121.117] on 2005/11/02 11:38:56
My next SM will be Big. That is my theme. I already have a vague idea of what I'm going to do. So Ima do it, and you can't fucking stop me. but I suggest you join in on my "BIG" theme.
#1308 posted by bambuz [213.169.3.242] on 2005/11/02 11:50:03
all the big stuff i've done looks even worse than the medium scale stuff, but i just might do something.
O.k
#1309 posted by Trinca [194.65.31.249] on 2005/11/03 02:18:23
my map is sent!!!
Big, Dammit.
#1310 posted by Drew [216.168.121.117] on 2005/11/03 11:22:21
Do it Bam. I believe in you.
#1311 posted by Trinca [194.65.31.249] on 2005/11/04 01:52:21
HeadThump do u have my map?
Theme...
#1312 posted by generic [71.1.10.237] on 2005/11/04 06:26:02
so "BIG" it is?
#1313 posted by Trinca [194.65.31.249] on 2005/11/04 07:00:53
wend is deadline??? i dont have internet at weekend that´s why i sent the map... still waiting for my new isp, maby more 15 days and will be up :)thks god! that´s why i send the map...but if the deadline isn´t this weekend i can add more cople of rooms...
but i´m already working in a new map :)
Trinca,
#1314 posted by HeadThump [65.140.56.101] on 2005/11/04 07:29:26
yes, I have your map.
You asked a question in your e-mail. You should have my answer in your box, if not, let me know.
Generic,
Drew's mutiny was an entire success. I can only confirm the answer that 'big' is indeed the theme from my vantage point on the tippy end of the gangplank.
I'm aiming to get everything out by 3:00 EST Sunday, (8:00 PM GMT). That way the maps can still be played during the weekend.
Okay, Trina, I See,
#1315 posted by HeadThump [65.140.56.101] on 2005/11/04 07:33:10
you are having an ISP problem which could effect whether you can view your e-mails or not. I'll correct that door issue for you Saturday afternoon, and send you a copy of the map back then.
#1316 posted by Trinca [194.65.31.249] on 2005/11/04 07:43:44
many many thks this way i will learn and can use this from know on :)
i think this map is a litle better then the other... :) next will be better i´ve already start it, and is getting fun :) got one big room with some nice detail´s
HT
#1317 posted by Drew [216.168.121.91] on 2005/11/04 22:41:30
you have mail, captain.
Looking Forward To It
#1318 posted by HeadThump [65.140.56.199] on 2005/11/05 11:41:40
I'm going to try to finish up my map before playing anymore levels; aside from Trinca's of whom's level I need to test out a bit before mailing back.
Who's Gonna Be In This Pack?
#1319 posted by Drew [216.168.121.91] on 2005/11/05 13:00:18
I know Generic will - he's like a rock. And he's aside from being a constantly horny guy, I know I can count on him showing up for SM. Trinca and HT obviously. Myself... Neg!ke? Are you going to show up? Anybody else?
Yeap,
#1320 posted by HeadThump [65.140.59.223] on 2005/11/05 14:15:48
Neg!ke has a map for this one. I can confirm too that I got the update Neg!ke, it's not a problem if you need to tweak anything further.
Trinca,
#1321 posted by HeadThump [65.140.59.223] on 2005/11/05 14:50:48
you may not have recieved my e-mail. I'm going to need you to do a virus scan on your file attachment and rescend the map. Sorry, it won't open.
Working...
#1322 posted by generic [71.1.12.160] on 2005/11/06 06:16:49
I just had to go and watch some shite (American) football game yesterday, but I'm on it. HT, you should have something from me by the end of the day today :)
Okay,
#1323 posted by HeadThump [65.141.73.66] on 2005/11/06 08:26:35
I'm still trying to make something passibly presentable at the moment too.
Urgh
#1324 posted by bambuz [213.169.30.102] on 2005/11/06 10:29:08
i tried to do something big and non-quakey and it just didn't fucking work neither from graphics or gameplay view so it's better i don't try to finish or submit it. :/
I'm Sympatico
#1325 posted by HeadThump [65.140.58.231] on 2005/11/06 12:31:26
I set my origianl map aside as it was too ambitious for an afternoon affair. For the past hour I've worked on something quite a bit more simple.
BTW, can anyone get in touch with Trinca? I've emailed and posted here, but I have not heard from him.
If you see this, Trinca, you have plenty of time still to correct the matter.
Of The Complete Maps
#1326 posted by HeadThump [65.140.58.113] on 2005/11/06 14:46:14
I have Drew's, Neg!ke's and my map.
How is your map coming along, Generic?
I'll Load Everything Up
#1327 posted by HeadThump [65.140.57.207] on 2005/11/06 16:02:09
about 7:30 EST (30 minutes from now. Generic, Bambuz, and Trinca if you send a map in before then or tell me you need some more time, I'll hold off.
Oh yes, Bambuz, I'm going to write a discription up for the News, and send it your way.
:(
#1328 posted by bambuz [213.169.30.102] on 2005/11/06 16:43:22
I'm not sending anything, going to bed now. Sorry :C
HT...
#1329 posted by generic [71.1.11.34] on 2005/11/06 18:08:19
I just sent you mine. I hope that doesn't screw you up any...
:)
I'll Resubmit The File
#1330 posted by HeadThump [65.140.52.254] on 2005/11/06 18:14:49
and ask Spirit to delete the original. It shouldn't be a big deal.
And Thanks, Too
#1331 posted by HeadThump [65.140.52.254] on 2005/11/06 18:18:59
Generic,
Four maps always seem a more complete, and meatier playing meal to me that a three xourser!
Scampie And Spawnpoint
#1332 posted by VoreLord [203.51.233.36] on 2005/11/06 22:56:48
I see Scampies site is down, and read somewhere that he has left the community? I thought he had returned, but anyway, is there anywhere I can get the following packs?, as I seem to have misplaced them, or is Scampies site expected to return?
Turtle map 100
SM82 Rubicondom
SM_106
SM_105
SM_104
SM_103
SM_102
SM_100
:)
#1333 posted by Spirit [213.39.196.157] on 2005/11/07 00:13:15
http://67.15.24.154/~speedq1/files...
(All credit to CZG for knowing the IP address and the "~"-trick!
Awesome
#1334 posted by VoreLord [203.51.233.36] on 2005/11/07 00:28:13
Thank you very much. Can't find Sm82 though, there is a link for SM82 wad.zip, but not the pack.
#1335 posted by Trinca [194.65.31.249] on 2005/11/07 01:37:11
hey were is my map?
#1336 posted by Trinca [194.65.31.249] on 2005/11/07 03:59:29
u guys didn´t see my new peace of art... becouse a virus scan that head said it had :( i worked so much on it :( next week HeadThump will put it up, if my map past in next virus scan :) it doesn´t have any virus, i sent it from work and my antivirus i real good...
Huh?
#1337 posted by Spirit [213.39.196.157] on 2005/11/07 06:54:04
How could a .bsp file contain a virus? Just rezip it and you're good :)
Sorry, Trinca
#1338 posted by HeadThump [65.140.53.63] on 2005/11/07 07:07:42
How could a .bsp file contain a virus? Just rezip it and you're good :)
I wondered about that myself, but MSN refused to download it. I tried to do it through Hotmail, and that is where I got a report that the file contained a virus.
Just Checked My Mail
#1339 posted by HeadThump [65.140.53.63] on 2005/11/07 07:20:45
I like your solution, Trinca.
I'll compile it, correct that door, and include it in next week's speedmap pack.
But
#1340 posted by bambuz [130.233.243.228] on 2005/11/07 07:22:53
they're both a microsoft service? (msn & hotmail)
Maybe you should get speedq1@gmail.com. Easy to remember and a gig of space to store all those maps in your inbox.
#1341 posted by Trinca [194.65.31.249] on 2005/11/07 07:26:15
thks :) o.k then next week i will have two maps :)
did u like the map??? is a litle better...
I'll Have To
#1342 posted by HeadThump [65.140.53.63] on 2005/11/07 07:34:33
use AquiRe's conversion utility that takes out the Quark format specific elements first, so later tonight when I get back in I can compile and check it out.
Ffs Trinca
#1343 posted by bambuz [213.169.30.84] on 2005/11/07 13:43:17
learn worldcraft
it's so fucking easy.
follow the tutorial from the help file.
Worldcraft Is Easy
#1344 posted by Zwiffle [64.108.134.144] on 2005/11/07 14:07:09
GtK is easier. (Except for setting up Quoth to work with it!)
Which reminds me, I'd participate in speedmapping this weekend if I could get Quoth working, I want to play with the new toys. If not, then I'll just play the lovelies once they're released.
Have You
#1345 posted by bambuz [213.169.30.84] on 2005/11/07 14:42:01
searched all hardisks for all defs?
#1346 posted by Trinca [194.65.31.249] on 2005/11/08 01:16:41
bambuz i can even start a room with worldcraf...can change textures becouse dont have the register version...bah bah bah fuck worldcraft i can map with Quark and maping is something i allways want to make... let me learn slow :) i dont have much time to learn fast... and i dont have time to read tutorials...i didn´t read anyting just test and look at other maps...i know one of these days i will make a good map, please wait! :9) one thing i can promiss i play Quake since 1997 and i can garantei that i next 5 years at least i wont stop playing... :)
Eh
#1347 posted by bambuz [130.233.243.228] on 2005/11/08 06:25:52
you can change textures with shareware and do everything else too? Get worldcraft 1.6 SW. I think I have that.
Or then use gtkradiant. It's a bit more keyboard-intensive so the start requires some key learning but it's pretty easy too. Just put your texture wads to id1/ I think.
And I think reading and doing tutorials is probably the fastest way to learn.
#1348 posted by Trinca [194.65.31.249] on 2005/11/08 07:02:14
let me try for more days Quark at least for have the idear of things... my 3 map is getting nice :^)
...
#1349 posted by Spirit [213.39.158.64] on 2005/11/08 07:43:27
Quark is nice editor. You just need to be aware of the floating point shit, that's all afaik. I love Quark and find it super easy to map with it. Never got any Radiant to work properly...
But
#1350 posted by bambuz [130.233.243.228] on 2005/11/08 08:12:51
That's just the problem. You never have tried other editors because
1) you don't get them to work (takes 20 minutes)
2) you don't learn them (takes a few hours)
These are bad excuses.
#1351 posted by Trinca [194.65.31.249] on 2005/11/08 11:22:22
hey HeadThump forget that door isue...already found out thks!!!
Okay,
#1352 posted by HeadThump [65.140.56.170] on 2005/11/08 21:54:03
Yeah, one thing I was going to recommend was AquiRe's new define file.
BTW, I've been away the last forty-eight hours, I did not know I was going to be sent out of town, so, my apologies JPL, I still don't have the screenies.
Oh Yes,
#1353 posted by HeadThump [65.140.56.170] on 2005/11/08 21:57:47
and theme ideas -- I have a few,
1) sloppy seconds,
2) Quoth, in honor of those magnificent bastards, Necros and Kell.
?
#1354 posted by Trinca [194.65.31.249] on 2005/11/09 01:26:41
fuck fuck fuck can anyone say me why does the player dont teleport??? i did like this...
http://trinca.no.sapo.pt/tele.jpg
http://trinca.no.sapo.pt/tele1.jpg
Trinca
#1355 posted by JPL [213.30.139.243] on 2005/11/09 01:49:31
Ok, try to clean targetname field in shot 2 (i.e trigger_teleport targetname field). This will allow you to use the teleport whenever you want. If you set this field, you will have to trig the teleport before using it... (i.e, like a switch on).. Also if you want to trig the trigger_teleport targetname field, it would be judicious to choose a different name but teleport_destination (already used by item teleport_destination)
I hope it will help you ;)
#1356 posted by Trinca [194.65.31.249] on 2005/11/09 02:40:14
JPL u rockzzzz thks it worked!!! :) is normal to Quark that i got many holes in map and red things all oveer the place wend i compile??? and i dont see any hole?
Trinca
#1357 posted by JPL [213.30.139.243] on 2005/11/09 05:15:31
I see you are using QuArK, and sometimes QuArK Search Holes In Map function is a little bit weird, and find holes that don't exist, so don't use it any more... ;P...
I rather prefer to us TxQBSP to find holes !! If there are leaks in map, TxQBSP will find them for sure... the tool find holes in map while there are not. OK, Personnaly I used this "flow":
- aguirRe's TxQBSP
- aguirRe's vis
- Tyrann's Tyrlite
- AguirRe's engine or FitzQuake
Note that I used aguirRe's engine for map debug, i.e to find holes, leaks, HOM, etc... and FitzQuake for lightning effects checking.. in general
So for your problem, I recommend you to load the map with aguirRe's engine, open the console, and type pointfile. A doted line will appear in the zone where the hole have been found, and then you would be able to solve it..
PS: your last 2 posts would have been posted into Mapping Help Thread... in anyway, I hope it helped you ;)
#1358 posted by Trinca [194.65.31.249] on 2005/11/09 07:03:10
sure u did... :) thks i´m already testing... i only map at work! at home my kid dont let me do nothing...
Trinca
#1359 posted by JPL [213.30.139.243] on 2005/11/09 07:47:34
I only map at work! at home my kid dont let me do nothing...
For me it's completly the reverse, I'm too busy to map at office... and at home I always need to drop my 2 daughters to bed in order to map quietly...
How lucky you are to be able to map at work... P
#1360 posted by Trinca [194.65.31.249] on 2005/11/09 11:15:43
HeadThump my map is almost finish... the theme is Quoth? how can i add these monster´s to my map??? :)
Before
#1361 posted by HeadThump [65.140.59.243] on 2005/11/10 06:53:40
deciding the theme is Quoth, we need a general consensus, or, at the least, a good old fashion mutiny.
Necros has a tutorial on his site regarding adding the content. And, if I am not mistaken, there is a option in Quark that allows you to convert Radiant define (.def) files into the Quark format.
Also,
#1362 posted by HeadThump [65.140.59.243] on 2005/11/10 07:26:06
given there is a .fgd in progress for Quoth, we may want to wait a few weeks before doing that theme.
#1363 posted by Trinca [194.65.31.249] on 2005/11/10 07:54:24
o.k then i will maby have two maps for this week :) if i can fix the light´s in the second one...
tomorow i upload to my homepage and sent u a email of the link!
On Quoth...
#1364 posted by generic [69.244.212.159] on 2005/11/10 15:16:28
I say wait until there is a proper FGD first, but that is just me :)
Thanks Trinca,
#1365 posted by HeadThump [65.140.53.168] on 2005/11/11 09:05:58
I got your .map and .bsp files. No ugly downloader manager foul ups getting in the way this time ;)
I Think...
#1366 posted by Drew [216.168.124.119] on 2005/11/11 14:55:03
we should make sming quothable. the teleport functions, etc... speed things up. I might make all of mine quoth once the fgd comes out. not that I'll have many more as I'll be out of country soon.
Sorry To Hear That
#1367 posted by HeadThump [65.140.56.54] on 2005/11/11 21:42:11
not that I'll have many more as I'll be out of country soon.
You are an irreplaceable part of the Speed Mapping line up.
#1368 posted by Trinca [212.55.178.189] on 2005/11/12 04:46:05
HeadThump the map had two bugs i fix the map is in same page with this name...
metalr.bsp
a stuck dog and amo boxes is strange places...
Sorry
#1369 posted by Trinca [212.55.178.189] on 2005/11/12 05:06:02
fuck forget... know the vis didn´t run o.k and some amo boxes desaperar...bah my Quark is not working good at work forget let it goes the way u got it know... forget my last post...
No Flame Please...
#1370 posted by distrans [211.28.9.201] on 2005/11/12 07:21:02
... and I know I've only ever contributed to two speed mapping sessions (sm57 & sm82), but I thought the idea was always to build with vanilla quake in mind. Kell & necros need to be lauded for their contribution to the Quniverse, but is speed mapping the place?
Well
#1371 posted by Zwiffle [69.210.59.225] on 2005/11/12 07:34:35
I don't see why we should forbid people from making Quoth speedmaps. Surely that should be acceptable as well, and since normal Quake maps are backwards compatible I don't see any problem really. I was planning on Quoth speedmapping if I ever got it to work (damn you spog answer my email.)
The Week
#1372 posted by HeadThump [65.140.58.81] on 2005/11/12 09:33:47
we do Quoth, I was going to suggest, instead of using sm111, sm112, etc, as the naming convention, we use an alternative identifier for that week, so those who do download speedmaps, expecting vanilla Quake content wont be confused about it if they so happen to dl the pack at a much later date.
Yeah
#1373 posted by Drew [216.168.124.119] on 2005/11/12 10:58:32
Any Quaker who is hardcore enough to need a weekly fix - unvised and short lasted though it may be - will have Quoth already.
Period.
Fuck the grammar police...
Where Is It Then?
#1374 posted by negke [82.82.186.116] on 2005/11/14 11:15:14
any quaker who is hardcore enough to need a weekly fix - unvised and short lasted though it may be - would have gone nuts with withdrawal symptoms by now... :P
#1375 posted by Trinca [194.65.31.249] on 2005/11/15 01:10:37
fuck i can make a map :( no file for it... then i guess i will try to make a bigger map or a dm map in this two week´s if i have time enought for it.
Neg!ke
#1376 posted by Drew [216.168.99.107] on 2005/11/15 09:09:57
As you are, apparently.
Actually, I made one. and sent it off to HT.
So there.
#1377 posted by Drew [216.168.99.107] on 2005/11/15 09:10:53
my withdrawal symptoms involve mapping...
...
#1378 posted by Drew [216.168.99.107] on 2005/11/16 08:40:26
I don't like posting 3 times in a row, but is anybody else into SMing? I just realised that if this was any other forum, you'd all probably think I was a fairly kinky guy. On Func you just think I'm a fairly dorky guy.
... anyways.
What is happening? I'm leaving for Thailand on the 29th, and I want some more speedmaps before then, goddammit!
So sit on your lazy asses and build shit!
I Got Two
#1379 posted by Trinca [194.65.31.249] on 2005/11/16 08:55:10
i got two maps to go out...but they are to normal quake! so they will be in next pack!!!
is isn´t a quoth map pack...
Drew...
#1380 posted by generic [69.244.212.159] on 2005/11/16 09:03:32
I will try to get something out this weekend :)
Me Too
#1381 posted by negke [82.82.182.197] on 2005/11/16 10:46:48
but what's with headthump, anyway? quothed smpack should have been out last weekend already, right?
will sm111 be unthemed again then?
UNGH!
#1382 posted by Drew [216.168.107.191] on 2005/11/17 08:52:45
i'm officially fucking jonesing.
The Funny Thing Is...
#1383 posted by Drew [216.168.125.179] on 2005/11/18 05:52:43
That the last thing Headthump said to me was that I was an irreplaceable part of the community. I don't know if he realised it at the time, but in his current position,I'd say we'll have more trouble replacing him. I'll just make some shit and if I finish anything I'll send it off to the proper people.
Hm
#1384 posted by Spirit [80.171.27.104] on 2005/11/18 06:33:04
Headthump wasn't here for 6 days now. I could make the packaging if you want (if Headthump doesn't come back in time). My mailaddress is in my profile. If I get a mail but Headthump is back soon enough then I'll forward it to him.
Maybe
#1385 posted by negke [82.83.48.13] on 2005/11/18 06:50:35
he's just busy and will eventually return on the weekend - we'll see.
drew, about that thailand thing - how long will we have to do without you then (assuming you won't get busted for drugs/girls/throwing litter on the street/etc.)?
And
#1386 posted by bambuz [130.233.243.228] on 2005/11/18 06:57:20
are you going together with cybear?
Well
#1387 posted by Drew [216.168.125.179] on 2005/11/18 07:10:22
No need to worry about me being busted for drugs/girls/throwing litter on the street.
I'm into ladyboys.
I'll be gone for a year and a bit. And I expect you to have made a 6 map Quoth episode dedicated to me during that time, Neg!ke.
I'm not together with cybear. we've actually been divorced for more than a year.
Seriously though, is he going to Thailand?
#1388 posted by Trinca [194.65.31.249] on 2005/11/18 07:58:00
me what sex and booze to... :(
Stupid Twofaceness
#1389 posted by bambuz [130.233.243.228] on 2005/11/18 08:22:49
western young men go there and abuse kids and women and don't even get punished. It's outrageous. I mean it. Behave.
Yeah
#1390 posted by Zwiffle [69.210.50.142] on 2005/11/18 09:17:34
Thailand is AWESOME.
!!!
#1391 posted by Drew [216.168.125.179] on 2005/11/18 21:23:12
While I am a western young man, I want to ensure you understand I'll be going with my girlfriend, and as I have already stated I am into Ladyboys.
EXPLANATION!!!
#1392 posted by Drew [216.168.125.179] on 2005/11/18 21:27:15
"Hey Drew,
My apologies. Last weekend the power supply on my home PC burned out, and I will likely not be able to replace it until after the Holiday season, so I'm not in a position to run speedmaps at this time.
Sorry,
Alan
If you could let the other mappers know, I will appreciate it. "
This explains so much.
PS
#1393 posted by Drew [216.168.125.179] on 2005/11/18 21:28:01
this was from HT.
Duh...
Millionth Post In A Row
#1394 posted by Drew [216.168.125.179] on 2005/11/18 22:42:03
Would somebody like to trade with me? I have the beginning of a SM, and I'd like to have somebody finish it.
I'll trade with you too, if you'd like.
whaddya think?
Argh!
#1395 posted by Spirit [80.171.159.163] on 2005/11/19 00:33:30
Well, send speedmaps to me then. I'll even try to participate :)
Drew
#1396 posted by Zwiffle [69.210.50.142] on 2005/11/19 06:48:06
If you use GtK 1.5, would like to send the .wad, and really don't want it to be a good speedmap sure, send it over here.
Who's Speedmapping?
#1397 posted by Spirit [80.171.159.163] on 2005/11/19 09:52:15
Well, I've got Trinca's and mine (yeehaw!) submissions already. Who's submissions can I expect? Just that I know when I've got all the files. I want to bundle and post tomorrow evening (24h from now) if possible.
I'll Send Mine.
#1398 posted by Drew [216.168.125.179] on 2005/11/19 12:07:13
its on the way.
Zwiffle
#1399 posted by Drew [216.168.125.179] on 2005/11/19 12:29:41
I use WC 1.6.
so... yeah.
I'm In...
#1400 posted by generic [71.1.8.38] on 2005/11/19 15:23:59
if I can submit it to you tomorrow :)
Generic
#1401 posted by Spirit [80.171.128.153] on 2005/11/19 17:03:45
Sure, I just wanted to know how long to wait for submissions ;)
Barely Made It Back Home In One Piece
#1402 posted by neg!ke [85.176.70.36] on 2005/11/19 22:20:21
and i'm pretty fucked up atm., but i'll try to have mine done by 9/10pm gmt today (sunday). if that's too late for you just ignore me and release the pack earlier...
#1403 posted by Drew [216.168.125.179] on 2005/11/19 22:50:25
Negi!ke, Generic, someone...
Does anyone want to finish my map. it's barely started, but that's not the fucking point, so back off.
Neg!ke
#1404 posted by Spirit [80.171.128.153] on 2005/11/20 06:29:56
I'll try to stay awake long enough, otherwise I'll release the pack Monday then :)
I Can See Straight Again And My Ears Are Ringing Less. However,
#1405 posted by negke [82.82.188.246] on 2005/11/20 13:37:00
it looks like the map will be done much later than i said this morning. sorry about that.
i'll send it in sometime this night, but there's no need to stay awake, if releasing the pack on monday is okay as well.
Sorry...
#1406 posted by generic [71.1.1.60] on 2005/11/20 20:46:14
I am running behind too and I won't be able to finish what I got until tomorrow (Monday) evening :(
Hm
#1407 posted by Spirit [213.39.223.200] on 2005/11/21 02:41:41
Well, I've got neg!ke's map now and will release the pack in a moment. Sorry generic, but that would delay the release a bit too long in my opinion. I mean, it's SPEEDmapping ;)
I'm not a friend of moving sm maps into the next pack (like sm111_generic in the sm112 pack then) but I should not wait until the end of all days I think. I hope this is ok... Maybe you can have sm112_generica and sm112_genericb then or something :>
No Problem...
#1408 posted by generic [156.75.192.108] on 2005/11/21 06:50:39
Thanks for the exclusion.
Uhm...
#1409 posted by Spirit [213.39.223.200] on 2005/11/21 07:46:18
Come on! I think/thought Speedmapping is held on Saturdays normally. The last packs it seemed bit like a "somewhen on the weekend" event. It is getting more and more out of hand it seems. This weeks speedmapping was kind of a mess so I volunteered to collect and package the maps. I wanted to be a bit strict on the deadline. If you feel leftout now, then I apologize. You are welcome to do the job next time, the hosting at Quaddicted.com is easy and free.
Spirit
#1410 posted by bambuz [130.233.243.228] on 2005/11/21 08:22:09
you did a good job.
Some shit-getting is inevitable, one has to just make bold decisions and act.
(Few come to thank afterwards or say that it's the right thing, but I think it was in this case).
More discipline! Less slack!
Actually...
#1411 posted by generic [156.75.192.108] on 2005/11/21 08:36:50
I thought Spirit did a good job with the event, no shit-giving intended. I just thought it was hair-splitting to release something Monday morning versus Monday night. Oh well...
Bambuz, go map!
You Forget
#1412 posted by Zwiffle [69.210.50.142] on 2005/11/21 14:11:26
Spirit is a reverse-gargoyle, and turns to stone during the night.
But yeah, thx for collecting/hosting the maps, good pack but I didn't finish the crate map (lost/dizzy/bored.) Oh well O_o
Post-Script
#1413 posted by Zwiffle [69.210.50.142] on 2005/11/21 14:18:57
Because of Thanksgiving this week (w00t for American holidays) I'm going to have a 4-day weekend, so I'll be able to map this weekend! Yay! Someone pick a theme!
:)
#1414 posted by Trinca [87.196.121.10] on 2005/11/21 14:50:28
nuclean war!
Deadline!
#1415 posted by Hrimfaxi [80.165.179.61] on 2005/11/21 15:55:38
Sure there must be a deadline.
It can't matter that much if a map is in one pack or another. After all there are only 7 days between packs (Well most of the time 8-))
Sunday would be fine as the release day.
Nice you jumped in and collected/hosted the maps Spirit!
Zwiffle...
#1416 posted by generic [71.1.3.85] on 2005/11/21 17:02:13
Thanksgiving is just the opposite for me -- I won't have any opportunity to do any mapping :( -- but I do have an idea for a theme. How about doing what I was working on for sm111, a space/runic metroid-inspired map that'd make you wish you could roll up into a little ball and drop bombs all over?
Or maybe we all could take a stab at finishing that piece of a map Drew was working on?
Yes.
#1417 posted by Drew [216.168.118.13] on 2005/11/22 00:44:46
Actually I've got a couple. I could try to put a zip together before I leave, if I get around to it.
Generic's Second Suggestion Sounds Interesting
#1418 posted by negke [82.82.167.20] on 2005/11/22 04:55:03
"build a map based on one of drew's scraps" or something...
S C R A P S
#1419 posted by bambuz [130.233.243.228] on 2005/11/22 06:34:23
I support it. Push 'em up, Drew?
(or mail to my gmail address, meizah, so I can mirror them)
Btw hrim do you have lots of scraps?
Okay
#1420 posted by Drew [216.168.117.4] on 2005/11/22 11:38:55
I'll get that together.
I guess I should include .map files and .bsp files in the zip?
Oh
#1421 posted by Drew [216.168.117.4] on 2005/11/22 11:39:45
Should I mail them to Bambuz, or Spirit, or what?
3 In A Row, Again.
#1422 posted by Drew [216.168.117.4] on 2005/11/22 12:42:26
I mailed my zip to Spirit. Hopefully he'll put that shit up soon. I want to see the results, it would be very rewarding for me.
^
#1423 posted by null!ke [82.83.59.144] on 2005/11/22 12:58:31
damn, you're one kinky guy indeed...
Bambuz
#1424 posted by Hrimfaxi [80.165.179.61] on 2005/11/22 16:20:53
hrim do you have lots of scraps?
No I hardly have any. The stuff I make allways seems to make it into a bigger map or I just finish it of as a small map.
Zwiffle...
#1425 posted by generic [71.1.12.179] on 2005/11/22 19:26:01
You have mail :)
I haven't said that in a while. If you can't do something with it, could you please get it to someone who can.
CHEERS!
Aw Man
#1426 posted by Zwiffle [69.210.50.142] on 2005/11/22 19:51:00
Swanky map. Too bad IT WILL NEVER SEE THE LIGHT OF DAY! I'm keeping it ALL to myself!!! MUAHAHAHA!
Yepp
#1427 posted by Spirit [213.39.186.111] on 2005/11/23 01:10:48
I upload the archive as sm112_drewscraps.zip since it is the theme or what?
http://www.quaddicted.com/filebase...
If I shall do the packaging again then the deadline will be Monday morning, 10am German time (that's GMT isn't it?). This is Sunday evening/night for America I think so it should be fair ;)
#1428 posted by Trinca [194.65.31.249] on 2005/11/23 03:23:10
what is the theme???
i´m already at more than meadle of a map... but maby i will transform it into a big project in this one...so i still have time to respect a theme and start another one... if anybody pick one!
German Time
#1429 posted by bambuz [130.233.243.228] on 2005/11/23 05:22:06
is CET, aka GMT+1.
So the speedmap package deadline is
monday 9 am GMT.
#1430 posted by Trinca [194.65.31.249] on 2005/11/23 05:40:55
since there is no theme i think this one will be my map... just a light of one part...
http://trinca.no.sapo.pt/01.jpg
Omg, Those Scraps Are Crazy!
#1431 posted by negke [82.82.173.178] on 2005/11/24 05:08:06
trinca: the theme is to do something with drew's map scraps (spirit's link above). of course you're free to follow any other theme you want.
drew: i'd say you should be forced to make a chainmap from all those scraps as a penalty theme for giving out so many huge and good-looking pieces! >:]
#1432 posted by Trinca [194.65.31.249] on 2005/11/24 05:52:21
i´m making a big map but guess i whould not have time to finish untill monday i have so many idears in my head... :)i will try to finish... but will be big!!! but is not a speed map ~:( is taking me to long...
I Like Being Punished.
#1433 posted by Drew [207.61.218.133] on 2005/11/24 21:40:39
But I can't do much now. No time left for fucking inspiration! I've got to pack!
You do it for me, mkay?
Drew's Scraps
#1434 posted by bambuz [130.233.243.228] on 2005/11/28 08:58:46
were far too good for my lowly mapperishness.
So I didn't do anything this week.
Gotta try the newest pack.
Ha!
#1435 posted by Spirit [213.39.203.26] on 2005/11/28 11:10:33
I hereby force "rescue mission" to be theme for the next session (thanks to Scampie for the idea). This theme offers a lot fresh (or not much used) ideas I think, like backtracking(?),rewarding and such. Deadline is next Monday, 9 am GMT again. Mail to spirit@quaddicted.com
I'm only running speedmapping because no one else does, if you want to run a session yourself just speak. Upload to Quaddicted is possible for everyone :)
Yeah
#1436 posted by drew [66.79.224.158] on 2005/11/28 13:18:38
that's a beautiful idea. it brings tears to my eyes and so forth. seriously though. rescue mission theme is the shit.
#1437 posted by Trinca [87.196.113.67] on 2005/11/30 13:13:21
this week i will pass...still working hard in my small project... :)i need to learn slowly and since jpl, gibbie and neg|ke help me a lot last week, this week i realy wany to make a good stuff...at least clean...
Ditto...
#1438 posted by generic [71.1.13.132] on 2005/12/04 18:15:27
Same as Trinca except I have no time :(
Argh!
#1439 posted by Spirit [80.171.28.198] on 2005/12/05 01:11:01
Neg!ke was the only one who mapped then? This will be the first single map sm package :(
His map rocks!
#1440 posted by Trinca [194.65.31.249] on 2005/12/05 01:29:32
pass this week and next week neg|ke will have two :) i promiss next week to make a small one!
You Lazy Bums!
#1441 posted by negke [82.82.170.196] on 2005/12/05 04:30:48
well, there have been single map packs before, mostly when nobody besides zwiffle mapped.
if my map is only included in the next pack make sure the not selfimposed theme is mentioned (before anyone gets strange ideas :P)
#1442 posted by Trinca [194.65.31.249] on 2005/12/05 04:52:13
eheheh if it was already single in other´s sm´s then relase the ******* map :) i need QUAKEKING!
#1443 posted by Trinca [194.65.31.249] on 2005/12/05 05:16:33
spirit if deadline set to tomorow, i will try to make a fast map today at work and send it to you wend i get home tonight!
Heh
#1444 posted by Spirit [80.171.28.198] on 2005/12/05 05:44:09
I just released the pack :)
What about next week's session/theme then? Or should there be a break?
#1445 posted by Zwiffle [69.210.72.215] on 2005/12/05 06:14:31
I can start mapping again in a few weeks... 2 more weeks of classes then finals. THEN FREEDOM!!!!!
#1446 posted by Trinca [194.65.31.249] on 2005/12/05 06:47:21
if people decided theme fast i can start a new one... but give me time to map :) i´m to slow...
#1447 posted by Trinca [194.65.31.249] on 2005/12/07 08:09:09
no theme this week?
Suggestions?
#1448 posted by negke [82.82.163.183] on 2005/12/07 08:54:01
there've been so many...
what about the "only one texture" thing? (metal4_2..)
So
#1449 posted by Spirit [213.39.173.22] on 2005/12/07 09:16:55
Do you want a session this week? I was a bit worried after last weeks "success"... There should be at least 3 people/map in my opinion. Otherwise it is not really what a "speedmapping session" is about, eh?
I would love to have "art" as theme for some future session, just because sm48 was so awesome and I think "art" would encourage more such maps.
Ha! neg!ke will decide this weeks theme, he deserves it :)
Well, Ok.
#1450 posted by negke [82.82.176.53] on 2005/12/08 10:24:04
let's do the "use only one texture" theme then!
i suggest using a more detailed texture (eg. metal4_2, as i will), for it should have multiple stylistic elements that allow variations (trigger clip, skip don't count of course).
be creative - rotate, scale, flip, align in a weird way and so on...
we could do the "art" theme next week, although in my view it's too broad - every quake map is art eventually, isn't it? ;)
maybe it should be narrowed down a bit.
So Really
#1451 posted by Zwiffle [129.89.143.171] on 2005/12/08 11:14:57
"Use only one texture" means geocomp? The design is in the brushwork and no so much in the textures, yes?
Sort Of
#1452 posted by negke [82.82.176.53] on 2005/12/08 11:29:21
but it's more about how you use the one texture you have - brushwork is of course one aspect, but the 'texturework' is what counts most here...
dunno if it works, or if it's just a more restricted geocomp. let's just give it a try.
Theme
#1453 posted by metlslime [204.15.3.5] on 2005/12/08 12:32:39
If anyone did what I'm imagining, this would be a pretty cool theme.
#1454 posted by Trinca [87.196.119.94] on 2005/12/08 13:02:35
let´s see i got a few things in ming :) a small map but intensive game play...saturday will make it!!!
Metl
#1455 posted by negke [82.83.61.244] on 2005/12/09 10:35:09
show us! it's about time you do some mapping again, anyway. ;)
Ah, But...
#1456 posted by metlslime [204.15.3.5] on 2005/12/09 13:15:51
I map every day at work. And i'm currently doing a sauerbraten map at home. What more do you jackals want?!?!
Rubicon2
#1457 posted by Kell [82.41.10.46] on 2005/12/09 13:23:01
Yeah.
#1458 posted by Drew [203.147.0.44] on 2005/12/09 21:33:04
not that I could play it right now.
I want to make a 1 texture map.
#1459 posted by Trinca [87.196.122.38] on 2005/12/10 01:39:36
sauerbraten map? is this a game?
Trigger, Clip, Skip...
#1460 posted by generic [71.1.1.205] on 2005/12/10 09:05:53
sky? Oh my!
Is anyone using a sky tex besides their "one"?
Well, I Don't
#1461 posted by negke [82.83.36.202] on 2005/12/10 10:00:35
but what i meant by "trigger,.. don't count" was that you can freely use them besides the one visible texture
Trinca:
#1462 posted by metlslime [24.5.41.21] on 2005/12/10 15:02:41
http://www.sauerbraten.org/
I
#1463 posted by bambuz [213.169.7.60] on 2005/12/10 17:00:41
didn't use any but that metal 1_4 or whatsit, the greyish thingy with the recessed skulls.
Even for ceiling and clips and triggers etc.
lighting with torches and flames.
#1464 posted by Trinca [87.196.122.38] on 2005/12/10 17:02:21
metlslime i got cube install in my computer is a cool game... but never played online...
Idea
#1465 posted by bambuz [130.233.243.228] on 2005/12/12 10:27:24
How bout a speedmapping session from concept drawings (not 2d layout which has been done in the past)... someone said that published early concept drawings that don't lead to much final stuff seem to be all the rage nowadays. So let's swim against the trend and actualize some!
Hey, Great Idea
#1466 posted by negke [82.82.174.146] on 2005/12/12 11:36:54
do you have any particular drawings in mind?
Yeah...
#1467 posted by metlslime [204.15.3.5] on 2005/12/12 12:56:45
we had a related theme where we drew an intentionally vague layout sketch and people interpreted it the way they thought it was supposed to be.
"Do Stuff Based On A Really Ugly Layout Drawing Scampie Did"
#1468 posted by null!ke [82.82.174.146] on 2005/12/12 13:04:51
yeah, but that one would be somewhat different i guess...
"Make A Map Based On Your Interpretation Of This Ink-blot"
#1469 posted by Zwiffle [69.210.55.51] on 2005/12/12 14:12:34
How many Goatse maps would we get?
#1470 posted by Trinca [194.65.31.249] on 2005/12/13 01:38:27
fuck i need more variacion in my maps... :( guess i have to make then smaller and more detailed :( but i like big hodes :(
Concept Art?
#1471 posted by generic [69.244.208.113] on 2005/12/15 09:17:06
Anyone?
Bueller?
#1472 posted by Trinca [194.65.31.249] on 2005/12/15 09:26:31
i think this week i will pass... i´m very entusiantic with my project, things are going wel, if i do will be a small map this time with few enemys!
I Would Support It
#1473 posted by negke [82.83.39.217] on 2005/12/15 10:03:30
but i can't be arsed to find a suitable image.
someone post a few examples and we'll then decide which one is to used...?
#1474 posted by Trinca [194.65.31.249] on 2005/12/15 10:25:54
agree :) someone choose and i will give it a try saturday!
Kell...
#1475 posted by generic [69.244.208.113] on 2005/12/15 12:44:13
had some nice artwork for his DM maps.
Perhaps he has some more lying about?
#1476 posted by bambuz [213.169.25.32] on 2005/12/15 14:29:25
I tried making some but they turned out crap. If no-one will make better ones, I can put them out.
Hints on how to draw with mouse? I don't have drawing talent, but I think I could improve...
Concept Proposal For Sm115
#1477 posted by bambuz [213.169.2.157] on 2005/12/16 14:09:04
After the guys in irc said I should go ahead:
Ziggurats are cool. Strange.
They are huge very ancient stepped brick "pyramids" with a temple on top. Stair walkways led up there. It is rumored that the tower of Babel was actually a big ziggurat. They were most popular in the flat plains of Mesopotamia, thousands years BC. There are still some Ziggurats left, particularly in middle Iraq. Strange tales and cuneiform tablets telling of horrible dictators building these massive things. It is rumored that one ziggurat was entirely covered in blue stone.
http://www.crystalinks.com/ziggura...
http://i-cias.com/e.o/ill/ziggurat...
this one is a big link:
http://www.uned.es/geo-1-historia-...
#1478 posted by Kell [82.41.10.46] on 2005/12/16 15:15:20
It is rumored that one ziggurat was entirely covered in blue stone.
Ziggurat Indigo...?
#1479 posted by Kell [82.41.10.46] on 2005/12/16 15:51:52
also:
http://kell.leveldesign.org/ziggur...
Nice!
#1480 posted by metlslime [204.15.3.5] on 2005/12/16 16:20:11
plant that in some terrain and put some monsters on it.
Ok Made Mine
#1481 posted by bambuz [213.169.2.157] on 2005/12/16 19:33:51
btw here are some color codes for a ziggurat:
http://www.belteshazzar.com/articl...
It's hard to get good monsters for that... medievals are too modern, hell this is supposed to be the bronze age. Not much wizmets suitable either.
Kell? What is that? Did you have an old sketch or are you participating? Makes me bow down in shame.
#1482 posted by Trinca [87.196.117.120] on 2005/12/17 02:04:03
i think the theme is so nice that we should release next week :p to make the maps litle better!
Stupid Theme Idea
#1483 posted by negke [82.83.57.223] on 2005/12/18 05:59:12
christmas chainmap - everybody makes a piece of some winter village for instance, with snowy textures and light chrords; when they are glued some santa gibbing end fight could added...
or something like that.
Ziggurat Limbo-go...
#1484 posted by generic [71.1.8.246] on 2005/12/18 21:06:48
Built it...
http://img512.imageshack.us/img512...
...only it's missing something.
...oh yeah, monsters, gameplay, etc. :)
But I may hold on to this one for next time...
Ehm..
#1485 posted by Spirit [213.39.158.120] on 2005/12/19 00:31:12
So I've got one map by neg!ke so far...
Generic, it would be great if you finish that one. Just tell me when you are done, send it to me and I will release the pack then.
Bambuz, where is yours?
Ffs
#1486 posted by bambuz [213.169.30.170] on 2005/12/19 07:17:33
spirit, i sent it to you on saturday evening.
Argh?
#1487 posted by Spirit [80.171.155.202] on 2005/12/19 07:26:12
I haven't received it... spirit@quaddicted.com?
Please send again =)
Generic: Shall I wait for you finishing that map? This time I won't say "i don't wait" ;)
#1488 posted by Trinca [194.65.31.249] on 2005/12/19 08:03:56
fuck u guys must set up theme before wensday... at weekend i´m to lazy to map... i prefer to be with my kid and play online! :)
Spirit...
#1489 posted by generic [156.75.192.108] on 2005/12/19 09:58:15
If you feel like waiting I should be able to get you something tonight -- I am currently at work and unable to map :(
Heh
#1490 posted by Spirit [80.171.155.202] on 2005/12/19 10:49:22
Just take your time! *^_^*
Bambuz: Got your mail now. Please choose a more intelligent subject line the next time, I think I just deleted the mail when scanning over my inbox this morning :P
What
#1491 posted by bambuz [213.169.26.165] on 2005/12/19 14:19:13
I had ziggurat in the subject line?
What's wrong with people.. If their incompetent spamfilters don't get the post, they themselves delete them.
Mail...
#1492 posted by generic [71.1.9.87] on 2005/12/19 19:21:08
You've got Spirit :)
Theme?
#1493 posted by than [219.62.0.8] on 2005/12/24 17:48:43
What is this weeks theme? I can't connect to Quakenet because it blocks asian ips, but would like to join in if the theme is cool.
Hm
#1494 posted by Spirit [213.39.211.63] on 2005/12/25 04:01:54
No idea :D
I think there is no session this weekend.
Theme Suggestions From Down Under
#1495 posted by Drew [220.233.33.58] on 2005/12/27 01:57:17
In sydney now, can only enjoy sm vicariously through screenshots.
Desert
Half life
Mountain
Indiana Jones - I'm thinking about the part where he has to pass tests to move on. And about the part with the bad dates - work that in somehow.
underwater
beat the clock
"Carrot tops last stand"
Church
Ugly ugly ugly map - pure "old skool" ugliness
Nothing but a shotgun
prison escape
xmas theme?
that's all I can think of. okay.
ziggurats look cool.
SM116 - Tricking Maps
#1496 posted by Spirit [213.39.203.225] on 2006/01/01 06:07:05
Since adamllis already submitted a great trickjumping map, I set next sessions theme to "Tricking Maps". With stuff like grenade- and rocketjumps, circlejumps, slopejumps and whatever else. I don't know everything that is possible. Maybe there is some page explaining this stuff? If you use really hard/complicated tricks then maybe a trigger_once or _multiple with instructions for unexperienced players would be cool.
Note that the maps have to be finishable with NQ progs! No QW bunnyhopping stuff please.
Deadline is Monday morning, European time as usual. Send your maps to spirit@quaddicted.com
QW Trick Archive
#1497 posted by Spirit [213.39.203.225] on 2006/01/01 06:09:48
Maybe you find some inspiration on this site:
http://koti.mbnet.fi/qwta/
(remember that these tricks are QW, not NQ!)
=]
#1498 posted by adamllis [66.61.60.51] on 2006/01/01 14:40:58
cool!
=]
#1499 posted by adamllis [66.61.60.51] on 2006/01/01 14:41:32
cool!
D'oh!
#1500 posted by Spirit [213.39.186.148] on 2006/01/02 01:54:40
I mean next monday of course. Not today :D
Monday the 9th of January.
#1501 posted by Trinca [194.65.31.249] on 2006/01/02 02:30:24
thks god!!! then i will make one for sure :) i can count on me!
:)
#1502 posted by Spirit [80.171.51.211] on 2006/01/07 09:59:53
Don't forget mapping guys ;)
(Just because I just totally forgot that I announced a theme here... Heh!)
Next Theme Idea
#1503 posted by adamllis [66.61.60.51] on 2006/01/07 15:23:14
how about an m c escher theme for the next speed map pack? i always thought a map in that style would own.
What The ....
#1504 posted by Spirit [213.39.223.62] on 2006/01/09 00:54:09
No submissions except for adamllis whose maps I already got a ~week ago? What's wrong?
I'll package and upload in a few hours.
Tricking
#1505 posted by bambuz [130.233.243.228] on 2006/01/09 05:45:43
is nicer in qw. :)
#1506 posted by Trinca [194.65.31.249] on 2006/01/09 06:27:48
fuck i got many work at work... from day 1 to day 10 is hard work... and this month is end of the year...s0 the work is double!!! maby in next event i will have time...
P.S-> at home i dont map... prefer to play online :)
Trinca
#1507 posted by bambuz [130.233.243.228] on 2006/01/09 06:42:00
the year ended 9 days ago.
#1508 posted by Trinca [194.65.31.249] on 2006/01/10 04:15:42
not in my job... is the worse time for me :( next week i will be o.k again...
Next Theme?
#1509 posted by adamllis [66.61.60.51] on 2006/01/12 16:00:04
who decides this? :)
Theme Idea
#1510 posted by JPL [213.30.139.243] on 2006/01/13 00:06:55
We are friday 13 today... so "ogre massacre" would be a good theme... remember the movie ;)
Cool
#1511 posted by Trinca [194.65.31.249] on 2006/01/13 01:46:11
i like JPL idear! i got some time for it today at work :) finish end of year 2005 last day... uf uf uf
I'm Off
#1512 posted by Spirit [80.171.20.68] on 2006/01/13 02:37:12
I'm leaving next week for some time, so I can't "administrate" sm sessions anymore. You are welcome to upload to Quaddicted (please stick to my screenshots and description). ;)
Everybody's Leaving...
#1513 posted by negke [82.82.179.1] on 2006/01/13 05:38:27
all because of the goddamn ladyboys...
i guess i'll have to run the next couple of sessions then (so you didn't upgrade my account for nothing).
personally, i'd prefer the escher theme over the ogre one - but what do the others think?
btw. zwiffle, where are you? :/
#1514 posted by Trinca [194.65.31.249] on 2006/01/13 07:02:27
escher what this means? fuck my english suck
Trinca
#1515 posted by R.P.G. [24.136.180.235] on 2006/01/13 09:49:09
That is short for "M. C. Escher" the famous artist. http://images.google.com/images?q=...
Texas Chainsaw Escher...
#1516 posted by generic [71.1.12.160] on 2006/01/13 16:21:09
I mean, Ogre.
Which reminds me, anyone checked out the Ogre animations in the Quake pre-release? Jump...Laugh...Piss?
Working
#1517 posted by Zwiffle [69.210.56.236] on 2006/01/13 20:16:17
On my wintery map. Like every other day for 15 minutes or so. Mostly WoW and AoE3 though. I'll have time to speedmap during summer though!
Ok Then
#1518 posted by negke [82.83.60.15] on 2006/01/14 14:33:24
sm117 theme: "m.c. escher", optional subtheme: "ogre massacre"
get inspiration at http://www.mcescher.com or rpg's link above. or if you like ogre massacre better just make an ogre map and put some alibi stairs on the ceiling. ;)
send your map to neg1ke/gmx/net by monday afternoon cet.
Nice Themes Hehehe
#1519 posted by adamllis [66.61.60.51] on 2006/01/15 11:01:56
Negke: which monday do u mean? 16 or 24?
Adamllis
#1520 posted by negke [82.82.168.203] on 2006/01/15 11:35:24
16. tomorrow.
Or Next Week, Actually
#1521 posted by negke [82.83.56.216] on 2006/01/16 01:36:47
that was too short, indeed. so sm117 will be next week (theme above) - deadline is monday 23 january, 9am cet.
and, since the last couple of themes were decided upon so late, i will already announce the next one now:
sm118 theme: "darkness" (thanks to vongil for bringing it up) - make an underlit, dark map. not pitch black of course, more doom3ish. maybe have the player find some hidden buttons that activate lights or 'light drones', and nasty monster ambushes and so on.
deadline is monday 30 january, 9am cet.
Kewl
#1522 posted by adamllis [66.61.60.51] on 2006/01/17 13:26:39
thanks neg!ke
#1523 posted by Trinca [194.65.31.249] on 2006/01/18 06:00:38
hey alreay got first sm117 made i´ve already upload to my page wend i found u in irc i will give u the link neg|ke ;)
will try to make another!!!
eacher...
#1524 posted by Trinca [194.65.31.249] on 2006/01/18 07:29:41
and made a speedhardcore speeddemo is a fun, fast competetive map
Just A Little Reminder:
#1525 posted by negke [82.82.182.254] on 2006/01/27 09:54:36
sm118 - darkness - next monday
numerous participants required! ;)
#1526 posted by Trinca [87.196.115.39] on 2006/01/27 13:25:24
i will be out in this one... dont like much theme... :p but i was all week mapping :)
Neg!ke...
#1527 posted by generic [71.1.13.216] on 2006/01/29 18:11:50
You have mail :)
#1528 posted by vb [211.30.158.51] on 2006/01/29 21:47:58
Be
#1529 posted by Trinca [194.65.31.249] on 2006/01/31 11:11:34
hey this week theme??? any idear?
Maybe One Of The Dozens Of Suggestions Above
#1530 posted by negke [82.83.43.231] on 2006/01/31 12:50:45
unfortunately, i have no time for speedmaping this week, but i can still manage the pack of course.
decide!
How About Mp?
#1531 posted by adamllis [66.61.60.51] on 2006/01/31 20:09:34
i think dmm4 maps for qw is easy doable in 100 minutes.
things like amphi, oldcrat, end, dmm4_1, dmm4_2, under, etc
how bout it?
#1532 posted by Trinca [194.65.31.249] on 2006/02/01 03:03:04
o.k adamllis u win the price :) going to start one... ehehheh if people send me the bsp sunday i can make a qwprogs supporting frogbots for just this bsp pack... dmm4 maps are realy easy to make waypoints ;)
#1533 posted by Trinca [194.65.31.249] on 2006/02/01 10:43:45
omg omg i like the theme so much that i´ve already made one... lolllllllllllllll :)
I Can't Believe People Are Actually Playing This Kind Of Maps
#1534 posted by null!ke [82.82.176.184] on 2006/02/01 11:22:09
the theme is so bleh that every participant has to make at least 3 maps!
while i think rocket arena styled maps are generally not bad (if played in the right mode), the maps mentioned above are a punch in the face for the most part...
#1535 posted by Trinca [194.65.31.249] on 2006/02/02 01:29:44
omg then what about make a turtle map for next week? i got one scrap that i will be happy to finish ;) with some more copy paste in some areas could be a nice turtle...
what do u guys think??? free theme and a turtle map? or a id base stile of map? omg someone say something. :p
Omg Trinca Go Map
#1536 posted by czg [213.115.252.84] on 2006/02/02 02:17:31
it is permitted that one should they choose so to map for themselves and thus not in the company of others and the result will be a surprise.
#1537 posted by Trinca [194.65.31.249] on 2006/02/02 03:41:41
i vote in czg idear! :) let´s see what will come up!
So Random Map Speedmap?
#1538 posted by adamllis [66.61.60.51] on 2006/02/02 19:28:47
:)
"Here Be Treasure"
#1539 posted by Zwiffle [69.210.60.116] on 2006/02/02 22:18:00
"Ogre Harem"
"Dusk at Twilight"
o_O
Theme
#1540 posted by drew [202.49.116.129] on 2006/02/04 17:37:46
cartoon.
arena.
vertical cave with waterfalls.
old school.
no monsters.
Square.
Graveyard.
Ghetto.
#1541 posted by Trinca [87.196.120.7] on 2006/02/05 00:47:47
hehe i already sent my map to neg|ke
Yes
#1542 posted by negke [82.83.4.183] on 2006/02/06 07:35:50
and yours is the only map i got.
what shall i do now - release it, wait until next week, or possibly slap the other bums around with fish?
Neg!ke...
#1543 posted by generic [69.244.208.113] on 2006/02/06 08:37:32
Sorry -- got drunk and watched the superbowl instead of mapping...hic...
#1544 posted by Trinca [194.65.31.249] on 2006/02/06 09:17:26
u decide :) my map sucks...eheheh :) copy paste copy paste like u teach me neg!ke ;) ehehehe
u decide!
#1545 posted by Trinca [194.65.31.249] on 2006/02/07 01:51:39
:| so no pack for this week... what about next theme? free for all again?
Theem Idears...
#1546 posted by generic [69.244.208.113] on 2006/02/07 07:28:56
Faces
Obscure Textures
You Favorite Other Game (besides Quake, of course)
#1547 posted by Trinca [194.65.31.249] on 2006/02/07 07:39:23
i think u should make sda kind of maps :) since they are the most people that download our maps... explosion boxes things that could make good runs!!!
Faces
#1548 posted by bambuz [213.169.28.236] on 2006/02/07 12:34:11
I support the generic mapper.
Think about the face on mars. (http://www.astronomie.de/biblioth...
Or what about Fritz Lang's Metropolis, for those who have seen the early scene of ***SPOILER***.
Or wizard of oz.
A powerful symbol, it is. And could be scary.
Grah
#1549 posted by bambuz [213.169.28.236] on 2006/02/07 12:34:28
http://www.astronomie.de/bibliothe...
#1550 posted by Trinca [87.196.91.219] on 2006/02/07 16:20:32
then i pass
going to start a map for sda guys :p
#1551 posted by vb [211.30.158.51] on 2006/02/07 22:26:02
Big Bang
CTF
Doom
Freestyle
Tricky traps
#1552 posted by vb [211.30.158.51] on 2006/02/07 22:27:49
Ramps
Slide
#1553 posted by adamllis [66.61.60.51] on 2006/02/08 00:52:12
Creation
Theme Suggestion
#1554 posted by czg [213.115.252.84] on 2006/02/08 01:18:06
The complete works of Radiohead and their influence on modern interpretations of Shakespeare, Plato and Dante.
Theme Suggestion
#1555 posted by R.P.G. [24.136.180.235] on 2006/02/08 09:15:47
What Would CZG Do?
Zuul!
#1556 posted by negke [82.82.181.165] on 2006/02/09 10:00:47
trinca: i think your map is nice, your best sm so far. i didn't have much time the last two weeks, and also felt that putting out a pack with only one map isn't really worth the effort (as seen with sm113) - shouldn't be a problem, since your map doesn't follow any theme in particular.
drew: concerning your vertical cave suggestion - sm80 was 'vertical swamps'. those were some cool maps.
as for the themes:
thanks for all the suggestions. however, in my view most of the themes suggested in the past ~300 posts either suck ass or are not really suited for a speedmap.
maybe we should just have an open theme for this week (so you can make your sda and faces, or a happy map for czg), and think about everything else later... ;P
#1557 posted by Trinca [87.196.86.87] on 2006/02/09 12:27:35
eheheh i wasn´t pissec off neg|ke :) i know this week wasn´t soft for you :)=
Theme
#1558 posted by bambuz [213.169.25.136] on 2006/02/09 14:43:43
"flat 15"
think of english concrete blocks and vast dirty housing complexes where sad children grow up with their single mothers, men watch football and an odd skinhead scrapes the floor with a knife.
#1559 posted by Trinca [194.65.31.249] on 2006/02/10 07:28:45
this week is sm119 or sm120?
:)) i might have time today to make a small boxy map
The Speedmapping Threat
#1560 posted by neg!ke [82.83.63.45] on 2006/02/21 02:16:35
sm120.
i wasn't very creative, so i only came up with "pipeagula" (coagula with pipes).
else?
The Speedmapping Threat
#1561 posted by neg!ke [82.83.63.45] on 2006/02/21 02:24:57
sm120.
i wasn't very creative, so i only came up with "pipeagula" (coagula with pipes).
hello?
Else, Hello, Fuck It
#1562 posted by neg!ke [82.83.63.45] on 2006/02/21 02:29:50
first it looks like func swallowed my first post, then it suddenly appears ten minutes later?!
i'm off to pq ;(
Neg!ke...
#1563 posted by generic [71.1.10.225] on 2006/02/27 14:34:36
you...
have...
mail...
Sm121 Should Be
#1564 posted by Drew [60.230.139.85] on 2006/03/04 22:18:57
The facial expresson Neg!ke makes when cleaning up Trincas crap.
Or KJSP1 style.
Sm121 Should Be
#1565 posted by Drew [60.230.139.85] on 2006/03/04 22:19:05
The facial expresson Neg!ke makes when cleaning up Trincas crap.
Or KJSP1 style.
SM121 Theme
#1566 posted by negke [85.176.90.119] on 2006/03/08 12:16:11
drew: nah, the face thing has been done in sm119 ;)
plus i'm not really in the mood of seeing more kjsp1-style maps (remember, this ikwhite-like temple map), what do the others think though?
anyway, i'd like to apologize for my crappy way of managing the events and their irregular appearance. at the moment, i have a shitload of work to do and since i also suck at managing my own ways of dealing with things, i can't focus on anything else (no multitasking, you know).
i hope in the next weeks it will be back to normal.
in the mean time, here is the theme for sm121: "destruction"
let the player blast his way through the level, with lots of exploding walls and collapsing structure. or create the setting of a destroyed environment. possibly, destroy someone's attitude/ dreams/ reputation/ taste/ whatever...
i think this will be fun to map.
deadline is monday 20 march, 9am cet.
#1567 posted by Trinca [87.196.250.70] on 2006/03/08 20:48:23
like the theme :\ just dont know how to make stuff to explode...eheheh
Trinca
#1568 posted by JPL [213.30.139.243] on 2006/03/09 01:36:30
Take a look at http://www.gamers.org/dEngine/quak...
You have there all the explanations about all items/funcs/monsters/misc in Quake... You need to use misc_explobox for Large Nuclear Container, and misc_explobox2 for Small Nuclear Container... But nobody said it has exclusively to be used with nuclear boxes :P
Trinca
#1569 posted by negke [82.82.178.212] on 2006/03/10 15:23:14
"classname" "info_notnull"
"use" "barrel_explode"
"targetname" "check_the_progs.dat_thread "
I'm Desperate.
#1570 posted by Drew [60.230.139.85] on 2006/03/16 16:58:28
The only way for me to take part in the SM community right now is by offering theme suggestions that nobody likes:
2D like in doom.
Prison Break.
evil dead cabin style.
assassin.
american splendor.
I'm Disparate
#1571 posted by Kell [80.192.82.64] on 2006/03/17 00:52:29
theme suggestion: "We Miss Drew's Maps!"
#1572 posted by Trinca [85.88.130.59] on 2006/03/17 02:28:24
guess i will miss a few sm weeks got real in love with knave textures and got the will to make a map pack... let´s see what will come up...
Actually
#1573 posted by Drew [59.167.76.18] on 2006/03/19 16:49:19
I think that may be the most fascinating, original and invigorating suggestion yet.
Go for it.
#1574 posted by vb [211.30.158.51] on 2006/03/19 20:08:31
Evil dead cabin! <3
Generic
#1575 posted by negke [82.83.61.104] on 2006/03/20 04:38:07
where's your map?
(drew: sm75's theme was doom maps)
The British Are Coming...
#1576 posted by generic [156.75.192.108] on 2006/03/20 07:01:37
the British are coming...
I mean, my map is coming...
my map is coming...
It just needs a few more explosives and a way out :) but I won't be able to do anything until after 6 p.m. EST :(
Please don't be mad :)
Unlike Trinca, I can't map at work :|
#1577 posted by Trinca [85.88.130.59] on 2006/03/20 08:22:10
ehehe :)
Neg!ke...
#1578 posted by generic [71.1.2.163] on 2006/03/20 20:00:29
FINALLY, you have mail :)
#1579 posted by vb [211.30.158.51] on 2006/03/20 22:22:37
Woot!
SM122
#1580 posted by Zwiffle [69.210.45.205] on 2006/03/21 12:51:36
What's the theme? I'm on vacation this week and have nothing to do (can't even masturbate all day cuz my family is home) so gimme another theme quick so I can get my map on.
Zwiffle
#1581 posted by JPL [82.234.167.238] on 2006/03/21 13:28:58
errr.. masturbation theme ?
The Theme Is
#1582 posted by Drew [61.8.3.2] on 2006/03/21 18:24:36
wash your hands.
Theme Suggestion
#1583 posted by R.P.G. [24.136.180.235] on 2006/03/21 20:24:30
What Made Quake Quake. (lol teh pun.)
Drew
#1584 posted by JPL [213.30.139.243] on 2006/03/21 22:31:54
OK, let's go for a "hand wash after masturbating" theme ... doh !!!
I Was Going To Suggest
#1585 posted by negke [82.82.164.134] on 2006/03/22 00:09:14
something like "(drew's) prison escape", in honor of our exilant. but since masturbation seems to be a highly valued subject in today's mapping societies, i'm not sure anymore.
so i'll take the easy way this time and put the decision into zwiffle's hands: which will be the next theme - prison break, masturbation (please no - i already made such a map, remember ;)) or evil dead cabin?
EVIL DEAD PRISON RAPE BREAK OUT MASTURBATARY HAPPY TIME!
#1586 posted by Zwiffle [69.210.45.205] on 2006/03/22 07:13:20
In case you didn't see all of the topic, the theme is:
EVIL DEAD PRISON RAPE BREAK OUT MASTURBATARY HAPPY TIME!
Masturbatory, Whatever
#1587 posted by Zwiffle [69.210.45.205] on 2006/03/22 07:15:26
Oh No, What Have I Done?!
#1588 posted by negke [82.82.171.77] on 2006/03/22 08:29:32
although i don't know if i find the time to map this week, i think, if i do, the outcome won't be nice towards drew. :/
so let it be known that it'll be ALL zwiffle's fault!
Wonder How They'll Handle
#1589 posted by HeadThump [65.140.56.46] on 2006/03/22 16:48:23
the theme, 'EVIL DEAD PRISON RAPE BREAK OUT MASTURBATARY HAPPY TIME!' in the PlanetQuake news announcement.
And...
#1590 posted by Drew [61.8.3.2] on 2006/03/23 04:28:29
don't forget to include what is becoming the mandatory lady boy sub theme.
And super strong dogs using prog trickery.
PS
#1591 posted by Drew [61.8.3.2] on 2006/03/23 04:30:18
I think it should be the masturbatary. Or the masturbausoleum. How's that for a map name?
PS
#1592 posted by Drew [61.8.3.2] on 2006/03/23 04:30:19
I think it should be the masturbatuary. Or the masturbausoleum. How's that for a map name?
Masturbausoleum
#1593 posted by JPL [213.30.139.243] on 2006/03/23 04:41:02
It sounds good... but I want to see penis everywhere ;P !!!
#1594 posted by Trinca [85.88.130.59] on 2006/03/23 06:04:53
lol Jpl... penis? wtf? u should want to see pussys everywere... what is going on with you mu friend???
Trinca
#1595 posted by JPL [213.30.139.243] on 2006/03/23 07:13:08
Nothing... I was joking... Note also that it's easier to map a penis than a pussy ... though...
Oh ! To reassure everybody: I'M NOT GAY !!
ARE YOU SURE
#1596 posted by czg [213.115.252.84] on 2006/03/23 09:10:16
PLEASE WAIT. SCANNING FOR COCKS:
.
.
.
SCANNING
.
.
.
SCANNING
.
.
!COCKS FOUND!
LOCATION OF COCKS: YOUR MOUTH AND EARS AND NOSE AND ASS AND MOUTH AGAIN OH MY GOD SO MANY COCKS PRODDING AND POKING AND PENETRATING
I Was Going To Say Something About JPL Being French...
#1597 posted by generic [156.75.192.108] on 2006/03/23 11:40:10
but then I changed my mind ;)
Czg
#1598 posted by JPL [82.234.167.238] on 2006/03/23 11:55:48
you suck.... and watch up behind !!!
Generic
#1599 posted by JPL [213.30.139.243] on 2006/03/23 23:28:30
Oh, I forgot to ask: what were you going to say about the fact I'm french ? Please, make me laugh... ;P
Sooo...
#1600 posted by generic [69.244.208.113] on 2006/03/25 12:15:46
What's the deadline for sm122?
Monday Morning
#1601 posted by negke [82.82.187.115] on 2006/03/25 12:47:03
or tuesday morning if you insist on the generic bonus...
YAY...
#1602 posted by generic [69.244.208.113] on 2006/03/25 13:32:40
BONUS!!!
#1603 posted by vb [211.30.158.51] on 2006/03/26 01:35:57
lol
Zwiffleric
#1604 posted by negke [82.82.162.94] on 2006/03/28 00:08:51
i rate zwiffle 1 can of "creamed" corn with a hidden cock inside and a bag of stolen kitten feces.
generic, even though driven by a noble cause, shouldn't dabble at playing soccer, since the u.s. team obviously won't even qualify.
therefore: no maps this week. sm122 postpo(w)ned until next week...
Dude
#1605 posted by Zwiffle [69.210.45.205] on 2006/03/28 07:18:15
I got snatched off to visit grandparents on Thursday until the end of my vacation! I had no access to Quake and was forced to resort to Advance Wars 2: Black Hole Rising for entertainment (good game btw.) I'll try to finish my rape map this Friday!
I Made One
#1606 posted by bambuz [213.169.28.137] on 2006/03/31 17:37:59
it's really bad.
i sent it to neg1ke at gmx... is that the right addy?
Bambuz
#1607 posted by negke [82.83.40.228] on 2006/04/04 05:05:53
it's the right address, but as i already replied you didn't attach the file. so send it again asap, as i can't be arsed to write news posts for only one map (generic's).
#1608 posted by Trinca [85.88.130.59] on 2006/04/04 06:27:36
what!!! wasn´t for next week???
Non-newsworthy...
#1609 posted by generic [69.244.208.113] on 2006/04/04 07:19:27
Especially the map that I turned in :|
Hopefully Bam will come through, though...
As Soon As I Get Home
#1610 posted by bambuz [130.233.243.228] on 2006/04/04 08:04:36
i couldn't be arsed to throw in some lava light to make a certain entity non-black, i'll do it and relight and send it to you tonight when i get home.
Sorry.
Cheers to all. The map's not really worth waiting for. :)
Zwiffle
#1611 posted by Drew [59.167.87.171] on 2006/04/05 22:52:39
Are you still with your grandparents or something?
I would've thought the theme you had suggested would be right up your alley.
... I guess I didn't know you at all, Zwiffle...
SM123 Theme
#1612 posted by negke [82.82.185.223] on 2006/04/06 02:50:11
"a tribute to the dopefish"
to celebrate its 15th birthday (in 8 months :P).
try to send it in until monday/tuesday.
Map
#1613 posted by guto [200.203.56.70] on 2006/04/06 04:32:30
i make maps all day of quake 1, add me msn for me send for you.. qkzqkz13@hotmail.com cya
Drew
#1614 posted by Zwiffle [69.210.63.115] on 2006/04/06 07:37:08
No, I'm still in school though. Papers, program assignments and the like.
#1615 posted by Trinca [85.88.130.59] on 2006/04/06 11:18:21
this week i will sent one :) i promiss :p
#1616 posted by trinca [87.196.216.89] on 2006/04/08 05:42:17
got one bitch!!! :) is already finish! will email u
Generic (and Others)
#1617 posted by negke [82.83.63.224] on 2006/04/09 23:44:10
will you have one this week? is it worth waiting for?
Surry...
#1618 posted by generic [156.75.192.108] on 2006/04/11 13:36:37
but I have been on mini-vacation :)
I won't be mapping next weekend (Easter) either :|
Drinkdancedestroy
#1619 posted by Drew [202.76.133.174] on 2006/04/12 01:56:50
Dopefish shit looks cool.
So much going on right now!
I'm gonna relapse into Quake so hard when I get back.
SM124 Theme
#1620 posted by negke [82.82.170.20] on 2006/04/12 03:40:31
"spaceship"
t minus six and counting...
Make Some Theme Trims
#1621 posted by bambuz [213.169.2.195] on 2006/04/12 12:38:49
#1622 posted by Trinca [85.88.130.59] on 2006/04/13 08:54:16
dont count with me this week will be out weekend!!! and this week as short :\
#1623 posted by negke [82.83.61.68] on 2006/04/13 11:34:24
i might be out, too. so the deadline will be one week later.
although i strongly encourage mapping over the easter days if anyone feels like it! also, having some more people than just the regular suspects would be rather nice.. ;)
I Made One For Easter
#1624 posted by bambuz [213.169.29.73] on 2006/04/13 16:09:24
Concept art of this vast project:
http://skynet.campus.luth.se/~chos...
If there are no others in a few days, I'll put it on skynet... feel free to mail me, bambuz at elaintarha org.
Oki
#1625 posted by bambuz [213.169.26.208] on 2006/04/15 06:22:26
Since nobody else was making other maps for easter, here is mine. You can put it in the pack later, neg!ke if you want or sth. Because of the theme it has to be released now.
http://skynet.campus.luth.se/~chos...
Yes
#1626 posted by negke [82.83.45.135] on 2006/04/15 18:12:41
i'll include it in the pack next week.
if this is how you experience your easter, you must have had quite a sad childhood. ;) the egg isn't even painted...
the spawn action was fun (although there could have been more), except for when some got stuck in the corners - at least nice sounds then.
Hehe
#1627 posted by bambuz [213.169.26.7] on 2006/04/15 19:05:04
hey, don't worry, it's not my childhood, rather, it's just my current mental state of development.
Fucking Themes
#1628 posted by Drew [202.76.133.174] on 2006/04/18 21:44:30
not literally. that's been done, I think.
Remember that one CZG map where you have to complete it in 2 minutes or you die? that would be a cool theme... how was that done btw?
or maybe a tribute theme...
do an insomnia styled sm. or do one of your favourite themes from the past...
Yep...
#1629 posted by JPL [213.30.139.243] on 2006/04/18 23:08:54
"Back to the Future" would be a cool theme...
#1630 posted by Trinca [87.196.252.177] on 2006/04/19 00:02:13
this week i will rest~!!!
Ah
#1631 posted by negke [82.82.171.207] on 2006/04/19 02:30:24
drew's timelimit idea sounds cool. let's do it for sm125! which czg map do you mean, though?
jpl: elaborate.
"Back To The Future" Theme
#1632 posted by JPL [213.30.139.243] on 2006/04/19 03:13:34
Well, if you saw the moovie, it's self explanatory.
Nevertheless, here follows how I see the stuff:
The start with a teleport, using "new" textures, or at least base texture (you are in the "present")
The map and the fights in an old-school way, using medieval/runic textures... (you are in the past)... get a key to come back
And the return in "the future" at the same point: use the key to exit...
Well... rather more than a scenario :P
What do you think ?
Or How About
#1633 posted by bambuz [213.169.31.114] on 2006/04/19 06:26:13
making the whole of episode 1 in one map... maybe that'd better fit a turtlemap theme though.
Like have a room of each e1mx. :)
A medley.
Can't Remember What It's Called.
#1634 posted by Drew [202.76.133.174] on 2006/04/20 21:05:35
Maybe CZG knows...
Jpl
#1635 posted by negke [82.83.4.127] on 2006/04/21 06:53:36
yes, why not. though one would have to think up something more intricate to avoid all maps from being equally generic. the future doesn't always have to be base - in this respect, what is the timeline of the quake sets?
By The Way
#1636 posted by negke [82.83.4.127] on 2006/04/21 07:01:29
don't forget sm124! ;)
Neg!ke
#1637 posted by JPL [82.234.167.238] on 2006/04/21 12:52:17
So time travel would cover all the potential possibilities:
-> present -> past -> present
-> present -> future -> present
-> future -> present -> past..
etc ... etc .. and it's just an idea... if you have better theme... no problem... :P
Just Wanted To Mention That
#1638 posted by negke [82.82.183.163] on 2006/04/21 13:12:11
i'd have to disrupt the space-time continuum to make it more interesting...
Past->future->present
#1639 posted by HeadThump [65.140.58.64] on 2006/04/21 14:36:54
I'd go back in time to aprox. 1942, kidnap a certain actress, go forward in time to steal a duplicator machine, come back to the present and start up an escort service of Rita Hayworth clones.
JPL
#1640 posted by Drew [202.76.133.174] on 2006/04/22 01:18:55
Don't take the theme away from me. It's all I have down here!
Seriously though, I like that idea. it's like that JF Gustaffason (orwhatever) map.
#1641 posted by Trinca [87.196.152.152] on 2006/04/22 01:59:25
Drew but can u play the maps out there?
BTW..
#1642 posted by JPL [82.234.167.238] on 2006/04/23 02:00:32
.. Daikatana already used the space-time concept... and it was not really successfull... though...
Trinca
#1643 posted by Drew [202.76.133.174] on 2006/04/24 02:49:56
Sadly, no. I mean, i've got other things. Like a very interesting real life, right now. Just want to keep one finger in the quake community. That wasn't meant to sound so dirty.I know you liked it though.
Next Theme...
#1644 posted by generic [156.75.192.108] on 2006/04/24 06:28:58
Neg!ke, I am going to have to pass on SM124 but, if you get a theme together soon enough, I swear I'll take a shot at SM125 :)
Thx...
#1645 posted by Trinca [85.88.130.59] on 2006/04/24 06:35:55
neg|ke i will not have time to make my ship :\ boss is pissing me up all day... FUCK!!! can the dead line be changed for next week???
i think this theme is very nice! and we might have more maps if it come to next week, but maby u already got 2 or 3 maps... let us now!
*sob* And SM125 THEME
#1646 posted by negke [82.83.10.251] on 2006/04/24 11:00:50
trinca, do you think you can manage to map tomorrow? i don't have a problem with waiting one or two days, but delaying the pack for another week is kind of bleh.
so far, i only got one spaceship map (mine) and bam's sad easter one. of course you can also make a spaceship one and send it in for the next pack...
generic,
sm125 theme is "timelimit".
maps that have to be completed in a limited amount of time (gameplay-wise) - if the player exceeds the limit, he has failed and cannot finish the map, or at least will have to do it without weapons/items and other annoying things...
drew will never play quake again.
#1647 posted by Trinca [85.88.130.59] on 2006/04/24 11:10:51
:\ is the chinese chicks take him all the power...eheheh
i will try negke but tomorow is holly day in Portugal... if my kid give me some time to map i will try for sure i promiss!
Trinca
#1648 posted by negke [82.82.172.6] on 2006/04/26 02:41:34
so, any luck at overcoming holiday lethargy? shall i wait some more?
looks like it's going to be a pretty meager pack again, even though i've done another small map (which sucks, but at least served as good exercise to see how kell's void lighting technique works)...
#1649 posted by Trinca [85.88.130.59] on 2006/04/26 09:03:59
man i start it :\ but my wife was pissing me up do help her clening home... so i quit when i had a few wall´s :\ i realy just can map at work were nobody piss me up!!!
A Pity
#1650 posted by negke [82.82.183.95] on 2006/04/26 09:27:39
then i'll just release the pack now and you can finish your map without pressure until next week.
btw. i already told you several times: get rid of her, by any means necessary! :D
Trinca
#1651 posted by JPL [82.234.167.238] on 2006/04/26 11:49:13
ROFLMAO !!! Too funny !!!
The CZG Map...
#1652 posted by distrans [131.172.4.44] on 2006/04/26 20:56:15
...you are thinking of is Sky Palace iirc. The .txt has a full explanation of how to implement the counter.
Uh..
#1653 posted by negke [82.83.49.142] on 2006/04/27 23:44:53
which number is that?
the explanation isn't needed, though.
...
#1654 posted by starbuck [86.138.87.238] on 2006/04/28 02:32:32
(which sucks, but at least served as good exercise to see how kell's void lighting technique works)...
out of interest, what is kell's void lighting technique?
Properly Lit Monsters In Space Maps
#1655 posted by negke [82.82.163.4] on 2006/04/28 02:54:26
http://www.celephais.net/board/vie...
Wow, I Don't Understand That At All
#1656 posted by starbuck [86.138.87.238] on 2006/05/01 06:16:07
how does lighting a brush you've put partly inside a skybrush do anything to lighting values in the void? Maybe I've misunderstood, but I don't get why any of those steps was done (heh, apart from upscaling the textures on the black textured brushes)
Starbuck
#1657 posted by Kell [82.41.8.232] on 2006/05/01 16:20:15
Models in quake are lit by reading the lightmap value on the first solid ( non-entity ) surface directly below them.
Flying monsters can therefore be floating very far above the ground, yet are lit not by the light level in the air around them but by the light level on the ground far far below. While it isn't a problem for non-flying monsters, for flying monster this can create a visual discrepency, the most marked difference being in void/space maps.
Usually, a mapper will want the lighting on the architecture to fade to black down the sides towards the void, disguising the black brush at the bottom. This bottom brush has very little or no light hitting it. Preferably, as in "He Falls Like Lucifer", an actual skybrush will be used for the bottom of the void, which is even worse since sky texture has no lightmap at all.
In either case, monsters flying out over the void will be lit with a lightmap value of zero, making them appear as solid black silhouettes. This looks bad if the surrounding higher-up architecture where the monster actually is has light sources here and there, and is really noticeable when a flying monster will move from above a lit surface out over the void. For example: in "Lucifer" the scrags might appear appropriately lit while hovering over one of the wooden walkways, but then drift slightly so they're now above the void; a drift of perhaps a few units but enough to change them to black silhouettes.
As well as looking crap, it makes them a bastard to shoot.
Placing a blackbrush inside the skybrush means that:
1. there is a lightmap under flying monsters even when they're out over the void
2. the brightness on that lightmap can be controlled by the mapper without affecting any other surface in the map
3. that lightmap will not be visible; a black void will remain black
4. the sky texture will remain visible, and will swallow projectiles that are fired down into the void
HTH
Dunno How Feasible This Is
#1658 posted by scar3crow [151.141.78.174] on 2006/05/01 17:15:20
but one thing I would love to see, be it turtle or speedmapping... Are maps with an emphasis on cooperative gameplay. Larger packs of monsters where you need two players, or puzzles that involve two players to complete feasibly.
I just think it would shake up the layouts and the processes one thinks through in designing a level.
So.
#1659 posted by Drew [202.76.133.174] on 2006/05/05 20:42:20
Is anyone doing the countdown theme? Or is it just Neg!ke?
Thanks Kell
#1660 posted by starbuck [81.152.115.154] on 2006/05/06 17:04:22
i understand the concept now i think. I learnt a few things there.
Drew...
#1661 posted by generic [24.88.114.74] on 2006/05/07 08:10:25
I'll be travelling all day today but, if Neg!ke will give me my usual grace period (*nudge *nudge *wink *wink), I'll have something by mid-week :)
#1662 posted by negke [82.82.167.136] on 2006/05/08 00:23:25
do i have a choice?
Neg!ke...
#1663 posted by generic [156.75.192.108] on 2006/05/10 07:12:23
don't shoot, but I am not going to be able to do any mapping until this weekend :{
Why? Oh Why?
#1664 posted by negke [82.83.36.251] on 2006/05/10 11:39:48
what have i done to you (other great speedmappers of the past, feel addressed, too) to deserve this? :/
i already added deathmatch settings to my map to occupy myself, but still...
or do you do these things on purpose to have me make two maps each week?
I Would Map
#1665 posted by Zwiffle [69.210.87.169] on 2006/05/10 13:48:00
But I got finals next week. Once summer hits, I should be free to participate in speedmapping, say after May 18th.
#1666 posted by Trinca [85.88.130.59] on 2006/05/11 01:20:09
neg!ke guess people are to much ocupied in there own projects :| dont make two speedmaps a week make a break on speedmap and go make a single player we run speedmap again after 22 july :)
Yeah That Is The Case
#1667 posted by HeadThump [65.140.59.129] on 2006/05/11 14:35:41
I have to meet certain targets each week, or there is no way I'll finish the Qexpo thingie, so sorry
Neg!ke.
#1668 posted by Drew [202.76.133.174] on 2006/05/11 21:56:05
Obviously I don't need an excuse. Not that I would need one anyway, since I'm above all that nonsense ( excuses, grovelling, apologizing etc.)
But you know that. Does this mean you don't think I'm great?
Whatever... I'm still the prettiest.
Well,
#1669 posted by HeadThump [65.140.57.27] on 2006/05/11 23:50:50
that makes you a very special lad indeed.
Hrhr, Yes! Go Testify, Await Your Sentence!
#1670 posted by negke [82.82.161.65] on 2006/05/12 00:05:17
qexpo projects are a valid reason that i fully support, of course.
drew, however, can't talk himself out of it that easily, because i don't regard being driven around in rickshas all day and chilling out with da ladyboys very productive. so i guess it's really time for a sequel of my infamous 'drew simpson deformography' series! muhahah >:D
Well
#1671 posted by Zwiffle [69.210.87.169] on 2006/05/12 06:51:26
If given a topic/theme, I might be persuaded to dust off my old GtK. I don't have anything to do until Monday, other than study for final exams, which I mean I prolly won't do. So, I've got some time.
Dude.
#1672 posted by Drew [202.76.133.174] on 2006/05/12 23:15:25
I'm in Australia now. And I'm totally over the LB's.
But go ahead with the deformographic series and the evil laughter - it sounds like it's right up your alley.
And...
#1673 posted by Drew [202.76.133.174] on 2006/05/12 23:17:29
Before you ask - I don't know what the hell that means. If I were you, I'd take it as a compliment. Although if I were you... I'd be preturnaturally attracted to Zwiffle.
Zwiffle
#1674 posted by negke [82.82.166.89] on 2006/05/13 01:57:42
still the timelimit theme (#1646).
neglecting school for mapping is way to go! :P
drew: i don't understand, so i take it as a... RECURSIVE ERROR!!
Next Theme?
#1675 posted by Drew [202.76.133.174] on 2006/05/19 18:58:46
What are you guys thinking?
My ideas are:
-western / desert
-miniature ( like those DM maps in a big kitchen, etc.)
and I still think my "classics tribute" idea would be a good one. Maybe for the anniversary celebrations.
Actually, I think we should start brainstorming for Quakecon SM theme ideas now.
I Mean
#1676 posted by Drew [202.76.133.174] on 2006/05/19 19:33:52
Qexpo.
Re-theming?
#1677 posted by Drew [202.76.133.174] on 2006/05/28 00:46:34
you know what was a truly unmapped for SM theme?
That one where you had to go through the level twice. Only one map for it. I think that would be one to re-do. In fact, it would be a great idea to re-do a bunch of old themes. How do you feel about that?
#1678 posted by negke [82.83.44.146] on 2006/05/28 02:15:08
while there were some pretty nice themes in the past, re-doing them would probably be kind of lame. and if done, then at least with some modifications.
has the play-it-twice theme really never been done after it was suggested?
so why not, might be nice.
Play It Twice
#1679 posted by than [221.244.26.90] on 2006/05/28 21:54:14
is an awesome idea, esp. as you can make the player start at a new location using the episodegate (or whatever) ent and start2. Coupled with having weapons from the first time around, it could be really interesting.
Maybe a good idea for turtlemaps to really get the best out of it though.
Play It Twice
#1680 posted by metlslime [71.202.21.157] on 2006/05/30 00:18:29
we did it, but nobody actually followed the theme except me.
Sm74 It Was
#1681 posted by negke [82.83.3.11] on 2006/05/31 06:21:47
necros' map was particularly outstanding. (at least now i don't have to do a 'real space map' anymore) :D
since it has been done already, should we go for another theme. or what do you think?
Well.
#1682 posted by Drew [202.76.133.174] on 2006/06/02 19:46:45
I think the play thru twice should be re-done. Only mets did it, and his map was pretty bad-ass. I don't think it would be lame to re-do old themes, as long as people don't just re-hash and do the exact same thing as the last time.
Oh - while I'm here... Than, CZG, other mapping geniuses who I'm forgetting - are you going to to SM's for the qexpo? Like celebrity mapping or something?
#1683 posted by Drew [202.76.133.174] on 2006/06/02 19:52:02
I just about overdoesed on hyphens there. I've gotta learn to be more careful.
Sm126
#1684 posted by negke [82.83.32.190] on 2006/06/10 04:43:46
silly season again, plus all those cursed qexpo activities (including myself.. i mean, in addition to overcoming lethargy), so i suggest we just have an open theme for sm126 with no fixed deadline. do your backtothefuturehyphenstributeplayt... maps and send them in at any time - i'll just release the pack when there are enough maps (aka. more than one)... mkay? let's at least pretend to care :D
Hey Neg!ke,
#1685 posted by HeadThump [65.140.52.176] on 2006/06/10 21:02:37
I have a scrap from the SoE:Indian Summer maps that doesn;t fit in with the rest of the material. I'll fix it up and try to get it to you by Sunday evening for the themeless speedmap.
Next themeless speedmap should mean that you can't put two of the same theme textures side by side -- no base/base, runic/runic, etc.
cheers
Neg!ke
#1686 posted by Drew [202.76.133.174] on 2006/06/11 00:11:54
classy move.
Woot
#1687 posted by Spirit [80.171.81.75] on 2006/06/11 08:39:16
I think I'll map too. :D
My Phone Line Was Zapped
#1688 posted by HeadThump [65.140.56.142] on 2006/06/13 15:00:12
by freaky lightning over the weekend. It's now restored so I'll e-mail that level to you within the hour. I'm going to do a multi-engine run first.
Heyyyy
#1689 posted by HeadThump [65.140.53.58] on 2006/06/15 13:46:53
How is everything coming, Neg!ke?
#1690 posted by negke [82.82.160.41] on 2006/06/16 01:36:03
i received your map (though haven't played it yet). i'm still waiting for one or two further maps for the pack.
there is something i'd like to try out in a speedmap, but i shouldn't change priorities in the next 1-2 weeks. so we'll see...
That's Cool
#1691 posted by HeadThump [65.140.58.215] on 2006/06/16 08:45:39
If you need a copy of my map file to change stuff around, give me a shout.
#1692 posted by negke [82.82.176.126] on 2006/07/04 03:43:29
i miss drew
#1693 posted by Trinca [85.88.130.59] on 2006/07/04 04:04:50
hehe u piss me up so much to mke end map :p that i dont have time to speedmap
A Good SM Theme...
#1694 posted by JPL [213.30.139.243] on 2006/07/04 04:52:00
... would be FIFA World Cup... what do you think ?
Jpl
#1695 posted by negke [82.83.2.195] on 2006/07/06 06:25:50
no way! especially not after tuesday ;)
OK...
#1696 posted by JPL [213.30.139.243] on 2006/07/06 07:02:12
I'm sorry for Germans, and Portuges, even for Italian (we will see sunday evening..) I was not kinding at all... o_O... though...
#1697 posted by Trinca [85.88.130.59] on 2006/07/06 08:10:15
:p France suck in football :| they will loose in final :) ITALIA RULEZZZ
Trinca...
#1698 posted by JPL [213.30.139.243] on 2006/07/06 08:13:35
..sorry...
Yeah, Well...
#1699 posted by drew [202.76.133.174] on 2006/07/08 01:03:36
What the fuck is actually going on with Speedmaps? Is anyone making them? Is the current drought just due to people being to busy with their bigger better quake prokects? Or is that just wishful thinking.
I love you Neg!ke. So does Jesus.
Hmm
#1700 posted by Zwiffle [69.210.77.30] on 2006/07/08 15:52:39
I was trying to do a speedmap in those neat-o Doom3 textures - it's all yellowy and cavernish. Unfortunately, I've been TOTALLY sidetracked by my shitload of unplayed games and the fact I have a lot of free time. I'll try to finish it later tonight, while grooving to Paramore and Mars Volta. I've been on an awesome streak in recent games, so it's hard to quit. Oh, and when Prey is released, good luck getting anyone to do anything for a while. That game is fucking crack.
Themes
#1701 posted by Drew [202.76.133.174] on 2006/07/09 18:53:00
- Underwater Ghost Town
- Super Mario Brothers
- Brokeback Mountain
- prison break
Qexpo Speedmapping
#1702 posted by negke [82.82.179.123] on 2006/07/11 07:42:42
ok, i think there will be two sm sessions whose deadlines will be on the 21th and the 26th.
#1 theme: i thought about "ten years later" - how did maps look back then, how do they look now (or how would one's favorite map look after a ten years of increasing skill overhaul), something like that. it's pretty open, so it may possibly make it easier for new people to hop on.
#2 theme: no idea, yet.
problem is that i have quite a load of rl shit to eat during that time, but will try to participate nevertheless and i hope even some of the sm elders will do so, as well. ;)
as for the turtlemap thing: how much interest is there? i can't do one obviously, but of course i could collect the submissions. what about a theme? should it have a booth of its own?
comment!
Heros In A Half Shell! TURTLE POWER!
#1703 posted by than [221.244.26.90] on 2006/07/11 09:13:56
Yeah, there should definitely be a 10 day turtlemap session! I am so up for it! I'm so going to make an ep 3 metal map with ogres and vores and nasty evil stuff! PLEASE!
As for having its own booth, I don't think it is neccessary to keep turtle and speed maps separate, but if there were daily posts showing the progress of mappers working on TMs (a collection of pics in one post, not randomly scattered posts) then it would be pretty sweet. Having regular updates should help people stay focussed and motivated to get their little map in a kick ass map pack.
If there were to be a theme for the TM, I would suggest classic Quake. Just do a take on an id style using the original textures or modifications of them. We could make a whole new episode if enough people wanted to join in. I'd guess making a decent id standard map would probably take about 10 days too.
For The Turtlemap
#1704 posted by Zwiffle [69.210.77.30] on 2006/07/11 09:18:52
If we could get a wee bit head start on that (since I'm picking up Prey today, I'd like as much time as I can get.) As for themes, I dunno.
How about: "Tribute to Zwiffle" ? No? Well, I tried.
But, based off of pure impulse, I'd like to do an Elder-world style map for some reason, but that may change. You might just NOT have a theme, and make it open category instead, but that could possibly be boring.
I plan on participating, so hopefully I have the willpower to stay off of Prey for a couple hours a day to get some mapping in.
As for the second SM theme, how about "Mini-Marcher" ?
Agh
#1705 posted by Zwiffle [69.210.77.30] on 2006/07/11 09:20:41
Than, stop posting while I'm trying to post my own post!
I was thinking of an "episode" type thing, but figgered that would take too much effort and coordination. But, if he's doing Metal, and I'm doing elder-world, that leaves two open for the first two maps.
#1706 posted by negke [82.82.179.123] on 2006/07/11 09:37:05
my only fear is that everbody doing a turtlemap will not participate in the sm events. :/
than's daily update idea is nice, but again depends on how many people would be in - surely wouldn't make much sense for only two maps (unless integrated into sm booth).
"classic quake" theme is very appropriate regarding the situation (10y), open.
i kind of wanted the sm themes to be related the anniversary thing. then again "mini-marcher" sounds cute, so it should definately be considered if there are no other suggestions.
#1707 posted by Trinca [85.88.130.59] on 2006/07/11 09:48:50
my map is finish so i got time to start something :) u guys decide!
BDSM&TM
#1708 posted by R.P.G. [24.28.249.10] on 2006/07/11 11:48:30
I'd say keep both the SM and TM open themes, but provide a short (2-3) list of optional themes to give ideas.
I'd Also Say
#1709 posted by R.P.G. [24.28.249.10] on 2006/07/11 11:51:13
Classic Quake should definitely be a theme.
RPG
#1710 posted by negke [82.83.12.197] on 2006/07/11 12:24:10
afaik, sm themes have always been optional. just that it's more fun if the majority follows them.
at any rate, i will mention that people are of course free not do follow them stricly.
Cool
#1711 posted by R.P.G. [24.28.249.10] on 2006/07/11 13:02:56
i will mention that people are of course free not do follow them stricly.
Yeah, that's good. I know they're optional, but you're probably going to get people participating who are not familiar with speed maps, and might get turned off about the idea of themes, not knowing that they're totally optional.
#1712 posted by Ankh [80.54.3.203] on 2006/07/11 13:29:52
After reading those last 15 posts I'm tempted very much to make an small speedmap. I'm on holidays between 17th and 30th of July. On the other hand my laptop crashed 3 days ago and I'm not used to map on my pc. Time will show.
Turtle Map
#1713 posted by than [221.244.26.90] on 2006/07/11 20:37:50
I say we set an id classic quake theme (basically just set it to an ep 1,2,3 or 4 theme using id textures or modifications to fit you map) and start it this weekend so that everyone has a couple of weekends to get their maps done. I'm fairly sure I won't be able to get my large map finished (AND tested) before QExpo is over, so I would like to work on something new for a couple of weeks so I have two maps for release instead of just one.
an sm session is just an hour or two, so there should still be plenty of participants if the time is open for those not in GMT/EST/whatever.
I am SO going to make an id metal (e1m6, ep3...) map.
Than
#1714 posted by bambuz [193.167.7.16] on 2006/07/12 05:15:15
I'm fairly confident you can get your large map (if it's the one I know of ;) ) ready in a week?
For SP.
I didn't spot a single misaligned tex.
Hehe
#1715 posted by than [221.244.26.90] on 2006/07/12 21:40:11
there are no misalignments I know of, but there were a few visual errors in that version (3 at least).
I still have to fix the fucking gameplay though :/
#1716 posted by Trinca [85.88.130.59] on 2006/07/13 02:59:10
already start my speed idbase map :p
Speed Or Turtle?
#1717 posted by than [221.244.26.90] on 2006/07/13 03:35:29
anyone else starting a turtle map? I hope to get mine started tonight if my existing map* doesn't take up all my time.
*and my job :(
#1718 posted by Trinca [85.88.130.59] on 2006/07/13 05:15:01
i never did a turtle map so i dont have any idear about how it works...
Trinca
#1719 posted by bambuz [193.167.6.105] on 2006/07/13 06:10:52
It lives in the ocean. It's rigid in the middle and flappy in the ends and slow-moving and lives long, can hold breath and dive. Lays eggs in the sand.
It's a map done in one week's time.
#1720 posted by Trinca [85.88.130.59] on 2006/07/13 06:22:42
bambuz yes is real hot here :p today is 40º :)
P.S-> thks :p i will make a turtle map then...
Turtlemap - I'll Try To Make One.
#1721 posted by Hrimfaxi [83.94.153.110] on 2006/07/13 06:51:43
But, as than, I have another big map that I would like to get out at QExpo.
#1722 posted by Trinca [85.88.130.59] on 2006/07/13 07:16:41
:p :) thks god i finish mine 10 days after... :)
Elderworld
#1723 posted by Zwiffle [69.210.77.30] on 2006/07/13 08:19:57
I'm making an Elderworld turtlemap. Are we linking them together anyhow, or just releasing a pack of turtlemaps?
Trinca
#1724 posted by than [221.244.26.90] on 2006/07/13 21:54:05
It's like a speedmap, but you get a week or so. I think the timelimit for QExpo is likely to be 10 days. This means that turtlemaps can be much more elaborate than speedmaps. More like a regular map I guess.
#1725 posted by Trinca [85.88.130.59] on 2006/07/14 01:21:41
o.k already start one :)
Speed Tortoise
#1726 posted by generic [69.244.208.113] on 2006/07/14 09:57:42
Will the turtlemap deadline be the same as the second speedmap?
I will try to enter all 3 events but I really haven't had time for anything fun as of late :(
I am thinking that the second speedmap could be a "redux" of the first (sort of like the re-released "Apocalypse Now" movie).
I Was Thinking
#1727 posted by bambuz [213.169.27.224] on 2006/07/14 11:29:41
episode 1 in one speedmap. Maybe have three or four rooms or whatever you think you choose is something worth reminiscing / remembering / tributing / improvising from your memories of quake from 10 years beyond. :)
And still of course some gameplay & progression, and u don't need cthon.
Everybody could play those. :)
#1728 posted by Trinca [87.196.165.61] on 2006/07/14 16:15:52
:p my turtle map that is in progress in full metal id base, speedmap will try make a ztndm3 texture stile with idbase textures...
Hmm
#1729 posted by negke [82.82.186.238] on 2006/07/14 16:30:16
tentative deadline for the turtlemap is the 27th, 12pm gmt. that would still give us some time to decide if it will be released just then or maybe turned into a mini-episode, hub or anything. not sure if that date/time is useful - we can change it if needed of course.
redux theme doesn't sound that good to me. doing the same again, only longer? i was forced to watch apocalypse redux several times and while it's a good movie, it was soo exhausting each time... ;)
bambuz' idea might work, but i'd suggest expanding it to all episodes (e1 offers the greatest textural variety though)?
i set up the speedmapping/turtlemapping booth today, you will be able to comment on it on monday btw.
You Know Who I'd Like To See Do Some TM/SM?
#1730 posted by Drew [202.76.133.174] on 2006/07/14 20:37:55
Xen.
Where is he?
He Left
#1731 posted by Zwiffle [69.210.77.30] on 2006/07/15 07:54:07
A loooooong time ago, way back when I was but a weeee speedmapper. Thanks to Scampie. I witnessed them argue first hand. Aye, it was Scampie who drove Xen away.
But yeah, he was good.
I'm In
#1732 posted by ionous [70.22.185.225] on 2006/07/15 10:51:37
E2 themed turtlemap, started today, perhaps i'll find enough time to submit it.
#1733 posted by Trinca [89.180.24.28] on 2006/07/15 13:02:32
i will make all events at least try real hard ;)
P.S--> this week my boss is in vacacion ;) got many time to map hehe
#1734 posted by gone [213.170.89.98] on 2006/07/16 23:06:22
may be
Yeah... But...
#1735 posted by drew [138.217.118.119] on 2006/07/16 23:12:30
I remember that day well, Zwiffle. I think I always will. I seem to remember Scampie was mad that Xen tried to make maps that people would enjoy playing? Obviously he deserved worse than banishment, but what can you do?
#1736 posted by Trinca [85.88.130.59] on 2006/07/18 03:42:00
than are u going to add skill settings?
Trinca
#1737 posted by than [221.244.26.90] on 2006/07/19 03:50:50
depends how much time I have - it isn't a big deal, so I will just try and make a playable map and worry about skill settings later.
Reminder: Smqe06b
#1738 posted by negke [82.83.50.209] on 2006/07/23 13:48:23
theme: "episode 1 in one map" (thanks bambuz) - 26th
let's hope there are some more maps this time... ;)
http://www.quakeexpo.com/booth.php...
In My Defense
#1739 posted by Scampie [67.129.250.254] on 2006/07/23 17:27:43
The arguement was over the fact that speedmapping was run by me solely for the enjoyment of the level designers involved. Xenon's point was that he didn't like mapping, he liked people playing his maps, which I felt was the wrong attitude for speedmaps. My point being, if you want people to enjoy your maps, take time and make a real map. If you want to have fun building wacky shit, make speedmaps.
I don't think I ever told him to 'leave', but he did after that anyway.
Scampie
#1740 posted by bambuz [193.167.7.21] on 2006/07/24 04:34:54
I'm not opposed to your view.
For me it's also like a way to learn since people don't expect that much quality from a speedmap, but still play and give feedback. If I had released a proper map back then last summer or so, it would have had all kinds of stupid probs I know how to avoid now.
It's also fun to play some wacky maps.
But whatever. I'm not at home much until mid august.
Aw Come On
#1741 posted by spd [213.170.89.98] on 2006/07/24 05:23:12
we all know that your point was !kb Xenon
and his point was "OMG drama! I quit /del the entire site"
beating dead xen.. er horse, sry :)
#1742 posted by Drew [203.87.20.41] on 2006/07/26 18:42:28
I think both of you guys were a bit over the top - though I think that's par for the course with Scampie. Not in a bad way, necessarily. I have to admit that I was surprised by xen's reaction though - not too happy with it either because I realy enjoyed the maps he'd been making right before he left... Sorry!
Themes
#1743 posted by Drew [203.87.20.41] on 2006/07/26 19:09:54
I know nobody will ever use these - probably not even me...
-Edge of the world - waterfalls falling into void, etc
Sorry
#1744 posted by ionous [70.22.133.132] on 2006/07/26 19:41:05
No turtlemap from me. No inspiration, seemingly no ability to make any sort of architecture as of late. Very discouraging.
Ionous...
#1745 posted by distrans [131.172.4.44] on 2006/07/26 21:46:05
...I recommend you download mexx9. Simple geometry/architecture done on a scale reminiscent of your liking. Very, very effective though, maybe this will inspire.
Thanks Distrans
#1746 posted by Ionous_at_work [141.154.6.4] on 2006/07/28 09:37:38
I hadn't played mexx9 in about 4 years or so, so when i have time this weekend it will be nice to experience it again, and hopefully i can start to build again.
Turtles & SM126 Theme
#1747 posted by negke [82.82.164.22] on 2006/07/31 05:53:56
i got three turtlemaps so far (headthump, trinca, zwiffle). if there are any others in the making (speeds? than?), please tell me quickly, so i'll get an idea about when the pack can be released apporimately.
sm126 theme: "mini-marcher"
deadline is... somewhen
Forget Mine...
#1748 posted by than [220.47.234.129] on 2006/07/31 10:03:11
I will release it in the future. I just didn't really have time or motivation to work on it over qexpo, and haven't really been mapping hard since either (despite my nick in irc almost always being than|mapping - than is often taken).
Theme Suggestion:
#1749 posted by Text_Fish [82.45.22.61] on 2006/08/03 07:09:02
I dug out the DMSP mod for a bit of a blast earlier and I'd forgotten how fun it can be on the right sort of map. How about DMSP as a speed mapping theme?
For anybody who never tried DMSP:
http://wouter.fov120.com/maps/dmsp...
#1750 posted by Trinca [85.88.130.59] on 2006/08/03 07:22:29
this week is impossible for me speedmap to many work... :(
Yeah
#1751 posted by Drew [202.126.96.62] on 2006/08/03 23:30:14
Beautiful, breath taking, sexual thought-inducing idea, I think. Didn't you do one of those for a SM once Than?
Me?
#1752 posted by than [220.47.234.129] on 2006/08/04 08:32:29
Nope. Scampie did though... check the archives... or was it for Q3.
bear did an interesting animal love one once if I remember correctly.
It is SM though, so perhaps you could do something along those lines... quite what, I don't know. Cthons dungeon of bondage?
Huh?
#1753 posted by Drew [202.126.96.62] on 2006/08/04 19:07:37
Uhm, I was referring to Text_Fish's SM nomination. I don't think anyone should try to top Bears Animal Love SM. Except Madfox, maybe.
Than:
#1754 posted by Scampie [67.129.250.254] on 2006/08/05 19:59:55
It was for Q3, Q1 doesn't have 'Func_bobbing' ;)
http://scampie.leveldesign.org/scr...
It Does Have Trains Though
#1755 posted by tron [59.167.151.250] on 2006/08/06 17:47:40
You could do that with a func_train
UDUDUDUDU...
#1756 posted by generic [71.1.8.62] on 2006/08/06 18:23:05
I tried something similar with sm122 but attempted to hide the subject matter due to a guilty conscience and fear of potential blindness ;)
Sm126
#1757 posted by negke [82.82.186.89] on 2006/08/07 09:45:31
bah ok, generic already sent a map in. i'm going to do one as well today. so everybody else, go map, as the deadline now has to be next sunday (13th) evening gmt!
Themes
#1758 posted by Drew [202.126.96.62] on 2006/08/10 23:18:40
AHAHAHA!
...
All 90 degree angles. see sm23_jay.
No 90 degree angles. aard made a dm like this once.
Time To Fix It !
#1759 posted by gone [213.170.89.98] on 2006/08/11 01:31:33
Official speedmapping site: http://speedq1.spawnpoint.org/ ???
Fixed
#1760 posted by metlslime [67.188.209.101] on 2006/08/11 01:51:10
...thanks.
#1761 posted by Drew [202.126.96.62] on 2006/08/12 23:03:46
Has anyone made a doom 3 tex'd speedmap yet? I remember there were some problems with the textures being huge, right? were they scaled back down?
Sm127
#1762 posted by negke [82.82.172.6] on 2006/08/13 11:18:15
so "doom3 textures" then? zwiffle once said he started one..
anyone working on a map for sm126 - if so, tell me. otherwise i will release the pack in the evening.
drew, when will you be back finally? (or did your repeated "prison break" theme suggestions have deeper meaning in this retrospective?) ;)
#1763 posted by Drew [202.126.96.62] on 2006/08/13 21:47:08
haha... nah, I've kept one step ahead of the law so far... Still gonna be quite a while till I get back home. I'm thinking I might do up a small sub-standard "real" map when I do arrive. maybe.
...uh...
#1764 posted by Drew [202.126.96.62] on 2006/08/20 23:59:49
so... d3 theme, huh?
who's mapping for it?
Hello - Hello - Ello - Llo - Lo - O?
#1765 posted by Drew [202.126.96.62] on 2006/08/24 02:10:35
Anyone home?
Anyways - theme suggestion...
UNlinnear - really wide open, many different paths, or perhaps whole sections that need not be seen? Obviously not very SM friendly in all regards, but if one focused on content over quality it could be nice and doomy. not saying doomy lacked quality. sorry. forgive me.
#1766 posted by Trinca [87.196.174.171] on 2006/08/24 07:17:37
bacl from holidays!
guess is everybody in vacacion!!! i might have time for a speedmap!!!
so whats the theme???
Holidays?!
#1767 posted by HeadThump [65.140.58.127] on 2006/08/24 07:21:47
But Trinca, you live at the beach, everyday is a holiday ;)
#1768 posted by Trinca [87.196.174.171] on 2006/08/24 07:22:59
true but the water in the south of Portugal is much warm... :)i was at Algarve
Speedmapping Please!
#1769 posted by neg!ke [82.82.190.193] on 2006/09/20 05:05:58
ok, nobody really felt like doing something with the doom3 textures (me neither), but there has to be some sm'ing again - as a break from other projects or whatever.
so let's just try the following themes:
"1024³" - inspired by a recent competition at doomworld. make a map within a 1024*1024*1024 boundary (not a simple box with 50 shamblers!). there can be areas outside of this limit, but the player must not reach them. it's not as easy as it sounds (1024 is nothing), but it should be somewhat easier than in doom. mind the bboxes though!
"a strange building on a snail" or any other strange animal. inspired by this http://conceptart.org/forums/showt... . zwiffle mentioned it might be too difficult for a speedmap, but i guess he only wanted me to shut up/fuck off/die.
i'd say sm127=1024³ (deadline sunday, 1 oct) - unless it hasn't been done already - and sm128=snailbuilding (deadline sunday, 7 oct). let's go?
I Am In
#1770 posted by Spirit [80.171.128.36] on 2006/09/20 08:41:43
for the 1024³!
#1771 posted by Trinca [85.88.130.59] on 2006/09/20 08:50:01
olololll didn´t understand nothing of team explain me in mirc later on :p, Spirit since u not making a base map!!! u can´t miss any speedmap session :)
Il Duece...
#1772 posted by generic [71.1.3.147] on 2006/09/20 15:44:50
What the heck, I'll take a stab at both :)
It's About Time...
#1773 posted by Drew [203.206.188.128] on 2006/09/20 19:39:44
1024³
#1774 posted by Spirit [80.171.84.81] on 2006/09/21 04:21:11
It's ok if the outside walls are just at the limit so the player can "almost" reach the limit?
I made a 1024x1024x1024 brush and the outer walls are outside that space. Is that ok?
From Neg!ke's Discription
#1775 posted by HeadThump [4.136.111.104] on 2006/09/21 06:21:48
you can use the brush work out of the 1024-xyz zone for decorations and the like, so long as the player is confined
within the inner area.
And
#1776 posted by R.P.G. [65.188.147.21] on 2006/09/21 08:23:15
It's only a theme. We're not going to draw and quarter you and spread your parts all across Britain if the player can get outside the 1024 boundary. :)
#1777 posted by Trinca [85.88.130.59] on 2006/09/21 09:57:21
i hate the theme and neg|ke :+) i will pass this one! and keep working in my base map :\ still have to loose many hours...
O_O
#1778 posted by Spirit [80.171.84.81] on 2006/09/21 11:25:10
This theme rocks and I am making a nice map (compared to my previous attempts of speedmapping). It's using much more time though (3 hours so far) :D
#1779 posted by negke [82.82.181.164] on 2006/09/22 03:30:57
nobody will be beheaded if the play area exceeds 1024, but think of it as a challenge to try not to. not sure if it isn't too easy because of the height, since multiple stories were out of question for doom, which made it somewhat tricky...
trinca: ok. add slopes. SLOPES!
#1780 posted by Trinca [85.88.130.59] on 2006/09/22 03:39:23
wtf is slopes? ~:p
Trinca
#1781 posted by Zwiffle [69.210.52.77] on 2006/09/22 06:15:56
Super Linear Opposing Player Environment Safety-hazards - SLOPES
#1782 posted by Trinca [85.88.130.59] on 2006/09/22 06:34:59
lol :\
Does Snopes Have Slopes?
#1783 posted by R.P.G. [65.188.147.21] on 2006/09/22 06:44:35
Shane Likes Ovulating Penises--Even Shambler's! = SLOPES.
slope
n.
1. An inclined line, surface, plane, position, or direction.
2. A stretch of ground forming a natural or artificial incline: ski slopes.
3. a. A deviation from the horizontal.
b. The amount or degree of such deviation.
#1784 posted by Zwiffle [69.210.52.77] on 2006/09/22 10:45:42
Did someone say "Ovulating Penis" ?
http://istforeverything.tripod.com...
nws
NWS
#1785 posted by Spirit [80.171.52.190] on 2006/09/22 11:39:12
should be more obvious. NWS fucking ugly girl with penis. :x
^^
#1786 posted by Megazoid [82.153.210.78] on 2006/09/26 18:47:59
*off topic*
Just wanted to say thanks to neg!ke for that conceptart.org/forum link. I'm really hooked on that site now. I think I'll start drawing again.. \o/
Yeah, Please Do
#1787 posted by negke [82.83.59.254] on 2006/09/27 00:54:17
the link has been posted by zwiffle on irc though ;)
Did Anyone Map?
#1788 posted by Drew [203.206.188.128] on 2006/09/28 21:34:51
Me
#1789 posted by Spirit [80.171.9.226] on 2006/09/28 23:43:23
and I want demos of your first runs please. Would be very interesting what routes the players choose for me!
Working...
#1790 posted by generic [71.1.3.4] on 2006/09/30 21:09:30
sleepy...
working...
Generic
#1791 posted by negke [82.83.60.148] on 2006/10/01 09:22:45
does that mean you won't have a map for this pack? or that i have to wait until tomorrow?
1024³ Is Quite Some Space!
#1792 posted by efdat [89.51.39.241] on 2006/10/01 14:22:31
so i wasted most of it ;) eager to see your maps for sm127.
Neg!ke
#1793 posted by generic [71.1.3.171] on 2006/10/01 16:07:22
Proceed with the pack. I'll try to slip this one in next time...
Hello
#1794 posted by negke [82.82.175.200] on 2006/10/08 14:39:35
building on strange animal anyone? even if the animal is a jellyfish and the building a crate...
Who Are You Get Out Of My Head
#1795 posted by czg [213.115.252.84] on 2006/10/09 01:38:31
#1796 posted by Trinca [85.88.130.59] on 2006/10/09 02:34:29
i might join is this week theme!!! any sujestions?
Hmmm...
#1797 posted by distrans [131.172.4.44] on 2006/10/09 18:36:36
...dark the sky at noon!
Levels based on the frozen moment at the apex of an eclipse.
I Like The Jellyfish Theme.
#1798 posted by Drew [203.206.188.128] on 2006/10/09 19:18:56
Do the jellyfish, even if it feels wrong. DO IT!
Darkness At Noon
#1799 posted by HeadThump [4.136.249.79] on 2006/10/09 20:12:19
Great novel, good theme for a speedmap!
Well
#1800 posted by negke [82.83.48.68] on 2006/10/10 00:36:24
officially, it's still the theme from #1769. there could be some crazy maps if people are imaginative (more than i was) http://negative.net.tc/images/sm12... :D
so why not have "dark sky at noon" for sm129? unless of course you are all eager to map for it now...
YES!
#1801 posted by Drew [202.126.96.62] on 2006/10/10 23:08:07
Dark Sky Over Strange Animal?
#1802 posted by efdat [134.169.158.17] on 2006/10/13 02:22:25
efdat confused. might do an animal.
@neg!ke: image link broken.
#1803 posted by Trinca [85.88.130.59] on 2006/10/13 05:35:24
take me out :\ i will just finish my base map and mapping is over!
Trinca
#1804 posted by JPL [213.30.139.243] on 2006/10/13 05:55:44
Errr... when you say over, I hope it's not definitively over... is it ?
#1805 posted by Trinca [85.88.130.59] on 2006/10/13 06:08:53
it might be JPL, i found good friends here u,neg|ke, Spirit, Biff, Ankh, Inertia, Vondur, Kell, Daz, Card0, Vodoo, Generic e.t.c (sorry for those i forgot... but some people that are in "POWER" are the crap and i sick of some coments on my maps, i now they suck but at least i try... my old clan invite me again to go back to QW and honestly i think few people apreciates my eforts :| feedback on maps are less everyday... and feedback is what make me map! so guess... i´m loosing to much time on this... and will play again QW
:(
#1806 posted by HeadThump [4.136.111.86] on 2006/10/13 08:14:45
u,neg|ke, Spirit, Biff, Ankh, Inertia, Vondur, Kell, Daz, Card0, Vodoo, Generic e.t.c
Sorry, I haven't been on line much lately to chat. I've been recovering from the bite of a tenacious little brown recluse acquired on a recent hiking trip in Georgia (I should have took pics of my leg, it turned a wicked shade of necrotic black). My energy has been sapped for doing much.
#1807 posted by Trinca [85.88.130.59] on 2006/10/13 08:31:39
HeadThump sorry :) u have been always great sorry!!! SERIoS!!!
Scampie Again ??
#1808 posted by JPL [82.234.167.238] on 2006/10/13 11:33:05
I had some explanations from Trinca, via email, and it seems that Scampie (again ?.. but not the only one) is the source of Trinca's disappointement... I don't know what happened exactely between these 2 guys, but it is not the first time I hear that Scampie is flaming somebody with no particular reasons... just because he is not in a good mod.
I know that the internet is not a place of Heaven, but please guys, would it be possible to be fair this time ? Voodoo already experiment stupid comments on his mother some months ago (maybe more than a year now), and he was about to leave definitively (BTW, we don't see him much more...)
I react because everybody is complaining the Quake community have less and less active members. And when a new guy comes, he is flamed because he is not as good as pro mappers... or because he doesn't speak a perfect english... WTF !! Come on, be serious !! Don't you remember how bad you were when you started mapping.. So please be indulgent, and particularly with interested people that have a self-commitement to Quake mapping as Trinca has.. I don't think he deserve this attitude, and I don't think it is the right attitude to let our community growing... I know it is not a popularity contest, but rather than writing: "your map sucks", it is very negative, I'd rather prefer to write: "well, it's not perfect and you have to improve this and that..." it is much more constructive, and really helps people to improve themself...
If some people want elitism, so they should go to game industry, and let other guys, that take mapping as a hobby, to have fun with their "crappy" maps....
In anyway, I seriously hope that trinca will not leave the forum, because as of today, I think he was the most prolific mappers I saw (with all other speedmappers) from a long time...
I think everybody should think about it.
Well Said JPL.
#1809 posted by Text_Fish [82.32.1.90] on 2006/10/13 11:55:49
To be honest I don't see flaming or elitism very much in the creative side of the Quake community [possibly because I'm not involved enough, who knows] but whenever I have witnessed it I've noticed it coming from jaded veterans who seem to have lost the passion they once had for mapping and now just sit around jealously slagging people off for the most ridiculous things.
The main thing to remember if you're on the recieving end of such vitriol is that those people don't matter any more. The only reason they're so aggressive is because they have nothing to offer the community any more -- or at least they feel they don't. It doesn't matter how well respected somebody once was -- their opinion will only matter for as long as they take a positive and active part in the community. Because lets face it, no community needs negativity.
Trinca, I really think you should stick around because you produce fun maps and you're a nice bloke as well. I'm sure the same can't be said for a lot of the more negative members of the community, so if anything, they're the ones that should leave.
#1810 posted by Trinca [87.196.163.11] on 2006/10/13 11:56:14
Headthrump is another Quaker that dont go to #terrafusion in Quakenet becouse of same kid... but nobody makes anything he ruless... 2 days ago ban inertia and voodo just becouse it feel like...
fucking creap never was a good mapper all the stuff he made for Quake was CRAP and think he is something...
yes is a STUPID KID!
ohhhh sorry John Fitzgibbons u are also a great guy :) sorry
Stop Irc Drama!
#1811 posted by Spirit [80.171.95.138] on 2006/10/13 12:19:11
I totally agree with JPL's and Text_Fish' posts. But Trinca, don't flame here. I know Scampie and you kinda hate each other but don't make a "chick fight"(?). Strife does not work well in messageboards, especially when it comes from a chat. Argueing here will only leads to confusion and bad vibes. Discuss, don't fight.
I saw Scampie say something in #tf maybe 3 times while I was there (and I was quite regularly). I think that the #tf community should not accept someone being non-part anymore and then acting like this in such a high position (owner flag in the channel, no?).
Bit More To It Than That
#1812 posted by HeadThump [4.136.111.18] on 2006/10/13 13:12:52
Headthrump is another Quaker that dont go to #terrafusion in Quakenet becouse of same kid...
I've had a few run ins with Scampie here, but nothing I didn't shrug off in a few hours because I don't hold grudges. I'll just leave it at this, Scampie is a complicated individual.
One of the reasons I don't go to #terrafusion is because I can be kicked off. I just wont put myself in any type of vulnerable position.
Another reason is I spent a great deal of time in Mirc back in the nineties and it was effecting the productive side of my lifestyle, so I quit it cold turkey a long time ago.
Having said that though, after a seven year gap, I have started going to the QuakeC channel on occassion because I've noticed some interesting individuals associated with Inside3d have been coming here in recent months.
#1813 posted by Trinca [87.196.163.11] on 2006/10/13 14:27:49
ok is over! no more comments about this! i´m decided... i will not go anymore to terrafusion untill scampie leave the channel!
I Could Have Made At Least 5-6 Maps In The Time I Spent In Irc.
#1814 posted by R.P.G. [65.188.147.21] on 2006/10/13 15:24:50
I think a better solution (at least for me) is to hang out on Func instead and make maps and try to kindle the community here. I became a lot more productive after I stopped going to TF; though that productivity has usually been channeled into non-mapping fronts. I keep up with most of the people that I want to through IM, e-mail, and whatnot.
#1815 posted by Trinca [87.196.163.11] on 2006/10/13 16:11:32
talking about normal stuff again i will not make any speedmap
Trinca
#1816 posted by JPL [82.234.167.238] on 2006/10/14 00:25:27
You took the good decision.. Really... Now go map ;P
Whoever Put The Asparagus Pee In My Cereals Will Pay!
#1817 posted by negke [85.176.88.31] on 2006/10/14 02:13:07
also: trinca, don't be a caldera, please. besides, what would you do at work then? ;)
as for speedmaps, so far i have a 1024 one by generic and my building on an animal. looking forward to more...
Efdat Out
#1818 posted by efdat [89.51.39.233] on 2006/10/14 04:43:48
won't do animal. started working - sucked. got other work to do. grrr!
There Are Some Fun And Wacky People On Terrafusion
#1819 posted by bambuz [213.169.29.76] on 2006/10/15 13:32:06
sometimes also scampie is one of them with all his instant kicking of people but it's kinda gotten old, although I haven't been there for long and not much lately either.
I don't know if there are many here who have not been kickbanned by him or anyone else.
But for the most part people just don't care, it'd be such a chore to move someplace else and mostly the discussions are less than two comments per person and then break into incoherence.
I think we are dealing with "artistic" types here and terrafusion is often the only channel in my list where something remotely stimulating happens, others are just plain boring. Maybe it wouldn't be the same if there wasn't that occasional shit, it's really the only of my channels that has any problems either. It's also rare that such a diverse channel gives ops to practically all people. That and the nature of people tends to add to the unstability. I don't really know if scampie can be seen as a stabilizing or destabilizing force as a whole.
Mostly it's just absurd, although it kinda disturbs.
Bambuz
#1820 posted by inertia [134.53.176.37] on 2006/10/15 23:11:23
nice dissection of tf culture!
#1821 posted by Drew [202.126.96.62] on 2006/10/19 01:26:37
SM theme should be dark at noon, or "defy expectations" where the mapper does something very unpredictable with the map.
Hihi
#1822 posted by Spirit [80.171.96.199] on 2006/10/19 01:29:30
Unpredictable as in "sm129_neg!ke spawns cute bunnies and pink sunflowers after the boss was killed"? :D
#1823 posted by Trinca [85.88.130.59] on 2006/10/20 07:32:02
sm129 theme?
Trap Theme
#1824 posted by JPL [213.30.139.243] on 2006/10/20 08:03:23
.. as there's a thread on this point, why not enlight it by a SM session... ??
JPL
#1825 posted by Kell [82.41.8.80] on 2006/10/20 09:40:13
good idea
Indeed
#1826 posted by negke [82.83.45.241] on 2006/10/23 06:05:20
so here we go: sm129 theme - "traps"
all kinds of hazadous environments, spikes, shooters, crushers, and don't forget the WETY TRAPS!!!
deadline (pun anyone?) is sunday 29 oct.
monday if your name is generic ;)
(O_o)
#1827 posted by generic [71.1.10.170] on 2006/10/23 16:16:23
Whatever do you mean, neg!ke? ;p
Heh
#1828 posted by scar3crow [151.141.78.76] on 2006/10/23 16:44:23
friday i was in a pissy mood and felt like making a map of nothing but nigh inescapable and deadly traps and titling it simply Women.
i really think this is the type of speedmapping session anyone could get into
generic - clearly its some sort of timezone joke, neg!ke would never imply anything of a sort of anything to anyone!
Theme Suggestion
#1829 posted by efdat [89.51.48.49] on 2006/10/31 03:18:54
now that the original maps are available, i'd like to propose revisiting familiar places as a theme for an upcoming sm event. incorporate a rather small section of an original map into your own. how about that?
and btw: who trapped sm129pack?
Knot Eye...
#1830 posted by generic [71.1.1.251] on 2006/10/31 15:38:55
I got trapped at work instead :|
I Like That.
#1831 posted by drew [202.126.96.62] on 2006/10/31 18:52:10
good suggestion. you should do that.
#1832 posted by negke [82.83.36.124] on 2006/11/02 01:08:24
i haven't been able to map, either. and i won't be until next week. :(
revisiting familiar places - dunno, we could give it a try, i guess...
btw. what about some chainmapping again in the near future?
#1833 posted by Trinca [85.88.130.59] on 2006/11/02 02:13:38
o might be in revisiting familiar places :) doesn´t take much time and my map is going wel!!!
A Theme Down The Road
#1834 posted by bambuz [213.169.28.61] on 2006/11/03 12:51:19
http://carriedaway.blogs.com/photo...
#1835 posted by negke [82.82.168.243] on 2006/11/07 06:03:50
i received a map by efdat, but where is YOURS??
people, if you have have any self-respect left, send yours in by next sunday!
#1836 posted by Trinca [85.88.130.59] on 2006/11/07 06:31:45
the theme is id glue? :) ik might glue some stuff... my idbase map is growing nicely and on time!!!
Still 'traps'
#1837 posted by negke [82.83.19.115] on 2006/11/07 09:45:56
what you mean is the next one - "id glue" gave me an idea though ;)
#1838 posted by Trinca [89.180.25.35] on 2006/11/07 10:19:49
traps is to eavy for me :\
I'll Do A Trap Map
#1839 posted by Spirit [213.39.211.198] on 2006/11/07 11:19:21
in the spirit of a sm-oldschool-sucking-map-with-an-a... Ha!
Deadline next Sunday?
Oops
#1840 posted by Spirit [213.39.211.198] on 2006/11/07 11:21:16
amount-of-monsters-blahblah-cheat-...
I Suck And Should Use The Preview Button More Often
#1841 posted by Spirit [213.39.211.198] on 2006/11/07 11:23:13
Gnu & 'id Glue'
#1842 posted by efdat [134.169.158.17] on 2006/11/08 06:34:51
to me the gnu licence reads like it's possible to use parts of original maps as long as the due credit is given. so if the sm130pack contains a notice like 'based on the works of ... and released under the terms of gnu' the theme should be fine.
nfscd (what could that mean? :)): go map! please.
#1843 posted by negke [82.82.166.210] on 2006/11/09 01:33:32
it means the sources (.map files) have to be included.
#1844 posted by golden_boy [89.27.252.67] on 2006/11/10 04:32:46
the source code must be included and itself be GPL'ed again. also you should include a text file with the license. no biggie. it's mostly called gnu.txt.
otherwise you can do with it what you want.
Sm129
#1845 posted by Omus [131.227.231.31] on 2006/11/11 18:49:29
I just submitted a renamed version of pypain that was released in the traps thread.
#1846 posted by negke [82.83.45.164] on 2006/11/12 00:13:26
got it, thanks.
i will try to get something done today as well.
SM130 Theme
#1847 posted by negke [82.83.54.128] on 2006/11/14 09:57:43
"revisiting familiar places"
take a certain area of any original map (NOT THE ENTIRE MAP!) from the released sources and build your map around it. be sure to include your .map file when you submit it, because of the GPL thing!
/me Slaps Neg!ke With His Great-P-Like Thing
#1848 posted by Spirit [213.39.147.165] on 2006/11/14 10:19:42
I totally forgot about mapping on Sunday. I'll to get a map done for sm130.
I Miss Speedmapping!
#1849 posted by adamllis [160.133.123.11] on 2006/11/19 14:23:28
howdy folks. i've been gone for a 3/4 of a year now. i wish i'd started speed mapping earlier in life, but what i got to do was real fun and i learned a lot. i can't map or play (or even check email hardly) in my current situation, but good job for you men that keep the quake alive! maybe at christmas time i will be able to squeeze out a speedmap. until then, quake on bros.
Where Is Sm130
#1850 posted by Spirit [80.171.27.244] on 2006/11/20 06:24:01
Come on, give us the maps!
At least I mapped this week...
Sm130
#1851 posted by efdat [89.51.39.253] on 2006/11/20 06:28:30
won't have enough time for mapping in the next 2 weeks. grr. got ideas though. grr²
#1852 posted by Trinca [85.88.130.59] on 2006/11/21 09:01:02
i´ll not have time this week for sm :\ dont count me in for sm130!
Meh
#1853 posted by negke [82.83.21.137] on 2006/11/21 09:36:33
only got one map (spirit's)...
adamllis: you're always welcome to contribute a map again :)
Aww
#1854 posted by Spirit [213.39.187.41] on 2006/11/21 10:24:53
one map and such a crappy one. :(
Id Like To Help Balance It Out
#1855 posted by HeadThump [4.136.90.139] on 2006/11/21 12:03:19
with a crappy speed map of my own,
but this Holiday end of week I'm going to try to pull something together for the Base pack and hope to have something decent enough to tweak throughout December.
December SPEEDMOPPING
#1856 posted by negke [82.82.160.32] on 2006/11/25 00:34:09
the first speedmopping (speedmodding meets speedmapping) event takes places in the first week of december, starting at 12pm EST.
teams will be random; the theme is announced once the event starts.
if you like to participate (you better do!), give word here or in this thread: http://forums.inside3d.com/viewtop...
Re: Speedmopping
#1857 posted by Text_Fish [82.32.1.90] on 2006/11/25 03:34:57
Personally I'll be busy with my Base map for some time, but wouldn't it be more sensible to do it a little later in December [or early in January] when people are more likely to have some time off work/education for the holiday season?
I'm not a member of inside3D, so just figured I'd post that here incase one of the event organisers sees it and thinks it makes sense. :)
#1858 posted by Zwiffle [69.210.47.13] on 2006/11/25 07:57:29
Yeah the first week is NOT going to work for me. That's like crunch time for school for me. After the week of the 17th I'll be done with school and I'll have plenty of time (ie, exams + paper next week, 2 programs due after that, homework, + finals.)If there is anyway to push it back later, I'd totally love to do a Lolo mod with Asaki.
Speedmopping Date Change
#1859 posted by negke [82.82.187.137] on 2006/11/28 05:20:56
ATTENTION!!!
There's been a slight change of plan. The event will be held on DECEMBER 10th thru the 16th, to help get past the college finals and before the Winter holidays.
Thank you everyone. Please, come into #speedqc on irc.anynet.org any time from the beginning of December to get some teams created and to get to know your team mates if you don't already.
Bleh
#1860 posted by Spirit [80.171.28.13] on 2006/11/28 06:32:46
You guys suck.
Let's extend sm130 2 weeks and then there will be three maps by me...
:(
:(
#1861 posted by Zwiffle [69.210.47.13] on 2006/11/28 07:10:09
My finals start December 15th and end on December 19th. :(
...priorities, Dude...
#1862 posted by drew [165.228.213.40] on 2006/12/02 19:33:05
What's
#1863 posted by Zwiffle [69.210.47.13] on 2006/12/14 09:11:13
The new theme? I have a couple hours between procrastinating studying and my last programming assignment to try and do some speedmapping.
#1864 posted by Trinca [85.88.130.59] on 2006/12/14 09:24:50
i can two!
It Has Been A While
#1865 posted by HeadThump [4.136.90.50] on 2006/12/14 09:26:39
since we have put together a chain mapping event.
Aye
#1866 posted by Zwiffle [69.210.47.13] on 2006/12/14 09:36:41
Chainmapping sounds swell. Count me in!
SM131 Theme
#1867 posted by negke [82.82.161.56] on 2006/12/14 09:42:22
"elder world train station" - courtesy of Zwiffle
i'd like to have some chainmapping too, but i haven't thought about a theme/date yet. maybe early january or something...
#1868 posted by Trinca [85.88.130.59] on 2006/12/15 03:28:36
that give to much trouble... extract episode4 textures... brrrrrrr
#1869 posted by negke [82.82.178.253] on 2006/12/18 11:53:51
generic was so kind as to compile an episode4 wad for you lazy gits. http://rapidshare.com/files/803890...
zwiffle, you better have a map ready next sunday!
I'm In Too,
#1870 posted by HeadThump [4.136.111.231] on 2006/12/18 13:20:03
originaly, I was going to wait til finishing the base map, but elder world train station is too good a theme to pass up.
Waiting On A Train
#1871 posted by efdat [62.180.36.190] on 2007/01/05 10:13:55
where could it be?
#1872 posted by Trinca [85.88.130.59] on 2007/01/05 10:22:32
mine is almost ready!!!
I'm Hitting Base Map
#1873 posted by HeadThump [4.136.249.64] on 2007/01/05 10:41:29
hard this weekend, so EWT is not in the cards. Trinca do you still map at work? Lucky bahstid ;)
#1874 posted by Trinca [85.88.130.59] on 2007/01/05 10:54:59
yes but just a few minuts in end of year :( is not good for a accounter :( to much fucking work :|
#1875 posted by Trinca [87.196.211.167] on 2007/01/07 03:27:39
[11:20] <czgAway> go do sm132 then
[11:20] <czgAway> theme: homophobia
I Thought Sm132 Theme Was Supposed To Be Cowboy Office?
#1876 posted by negke [82.82.189.126] on 2007/01/07 09:12:39
#1877 posted by Trinca [87.196.211.167] on 2007/01/07 10:30:00
was just czg idear :p
-.-
#1878 posted by Spirit [80.171.7.74] on 2007/01/07 11:54:59
I'm in with a stupid map. Got some temparature and sooooo much boredom.
Cowboy Orifice?
#1879 posted by metlslime [67.188.208.99] on 2007/01/07 12:39:35
#1880 posted by Trinca [87.196.211.167] on 2007/01/07 12:54:33
errr neg|ke i prefer czg theme more :p
#1881 posted by vb [211.30.141.240] on 2007/01/07 17:28:56
Don't skip 131, awesome theme.
#1882 posted by Trinca [85.88.130.59] on 2007/01/10 03:17:05
wtf is the fucking theme after all? i finaly got lot of time at work to map :p
Sm132_theme?
#1883 posted by efdat [149.225.110.160] on 2007/01/13 01:39:06
a) homophodia? b) cowboy office? c) ?
i'd prefer a) too!
Cowboy Office?
#1884 posted by generic [71.1.71.204] on 2007/01/13 05:29:02
Like the television show or like Microsoft's bloated application package? o_O
Hmm
#1885 posted by R.P.G. [65.188.147.21] on 2007/01/13 05:31:06
What about "reverse cowgirl office"?
R.P.G
#1886 posted by JPL [82.234.167.238] on 2007/01/13 07:48:04
Didn't you mean "Reverse cowgirl orifice" ?
#1887 posted by czg [83.253.241.174] on 2007/01/13 10:45:47
http://orezscu.blogspot.com/2005/1...
JPL
#1888 posted by R.P.G. [65.188.147.21] on 2007/01/13 11:59:10
Well, I actually did think of that after I clicked submit, but I decided against any sort of amendment due to my already inescapable reputation for genital fixations.
#1889 posted by Omus [131.227.231.27] on 2007/01/13 13:07:43
Fuck it I've already made my homophobic map.. Does it really need to have cowboys, or orifii?
Umm
#1890 posted by negke [82.83.49.192] on 2007/01/14 03:03:45
but you do realize that all those theme suggestions weren't really serious, don't you? O_o
anyway, if you people (for whatever reason) insist on 'homophobia', let's do it. even though i don't know if it allows for any worthwhile results...
R.P.G
#1891 posted by JPL [82.234.167.238] on 2007/01/14 09:04:04
So we both have the same bad habits...
Theme Ideas
#1892 posted by Zwiffle [69.210.41.32] on 2007/01/14 09:24:45
-Worship Zwiffle
-Inverted Cathedral/Castle
-Praise Zwiffle
-Dreamscape
-Zwiffle Is Awesome
-New Color Combinations (Like pick 2 strong or opposing colors as a theme and use them heavily thoughout the map, like maybe green/red or orange/blue, etc etc.)
-Zwiffle Gone Wild
Hmm, I Like The Zwiffle Themes
#1893 posted by negke [82.82.190.183] on 2007/01/14 14:10:09
the others are interesting too. take care of the whole thing again please? POKING THE FAT PRICKS INTO THE BUS TOILET
inverted castle anyone?
#1894 posted by Omus [131.227.112.165] on 2007/01/14 21:44:20
I think we need more excuses for inane internet humour.
#1895 posted by Drew [198.53.40.232] on 2007/01/16 08:17:32
I vote for Inverted Castle. Do that. Now.
I Might Have A Little Free Time This Weekend
#1896 posted by efdat [217.184.227.246] on 2007/01/19 09:27:36
so what's the (goddamn) theme now? zwifflephobia? inverted zwiffle? or maybe (for obvious reasons) storm damage?
Theme Suggestion
#1897 posted by Scampie [67.129.250.254] on 2007/01/19 09:29:17
"Fun with Drugs"
<- Had One Too Much ? |
#1898 posted by efdat [217.184.224.228] on 2007/01/20 09:14:07
alright, you lazy bums. i'll do something else then...
#1899 posted by Trinca [89.180.55.221] on 2007/01/20 14:23:29
i wil stick with my map this weekend progress a litle more...
Ok
#1900 posted by negke [82.82.165.19] on 2007/01/20 15:31:03
sm132: inverted castle/cathedral (inverted zwiffle)
sm133: dreamscape (zwifflescape)
both can be combined with the homophobic use of drugs (or zwiffle).
how does that sound?
Btw
#1901 posted by negke [82.82.165.19] on 2007/01/20 15:34:22
does "to zwiffle" relate to "to smurf" by any chance?
Deadline For Sm132
#1902 posted by Spirit [80.171.7.244] on 2007/01/20 16:43:03
tomorrow or what?
From Zwiffle's Dictionary
#1903 posted by Zwiffle [69.210.33.227] on 2007/01/20 16:46:28
"To Zwiffle", v., from the Latin "Zwof"
1.) To awesomize or to make much more intense; to increase one's awesomeness ten-fold effortlessly.
2.) To grab one's legs and pull them back while receiving oral gratification so that the person giving oral gratification looks like a shrimp giving a blow job (ahem.)
3.) To be immortal.
Sound's Fine
#1904 posted by efdat [217.184.227.207] on 2007/01/21 10:37:16
but it'll take some time... i'll think of something for 133 (zwifflescape).
"to zwiffle" from german "zwei-fäll'n" = "to fell/chop down two" (add treeqbsps) ?!?
Nimm Zwei
#1905 posted by negke [82.83.46.247] on 2007/01/21 11:02:21
spirit: next week i'd say
Actually,
#1906 posted by negke [82.82.163.241] on 2007/01/24 18:48:42
wouldn't dreamscape be an even cooler theme for a chainmapping event? we only needed to compile some wicked texture selection. could take place in mid-february or something...
Dreamscape
#1907 posted by Zwiffle [69.210.50.112] on 2007/01/25 00:52:24
RPG has the assorted American McGee's Alice wads he extracted from the game. I have some of them, possibly all of them, perhaps those would be good textures for such a chainmapping event. There are some incredibly cool textures in that game (and some incredibly lame ones as well.) :(
Dreamscape
#1908 posted by Zwiffle [69.210.50.112] on 2007/01/25 00:54:45
RPG has the assorted American McGee's Alice wads he extracted from the game. I have some of them, possibly all of them, perhaps those would be good textures for such a chainmapping event. There are some incredibly cool textures in that game (and some incredibly lame ones as well.) :(
#1909 posted by Omus [131.227.231.96] on 2007/01/26 05:52:57
Neg!ke check your email..
Dreamscape
#1910 posted by Scampie [66.168.16.153] on 2007/01/26 06:48:35
RPG has the assorted American McGee's Alice wads he extracted from the game. I have some of them, possibly all of them, perhaps those would be good textures for such a chainmapping event. There are some incredibly cool textures in that game (and some incredibly lame ones as well.) :(
Zwiffle
#1911 posted by negke [82.82.186.211] on 2007/01/26 09:33:54
can you upload the wads somewhere, e.g. to shubhub? it's worth a look for sure.
Omus: got it, thanks.
Zwiffle
#1912 posted by Spirit [213.39.169.237] on 2007/01/26 09:46:47
Mail it to me then I will put it into http://www.quaddicted.com/wads
Dear Scape
#1913 posted by efdat [217.184.227.248] on 2007/01/27 09:44:08
neg!ke: chainmapping sound s fine i'd be in for it in the second half of febuary.
Chainmapping
#1914 posted by PuLSaR [62.183.2.95] on 2007/01/27 09:56:04
what about finishing sm100(I think)? I remember there was a Knave themed speedchainmapping session quite a long time ago. Is there any progress with it?
Sm100
#1915 posted by negke [82.83.61.144] on 2007/01/27 10:01:32
i tried to give it a shot some time ago but the pieces just suck too much (are too incompatible) to be put together in a proper way, in my view.
Well
#1916 posted by PuLSaR [85.172.20.123] on 2007/01/27 10:31:49
there was a base chainmap (sm32 probably) where the author said in the readme file that most of brushwork (about 80%) was made by himself, while the rest (about 20%) were those real speedchainmap pieces. And that map was very good. Does anyone want to do something like that?
#1917 posted by Trinca [89.180.55.104] on 2007/01/27 13:35:43
i want to participate!!! speedmaps are ugly :) prefer make a proper peace!!! i dont map good and fast, only slow and normal...
Yeah...
#1918 posted by R.P.G. [65.188.147.21] on 2007/01/28 04:07:21
The converted Alice texs I did are really crap because I was in a hurry. Some are ok. I meant it more to be like "see what looks like a good texture combo in the editor and then properly convert textures individually as needed."
I just need Zwiffle to actually get some work done on his end now.
#1919 posted by Zwiffle [69.210.70.129] on 2007/01/28 05:14:39
That map pwnzxrz me :( .
Neg!ke...
#1920 posted by generic [76.3.11.75] on 2007/01/28 06:06:41
you got some mail :)
Neg!ke...
#1921 posted by generic [71.1.70.14] on 2007/01/28 16:17:16
you got an attachment ;)
Chainmap 100...
#1922 posted by generic [71.1.70.14] on 2007/01/28 16:42:57
I had a crack at it but the only way I could see it finished would be modifying contributors' brushwork (including my own). I didn't think the others would be keen on seeing "this section based loosely on brushwork created by such-and-such or so-and-so."
But, then again, I could have been wrong ;)
#1923 posted by Drew [198.53.40.232] on 2007/01/28 20:11:36
I think that's what Than did with SM_32. I honestly wouldn't have cared as long as the end product was fun... Not that I contributed.
Sm32
#1924 posted by than [220.47.251.83] on 2007/01/29 01:03:45
Yeah, I modified people's stuff a bit. I had to rebuild Gibbies because it was on a floating point grid and as such came off the grid and messed up when it went into WC. RPG's section also had some minor alterations and Nightbringer's was tweaked quite a lot.
That said, none of the other author's areas were changed drastically from what I received aside from being mirrored or flipped to make a better layout - they were all visually faithful to what I started with - just with bugs fixed and things tidied up. I also added a few crappy rooms in between some of the areas to connect them.
We need another speedchainmap.
#1925 posted by metlslime [69.181.182.38] on 2007/01/29 04:04:16
We need another speedchainmap.
(psst. RPG.)
Neg!ke Or Generic...
#1926 posted by distrans [131.172.4.44] on 2007/01/29 04:30:53
...I've had some recent success with other people's bits, why don't one of you send me the sm100 sources.
Metl
#1927 posted by R.P.G. [65.188.147.21] on 2007/01/29 06:06:41
Hmm. I agree. Want to meet up and do some chain mapping when I'm in San Francisco on April 12th through the 14th?
RPG:
#1928 posted by metlslime [69.181.182.38] on 2007/01/29 08:19:06
sure, if that's what the kids are calling it these days.
Why you coming? job interview?
Distrans
#1929 posted by negke [82.83.38.154] on 2007/01/29 08:55:54
here you go:
http://speedq1.leveldesign.org/fil...
http://speedq1.leveldesign.org/fil...
Distrans
#1930 posted by generic [156.75.192.110] on 2007/01/29 16:05:26
I have some modified versions as well that I can send you later in the week. I am out of town until Thursday :|
#1931 posted by negke [82.83.10.224] on 2007/01/29 17:10:37
so is there any chance to get some decent alice.wad ready? if not, what other texture themes could be used (in fact, my first idea were non-detail textures, more or less in the sense of the "new zwiffle combinations" suggestion)?
another possible theme for a sm or cm: engine room/machinery. not sure if it hasn't been done already though.
Neg!ke...
#1932 posted by distrans [131.172.4.44] on 2007/01/30 02:45:24
Downloaded, ta much!
generic... thanks, no rush.
Metlslime
#1933 posted by R.P.G. [65.188.147.21] on 2007/01/30 04:38:18
No. More like I'm supposed to give a presentation at NCUR at Dominican University. Something about pi and convergence of various series.
It would be cool to have a meet up if things work out. Aren't there other func/tf people in the San Francisco area? Does killjoy still live in the around there?
Well
#1934 posted by Zwiffle [67.53.148.10] on 2007/01/30 04:59:45
As for other textures, I'm always partial to Knave! Although SM100's chainmap didn't work out too well, possibly the textures contributed to it. Also, can we make the chainmap Quoth-required? It's too good a mod to pass up. Also also, perhaps another reason SM100 was unsuccessful was because of a lack of rules; Scampie used to set some rules for his chainmaps (if I remember correctly) like each area needs at least 2 exits, and each exit needs to be <exact number of units> wide, this way to ensure some sort of compatibility between pieces and whatnot. Just some ideas.
RPG:
#1935 posted by metlslime [204.15.3.5] on 2007/01/30 20:33:35
Killjoy is in SF I think, but I lost touch with him a few years ago. I don't know of any other #tf people that live here. (I think ydnar lives here but he's not #tf and I don't know him personally)
Well
#1936 posted by R.P.G. [65.188.147.21] on 2007/01/30 23:28:22
I don't know what my schedule is going to be yet, but if you want to get a beer or something (or do some chainmapping ^_~) I can let you know when the date gets closer. I think the conference is only active from 9am-5pm, so that leaves plenty of time to get into trouble.
For Chainmaps...
#1937 posted by generic [76.3.9.219] on 2007/02/01 14:22:24
I think some rules are essential, as long as they aren't too specific.
Having 2 entrances/exits is a good requirement -- even specifying the size -- for middle sections. This leaves the map assembler some options for start and end sections.
For sm100, there could have been an additional requirement of using the knave prefabs for entrances/exits that might have helped.
The only problem I had with the sm100 wad was that there weren't any rock textures ;)
...
#1938 posted by PuLSaR [62.183.3.9] on 2007/02/01 16:39:38
The only problem I had with the sm100 wad was that there weren't any rock textures ;)
The most important problem I had with sm100 wad was that there weren't enough textures for me (as I usualy use tons of texes in my maps). The ones that were selected for that wad weren't satisfying for me, knave has lots of great textures but most of them didn't appear in sm100.wad
SM133 Theme
#1939 posted by negke [82.83.53.84] on 2007/02/06 10:11:58
"machinery"
futuristic, medieval, alien, anything
i also had the odd idea of some "weirded out"-like theme for sm134: supplying a wad with an odd mix of non-together-fitting ;) textures to get some really strange looking maps. or some super fugly ones...
Nominees For Sm134
#1940 posted by generic [76.3.11.5] on 2007/02/06 14:07:13
And the textures are...
comp1_5
comp1_7
rock3_2
sfloor3_2
sfloor4_4
stone1_5
unwall1_8
uwall1_3
uwall1_4
wall5_4
wall11_6
wall16_7
plus any others you rarely see in Quake :)
Dont
#1941 posted by inertia [134.53.176.37] on 2007/02/06 17:39:47
forget the animated slipgate textures in that list!
Distrans
#1942 posted by generic [76.3.11.5] on 2007/02/07 01:13:10
You have mail :)
Theme Suggestion
#1943 posted by Drew [198.53.40.232] on 2007/02/11 00:26:17
Tesseract
Theme
#1944 posted by Spirit [213.39.156.243] on 2007/02/14 11:49:45
Snow?
I want func_snow... :(
Snow
#1945 posted by negke [82.82.191.180] on 2007/02/14 11:51:07
that twisted xmas mod had snow. sucked though
Theme Suggestion
#1946 posted by Drew [198.53.40.232] on 2007/02/16 07:39:40
Philosophical
Theme Modification
#1947 posted by inertia [134.53.176.37] on 2007/02/18 08:34:06
nihilist
Theme Modification
#1948 posted by Drew [198.53.40.232] on 2007/03/01 18:01:50
Born-again Christian
Slight Modified Derivitive
#1949 posted by HeadThump [4.136.111.106] on 2007/03/01 22:07:37
Welcome My Machine To The Son
Theme Suggestion
#1950 posted by R.P.G. [65.188.147.21] on 2007/03/02 05:20:08
Phosphorescent desert buttons.
Archipelago
#1951 posted by inertia [134.53.176.37] on 2007/03/02 10:14:44
church void islands
Alice Textures
#1952 posted by gus [201.42.193.98] on 2007/03/03 21:22:56
could you mail me or send me a link to alice mcgee's textures? i'm making an open source game and would like to have these. ty.
Heh
#1953 posted by Spirit [80.171.82.40] on 2007/03/03 22:31:04
Think again about "open source" and "commercial game textures".
Alice Mcgee...
#1954 posted by metlslime [71.202.113.29] on 2007/03/04 01:11:44
isn't she married to Sir Ian "Storm" Romero?
Alice Textures
#1955 posted by gus [201.26.120.217] on 2007/03/06 07:40:58
think again about "john lennon" and "imagine no posessions".
I'd Rather Think About A Guy Named Gus
#1956 posted by pjw [24.196.140.188] on 2007/03/06 09:16:21
and his battle with a severe bout of projectile leprosy.
Ah yeah...that's the ticket.
Theme Suggestion
#1957 posted by Drew [198.53.40.232] on 2007/03/10 20:45:55
Neil Manke
Theme Suggestion:
#1958 posted by ijed [201.222.201.240] on 2007/03/11 02:04:19
Will Wright!
http://www.penny-arcade.com/comic/...
Theme Suggestion:
#1959 posted by Text_Fish [82.32.1.90] on 2007/03/11 02:20:42
Mark Rein!
http://www.geocities.com/jeriah_h/...
Theme Suggestion:
#1960 posted by metlslime [71.202.113.29] on 2007/03/11 09:06:39
"The Fly" by Markus Klar
Metlslime
#1961 posted by R.P.G. [65.188.147.21] on 2007/03/11 17:23:39
That reminds me of a theme from 1997.
Oh No
#1962 posted by starbuck [129.215.25.120] on 2007/03/12 12:24:30
not again
#1963 posted by golden_boy [89.27.253.106] on 2007/03/12 19:19:24
Theme ideas:
Sunset
King Arthur's round table
Grave Mound (the inside)
http://en.wikipedia.org/wiki/Megal...
They were normally covered with earth of course.
Ogre Sacrifice (the player gets sacrificed? or the ogres)
Grimm's fairytales (could be VERY scary)
http://www.familymanagement.com/li...
Quake University (teach complete newbies Quake)
Malice has something like this, there are test areas with terminals which tell you how to use the hoverboard etc (using console messages IIRC)
could be pretty funny. There's no limit to what you explain. For example you could have a giant penis and explain that to the newbie. You could also just explain weapon usage.
The Fraggles (anyone remember the series? it took place in an underground tunnel system which was accessed from a house, and had some whacky characters. I loved it.)
FPS parody (ridicule shooter games like Counter Strike, Far Cry)
Microsoft Tech Support (monsters need Windows tech support, eventually you run amok)
Fast Food restaurant (you work at the counter, your customers are monsters)
Bank raid gone wrong (either you are the robber, or a gang of monsters (they escape, you must hunt them)
Pulp Fiction (the map must start with the message "Everybody be cool this is a robbery..." and contain random violence and bloody accidents)
Spaceship service technician (cleans the spaceship of parasites while smoking weed, Fifth Element)
Smoke-Free Inc. (Quit smoking in 5 minutes - GUARANTEED) (Steven King)
#1964 posted by golden_boy [89.27.252.64] on 2007/03/12 21:34:44
Michael Jackson concert, backstage
Monster Strike (monsters are sick of fighting, with strike posts etc.)
Construction Site (monsters are trying to build a dungeon)
Shopping mall invasion
Monster Rights Act (you must finish without killing)
Magic Bus (ride with hippie monsters to Woodstock)
Babysitter (you must watch over Mrs. Vore's kids (vorelings) while she's out on a date)
Hijackers (monsters hijacking a plane)
Target practice (you are the target in a monster training facility)
Going fishing
Walking the dog (you meet other dogs, and their owners)
Revenge (destroy someone's car, smash his windows etc, then face his gang and himself)
Public bath
Public library
Public toilet (you work there, the customers are monsters)
Torture chambers
Drive-in cinema (teenage monsters meet etc.)
Spaceman Spiff (he calls monsters zogwargs, has bizarre names for weapons, imaginary gadgets, visits bizarre planets etc, then wakes up in school) (Calvin and Hobbes)
Tsunkatse (you are captured and forced to fight against monsters in an arena, the fights are broadcast to the amusement of millions. You must break free and destroy the broadcast system) (Star Trek)
Coop Race (two players race through the same course (mirrored) to arrive at a common destination; the destination has a button that makes the floor disappear to dump the loser in lava) (could use some id map as base here)
Film Studio (you are an actor in some movie; you must play the same scene over and over (jump around and kill some monsters); eventually, everybody rebels and carnage ensues.)
Coraline (you must find a key to enter a mirror world where you confront an evil version of your family and neighbors, and must find the other key to get back) (Neil Gaiman) (could be extremely scary)
Advent Calendar (you find and open 24 packages)
Shooting Gallery (hit all targets to get the teddy bear for your little daughter)
Call Center (you get all sorts of calls, until you go insane)
Some of these are probably better for turtlemaps though.
Golden_boy
#1965 posted by JPL [82.234.167.238] on 2007/03/12 21:47:14
Did you use drugs ????
Err.. BTW some ideas are quite funny !
#1966 posted by Trinca [89.181.77.84] on 2007/03/12 22:10:19
speedmaps with no mappers? if u guys sugest less and map more could help!!!
#1967 posted by Omus [131.227.231.0] on 2007/03/13 18:46:56
Series of tubes!
Theme Suggestion
#1968 posted by Scampie [67.129.250.254] on 2007/03/13 21:26:52
no theme
Scampie
#1969 posted by Zwiffle [67.53.148.10] on 2007/03/13 22:15:49
That's the unofficial theme of every speedmap event.
Turtle Id Level Remakes! In Quoth.
#1970 posted by ijed [190.82.52.120] on 2007/03/13 22:57:29
Because then I could just resubmit my own.
This Is A Good Theme!!!
#1971 posted by Trinca [89.180.50.177] on 2007/03/14 00:01:57
Turtle Id Level Remakes! In Quoth.
if neg|ke make one i make one to!!!
#1972 posted by Trinca [89.180.50.177] on 2007/03/14 00:02:21
but only with monsters replace :p
Theme Suggestion
#1973 posted by negke [82.82.166.240] on 2007/03/14 11:35:33
anything that makes people actually map
Theme:
#1974 posted by Zwiffle [67.53.148.10] on 2007/03/14 16:04:13
$500.00 Cash Reward
Theme
#1975 posted by R.P.G. [65.188.147.21] on 2007/03/15 00:17:20
Pi
Them-e
#1976 posted by scar3crow [151.141.79.35] on 2007/03/15 01:27:07
ijed/Trinca's recommendation sounds like it would yield fun maps to play. It gives me several ideas immediately, but that doesnt meant productivity is necessarily involved there...
Well
#1977 posted by ijed [190.82.54.20] on 2007/03/15 14:49:29
I was half-joking, because I've already posted the e4m4 remake I made, but if anyone else want's to make a turtlemap we could package them into a bundle.
Who knows, if enough people feel like it we could do a e4 remake. I know that's probably a pipe dream but remember that these are only turtlemaps with a week of work max.
Today I Anticipate Boredom
#1978 posted by ionous [70.19.206.140] on 2007/03/17 17:10:35
Therefore time for a completely unthemed speedmap. Four hours methinks, from 17 30 - 22 30 (Eastern U.S. time).
If anyone else plans on doing so, post and i'll drop onto the IRC channel.
#1979 posted by Drew [198.53.40.232] on 2007/03/18 05:00:16
I've got one finished and one that was interrupted midway that I'll finish when my life is boring enough. No internet for me right now and can't be bothered to upload at the net cafe just yet.
PS happy saint paddy's day.
I Did End Up Producing Something...
#1980 posted by ionous [70.19.206.140] on 2007/03/18 05:03:05
However, i decided that my level needed curves, and spent a lot of time doing texture alignment. I've got some decent looking stuff done, but it is more suited towards a full (albeit small) map. So no speedmap, sadly, but eventually a full level.
Idea
#1981 posted by Spirit [80.171.29.133] on 2007/03/22 16:54:10
revisiting the id1 levels and adding things to them. for example one level could be infested(?) with some devilish organics, another could have had a slipgate exploded and so on.
#1982 posted by [24.98.248.49] on 2007/03/23 01:46:22
OFC OMG WTF ROFL!
Theme Ideas
#1983 posted by Sielwolf [84.130.216.127] on 2007/03/23 20:58:19
"With only a boomstick"; derived from the Q2 map "with only a blaster" (only2.zip), the goal would be not to kill all monsters but to somehow dodge various traps/ ambushes and get through alive.
A variation af this could use the Airfist mod, I was thinking about cramped/tight rooms, again the goal would be to get to the exit and not to get 100%.
Another: making maps with fun Boss battles, like that one map by Harbinger which has a Chthon throwing fish instead of lavaballs.
We Need A Session!
#1984 posted by Spirit [80.171.81.12] on 2007/04/07 18:53:36
I'd like neg!ke's theme suggestion from way above:
machinery
Who is with me this weekend (deadline monday evening)?
Woot
#1985 posted by Spirit [213.39.156.246] on 2007/04/07 20:21:23
I had a nice start (~1 hour) and will probably spend 2 more hours on it (one tomorrow, one monday).
Spirit
#1986 posted by Sielwolf [84.130.200.169] on 2007/04/08 21:26:47
sounds good, can´t wait to play your map!
Machinery
#1987 posted by efdat [89.51.4.72] on 2007/04/08 21:36:14
my sm132 is ready. it actually could also be a full release. betatesting on monday with neg!ke (& spirit?).
#1988 posted by Trinca [87.196.150.107] on 2007/04/09 01:13:17
deadline? i was away this weekend :\
Trinca
#1989 posted by JPL [82.234.167.238] on 2007/04/09 08:10:46
so.. you're dead for this session... :P
Deadline...
#1990 posted by generic [76.3.8.222] on 2007/04/10 13:45:30
How about this weekend (4/14 - 4/15)?
Generic
#1991 posted by Spirit [213.39.156.230] on 2007/04/10 17:48:47
for sm133 machinery or for the next?
SM133 Machinery
#1992 posted by generic [71.1.69.104] on 2007/04/11 00:24:49
Thanks.
Generic
#1993 posted by negke [82.82.173.251] on 2007/04/11 10:23:02
i was going to release the pack today. do you want me to hold it back for you?
No...
#1994 posted by generic [68.35.250.145] on 2007/04/11 18:39:16
I won't have time this weekend anyway.
Theme
#1995 posted by PuLSaR [62.183.3.42] on 2007/04/19 18:05:04
what about making a map where every brush must have the same texture on every surface? One brush=one texture. Kinda new conceptual type of mapping along with geocomp, 100brush, monsterfree etc.
Already Done
#1996 posted by czg [213.115.252.84] on 2007/04/19 18:09:20
http://czg.leveldesign.org/q/shot/...
Though I Guess Not As A Speedmapping Theme So I Dunno Whatever
#1997 posted by czg [213.115.252.84] on 2007/04/19 18:09:49
Oh And Also
#1998 posted by czg [213.115.252.84] on 2007/04/19 18:10:16
Every map ever made with Thred3D ever.
Theme +1
#1999 posted by Spirit [80.171.7.109] on 2007/04/19 18:15:16
Square brushes with the same texture on every surface.
Post 2000
#2000 posted by PuLSaR [62.183.3.42] on 2007/04/19 18:41:52
we may call it notexturetool or nosurfaceinspector map
I Don't Get It
#2001 posted by negke [82.82.174.51] on 2007/04/19 19:21:23
but yay for a "czg00" theme
Theme
#2002 posted by inertia [134.53.176.37] on 2007/04/21 07:36:38
restriction: only make objects with dimensions of a power of 2, and only textures displayed on the surfaces of those objects
Deathmatch...
#2003 posted by than [220.47.251.83] on 2007/05/06 08:23:11
Metlslime mentioned this earlier, and perhaps it has been a theme earlier on but how about doing a speed sp conversion of a quake dm level you have made. If you haven't made any then maybe just use id source or use the source of another mappers level.
That way you get the whole time to concentrate on making fun gameplay and the visuals are already taken care of. I know much of the fun of mapping comes from building geometry, but this might be a fun change.
Also, how about rerouting an id sp map to have different gameplay? Maybe that's more of a turtlemap project to do nicely.
I mention this because I am currently making a quick conversion to Quake of an old q2dm map I made and will be adding sp gameplay to it when it's built because I know nobody will bother to play it otherwise. I've also still got plans to work on sp conversions of all the id dm maps at some time, but I have a lot of other maps that need building first :)
Lego Theme?
#2004 posted by negke [82.82.183.184] on 2007/05/12 21:53:33
http://shub-hub.quaddicted.com/fil...
Sounds\great But...
#2005 posted by Drew [216.168.107.116] on 2007/05/13 20:24:38
how come when I loaded it into WC 1.6 it doesn't recognize it?
The Same
#2006 posted by ijed [201.222.207.54] on 2007/05/13 22:47:03
Couldn't see / use the textures.
#2007 posted by Trinca [87.196.249.244] on 2007/05/13 23:23:49
use Quark owns :p the true quake editor hehe
#2008 posted by negke [82.83.53.26] on 2007/05/13 23:35:26
just open the .wad with texmex or any other texture tool and save it.
... Hehe...
#2009 posted by Drew [66.79.234.123] on 2007/05/14 17:51:48
okay, cool.
PS - Quark still sucks.
Hello
#2010 posted by Spirit [213.39.156.26] on 2007/07/28 16:54:07
I feel like mapping stupid. So how about the following theme:
Use cheats you fuckers I give a fuck about balancing this thing. Silly fugly textures and more than 100 monsters. Not to forget gameplay that feels like cleaning your toilet after diarrhae. I mean very stupid and fun maps that entertain you in a wonderful goofy and meaningless way.
"fuck you this is no theme and it's silly"
I had some certain speedmap in my mind, by necros I think, it was quite like sm26_necros but with swimming and way more weird. sm48_crap (the map with the hotdog) should be good inspiration too.
Here are some inspirational shots:
http://pauk.fov120.com/speedmaps/i...
http://pauk.fov120.com/speedmaps/i...
http://pauk.fov120.com/speedmaps/i...
http://pauk.fov120.com/speedmaps/i...
http://pauk.fov120.com/speedmaps/i...
Deadline would be sunday night so I could compile the pack monday morning (CET).
Hm
#2011 posted by Spirit [80.171.84.32] on 2007/07/29 11:30:47
maybe if we set deadline next sunday? Trinca would be in then and me. Who else?
#2012 posted by Trinca [89.180.193.74] on 2007/07/29 22:36:13
yeee i will have time this week to make a map for sure ;)
Heh
#2013 posted by ijed [201.222.205.225] on 2007/07/30 04:26:24
Is that a cow fucking a goat in the last pic?
I'm not in - again; but should be good to see.
Ok
#2014 posted by Spirit [80.171.84.26] on 2007/07/31 19:56:46
neg!ke and Trinca sent me maps, I made one too.
Is anyone planning making a map until next Sunday/Monday? If not I would release the pack tomorrow.
Spirit
#2015 posted by Ankh [88.199.103.6] on 2007/07/31 21:15:41
I want to make a map. If you can wait some 30 minutes it will be ready today.
Yay!
#2016 posted by Spirit [80.171.84.26] on 2007/07/31 22:14:46
I will sleep now. :)
Next Theme?
#2017 posted by generic [71.1.70.3] on 2007/08/15 01:20:23
Is...???
Stupid Enemies
#2018 posted by ijed [201.222.201.238] on 2007/08/15 07:57:12
Yet again I won't participate, but:
Why not make maps where enemies are purposefully stupid; infighting, attacking walls etc.
The challenge is to make it fun to play.
Whilst exploiting the 'AI' of Quake to make the enemies act dumb. er.
?
I Like That
#2019 posted by inertia [24.164.73.173] on 2007/08/15 12:01:57
1) Teleport 20 shamblers into a space around the player.
2) The player has a heart attack when this happens (good).
3) Immediately cause the shamblers to start infighting.
4) Wait 20 seconds.
5) The ceiling instantly smashes the player, doing 99999 damage.
6) ????
7) LOL!!
#2020 posted by Zwiffle [67.53.148.10] on 2007/08/15 19:07:52
I thought monsters of the same species couldn't infight.
#2021 posted by inertia [24.164.73.173] on 2007/08/15 20:36:13
Ever seen two grunts fight?
Ogres And Ogre_Marksmen Can
#2022 posted by ijed [201.222.201.21] on 2007/08/15 21:09:16
And Marksmen don't play thier alert sound on seeing the player either.
Also, I remember in CZG's Terra Thing where ten shamblers spawn in, get off one lightning bolt and then gib =D
Infighting..
#2023 posted by rj [86.1.160.132] on 2007/08/15 23:18:23
grunts are the only monsters that infight with themselves. the code goes something like:
if ( (self.classname != attacker.classname)
|| (self.classname == "monster_army" ) )
..followed by the foundtarget function
#2024 posted by Zwiffle [67.53.148.10] on 2007/08/15 23:24:20
The most pointless victory is the one where both sides are right.
:(
#2025 posted by inertia [24.164.73.173] on 2007/08/16 02:21:48
No, in that case, each side gets an equal number of points.
Doesn't Go To Penalties Then?
#2026 posted by ijed [216.241.20.2] on 2007/08/16 16:10:08
Stupid Enemies
#2027 posted by Spirit [80.171.27.104] on 2007/08/16 16:22:35
I am not interested for the simple reason that stuff like that is hard for me to do when speedmapping. I mean, I actually try to map in a very short time window (like 60-120 minutes) and there is no time for monster tricks/perfection etc. I rather spent my time on getting better with the brushwork.
I Agree...
#2028 posted by generic [71.1.70.3] on 2007/08/17 13:29:08
Crappy AI is already a feature and not a speedmapping theme ;)
How about no monsters? That should free everyone up for brushwork...
I Would Be In For A "No Brushwork" Theme ;)
#2029 posted by Ankh [192.100.130.7] on 2007/08/17 14:18:27
So
#2030 posted by bambuz [80.221.169.201] on 2007/08/17 23:27:18
just entities?
func_walls....
:D
Ah Forgot
#2031 posted by bambuz [80.221.169.201] on 2007/08/17 23:27:42
you gotta have one brush for it to compile. I wonder can that be deleted somehow.
Metslime's Skip Tool?
#2032 posted by ijed [216.241.20.2] on 2007/08/20 15:50:40
Might be a cool idea for making a 'The Cube' map out of loads of func_trains.
Mind you, I can also see that being the epitomy of tedium to play.
And imagine including respawning monsters in that as well.
Heh, That's A Great Phrase
#2033 posted by HeadThump [4.136.90.228] on 2007/08/20 16:45:28
epitomy of tedium
Bend it like Beckham, alliterate like Beowulf
Heh
#2034 posted by ijed [216.241.20.2] on 2007/08/20 18:05:56
It's a qoute, but I can't remember where from.
#2035 posted by metlslime [204.15.3.5] on 2007/08/20 20:56:52
Mind you, I can also see that being the epitomy of tedium to play.
I agree, unless it was fairly short.
Or, a better idea: make the interior of each room different and distinct.
#2036 posted by ijed [216.241.20.2] on 2007/08/20 22:27:07
The main thing about the Cube film was the traps though, and I'm not sure how easy that'd be to implement, as well as figuring the route out and the change intervals of the rooms themselves.
Or it could be made along the lines of The Cube 2 - makes no sense, just plain stupid and badly planned. Maybe.
#2037 posted by inertia [134.53.120.119] on 2007/08/21 02:22:57
And imagine including respawning monsters in that as well.
The first (and second) times I read that, I saw:
And imagine including respawning monsters in the walls!
They're Coming Out Of The Godamn Walls! Game Over Man!
#2038 posted by ijed [216.241.20.2] on 2007/08/21 15:00:24
I Have Made A Speedmap
#2039 posted by Ankh [192.100.130.8] on 2007/08/23 17:39:18
I have to admit it took me 2 evenings so it isn't a true speedmap.
What do I do with it now? It is just a small castle :P
http://quake_1.republika.pl/df2.jp...
I Vote For Unthemed
#2040 posted by Drew [198.53.34.237] on 2007/08/24 05:21:30
Or big ugly but fun.
I'm There!
#2041 posted by HeadThump [4.136.90.207] on 2007/08/24 06:40:36
oh, wait. That isn't a typo, you really mean big ugly but fun, and not big, ugly butt fun. oh, well, some other time.
HeadThump
#2042 posted by negke [82.82.187.65] on 2007/08/24 09:05:28
It pretty much amounts to the same.
Drew, please map. Please!
Hmmm....
#2043 posted by generic [71.1.68.213] on 2007/08/24 20:00:12
How about Small Castle as a theme? ;)
I Have
#2044 posted by lurker [74.160.33.151] on 2007/08/25 06:35:25
a Small Castle deathmatch map and a one solid brush so qbsp can compile it map. Each was done as its own session.
Ankh
#2045 posted by ijed [201.222.205.79] on 2007/08/25 22:56:39
Post a download link!
I had a look on your site and it doesn't appear to be there.
lurker - post links as well :)
#2046 posted by Trinca [89.180.25.123] on 2007/08/26 16:55:01
i return from holidays ;) i might make one two!!!
Yeah,
#2047 posted by Drew [198.53.34.237] on 2007/08/27 19:18:43
I might have time, actually. It will probably suck since I haven't mapped in a long time though.
#2048 posted by negke [82.83.54.158] on 2007/08/27 19:43:45
beach maps!!!
Ok
#2049 posted by negke [82.83.54.158] on 2007/08/27 20:06:45
Thanks to Zwiffle and MoALTz, the next most awesome theme suggestion is Beach/Zombie Massacre/Seagulls.
(Find ways to kill zombies without rockets; makeshift seagulls in quake: quad hack Scrags)
I Have One...
#2050 posted by generic [71.1.69.202] on 2007/09/06 07:35:48
if anybody is putting a pack together :)
Theme: Small castle (w/ half-sized textures) and a certain ex-Atlanta quarterback.
Bonus: An all-black trapdoor plus a usual way to kill zombies without rockets.
Who wants it?
#2051 posted by Trinca [89.181.173.236] on 2007/09/06 08:43:02
how can be possible to kill zombies with no quad or rockets?
Telefrags!
#2052 posted by HeadThump [4.136.90.252] on 2007/09/06 08:49:20
Trinca
#2053 posted by JPL [213.30.139.243] on 2007/09/06 08:50:31
I guess it is possible with walls, moving very fast and inflict huge damage... I can't see other possibilities... and maybe I'm wrong as I didn't test it...
BTW, Trinca, I correct the latest clip error on THF, I'll send you the stuff via email for way-points generation this evening... thanks a lot in advance
Vores!
#2054 posted by mwh [62.31.157.102] on 2007/09/06 14:08:19
#2055 posted by mwh [62.31.157.102] on 2007/09/06 14:09:04
Also, I think shambler over hand smashes can do enough damage to kill a zombie.
They Can
#2056 posted by ijed [216.241.20.2] on 2007/09/06 15:10:11
But why can't Ogre grenades? Yeah, because the damage is too low; but it seems stupid.
#2057 posted by Trinca [89.181.21.29] on 2007/09/06 19:50:16
thks guys ;)
so it will be a event or not? next week i might have some time for this!!!
I Tried Sand And Zombies And
#2058 posted by lurker [68.158.9.246] on 2007/09/07 21:26:09
Nothing really came to me.
I can provide it if someone is desperate to release a pack of sand/seagulls/zombies. Otherwise, I recommend picking a different theme.
Just Have An Unthemed Pack Then
#2059 posted by negke [82.83.27.211] on 2007/09/07 21:30:59
I would have made a map too, but I'm having technical problems preventing me from mapping for Q1 atm
#2060 posted by Trinca [89.180.156.22] on 2007/09/07 23:16:33
then i will make a map this week!!! deadline friday?
Neg|ke...
#2061 posted by generic [76.3.11.65] on 2007/09/14 03:02:28
You have mail!
Neg|ke
#2062 posted by Ankh [88.199.103.6] on 2007/09/14 21:50:40
you have a mail from me too
Thanks
#2063 posted by negke [82.82.164.69] on 2007/09/15 16:17:53
If anyone else is doing a map, please send it in until Sunday evening.
+1
#2064 posted by lurker [74.160.36.5] on 2007/09/16 21:57:28
map.
...
#2065 posted by MaTi [81.219.236.138] on 2007/09/21 18:06:52
When will be nex speedmaping thread?
Nothing Planned As Of Now
#2066 posted by negke [82.83.18.44] on 2007/09/21 22:24:39
But here are some suggestions for the next pack's theme courtesy of #tf:
- necropolis on the moon
- czg
- :(
- tomb raider memorial
- sci-fi mormon temple
- make a map, rotate it some random number on x and y axis and have fun compiling it
#2067 posted by MaTi [81.219.236.138] on 2007/09/21 23:25:09
:(, tomb rider memorial and x/y rotation sounds great...
I'll watch that topic for updates :>
I'll Probably Make It.
#2068 posted by Drew [66.79.224.80] on 2007/09/30 03:08:47
But it won't be along any theme...
Theme Idea
#2069 posted by Ankh [212.2.99.3] on 2007/09/30 06:44:50
maps for/with the rocket launcher
My Idea Is...
#2070 posted by seir [81.219.236.138] on 2007/09/30 18:03:45
"montezuma's revenge"
#2071 posted by Trinca [89.181.3.62] on 2007/09/30 18:19:07
yeeee let´s make a Maya Civilizacion stile!!!
i want this theme bitches!!!
were can i get these wads?
But Like That?
#2072 posted by seir [81.219.236.138] on 2007/09/30 19:18:29
montezuma's revenge = platform-game styled level
Trinca
#2073 posted by ijed [201.222.206.109] on 2007/10/01 01:07:20
http://shub-hub.com/files/maps_sin...
It's a scrap, and I uploaded a (leaking) bsp as well:
http://shub-hub.com/files/maps_sin...
There's a 'breakable' wall and floor that aren't easy to spot but necessary for progression. Dunno, maybe it can give you some ideas.
#2074 posted by Trinca [89.180.67.122] on 2007/10/01 22:19:40
go finish this babie!!! looks great Ijed
#2075 posted by Spirit [213.39.129.151] on 2007/10/04 18:10:54
I'd like to make some tests with that technique. Starting fullbright and adding shadows with negative lights (that's the thing, isn't it?)
It Ate My Title
#2076 posted by Spirit [213.39.129.151] on 2007/10/04 18:11:30
"antilight"
It's not really for a speedmap session but maybe for a small "we tested antilight" pack?
Do It Yourself
#2077 posted by czg [83.253.234.172] on 2007/10/04 20:34:42
Jeez, why does everything have to be a pack or a collaborative effort these days? What happened to making some stuff by yourself.
Pff
#2078 posted by Spirit [213.39.129.151] on 2007/10/04 20:59:00
It's the socialising web2.0! Be friends with everyone and brag about your individualism! Func needs tags and I want to be able to vote for posts!
I was merely suggesting a theme.
You're Suggesting The Downfall Of Society And A New Era Of Terrorism
#2079 posted by czg [83.253.234.172] on 2007/10/04 21:44:45
#2080 posted by Trinca [89.181.40.153] on 2007/10/05 01:11:28
err i started a Maya map :\ but already is getting to big :) 1.500 brushes already... guess i will make a full map :p i´m kind of bored of Base theme ^:\ i realy must make this map before i finish my Quoth base map!
1.500 Brushes
#2081 posted by inertia [134.53.120.119] on 2007/10/05 01:40:17
isn't very big!
#2082 posted by Zwiffle [67.53.148.10] on 2007/10/05 02:00:04
What's big to Trinca is small for inertia. ;(
I Think...
#2083 posted by metlslime [204.15.3.5] on 2007/10/05 03:08:44
he's referring to the endless confusion between american and european style of writing numbers.
Americans write 1,000 but Europeans write 1.000 to indicate one thousand. And then they do the opposite for decimal places -- Americans write 1.5 but Europeans write 1,5 to indicate one-and-a-half.
Really?
#2084 posted by Kell [80.192.19.108] on 2007/10/05 05:51:27
By 'european' you are referring to mainland europe? We don't write like that in the UK
Hmmm,
#2085 posted by distrans [149.144.189.66] on 2007/10/05 06:50:32
... http://en.wikipedia.org/wiki/Decim...
Inertia
#2086 posted by negke [82.82.188.66] on 2007/10/05 08:47:44
Hi Phait
Bleh
#2087 posted by JPL [213.30.139.243] on 2007/10/05 08:49:43
Everybody should count in binary or hexadecimal... doh !!
#2088 posted by Trinca [89.181.40.153] on 2007/10/05 08:54:24
lol noobs 1.000 to inertia is to make 100 brushes and then copy paste 10 times!!! easy to reach!!!
Fuckin' Burn!!!
#2089 posted by czg [83.253.234.172] on 2007/10/05 09:53:00
Trinca, I love you.
Everybody,
#2090 posted by bambuz [193.167.3.70] on 2007/10/05 12:12:27
trust the French on these matters, they knew what they were doing. Like the SI.
10 000 = ten thousand
10,000 = ten, to the precision of one thousandth.
Dots are for dates or ordering numbers then.
Bambuz
#2091 posted by JPL [213.30.139.243] on 2007/10/05 13:48:20
Thanks... It's the first time something from frnace is not directly trahsed out here.. hum... And for more precision, . or , are used in the same way in France.. Adding spaces to enlight 10³ powers is enough to ease number reading: it is less complicated, and generates less misunderstanding... thought.. :P
#2092 posted by Zwiffle [67.53.148.10] on 2007/10/05 16:50:59
I just wanted to make a simple penis joke. >:(
Oh, Ah!, I See
#2093 posted by HeadThump [4.136.90.80] on 2007/10/05 17:28:51
I thought you were making a rectum joke.
Rectum?
#2094 posted by metlslime [204.15.3.5] on 2007/10/05 21:01:44
Damn near killed 'em.
Anyway Kell, I thought you guys didn't consider yourselves part of Europe.
The Scottish Or English?
#2095 posted by ijed [216.241.20.2] on 2007/10/05 21:18:51
As An American...
#2096 posted by metlslime [204.15.3.5] on 2007/10/05 23:07:14
I refuse to distinguish between residents of "The UK" which I also call "Britain" and "England" with no understanding of the differences :)
Comparative Anthropology Of The British Isles
#2097 posted by ijed [216.241.20.2] on 2007/10/05 23:25:24
The Scottish are led by Mad Max, they rise up against a tyrannical English rule of a syphilis ridden king and his shit hunter son. Mad Max puts a bun in the oven of the new queen then gets disemboweled.
Further info: The Irish are led by a schizophrenic alcoholic who can dimension door across the sea to bring in an army of Erin whenever he likes.
There weren't any Welsh that I remember, bestiality being frowned upon in mainstream motion, uh, history.
Metlslime
#2098 posted by Mike Woodham [81.154.10.184] on 2007/10/06 00:48:41
You'll be OK on that as long as you don't mix up the Scots with the English. I don't think the Welsh would like it.
The Welsh
#2099 posted by Text_Fish [82.32.1.90] on 2007/10/06 01:58:53
don't like anything.
I'd be bitter too...
Neg!ke
#2100 posted by inertia [134.53.120.119] on 2007/10/06 02:46:18
what
Any Of You Guys American?
#2101 posted by RickyT23 [86.138.194.24] on 2007/10/06 15:56:12
I'm Not
#2102 posted by ijed [200.112.83.39] on 2007/10/06 16:55:32
Nor Me...
#2103 posted by JPL [82.234.167.238] on 2007/10/06 18:31:33
I'm French...
Received An Unthemed Map From Drew
#2104 posted by negke [82.83.29.171] on 2007/10/07 16:08:55
Any more underway?
#2105 posted by Trinca [89.181.60.51] on 2007/10/07 23:29:30
let me see if this week i have some time for it!!!
Oh Yeah...
#2106 posted by Drew [216.168.107.4] on 2007/10/09 19:43:52
It's Quoth.
Good!
#2107 posted by RickyT23 [86.141.23.123] on 2007/10/09 20:27:41
#2108 posted by Drew [216.168.107.4] on 2007/10/10 04:47:12
Don't jump to any conclusions yet, dude.
Neg|ke
#2109 posted by M. [81.219.236.138] on 2007/10/11 22:23:07
so we have a thread of the nex mappack?
#2110 posted by Zwiffle [67.53.148.10] on 2007/10/12 21:42:21
If someone could convert the TF2 textures over, I would suggest "TF2 Barn/Farm/Granary Bonanza".
Or just "The cake is a lie."
Funny Story And Decent Idea For Upcoming Speedmap
#2111 posted by HeadThump [4.136.90.73] on 2007/10/12 23:51:47
http://www.theonion.com/content/no...
#2112 posted by Ankh [82.160.155.18] on 2007/10/14 16:24:56
I will have a speedmap ready this evening. Again I needed 2 days to make it. Well, I'm just slow but the map is also pretty nice I think.
Theme: a map with rocket launcher :P
#2113 posted by M. [81.219.236.138] on 2007/10/15 13:24:51
doh I hadn't know about new map theme... i'll wait for precisely posted theme + determinated deadline...
#2114 posted by Trinca [89.181.60.190] on 2007/10/16 00:33:44
i will make one next week just shoot theme!!!
How About
#2115 posted by ijed [190.20.126.54] on 2007/10/16 02:13:54
Dogs?
Ok
#2116 posted by negke [82.83.41.233] on 2007/10/16 08:41:30
#2117 posted by M. [81.219.236.138] on 2007/10/16 13:49:20
No! Thats shitty theme! Think! :>
I Was Thinking
#2118 posted by ijed [216.241.20.2] on 2007/10/16 14:05:15
Dogs + Hacks = Super Doggy Fun
How Do You Do The Hacks?
#2119 posted by RickyT23 [217.44.37.26] on 2007/10/16 15:03:06
I saw the stuff on 'Wicked Base', and im undecided as to how good it is to use, but supposing I had made a map, how would I increase the health of monsters within it?
RickyT23
#2120 posted by JPL [213.30.139.243] on 2007/10/16 15:05:19
I guess you will need QC for that..
How?
#2121 posted by RickyT23 [217.44.37.26] on 2007/10/16 15:18:30
Was There A New Progs With Wicked Base?
#2122 posted by RickyT23 [217.44.37.26] on 2007/10/16 15:19:33
RickyT23
#2123 posted by JPL [213.30.139.243] on 2007/10/16 15:21:20
No, I don't think so.... ask directly Trinca for further details...
#2124 posted by RickyT23 [217.44.37.26] on 2007/10/16 15:24:44
Trinca, how did you do it?
Here
#2125 posted by Spirit [213.39.203.110] on 2007/10/16 15:41:06
http://www.celephais.net/board/vie...
That
#2126 posted by RickyT23 [217.44.37.26] on 2007/10/16 16:54:04
Has got to be the most informative document I have read on the subject of mapping and Quake entities since the WorldCraft Tutorial!!!
Thnx
Yeah
#2127 posted by ijed [216.241.20.2] on 2007/10/16 16:55:52
You can add fx as well - so you could give a dog a glow, bonus damage and health, and even a skin inside a .mdl - there's a hell of a lot that can be played with there.
#2128 posted by Trinca [89.181.40.15] on 2007/10/16 21:03:45
ok start one today!!! anyone more? for this weekend? i will mine ready friday for sure... before that for sure...
Speedmaps?
#2129 posted by RickyT23 [217.44.37.26] on 2007/10/17 12:40:52
Never made one. I would participate on this occasion, but good old vis is crawling along now at 98.00%, and I'm not starting anything else until its finished.
In a year or so.
#2130 posted by Trinca [89.181.26.162] on 2007/10/18 20:41:25
bitches... i´ve already sent one!!!
more your asses and make one to for neg|ke release then soon ;)
Tomorrow
#2131 posted by Drew [216.168.107.223] on 2007/10/19 06:49:55
I have one that I didn't finish - Quoth (duh). I'll do a second session and add an end area... shit, maybe I'll even have time to light it.
Neg!ke are you making anything?
Actually
#2132 posted by Drew [216.168.107.223] on 2007/10/19 07:46:21
Fuck that. I'm too busy tomorrow - I just lit it and tacked on an ending. will compile it tonight and send it in the morning to Neg!ke again.
SM138 Theme
#2133 posted by negke [82.82.160.114] on 2007/10/19 23:32:50
People, let's get real! Inspired by JPL's shots we should introduce modern warfare to Quake and map tanks. This could be interesting. What would they look like in the Quake universe? Would there be Ogre tanks? Or even Tarbaby tanks? Let's give it a try until the 28th.
#2134 posted by Kell [80.192.19.108] on 2007/10/20 00:02:08
Would there be Ogre tanks?
Yes!
Or even Tarbaby tanks?
No!
Wouldn't A Tarbaby Tank
#2135 posted by ijed [216.241.20.2] on 2007/10/20 00:47:38
Just be a wheelie bin?
#2136 posted by Trinca [89.181.0.251] on 2007/10/20 00:48:25
i think this week i will keep working on my maps... last time i pic up on my base map was lst month... i must add some brushes!!!
Neg!ke
#2137 posted by Drew [216.168.107.223] on 2007/10/23 05:48:29
Did you get my last map?
Yes
#2138 posted by negke [82.82.187.59] on 2007/10/23 08:35:43
Simply forgot to upload the pack yesterday.
#2139 posted by Trinca [89.180.106.201] on 2007/10/23 19:53:07
neg|ke = noob :p
Temple Theme?
#2140 posted by ijed [190.20.71.121] on 2007/10/26 02:59:36
Or has it already been done?
Who Made A SM This Week?
#2141 posted by Drew [216.168.107.223] on 2007/10/28 06:52:58
Not me. I didn't get much farther than the tank treads.
I Propose
#2142 posted by JPL [82.234.167.238] on 2007/10/28 08:26:43
Tank theme :P
#2143 posted by Trinca [89.180.24.134] on 2007/10/28 09:48:02
i got a map almost done!
Theme Suggestion
#2144 posted by Drew [66.79.234.14] on 2007/11/03 04:00:18
Make a map in 15 minutes!
Portal Speedmapping
#2145 posted by Zwiffle [67.53.148.10] on 2007/11/03 04:16:45
Yay!
Howdy
#2146 posted by adamllis [72.166.243.226] on 2007/11/03 07:41:30
You guys remember me? Its been almost 2 years sinced i've mapped or even played quake, but i'm back and look forward to try speedmapping again (and asking lots of questions).
Looks like Trinca has gotten a lot better!
#2147 posted by Trinca [89.180.17.227] on 2007/11/03 08:51:50
welcome back adamllis ;)of course we must learn something...
Stuff
#2148 posted by Spirit [213.39.174.25] on 2007/11/03 10:09:57
We had the idea to use our nicknames for layout in IRC yesterday.
And we (well, neg!ke, hopefully speedy and I) want to make it a real speedmapping session with a short timelimit and together in IRC. I think. At least that was an idea too.
Adamllis!
#2149 posted by inertia [134.53.120.119] on 2007/11/04 01:07:14
:D
Yep
#2150 posted by ijed [190.20.95.106] on 2007/11/04 16:27:15
Welcome Back!
!!!
#2151 posted by Zwiffle [67.53.148.10] on 2007/11/08 03:42:47
Portal speedmappagery! Who's up for it?
#2152 posted by Kell [80.192.19.108] on 2007/11/08 03:58:28
I thought "speedmapping" and "Hammer" were mutually exclusive terms
Kell
#2153 posted by Zwiffle [67.53.148.10] on 2007/11/08 04:10:00
Believe in the impossible.
Theme Suggestion
#2154 posted by efdat [89.182.26.197] on 2007/11/09 14:56:37
i don't really know if this hasn't been done before but i'd like to do a "song title" session somewhen. you'd simply choose a song's title and do map that fits it. interesting titles might be: "whoops i did it again" or "somewhat damaged" or "mass in c minor" =)
Could Be Better If . . .
#2155 posted by ijed [216.241.20.2] on 2007/11/09 16:15:13
Someone else chooses the song title for you, ie. someone here. Mind you would depend on how evil the person that chooses the title is.
How About
#2156 posted by RickyT23 [217.44.37.26] on 2007/11/09 16:48:25
An Aliens themed speedmapping session.
I dont know if you guys have played the Aliens TC (someone mentioned it the other day) but I (and I dont want to cause any offence, I thought the progs and new models were OK) thought the maps were Shit!! Real dissapointment in the map department. With the easy to use Fury wad, and some of the other basey tex I bet it would be possible to make some good aliens themed speedmaps.
Monsters :
Feinds
Vores/Vorelings
Spawn (maybe)
Gaunts
Droles
Gugs
+ Soldiers/Defenders/Enforcers - even Bo8's
Ijed: Yes!
#2157 posted by efdat [89.182.26.197] on 2007/11/09 16:58:13
that would make it funny & challenging. i like the idea. so we would first need a list of participants and then we'd randomly choose who gives whom a song title.
Thats What I Was Thinking
#2158 posted by ijed [216.241.20.2] on 2007/11/09 17:23:55
I'm in. I'll keep an eye on the thread here, I reckon we need even numbers to make it work.
Ijed
#2159 posted by JPL [82.234.167.238] on 2007/11/09 18:10:59
I would work with even or odd numbers... just do it circular ;)
Example:
Mapper1 gives a song to Mapper2
Mapper2 gives a song to Mapper3
Mapper3 gives a song to Mapper4
.
.
.
Mapper(n-1) gives a song to Mapper(n)
Mapper(n) gives a song to Mapper(0)
You need at least 2 mappers for this SM session... :D
Broken Loop :P
#2160 posted by JPL [82.234.167.238] on 2007/11/09 18:12:29
Mapper(n) gives a song to Mapper(0)
I meant:
Mapper(n) gives a song to Mapper1
In order to close the loop :P
But
#2161 posted by ijed [216.241.20.2] on 2007/11/09 22:14:30
Odd numbers are the bastard children of satan.
Correction
#2162 posted by HeadThump [4.136.90.189] on 2007/11/09 22:58:47
Odd numbers are the bastard children of satan.
It has come to my attention that the birthright of some of my children is under some dispute. Odd numbers are indeed my legitimate heirs, as I and Mrs. Satan (the former Miss Null Set) have been living in wedded bliss for many, many years. To dear number 17, I leave my pitchfork.
Cheers,
You Know Who
Correction
#2163 posted by HeadThump [4.136.90.189] on 2007/11/09 22:59:36
Odd numbers are the bastard children of satan.
It has come to my attention that the birthright of some of my children is under some dispute. Odd numbers are indeed my legitimate heirs, as I and Mrs. Satan (the former Miss Null Set) have been living in wedded bliss for many, many years. To dear number 17, I leave my pitchfork.
Cheers,
You Know Who
Evil Incarnate
#2164 posted by ijed [216.241.20.2] on 2007/11/10 00:13:46
. . . the double post
Te He He
#2165 posted by HeadThump [4.136.90.20] on 2007/11/10 00:58:56
as I was passing along Ol'Scratch's message, my browser froze for a minute. It must have registered a double click instead of the single one I hit on submit.
#2166 posted by inertia [134.53.120.119] on 2007/11/10 04:23:00
It's unfortunate your browser registered any clicks at all.
Now,
#2167 posted by HeadThump [4.136.90.201] on 2007/11/10 07:49:17
how much fun would the web be if we were all ignorant and humorless douche bags like you?
I'm In For Song Title, Too
#2168 posted by efdat [89.182.25.152] on 2007/11/10 10:52:31
as you might imagine, but as for my free time is very very restricted at the moment, i'd prefer to do the session in january. everything will be better then (although it's a satanic month) =)
Song Title Participants List
#2169 posted by efdat [89.182.25.152] on 2007/11/10 10:54:20
mapper(1): satans penpal IJED
mapper(2): god's very own EFDAT =)
Ok, I'm Building Satans Penpal
#2170 posted by ijed [190.20.104.254] on 2007/11/10 15:20:12
And I'd suggest 'Horny' by Dj somone or other, just because its an ambigious title.
Ijed: No! =)
#2171 posted by efdat [89.182.28.80] on 2007/11/10 16:02:55
don't do satan's pen pal =) that was just the list of participants. i don't have the time to map at the moment. i just wanted to start that list. hopefully more people will join in on the theme...?
list without jokes:
1: ijed
2: efdat
3: your name here
Fuck
#2172 posted by ijed [190.20.104.254] on 2007/11/10 16:42:14
Already started.
Early morning for me when I read the post.
Ah well, it's rolling so I'm going to carry on. A load of book references basicly. As to my 'real' song title for another to build off:
"Perhaps Vampires is A bit Strong" (Arctic Monkeys).
Bah, maybe the theme name should be 'mapper descriptions that ijed mistook for song titles'.
In Fact
#2173 posted by ijed [190.20.104.254] on 2007/11/10 16:44:27
Just throw me a song title and I'l mangle it in there somehow.
Something like "The Day I Returned my Library Book to Hell" would be helpful ;)
Will finish today.
I <i>can</i> Finish Today
#2174 posted by ijed [190.20.104.254] on 2007/11/10 16:54:12
but it'll be a better pack if there's more involved, obviously.
Sorry ...
#2175 posted by efdat [89.182.28.80] on 2007/11/10 17:23:17
... for the inconvenience =) let's just say you finish "satan's pen pal" and i'll do a very quick "include your nick" and we'll pack these two as sm140: "the misunderstanding", ok?
#2176 posted by Trinca [89.181.95.52] on 2007/11/10 17:29:47
i´m in weekend :\ and i dont map at weekend :p so i´m off!!!
i just map at work :p
#2177 posted by Trinca [89.181.95.52] on 2007/11/10 17:30:55
another thing i refuse to map for Quoth...
Heheh
#2178 posted by ijed [190.20.104.254] on 2007/11/10 17:43:18
Ok, bit too much enthusiasm there. I finish off Satans Penpal today then.
Alright
#2179 posted by efdat [89.182.28.80] on 2007/11/10 19:44:47
my nick map is done =) gonna go party now!
Nearly
#2180 posted by ijed [190.20.75.33] on 2007/11/10 22:07:11
Got ta finish off the last section, a couple of hours or so.
Done
#2181 posted by ijed [190.20.75.33] on 2007/11/11 00:02:49
And emailed.
Well
#2182 posted by RickyT23 [217.44.37.26] on 2007/11/11 13:59:06
I thought Aliens was a good idea!!!
Anyone got an .fgd for the original TC?
Song Title's
- What kind of theme was that?!?!?!
Trinca
Mapping at work, now theres a (risky) idea!!
RickyT23
#2183 posted by ijed [190.20.123.144] on 2007/11/11 15:58:52
Read the docs for aliens - AFAIK it's pretty simple, something like place an Ogre and it becomes alien type X.
You can also modify a fgd very easily - just open it in a decent text editor (only use wordpad if you're very patient) and you'll figure it out with a bit of trial and error.
Song Title theme is not dead - I just scotched that particular session, although it still produced two maps.
Actually...
#2184 posted by RickyT23 [217.44.37.26] on 2007/11/12 10:48:07
I think the theme was irrelevant. You guys just wanted to make a speedmap!!
fgds - I had to change one once cause it didnt have a default 'light' key for lights!!
As for aliens mapping - I'll have to try it (after I've made my current one)
Song Title
#2185 posted by efdat [89.182.182.244] on 2007/11/12 17:18:00
ijed and i agreed that it would be nicer to have song title as the theme for a turtlemap session. rules would be: you're given a song title by another participant and build a map that fits that (whole) song.
who'd be in?
Song Title...
#2186 posted by generic [98.192.129.54] on 2007/11/12 17:22:32
Could be interesting. I would give it a shot if it fits my schedule. By whole song, do you mean lyrics too?
Song Title
#2187 posted by efdat [89.182.4.191] on 2007/11/13 09:30:04
generic: yes. you'd do a map that tries to catch the atmosphere of the complete piece. i would leave it up to each mapper if including lyrics helps this purpose or not...
Its An Interesting Challenge
#2188 posted by ijed [216.241.20.2] on 2007/11/13 13:24:10
Because someone else chooses the music. I can think of maybe five or six tracks I'd like to base a map around, and many of the best maps and packs have been made to a track or album.
I'm pretty sure czg made Insomnia to Enter Sandman, at least in part anyway - ?
And if someone else chooses the track then it means that they want to make a map whilst listening to it, so it calls for some mutability on the part of the end mapper to extract the same good idea, or thier own version at least.
Uh, No, I Hate Metal.
#2189 posted by czg [213.115.252.84] on 2007/11/13 13:32:15
Fair Enough
#2190 posted by ijed [216.241.20.2] on 2007/11/13 14:34:01
It was the sandman intro story that made me think that.
In Fact It Was Some Echii J-Pop
#2191 posted by negke [82.83.5.128] on 2007/11/13 20:30:19
OK, I got a penpal map by ijed and a nick map by efdat. Shall I release the pack, or what? I'm not going to wait until January, you will surely find a few hours earlier, unless you're going for that turtlemap thing or whatever.
Song suggestion in any case: Aimee Mann (remix) - It's not going to suck if you wise up ;)
Neg!ke: Yes, Put It Out
#2192 posted by efdat [89.182.183.172] on 2007/11/13 21:27:47
the two maps are the result of a speedmap session but don't have a common theme (except for: the misunderstanding)
Ok,
#2193 posted by ijed [216.241.20.2] on 2007/11/19 17:27:33
The song = map turtlemapping session lives. We're thinking over the Christmas holiday and make it a week time limit to build the map.
Each mapper is given a song by another, which they have to incorporate somehow into their map, this should be thematically and have as many references as possible - that's the challenge.
So far myself and efdat are in, and I'm hoping for around four or five mappers to put together a decent sized xmas pack.
This week or two to recruit mappers and a week for the challenge / competition / event to last - producing a map pack in time for Santa's arrival.
Any takers?
I was going to post this as news but that seemed a bit premature.
Such A Thing Would Have To Go In A Discussion Thread Anyway
#2194 posted by negke [82.82.182.217] on 2007/11/19 19:36:41
I'm mildly tempted, but I can't say anything definite at the moment (a lot of stuff on my schedule for the xmas holidays).
Yep
#2195 posted by ijed [216.241.20.2] on 2007/11/19 20:21:36
Release gets its own thread. And the idea is some relaxed turtle mapping with a Christmas present to play through at the end.
Like I say this is the recruitment week - if nobody has the time until after Christmas it can be shifted - we're not talking a mod or anything complex and requiring serious commitment.
#2196 posted by negke [82.82.182.217] on 2007/11/19 20:42:14
I meant starting a discussion thread in which the details on theme, time, participants etc could be discussed - since this is a mapping event of its own.
Important question: Can we please base it on Quoth2???? >:D
Nah
#2197 posted by ijed [216.241.20.2] on 2007/11/19 20:54:15
Quoth III is where the real goods are.
Bouhahahah
#2198 posted by JPL [82.234.167.238] on 2007/11/19 21:07:44
post #2196 is THE joke of the yera !
Re: The Song Map Event
#2199 posted by Omus [131.227.230.228] on 2007/11/23 08:36:30
Are people going to be providing links to the songs themselves, in case you get given some obscure crap no-one's ever heard of?
. . .
#2200 posted by ijed [216.241.20.2] on 2007/11/23 13:03:51
Well the person who chooses the track will most likely have it in at least some format or know how to get hold of it - even if they have to bang it out on a rusty banjo.
I don't see it being much of a problem; ten minutes and you've found just about any track you know the name and artist of - which would have to be the minimum requirement for choosing a song.
Im Curious About This Idea:
#2201 posted by RickyT23 [217.44.37.26] on 2007/11/23 13:17:26
How would you implement the song title into the level design at all? Are you all planning on:
a) Making the larger layout of the map spell the song title
b) Using the contents of the song theme to influence the 'order of events' that occur within the level? e.g. 'Knockin' on Heavens Door' - Have the player have to open a heavenly style door with only an axe (?)
for example?
c) A combination of the above
d) other (Please Specify)
That's Up To The Mapper
#2202 posted by ijed [216.241.20.2] on 2007/11/23 13:54:05
But there must be some reference. The ideal is that someone coming to the map without knowing what track it was made from should be reminded of that track (and not just because it's in the title).
I know what track I'll be nominating; luckily it mentions a place, which'll make it easier, but any track will do.
The real challenge is if someone chooses a song that has nothing to do with Quake's traditional theme.
Disco funk, ballroom, industrial techno, orchestral, hip-hop the list goes on.
Timesplitters 2 type disco, decrepit ballroom, decaying base . . .
The idea is not to fuck over the person you're choosing the song for, but to promote a new twist on Quake.
It's not really doable for a speedmapping session, which is why it's turtlemapping instead (a week).
Time For A Turtle Map
#2203 posted by HeadThump [4.136.90.162] on 2007/12/05 20:16:12
Shambler's right:
Someone
Release a Q1 SP map please thx.
There has been a bit of inactivity on the board of late. So, I'm going to make a Turtle map for the Holiday season using the Zerstörer QuakeC Development Kit which can be found here:
http://www.gamers.org/pub/idgames2...
Anyone is welcome to join me on this one for a Turtlemap pack. Due date is Sunday, Dec 16 1200 pm EST (East Coast Time) I believe that's 5:00 AM Dec 17 Greenwhich time. Our daylight savings may throw that off by an hour.
How Does This Turtle Map Thingie Work?
#2204 posted by Ankh [192.100.124.219] on 2007/12/05 20:46:36
I Would Suggest
#2205 posted by HeadThump [4.136.111.26] on 2007/12/05 21:13:43
downloading Zerstörer and reading through SDK. Experiment with its entity set and that should spark some ideas. Read through the developer log as well, since some things are only documented there. If you have Quark study the maps from Zerstörer to see how the original team handled the entity properties.
I left out this bit in the announcement: You can find the address to send it to in my info on the People page
http://www.celephais.net/board/peo...
Ankh
#2206 posted by ijed [216.241.20.2] on 2007/12/05 22:02:09
Same as a speedmap, but a longer time limit.
#2207 posted by Trinca [89.180.27.109] on 2007/12/05 22:48:35
i want to progress in my maps :\ not much with will to make a zertoer map... honestly! sorry
#2208 posted by Trinca [89.180.27.109] on 2007/12/05 22:49:29
anyway!!! HeadThump dont you have a SOE map to finish? :p
Heh,heh
#2209 posted by HeadThump [4.136.111.62] on 2007/12/05 22:55:20
HeadThump dont you have a SOE map to finish? :p
I need a release for the calender year 2007. I'm less picky when it comes to speed/turtle maps.
Also, I'll create a .def file for the Quakeed entity matters this weekend. Expect that by Saturday. I'm not sure about an .fgd file though. Aren't they basically the same file, different extension?
#2210 posted by Trinca [89.180.27.109] on 2007/12/05 22:56:17
i use Quark ;) .fgd dont work for me ;)
#2211 posted by Trinca [89.180.27.109] on 2007/12/05 22:57:16
if my boss dont piss me up much this next 15 days i might finish my Maya map before end of year! i might work a litle at home to...
I'll Look Into It
#2212 posted by HeadThump [4.136.111.62] on 2007/12/05 23:07:31
I think Quark actually converts .fgd and .def files to its native format by importing them. I'll have to try it out and see if it works that way.
#2213 posted by Trinca [89.180.27.109] on 2007/12/06 00:30:54
i dont have any idear... :\
I Got Home
#2214 posted by HeadThump [4.136.90.161] on 2007/12/06 01:43:50
and pulled Quark up, yeap, and the latest version supports both types. Look for Convert From in the file menu and find the def or fgd file on your harddrive and Quark takes care of the rest.
Zer FGD?
#2215 posted by generic [71.1.71.88] on 2007/12/09 20:10:19
This file used to be available in a FGD pack on the Worldcraft website. Does anyone else happen to have a copy to share?
#2216 posted by Trinca [89.180.89.242] on 2007/12/09 22:17:43
generic_maps headtrhump said he was going to make it
Generic
#2217 posted by HeadThump [4.136.111.99] on 2007/12/10 01:05:44
Bum knee injury kept me medicated yesterday. I'm looking into the fgd matter right now.
Found It
#2218 posted by HeadThump [4.136.111.99] on 2007/12/10 01:16:39
it is bundled in this zip --
http://www.gamers.org/pub/idgames2...
it has an extension of .x after the .fgd. Just remove the .x and it'll function normally.
Oh, And
#2219 posted by HeadThump [4.136.111.99] on 2007/12/10 01:17:47
if anyone needs a .def let me know, I'm looking through the fgd file for any additions not included in the sdk for my own def file.
Cheers, Thump!
#2220 posted by generic [71.1.71.88] on 2007/12/10 13:59:02
HeadChump
#2221 posted by negke [82.83.27.39] on 2007/12/13 21:58:08
I'm not going to make it until Sunday. Lack of time. How far is yours?
I Hope That 'C'
#2222 posted by HeadThump [4.136.90.233] on 2007/12/13 22:51:03
was an accident there!
My map is butt ass ugly, but playable. If extending it a week or two will get us a Neg!ke map for the pack, I'm all for it. Plus it might give me the chance to salvage the aesthetics of my map. Does Christmas day sound like a more doable date?
One For The Ladies
#2223 posted by HeadThump [4.136.90.233] on 2007/12/13 23:15:20
http://mortisville.quakedev.com/qu...
Sorry
#2224 posted by negke [82.83.27.39] on 2007/12/14 00:30:45
Given that offer it should be HeadHump! Don't expect too much though - my map is going to be small and not particularly fancy either. It won't take more than seven days in total, but due to other chores, I can't continue working on it until Wednesday or so.
Therefore Chrismas day sounds fine - at least it would make for some proper presents for a change. ;)
Any other people working on a ZerTM right now?
Um
#2225 posted by Shambler [82.47.200.179] on 2007/12/14 10:12:48
Go speedmap the lot of you.
#2226 posted by Trinca [89.181.64.113] on 2007/12/14 20:38:57
not me :( gibbie and czg made me feel bad :| after i finish my Maya map i will quit mapping!
Trinca
#2227 posted by JPL [82.234.167.238] on 2007/12/14 22:39:54
Map for yourself, not for other people...
JPL
#2228 posted by Orl [68.38.78.49] on 2007/12/15 01:09:44
You speak the truth.
Trinca, don't let other people tell you what should or should not be in your maps. I learned that awhile ago, and even though most people hate me for it I still go on mapping and enjoy it. So don't take offense to what a few knuckle heads say. There are plenty of people that enjoy your work, myself included.
Yep
#2229 posted by RickyT23 [217.44.37.26] on 2007/12/15 15:34:14
Its true Trinca! Your maps rock!
Well...
#2230 posted by Shambler [82.47.200.179] on 2007/12/15 23:55:46
CZG has a skull full of man cheese, instead of a brain.
The Cheese Is Sentinent Just FYI
#2231 posted by czg [213.115.252.84] on 2007/12/15 23:57:07
SENTINENT CHEESE
#2232 posted by inertia [24.164.65.208] on 2007/12/17 06:22:31
Neg|ke & Generic,
#2233 posted by HeadThump [4.136.90.218] on 2007/12/24 09:18:51
(& anyone else who is working on a ZerTM), how's the progress. On my end, I can see doing some fiddling up until the middle of the day on the 25th, keeping my fingers cross familial and friendial engagements over the next two days don't distract me.
Meh
#2234 posted by negke [82.82.187.86] on 2007/12/24 09:47:32
I can't make it, sorry. Some things took longer than expected and I also got carried away a little with others. Now there are still 2.5 areas and the complete SP item placement to be done.
I don't know if I can work on it the next few days, visiting family and all (I'll be bringing my Quake stuff of course), so if you two are ready, feel free to release your maps over Christmas. I'll try to get my Zer™ done by the end of the year.
Zer™
#2235 posted by efdat [89.51.4.75] on 2007/12/24 14:02:49
if you guys delay the release 'til 1st of january i'd start mapping on a zerTM, too! ok?
Efdat, Neg|ke
#2236 posted by HeadThump [4.136.90.85] on 2007/12/24 17:02:43
Let's do that then. The more maps the better. Truth is I'll have to bend to social pressure too
since Christmas is the one time of the year (oh, and my birthday) alienating my friends and family
means fewer presents for me.
Sounds Good To Me
#2237 posted by negke [85.176.72.161] on 2007/12/25 02:25:44
I just managed to get my editor running in vista (by installing xp graphics drivers, wtf). So I guess I can get some mapping done over Christmas.
Not Mapping...
#2238 posted by generic [76.3.9.219] on 2007/12/28 03:44:38
But thanks for the FGD! :)
Have To Go With Even Line Guy Icon
#2239 posted by HeadThump [4.136.90.164] on 2007/12/28 05:57:29
sad face that you wont be joining us, Generic
but a happy face hoping you make something of full length from the Zerstörer SDK.
So :( + :) = :|
Lack Of Inspiration
#2240 posted by efdat [89.51.4.93] on 2007/12/28 14:19:48
i started mapping on a zerTM, but i'm not getting any further with it. so when you guys are ready to release: don't wait for me...
Suckers
#2241 posted by negke [85.176.83.155] on 2007/12/28 15:32:20
At least make me a 4-frame viscera_liq1 bloodfall texture then!
Ya'll Should've Done And "Aliens" Session Instead...
#2242 posted by RickyT23 [81.132.175.238] on 2007/12/28 16:01:54
...most inspirational sci-fi type map theme ever!! Ahh... what could've been :(
I mean with Doom3 tex im sure it'd be easy to do an LV426 themed map!! That would be ace! L00ds of Feinds and Vores + SNG + PG - Maybe a Flamethrower... (There was a cool flamethrower in the Killer Quake Mod thingy if I remember correctly)
Oh wont someone do some progs for Quoth PG + Flamethrower? Or even just use Quoth, or just Quake, or Aliens TC (I think gameplay would be better with Quoth) or whatelse? Doom Barron?
L0l! - Or how about a "recreate your fave ever picasso" map sesh? eh?
Ricky
#2243 posted by HeadThump [4.136.90.93] on 2007/12/28 17:05:21
Ya'll Should've Done And "Aliens" Session Instead...
Have you played Zerstörer? Don't make me have to sick the Sanguinoch on your ass.
Efdat, Neg|ke
#2244 posted by HeadThump [4.136.111.150] on 2007/12/31 19:55:54
Hey buddies, how are things coming? I'm working some more on mine today; I don't want to rush anyone, but just checking to see how rushed I should be ;)
Don't Be Too Rushed
#2245 posted by negke [82.82.166.180] on 2008/01/01 11:12:14
I still need two days, maybe three. Wanted to get this done by today, but alas, Christmas duties and computer trouble got in the way.
efdat is out, I assume.
-> Head|ke =)
#2246 posted by efdat [89.51.4.83] on 2008/01/01 13:38:43
i'm a real turtle, but i actually got one room done yesterday. i could be finished within a week or two, i guess. but as i said: no need to wait for me with the release...
Don't Worry,
#2247 posted by HeadThump [4.136.90.37] on 2008/01/01 18:48:16
instead of mapping, I had to do some maintenance on my computer, just after my advice to Necros!
So it looks like I'll be mapping this weekend too.
Ok...
#2248 posted by N. [81.219.236.138] on 2008/01/02 19:19:40
so what is the topic of this weekend's mapping session?
if it's cool i'm in :)
Theme Suggestion
#2249 posted by JPL [82.234.167.238] on 2008/01/02 19:45:54
Happy New Year ?
Another Theme Suggestion:
#2250 posted by gibbie [82.161.62.98] on 2008/01/02 19:54:03
Crushers!
(sigh)
#2251 posted by RickyT23 [81.132.175.238] on 2008/01/03 10:12:35
Theme Suggestion...
#2252 posted by distrans [149.144.189.66] on 2008/01/04 03:37:28
Space Hulk: the board game!
In Case You Haven't Seen This:
#2253 posted by ijed [190.20.93.192] on 2008/01/05 17:33:14
http://sourceforge.net/projects/hu...
Just a shame it's 2nd version rules and the dev died. Still a nice version.
Be sure to read the docs for the shift-move shoot-move stuff etc.
Thanks Ijed...
#2254 posted by distrans [121.44.94.225] on 2008/01/06 07:59:09
...I'm researching all things SH at the moment. I'm almost certain to take a break from virtual mapping soon and try to get a real world 3D version of the game happening. There's some great resources out there :)
As to SH as a speed mapping theme, scratch it...as I've had a great idea for a limited brush comp that involves the games prefabs, QuothII and some custom industrial texz.
Watch the skies!
Hey Efdat And Neg!ke
#2255 posted by HeadThump [4.136.90.214] on 2008/01/25 22:33:18
this is shaping up and looking like the weekend for the release.
If you have any revisions, please send them to me, or supply an URL. Thanks for your patience in all of this ;)
>> Headthump
#2256 posted by efdat [89.182.74.255] on 2008/01/27 17:37:28
you got mail =)
Speedmap Theme
#2257 posted by Zwiffle [67.53.148.10] on 2008/01/27 18:34:46
"Bits of Oblivion"
Interpret that however you want
Thanks Efdat,
#2258 posted by HeadThump [4.136.90.216] on 2008/01/27 18:40:19
I'll be back tonight to pull this all together ;)
#2259 posted by Trinca [89.181.13.167] on 2008/01/28 22:37:42
GUYS today is the 50 years of lego why dont we make a speedmap seccion to celebrate?
Lego Speedmap?
#2260 posted by Orl [68.38.78.49] on 2008/01/29 03:01:56
Too easy for many.
Too hard for me.
Trinca:
#2261 posted by RickyT23 [86.139.217.8] on 2008/01/29 11:26:29
I think thats a brilliant idea!!
Even better - you could have lego ALIENS !!!!
Or just lego would be fine! D'you remember those tetramenious tetris style levels, which were 16Mb and not vised? You just prefab your blocks, and away you go!!
Lego Speedmap
#2262 posted by negke [82.82.174.17] on 2008/01/31 09:37:35
I already suggested that some time ago, even with a texture wad (Shub-hub). I'd be up for it, though I don't know if it really works. We could try.
No aliens.
#2263 posted by negke [82.82.186.143] on 2008/01/31 18:21:01
http://youtube.com/watch?v=WWiWrZG...
Wow
#2264 posted by Zwiffle [67.53.148.10] on 2008/01/31 18:40:44
neg|ke: That looks god awful. Count me out for Lego speedmap.
Played It
#2265 posted by ijed [216.241.20.2] on 2008/01/31 19:13:03
Pretty much just a reskin mod, the models are good but the levels aren't.
The Textures Suck Too...
#2266 posted by generic [71.1.71.247] on 2008/02/01 00:44:55
at least in Q1.
There Are Some Very Bored People In This World
#2267 posted by RickyT23 [86.139.217.8] on 2008/02/01 13:41:41
Bummer
#2268 posted by negke [82.83.19.210] on 2008/02/02 15:10:57
http://negke.quaddicted.com/files/...
Neg!ke
#2269 posted by Kell [80.192.19.108] on 2008/02/02 21:35:01
That's awesome, best lego map I've seen :)
The studs on those textures are still too big, but cool stuff nonetheless.
Neg!ke
#2270 posted by JPL [82.234.167.238] on 2008/02/03 08:46:22
Really cool lego map: reproducing the end level of Quake was a very good idea. Lego SM should be done more often ;)
#2271 posted by Trinca [89.181.60.235] on 2008/02/03 10:06:30
hehe nice map!!! more amo please!!! :)
Well, Thanks
#2272 posted by negke [82.83.21.49] on 2008/02/04 19:54:48
Now go grab muzzlego.zip and relive your childhood!
Neg!ke, Efdat
#2273 posted by HeadThump [4.136.90.48] on 2008/02/05 19:50:24
I've been a way the last few days, but good news.
I'm going to have a beta up this evening (still tweaking the lighting), if you two give the thumbs up, we'll go ahead and release the Zer turtle map pack.
Anyone In For A Qonquer Speedmap?
#2274 posted by Ankh [88.199.103.6] on 2008/03/09 01:17:07
I have got one ready
#2275 posted by Trinca [84.39.126.60] on 2008/05/04 13:51:56
i miss a speedmap event...
chif chif
sex theme? :)
#2276 posted by gb [89.27.235.47] on 2008/05/04 17:20:05
I'm looking for a break, too... Trinca, should we do something?
no sex theme plz, we had too many penis maps already...
how about "e1m8 revisited" or "one room theme", the whole map must fit into one giant room, smaller rooms can be inside, plus low gravity and lava etc? could be fast to make... and fun... lets just get something finished... must be quick to knock up...
many ppl hate this map, so lets make it better... or fail miserably... grim deeds awake!!!
around may 10 or 11 for finishing line? no mods?
Please No
#2277 posted by bambuz [91.152.87.250] on 2008/05/04 19:54:12
id remakes... :(
Typical.
#2278 posted by gb [89.27.235.47] on 2008/05/04 20:24:05
???
would you rather have no map? I wasn't talking about a remake, just something following the principle because it's fast and easy to do.
People will complain like hell, or ask for theme ideas, and when you post some, they'll ask you if you take drugs. Or complain.
apparently many ppl would rather have no maps than something that isn't super-creative but WORKS.
What is it with this community...
Lefler's Law: You gotta go with what works! We can't do Prey or Unreal 3 or Halflife-whatever here...
suggest some themes at least, and if there are some good suggestions, I might pick one! Otherwise I might just do an id remake (oh noes!!!)
I know you aren't normally so negative bambuz, and you aren't the only one, but sometimes I just think WTF? Would you rather play DM3 for the rest of... oh wait.
I think there was already some speedmap event with penises btw.
If we rule out Marcher remakes, id remakes, Q3/Q2 remakes, Warpspasm remakes, Monsterfree remakes, Doom3 remakes, idbase maps (there must be 1000's of them), Zerstörer remakes, Q3: Arena remakes etc, then we can trash the last 20 maps... at least...
While we are at it, let's rule out Egyptian maps, temple maps, sewer maps, winter maps, Knave maps (ugh), spaceship maps, coagula maps... I can't see them anymore...
so what do we do? Should we make tree models for Quoth and do sunny landscapes with bunnies?
zombie trees?
what's left?
shouldn't we just do something that works?
Speedmapping Theme: Hate.
#2279 posted by czg [83.253.254.12] on 2008/05/04 20:26:49
Good Idea!
#2280 posted by RickyT23 [90.199.193.205] on 2008/05/04 20:32:46
Hate!
Just do a free-for-all! Whatever is best wins. Whichever works best wins. Plus it'll be hilarious watching everyone scrap about which is best... I might even postpone my e4m1 remake and join in, do a killer mid-evil map or whatever!
I thought it was a bit unfair that the Remix mapping challenge was non-quoth. I mean half of the existing remix maps are Quoth (!!?)
But hey, im just a newbie n00b who people laugh at and resent so what am I gonna do...? Complain ;-)
Duh
#2281 posted by gone [91.122.1.246] on 2008/05/04 20:54:48
bambuz doesnt map anyway so you can ignore him
also complaining about ppl complaining is funny
and btw speedmap means something you do fast, like in 2-3 hrs or atleast in one session. not in 5 days
Ricky why`d you want to use quoth for remix?
FIGHT!!!
#2282 posted by gb [89.27.235.47] on 2008/05/04 21:06:58
czg had a good idea!!!
speeds, it seems speedmapping changed its meaning during the last 2 years or something :-) In principle, you're right, but we should allow a few days for collecting it etc.
so, free for all? I'm serious and will deliver, Ricky are you in? Trinca?
There Are So Many Unused Themes In This Thread...
#2283 posted by metlslime [98.210.181.179] on 2008/05/04 22:06:38
just re-read the previous 2200 posts and see what you find.
#2284 posted by Trinca [89.180.40.151] on 2008/05/04 23:59:54
lol!!! i´m in also but please no remixes!!!
Speeds + Everyone: Amphetamines
#2285 posted by RickyT23 [90.199.193.205] on 2008/05/05 03:26:35
Fuck me I'm daft.
Listen:
Speeds: I think that drug abuse is entirely wrong, I speak from experience. I am drunk right now. I also think computers are bad for the health, amongst other things. Life will infact kill you. Live with it.
Fuckyou.
Im in.
Metlslime:
Im a poor reader whien drunk. And its too late in the day. Although I have often trawled the thousands of posts on this website, apparently perplexed with the idea of makiing Quake maps. Thanks
Trinca: :)
Speeds 2:
Quoth2
Im not really bothered about not using Quoth2, I just think it's funny.
Stop Posting Drunk FFS!
#2286 posted by negke [82.82.178.63] on 2008/05/05 08:24:02
Also, what spd and metl said.
Cool
#2287 posted by gb [89.27.221.52] on 2008/05/05 18:33:25
so we do ffa-hate-sex-id-midevil for a theme.
glhf.
#2288 posted by Trinca [89.180.62.122] on 2008/05/05 22:53:23
what about the "300 of sparta" could be fun :p or not...
OK Whens The Deadline?
#2289 posted by RickyT23 [90.199.193.205] on 2008/05/06 16:55:09
I've started throwing a few ideas together....
This weekend was manic for me, but I'll be able to do stuff now! :D
#2290 posted by Trinca [89.180.168.156] on 2008/05/06 22:28:06
and theme also :) i´m in also someone sent a deadline and a theme please!!!
I've Started
#2291 posted by RickyT23 [90.199.193.205] on 2008/05/07 00:35:49
Im doing a theme of hate. Its a midevil map. I thought the deadline was 10/11?
Whats everybody doing?
300 Of Sparta Would Kinda Count...?...!...!.!
#2292 posted by RickyT23 [90.199.193.205] on 2008/05/07 00:37:19
I sensed a feeling of hate in that film :-D
#2293 posted by Trinca [89.180.168.156] on 2008/05/07 00:39:38
ok i´m in to!!!
#2294 posted by gb [89.27.202.70] on 2008/05/07 01:59:44
next weekend then, ok?
I'll probably use brick/metal and either blue wiz or red elderworld. I'll start servicing the collective properly tomorrow evening. :-E
I'll just go for gloom, shotgun and enough monsters. no prisoners.
10th?
#2295 posted by RickyT23 [90.199.193.205] on 2008/05/07 02:07:38
#2296 posted by Trinca [89.180.168.156] on 2008/05/07 02:22:58
this week i´m a litle bussy :\ can it be next week please? i´m a accounter... so this week is hell!!! and at home my 1 month kid dont give me no time at all...
Well Im Going Full Boar Atm
#2297 posted by RickyT23 [90.199.193.205] on 2008/05/07 02:42:48
but ill have to start working on e4m1rmx pretty soon, but ill wait till your done before release...?
#2298 posted by gb [89.27.202.70] on 2008/05/07 02:46:25
ok, then the 17th or 18th the latest. good?
kids > quake trinca :-)
#2299 posted by gb [89.27.202.70] on 2008/05/07 02:47:35
uh, what number is it anyway?
SM141
#2300 posted by lurker [208.62.125.140] on 2008/05/07 05:46:04
unless the Zerstörer turtle maps counted as 141.
Sm141
#2301 posted by Spirit [213.39.225.20] on 2008/05/07 09:10:33
slowmapping
Ive Almost Finished!
#2302 posted by RickyT23 [90.199.193.205] on 2008/05/07 14:24:39
Hmm,
#2303 posted by HeadThump [4.136.90.64] on 2008/05/07 19:47:38
I already have a nearly complete map in the episode 4 style called A Shrine to Hatred -- fits the theme to a T, but I'll release it as a stand alone later since it would make no sense to release it in a speed mapping pack.
#2304 posted by gb [89.27.211.205] on 2008/05/08 17:41:38
I finished blocking out last night (4 hours), ceilings and monsters etc tonight.
Ricky, mutual playtesting before release (while Trinca sits his baby)?
Mine is called Palace Revolution }:-E after the old Stones song, Street Fighting Man.
Yeah - Good Call!
#2305 posted by RickyT23 [86.139.126.150] on 2008/05/08 17:44:05
I've got to finish mine still, not long!
#2306 posted by Trinca [89.180.184.12] on 2008/05/09 00:37:43
i only will have time next week
#2307 posted by Trinca [89.180.184.12] on 2008/05/09 00:37:44
i only will have time next week
OK Ready For Some "mutual Testing"
#2308 posted by RickyT23 [90.199.193.205] on 2008/05/09 16:17:08
Spent about 10 hours on this or so...
gb: Where do you want me to send it?
Trinca: Im gonna stop working on this now so dont worry! I have to work on e4m1rmx :D
Ricky
#2309 posted by gb [89.27.244.177] on 2008/05/09 18:45:43
send it here (I should probably log in more often)
http://celephais.net/board/view_us...
I think I will end up around the 10 hour mark, too (perhaps a little less.)
Yesterday was small family drama... (luckily I'm not directly involved) I will finish tonight and send it tomorrow. :-)
Trinca, take it easy, we'll leave no one behind... not even Jonah. ;-P
Would you guys air-shaft me if I used some Quoth?
Flol
#2310 posted by Lunaran [24.158.1.74] on 2008/05/09 21:11:21
I think that drug abuse is entirely wrong, I speak from experience. I am drunk right now.
quote of the thread
Ya
#2311 posted by HeadThump [4.136.90.55] on 2008/05/09 22:43:44
I think that drug abuse is entirely wrong, I speak from experience. I am drunk right now.
Flushing weed down the toilet 'cause you think that its the G-men knocking on your door, hell of a way to treat a friend.
G-men
#2312 posted by bambuz [91.152.87.250] on 2008/05/10 02:48:39
C-men what's the difference. Reminds me of an old Norwegian joke about a Finnish lumberjack but it's a tale for another time.
(no drugs, but no sleep instead)
Hows Everybody Doing With SM 141?
#2313 posted by RickyT23 [90.199.193.205] on 2008/05/15 00:11:22
Projected release date?
17/18th?
#2314 posted by Trinca [89.181.62.231] on 2008/05/15 04:09:50
i will not have time to finish, sorry guys i´m having lots of work at my job :( release without me.
#2315 posted by gb [89.27.224.61] on 2008/05/19 22:11:53
sm141 is done, I'm up for another one!
Theme: Explosions, Story, Ladders, Sunset, ...?
I'd even do a speedchainmap, perhaps for QuakeExpo.
I'm just interested in more collaborations.
#2316 posted by gone [78.37.147.74] on 2008/05/19 22:20:49
take one of czg`s scrap sources and finish it :P
But Not
#2317 posted by Zwiffle [66.170.5.18] on 2008/05/19 23:13:47
Teacups, that one is classic
-_-
Hey, What About Something Interesting For A Change!!!!
#2318 posted by negke [82.83.5.68] on 2008/05/19 23:23:29
http://members.tripod.com/AdamWest...
Holy Crap!
#2319 posted by RickyT23 [90.199.193.205] on 2008/05/20 00:08:36
How About
#2320 posted by RickyT23 [90.199.193.205] on 2008/05/20 00:19:30
Half-Quake anyone?
Remake a part of Half - Life using Quake/Quoth or whatever.
It is up to the mapper how he/she does it:
Use Quake textures? Half Life textures?
Use Source? Remake from scratch?
How abstract can you go? Strict? Recognisable?
One small map or two?
Collaborate?
Uh Huh
#2321 posted by Kinn [86.156.76.15] on 2008/05/20 00:31:02
"...It is up to the mapper how he/she does it"
"...he/she does it"
"...he/she"
"...she"
lol.
So You're In The Kinn Darling?
#2322 posted by RickyT23 [90.199.193.205] on 2008/05/20 00:36:31
Then (idiot Crawls Back Behind Rock)
#2323 posted by RickyT23 [90.199.193.205] on 2008/05/20 00:37:01
#2324 posted by gb [89.27.224.61] on 2008/05/20 04:06:32
uh OK, unthemed sm session then? ;-P
Ricky, I must publicly admit I only played the beginning of HL, since it runs like a dog on Linux. I'm sure I have like a huge cultural deficit there, but I just don't care enough. I did read walkthroughs and reviews etc though so I have some idea what it is like.
I'd be fine with a remake or parody of another game though, in general. Problem is I probably played more console games than PC games in the past 10 years. Most of those would be impossible to recreate in Quake, like all those Resident Evil/TR clones and Final Fantasy ripoffs...
Diablo 1? Should be doable, atmosphere, dungeon construction etc, healing shrines etc... even town portal... only part we can't do is the selling and buying... and spells...
The dungeon should be pretty easy to reproduce. The town would just be decorative, although we could have funny messages and even a tavern. And a healing fountain. All in comicky speedmap style of course.
I sense a soul in search of answers...
here's another idea: Since we never saw "the wizard" in Quake, maybe do something with him?
I really want to map with the blue wizard textures... let's build the Wizard's Lair and use one of those flying things from Rogue as the Wiz. A Rogue speedchainmap in Ebon Fortress/Manse theme, with bookshelves, pentangles, blood and everything, plus those flying ghost creatures. The whole "EEEEEVIL" thing.
OTOH, not everybody has the Rogue pack I guess. But a Rogue map would be something different...
until Kell and party import these monsters into Quoth (insert number here)... *g*
#2325 posted by Willem [75.177.185.17] on 2008/05/20 11:55:51
If someone can give me the basic run down on a speed map (like what the concept is and what the rules are) I'd like to participate. I'd like a more generic theme though. The last one, 'hate', is sort of up my alley.
Maybe 'suffering' or 'light' or something like that.
Well I've Only Ever Done That One...
#2326 posted by RickyT23 [81.157.19.111] on 2008/05/20 12:02:34
...but the idea is probably how you would imagine:
Make a map in a few hours - release it! There's no real rules I dont think, just dont be asking for extensions unless it's because you thought you were gonna have time to start, but something happened and it fell through.
Speeds said to me that some speedmaps are made in 2-3 hours!! Mine took two evenings sat infront of my computer, probably 8-10 hours total. After that I left it until Gb's was ready.
I mean I dont see anyone kicking your ass if you spend 20+ hours on a speedmap, but you might hear someone say "not a real speedmap" or something ;-P
All we need to do is pick a theme and a finishing date, an we're off!
Oh yeah - sm141 - Gb and I tested eachother's maps, we sent eachother demos :-)
Heh - "light" Could Be Good...
#2327 posted by RickyT23 [81.157.19.111] on 2008/05/20 12:05:10
...with Quoth flashlight!
I mean I think the theme suggestions can be taken very loosely, just do whatever...
In Good Old Days...
#2328 posted by gone [78.37.31.230] on 2008/05/20 12:39:54
The idea was born among the q3 mappers and carried over it q1. The speedmapping was a real event - people gathered online and started mapping at the same time. Making DM maps. The time was limited to 60 (later 100 minutes) maybe with some extra 20 minutes for fixing. Then all the maps got collected, packed, put up on a server and played.
The maps had to be made from scratch and the use of prefabs was seen as cheating.
Later on it switched to sp maps and more time was allowed (as sp maps are harder to make)
And even if some people couldnt get online to map at the same time and the pack was collected in few days, the 'offline' mappers honorably kept the rules making their maps from scratch and in the limited ammount of time.
Some years later it degraded into something you cant call 'speedmapping', more like 'turtle mapping' (which also comes from q3 scene - where people were making full maps in 1 week time)
#2329 posted by Willem [75.177.185.17] on 2008/05/20 12:41:26
OK, well, I took a look at SM141 and I think I'd be up for something like that. Simple, blocky-ish maps with some quick kill gameplay.
I'm in for the next one!
#2330 posted by Willem [75.177.185.17] on 2008/05/20 12:42:26
Although, realistically, it needs to happen within the next 2 weeks or I'm only going to have limited time to work on it. The rest of the summer is "ship Gears2" time.
Make The Rmx Map Plz!
#2331 posted by gone [78.37.31.230] on 2008/05/20 12:46:52
wink-wink
#2332 posted by Willem [75.177.185.17] on 2008/05/20 12:59:43
Yes, I'm working on that as well. A speed map is, from what I can gather, a 8-10 hour commitment.
Back In The Old Days...
#2333 posted by than [221.244.26.90] on 2008/05/20 13:03:51
speedmaps were made in one hour.
Then it was increased to 100mins and then there were turtlemaps and speedchainmaps etc.
Of course, speedmaps are still made fairly quickly, but I think the problem was participation in the weekly events was slowing down as people weren't often able to get into IRC and map at the right time.
Maybe we should have a proper oldskool speedmapping event where we do actually log onto IRC sometime and do it like we used to.
Then again, I'm in a crap timezone for speedmapping now :/
#2334 posted by gb [89.27.231.75] on 2008/05/20 13:26:27
Willem: cool!
I'd also like a one week timeframe. I think I can finish in under 10 hours now, too, the last one really took longer than I expected but I didn't want to release a map with half the monsters missing, because that would suck, and what good would it be?
Brushwork indeed only took 5 hours. I underestimated the time needed for monster placement etc., simple. And then I decided to do it right instead of rush it.
When you look at today's normal maps, 12 hours for a speedmap really still is quick. Very quick.
#2335 posted by Spirit [213.39.203.231] on 2008/05/20 13:34:12
Maybe we should have a proper oldskool speedmapping event where we do actually log onto IRC sometime and do it like we used to.
Yes, please. It's called speedmapping for a reason.
12 hours is not speedmapping...
How can it be a speedmap when it takes more than a day?!
#2336 posted by Willem [75.177.185.17] on 2008/05/20 14:09:05
I have some little ideas I'd like to try out and small speed maps would be a great place to express them. I'll need more than an hour, however.
#2337 posted by gb [89.27.231.75] on 2008/05/20 15:01:50
well, it is speedmapping when you compare it to 7 months or whatever real maps take today. This isn't "the old days." This is the post-warpspasm era.
I'd also rather play a fun map than a demonstration of how fast you can knock something together just to prove it. I want to have fun playing it, too. Knocking up "something" in 60 minutes is an academic exercise, not more. It should be fun to play. I admit it doesn't take 111 monsters to have fun, but cut me some slack plz Spirit, it was my first damn released map (hey, welcome, newbie! Thanks!) and my first speedmap. Next time I'll hire a Japanese with a stopwatch.
that's my pov. I think 8-10 hours are reasonable. I wouldn't want to play something with a spikeshooter and 10 dogs.
Ricky, we need to train much harder and drink much less absinthe. We're damn slackers. Besides, Willem will be watching this time. ;-)
How about "Slackers" as a theme? Or "grunge".
Jesus
#2338 posted by Spirit [213.39.203.231] on 2008/05/20 15:37:16
My "first released map" was a speedmap too (sm111). And it was crap. And damn fun to create in ~90 minutes. I learned a lot from that one.
To me speedmapping is about enjoying oneself. I always considered speedmapping as a nice opportunity to explore new things, experiment, create wild maps. I don't see any motivation to spend too much time on a speedmap as a) speedmaps aren't exactly real releases, b) speedmaps aren't exactly supposed to be balanced or great and c) if I want to spent so much time on mapping then I'll do a proper map instead.
Post-warpspasm? What exactly did/does Warpspasm change? The public interest in it has been underwhelming from what I know.
Not the old days? What old days? I can't see any important new trends that make all maps better? And NO, making a map huge and empty and use min/sky lighting is not good. Did you look at the stuff in early speedmapping packs? There are some incredibly nice things in there.
#2339 posted by Willem [24.199.192.130] on 2008/05/20 15:40:22
I like 'grunge'. Let's do that.
Just Call It 10-hr Mapping :)
#2340 posted by gone [78.37.31.230] on 2008/05/20 15:42:49
#2341 posted by Willem [24.199.192.130] on 2008/05/20 15:45:47
Like, can a speed map be a tasty 5 minute exercise in gameplay or are there expectations these days? SM141 was, to me, longer than I was expecting. A lot of simple rooms with tons of monsters. Is that what is expected or is it acceptable to knock up a small number of rooms that have some sort of a hook to them?
Well That's The Last Time I Make A Speedmap
#2342 posted by RickyT23 [81.157.19.111] on 2008/05/20 15:46:00
Fucking bunch of snobby wankers.
Willem
#2343 posted by Spirit [213.39.203.231] on 2008/05/20 15:53:05
As you like it! I still gaze in amazement at sm48_daz and sm48_xen which had no gameplay whatsoever.
#2344 posted by Willem [24.199.192.130] on 2008/05/20 15:54:47
Hah! OK, good news then. I'll knock something out when I get a few ideas together.
Ricky
#2345 posted by gb [89.27.231.75] on 2008/05/20 16:18:42
yup. that's it.
/shakes head
that's it all right.
Ricky
#2346 posted by bambuz [193.167.3.3] on 2008/05/20 16:37:56
you are right about the bunch of snobby wankers.
But that should be no reason to not make speedmaps anymore.
Ps
#2347 posted by than [220.47.251.83] on 2008/05/20 17:43:48
I wasn't knocking current speedmaps at all. I was just saying that doing a one off old skool speedmapping session where everyone actually gets into irc for 1-2 hours and makes their maps at the same time would be fun.
It's a great idea to extend the speedmaps and allow people a bit more freedom to chose when to make and how long for, I just remembered that I had a great time doing it in irc and thought it would be cool if there was another event like the old ones.
Maybe there will be during QExpo.
Huh...
#2348 posted by metlslime [64.175.155.252] on 2008/05/20 21:23:57
i completely missed the part where speedmaps went from 2-3 hours to 8-10. I remember noticing that people stopped doing them together at the same time on IRC, and started doing them "sometime during the week" -- but i assumed they were still only devoting the allowed 2-3 hours.
So is 8-10 hours spread over a week the standard practice now or just a one-time thing for the most recent speedmap session?
One of the purposes of the short time span of ~2 hours was more people would be willing to participate if the commitment was that small.
It sounds like you guys should be calling these Turtlemaps and embracing the 1-week timelimit if that suits your mapping desires more, so that real speedmaps can still happen once in a while without people's expectations being that they have to devote a week to it.
Yeah
#2349 posted by Zwiffle [24.183.41.141] on 2008/05/21 05:12:40
2-5 hours is more like it for when I used to speedmap, and I guess now that I'm free on weekends I should participate. I'll try if there's actually a meeting in #speedmap or whatever anymore.
#2350 posted by Willem [75.177.185.17] on 2008/05/21 11:56:50
This clearly takes practice. I spent a few hours last night on an idea that i had- just rough sketching the level. No monsters or lights or entities beyond a player start ... and it's nowhere near done. Not sure how you get anything useful done in 2-3 hours but maybe I'm just not focused enough. No, in fact, I'm sure that I'm not. Heh.
Willem
#2351 posted by than [220.47.251.83] on 2008/05/21 14:37:41
I found the drag copy function in Worldcraft (hold shift and drag a brush to copy it to wherever the mouse pointer is moved to) immensely helpful when speedmapping. Dunno if you already have a feature like that in toetag, but if not, you should consider it. Seriously great.
Actually, Max has a similar shift drag operation that duplicates polys and extrudes edges, so if you use that at work you will know how helpful it can be.
You Can Make A Much Shorter Map
#2352 posted by bambuz [130.233.228.9] on 2008/05/21 15:01:54
#2353 posted by Willem [24.199.192.130] on 2008/05/21 15:31:45
than
I have the Radiant style duplication in ToeTag: select stuff, hit SPACE, makes a duplicate - drag it where you want it.
It's not the construction that's the problem. The problem is more coming up with the flow of the map in such a short period of time. Thinking up cool combat scenarios and stuff is not my speciality under severe time constraints. :P
I Don't Think
#2354 posted by bambuz [193.167.3.3] on 2008/05/21 15:34:27
sm141 is a representative sample, both maps are longer than speedmaps often are. I don't say they're bad, just saying that you're not doing blasphemy if you make a shorter map.
I understand often this thing tries to get out of hand with ever more elaborate maps and thus the time limits were introduced.
All said in good spirit.
#2355 posted by Willem [24.199.192.130] on 2008/05/21 15:36:21
Fair enough. That's good to hear, actually. I can reign in my goals a little then...
Willem...
#2356 posted by metlslime [64.175.155.252] on 2008/05/22 04:21:26
download some of the older SM maps, they are usually either short, or have sloppy brushwork, or are unlit :)
Cardo
#2357 posted by bambuz [91.152.87.250] on 2008/05/23 01:29:16
forced me to do a speedmap on irc. Where do I send it?
I spent a few hours, though the last hour or so was battling with a red armor that I replaced with a yellow one instead then. Stupid Ogier.
By participating in this session I make you rest look really good.
Also
#2358 posted by bambuz [91.152.87.250] on 2008/05/23 01:31:57
it's a very small dm map
Bambuz:
#2359 posted by metlslime [64.175.155.252] on 2008/05/23 04:48:09
by any chance, were you naming it item_armor_inv instead of item_armor_Inv? That's the one classname in quake that has a capital letter in it. I had the same problem once, long ago.
Bambuz
#2360 posted by negke [82.82.189.86] on 2008/05/23 09:17:21
Just upload it to the Shub-hub and post the link here.
Btw. it's item_armorInv - capital, but no underscore.
I Wanna Be In The Sm142 Pack
#2361 posted by bambuz [193.167.6.23] on 2008/05/23 12:34:13
so I'll email it to someone whoever is gonna make that. It's a tiny zip since I used only about 6 textures. But it's really lousy anyway.
Thanks for the help on the armor, I'll edit the game file.
This Weekend
#2362 posted by Spirit [80.171.28.209] on 2008/05/30 18:12:42
timelimit: 90 minutes
theme: "netherworld assembly line"
sendto: me
deadline: 60 hours from now (so you can squeeze those 90 minutes in your schedule at some point), that means I will compile the zip monday morning european time.
People Will Definately Cheat
#2363 posted by RickyT23 [81.157.18.146] on 2008/05/30 18:21:22
#2364 posted by Spirit [213.39.146.180] on 2008/05/30 18:42:09
Well, you are speedmapping for your very own fun. No-one can force you to do "by the rules". Don't take it too serious.
Finding a time to meet via IRC would be a tedious task.
I Made One More
#2365 posted by bambuz [91.152.87.250] on 2008/06/02 01:49:56
sent it to Spirit again.
If someone else ogranizes, tell me to mail them to me.
It's a bit netherworld assemblylinish in a sense.
Speedmapping Today?
#2366 posted by Zwiffle [24.183.41.141] on 2008/06/07 16:48:29
Or this weekend?
Or hmm?
Next Speedmap Theme
#2367 posted by Lunaran [24.158.1.74] on 2008/06/10 21:15:07
should be "Quake Lake."
And It Is
#2368 posted by Spirit [213.39.129.217] on 2008/06/14 10:12:18
sm143
timelimit: 90 minutes
theme: "Quake Lake"
sendto: me
deadline: Monday morning european time.
(add fog if you feel like it supports your imagination)
Let's Make That Next Monday
#2369 posted by Spirit [80.171.7.151] on 2008/06/16 08:51:47
Hulk Salvage
#2370 posted by ijed [190.20.107.254] on 2008/06/21 17:52:24
With the spacehulk competition having burned up in the atmosphere I've got a low-brush map half complete and I'd guess there's a few others floating about.
I'm thinking to finish it by more or less next weekend and kick it out the door, just in the interests of not fannying about.
If anyone wants to mail me their maps as well I'll bundle them up and post the link in one shot.
Why Not
#2371 posted by Zwiffle [24.183.101.72] on 2008/06/21 18:21:38
pool all the map scraps together and make a chain map thingie out of it. Haven't had one of those since RPG's last map iirc.
Hm
#2372 posted by ijed [190.20.107.254] on 2008/06/21 19:15:31
It'd be cool, but wouldn't work for mine because of the way I'm spawning stuff in and managing coop starts etc.
Next time?
Flood The Quake Lake
#2373 posted by Spirit [80.171.7.21] on 2008/07/01 10:07:22
only negke submitted a map ages ago. I'll bundle it in the next pack.
The speedrunners would like some bloody mess to run through so next theme is CARNAGE!. Sent them in until next monday, just like above.
#2374 posted by Trinca [194.65.24.228] on 2008/07/03 15:21:31
Spirit you got mail
Infights 'til Packetoverflow On A Sunny Afternoon
#2375 posted by Sielwolf [91.4.184.72] on 2008/07/15 18:18:51
Theme
#2376 posted by Drew [202.62.100.87] on 2008/07/17 12:02:49
mini - you know those old rats dm levels for HL? Something like that...
I Dont Know What You Mean
#2377 posted by RickyT23 [217.44.37.217] on 2008/07/17 12:41:48
Could you point me in the right direction?
#2378 posted by Trinca [194.65.24.228] on 2008/07/17 13:00:16
i never played HL :p so... i´m out!
NEVER PLAYED HALF LIFE?!??!?!?!?
#2379 posted by RickyT23 [217.44.37.217] on 2008/07/17 13:40:49
wtf.
Why not?
#2380 posted by Trinca [194.65.24.228] on 2008/07/17 14:30:31
becouse it sucks :p
no bunny :p
only game i liked was Painkiller had bunnyjumping :p and rocket!!!
problem is that gameplay suck :\ just kill kill kill
#2381 posted by Willem [24.199.192.130] on 2008/07/17 14:46:42
You never played it but you know it sucks?
#2382 posted by Trinca [194.65.24.228] on 2008/07/17 14:50:54
i saw in a friend house and play a litle... slow and borring.
You Can Bunny Hop In Half Life!!
#2383 posted by RickyT23 [217.44.37.217] on 2008/07/17 15:10:41
Its got the best bunny hopping ever!!!!
[shift] => [space]+[w]+[a/d]
It makes a wonderful "swish" noise when you do it right!!! VERY FAST.
Trinca I think you're freind doesn't know how to bunny hop...
Anyway I'm Serious!!!
#2384 posted by RickyT23 [217.44.37.217] on 2008/07/17 15:11:29
A speedmap....
Please explain the theme someone!
RickyT
#2385 posted by Kell [80.192.82.197] on 2008/07/17 16:52:33
This is one for Q3:
http://lvlworld.com/review.php?id=...
The idea is you build the map to an enormous scale so the player seems to be only a couple of inches high. One room is usually all you build.
I think padkitchen is particularly cool:
http://lvlworld.com/review.php?id=...
Of course you don't have to stick to real world domestic settings.
Yeah
#2386 posted by drew [202.62.104.232] on 2008/07/19 10:52:57
That's the idea. Probably a bitch to pull off in Q1, but who knows. I'm sure neg!ke can do it.
On a side note I love hl1 very dearly. Everything about it. Except Nihilanth.
Done That
#2387 posted by negke [82.82.178.70] on 2008/07/19 11:08:15
http://negke.quaddicted.com/images...
It's boring.
Negke Has The Biggest Crates
#2388 posted by Sielwolf [91.4.182.188] on 2008/07/19 13:15:24
good theme, another example:
http://gamers.org/pub/idgames2/lev...
DM map, plays ok in DMSP
Yeah
#2389 posted by Drew [202.137.142.102] on 2008/07/20 13:00:38
that looks boring. Like, amazingly so. Is it SP?
#2390 posted by Drew [202.137.142.102] on 2008/07/20 13:05:30
Oh, and also someone should organize an all star speed mapping event. get old school people who never map for quake anymore or Semi famous mappers, or whatever to whip up some speedmaps for the 11th quakefest. if you gave them a deadline now, there might even be a submission.
#2391 posted by Trinca [84.39.89.221] on 2008/07/20 13:40:43
then is not for me this pack :p
2noob4you
Theme For Next Speedmap:
#2392 posted by Shambler [92.232.214.79] on 2008/07/20 14:21:29
SM1whatever - "#Func_fusion Beef"
Hmm
#2393 posted by nonentity [87.194.146.225] on 2008/07/20 14:28:54
Moo?
An Oldschool Speedmap Session
#2394 posted by SleepwalkR [85.179.30.3] on 2008/07/20 14:40:16
is actually an interesting idea, if there are enough retired mappers who are willing to participate. The problem is however that in order to map quickly, you must know your editor quite well (I suppose), and those who haven't mapped in a while are at a disadvantage there I guess.
#2395 posted by negke [82.82.176.134] on 2008/07/20 14:52:22
Yes, that would be cool, but I doubt many of them would participate. They could still contribute by skillful bitching and ranting, though.
Drew: It's from my crate sm111 - you've played it.
Trinca: 2noobs1map then!
Could We Actually Have A Time Posted In This Thread Then?
#2396 posted by Lunaran [24.158.1.74] on 2008/07/20 21:21:56
instead of it going quiet and SM144 suddenly appearing in the news feed with two maps in it
Well
#2397 posted by SleepwalkR [85.179.30.3] on 2008/07/20 21:26:11
I could ask headshot if he would be interested in dusting off the old editor. Not sure he'd be up to it though, but who knows. Myself, I'd be willing to participate as well, but I'd have to learn ToeTag first.
I Posted
#2398 posted by megaman [92.73.86.9] on 2008/07/21 23:05:53
some image in tf and biff suggested a speedmap theme pixilla!
http://kak.ru/vimg/article/d201b7c...
http://img174.imageshack.us/img174...
More Themes
#2399 posted by LordHavoc [69.59.212.88] on 2008/08/13 02:21:52
- idea: floating islands in the void
- idea: tower-like building that fell over about 70 degrees and is now collecting pools of rainwater, populated with monsters and some secrets that can only be reached by sideways rocket jumping.
- idea: 10-story high deathmatch arena, with fully working singleplayer as well.
- idea: city in a forest, walkways and buildings suspended several meters above forest floor, between (or attached to) the trees.
Challenge Ideas
#2400 posted by LordHavoc [69.59.212.88] on 2008/08/13 02:32:06
These are some ideas for challenging mappers, use them in any combination you wish:
- no hallways
- no rooms (hallway junctions are allowed, but must not be larger than the hallways they connect)
- no vertical walls
- no flat floors
- no secrets
- no scrags
- no powerups
- no high-tier weapons (SNG/RL/LG)
- no normal monsters (I.E. unpopulated level except for boss battles)
- restrict yourself to two normal monster types and one boss type (shambler or vore)
- creative use of normal monster groups that take the place of bosses
- underwater level (only pockets of air to keep you alive).
Ooh - LordHavoc!
#2401 posted by RickyT23 [90.199.193.191] on 2008/08/13 03:03:59
Man - er, your engine:- Please will you make it work with my .lit files? And why does my water show as system textures? (I have Rygels textures in dpmod\textures or id1\textures)
(for The Record Im Downloading The Latest Version Now)
#2402 posted by RickyT23 [90.199.193.191] on 2008/08/13 03:27:44
and a different version of the water effect thingy I was trying to run...
#2403 posted by Zwiffle [24.183.101.72] on 2008/08/13 03:29:06
Spires From Ever
Quake Gone Clean
Cyclopean Mines
The Pathway
Descent Into Quanta (whatever that means)
#2404 posted by Drew [118.103.160.10] on 2008/08/13 07:54:37
So, people who I'd like to see do some SM:
Headshot
SleepWalkR
Lun
CZG
Fribbles
Bal
Damaul
Aardapel
RPG
Tiddles
Xen - him especially.
ELEK
J.F.Gustafsson
Tigger
That guy who made Rubicon
Fat Controller
Fern
Kona
Sadlark Guy
Thats all I can think of.
Hey...
#2405 posted by metlslime [98.210.181.179] on 2008/08/13 08:39:59
some of those people already have done speedmaps. Including that guy who made rubicon.
Hmm
#2406 posted by nonentity [87.194.146.225] on 2008/08/13 14:09:05
I thought that guy who made Rubicon was a degenerate, wandering alcoholic who makes a living selling 2nd hand train tickets these days?
Nice Suggestions LH
#2407 posted by negke [82.82.190.137] on 2008/08/13 15:48:06
There's gonna be two speedmapping events at QExpo, on the 16th and 23th of August.
Theme 1: Dreamscape
Theme 2: City in a Forest
Optional subthemes: Worship Zwiffle, Praise Zwiffle, Zwiffle is Awesome, Zwiffle Gone Wild
The 70 degrees tower idea sounds good, too.
#2408 posted by Trinca [194.65.24.228] on 2008/08/13 16:46:36
roulfff 16 is my mother birthday... i will be 250 km away from my home :p 23 i will be in north is my wife mother home 400 km :p
guess i will make any... only tomorow i will have time :(
#2409 posted by spy [92.46.24.88] on 2008/08/13 17:44:19
>I thought that guy who made Rubicon was a degenerate, wandering alcoholic who makes a living selling 2nd hand train tickets these days?
Blasphemy
Actually...
#2410 posted by metlslime [64.175.155.252] on 2008/08/14 01:15:41
i sell bus transfers. Only 50 cents, or $5 for a book of fifty.
Slight Date Change
#2411 posted by negke [82.82.187.15] on 2008/08/16 14:13:25
I just realized I set the deadlines for the two SM events quite early.
I'm going to change them to Monday, 18 and Monday, 25.
Already got a dreamscape map by rudl - thanks.
You Are All Lacy Bitches
#2412 posted by rudl [78.104.20.75] on 2008/08/17 10:46:29
Now That
#2413 posted by Text_Fish [82.32.29.116] on 2008/08/17 12:47:26
QExpo has been extended to four weeks, will there be four speedmapping events!?
No Idea
#2414 posted by negke [82.83.31.220] on 2008/08/17 19:39:46
Possibly.
Though I personally find four weeks too long for such an event.
Yea' It Is
#2415 posted by Text_Fish [82.32.29.116] on 2008/08/17 19:42:27
a bit of an odd decision. New content will surely have dried up by then.
2 Week Turtle-map Event!
#2416 posted by Zwiffle [24.183.101.72] on 2008/08/17 21:35:25
plz plz plz plz
Sounds Like Fun
#2417 posted by RickyT23 [90.217.64.245] on 2008/08/17 21:59:08
Maybe...
#2418 posted by metlslime [98.210.181.179] on 2008/08/18 00:36:43
the extra time will allow more people to finish things they wouldn't have been able to, and mean fewer "just after qexpo" releases.
Uh...
#2419 posted by metlslime [98.210.181.179] on 2008/08/18 00:37:00
like the new fitzquake :P
FFS Metl
#2420 posted by negke [82.83.31.220] on 2008/08/18 02:44:27
Don't slack, bring it on!
Is There Enough Interest For A Turd Le Map Event?
#2421 posted by negke [82.82.179.99] on 2008/08/18 10:14:53
Could be done, I guess, but I certainly won't participate myself.
Personally I Think
#2422 posted by Text_Fish [82.32.29.116] on 2008/08/18 10:49:02
the theme of the second speedmap would be better suited to a turtlemap.
But only because I tried making a tree last night and it took me the best part of an hour. :P
Hmm
#2423 posted by nonentity [87.194.146.225] on 2008/08/18 23:45:36
I am definately a lacey bitch
Turtle Map Theme
#2424 posted by Drew [203.189.134.3] on 2008/08/19 11:00:46
ziggurat vertigo.
Third QExpo Event
#2425 posted by negke [82.82.180.205] on 2008/08/19 11:06:55
Theme: Tilted
Deadline: Monday, 1 September
-tilt- -tilt- -tilt-
#2426 posted by negke [82.82.169.232] on 2008/09/02 07:44:48
This is shit and took way too long: http://qexpo.tastyspleen.net/uploa...
A potentially interesting theme suggestion by scar3crow: A map that consists entirely of func_trains (except for an outer box) that all have to move at least slightly.
This, As Usual...
#2427 posted by the silent [82.185.144.141] on 2008/09/02 09:28:43
...is a work of pure genius.
Conveys such an uncomfortable feeling all the way...
Great work, Negke!
I was curious about who would have taken up the challenge of the "tilted" theme. I guessed right...
Hahaha
#2428 posted by Text_Fish [82.32.29.116] on 2008/09/02 10:59:12
That was quite a Portal/Prey-like headfuck. Nice one Negke. The final jump took me far too many attempts.
If I hadn't had to work this weekend I'd have finished my leaning tower of Pisa-style tower map. :( I might just work it in to a regular map now.
Text_Fish.
#2429 posted by the silent [82.185.144.141] on 2008/09/02 11:15:25
Please do.
I live 40 km away from Pisa. Would love to see it Quaked!!! ;P
So....
#2430 posted by negke [82.82.178.46] on 2008/09/02 21:17:10
how much interest is there for a fourth QExpo speedmapping session?
Depends
#2431 posted by Zwiffle [66.170.5.18] on 2008/09/02 23:04:07
on theme
Yeah.,..
#2432 posted by ionous [75.68.128.81] on 2008/09/03 00:38:02
If I like the theme, I'd participate.
Yeap,
#2433 posted by HeadThump [4.136.90.96] on 2008/09/03 03:23:10
depends on the theme and if I have the free time later in the week.
How About
#2434 posted by negke [82.82.173.40] on 2008/09/03 09:00:20
-A pedestral with things to come
-Homemade super-collider
-Get the kills, pay the bills
-Social engineering in 256 shades of brown
-czg's great urine saga Part 2
-Obsessive medkit collector
-Caffeine-induced defecation
-A redefinition of unf
Seriously though, which of the suggested themes in the several hundred posts above do you favor? (so there's a higher chance for your participation)
Actually
#2435 posted by Shambler [77.97.138.124] on 2008/09/03 10:46:36
I think that list has some of the best ideas ever. Particularly #5.
#2436 posted by Trinca [194.65.24.228] on 2008/09/03 11:15:09
HOW about join together 7 people and each mapper make a map that have a weapon and make it a sequel from map 1 to map 7 with one weapon each?
might be fun ;) i dont mind to make the first :p with boomstick
Chain Speedmapping?
#2437 posted by ijed [216.241.20.2] on 2008/09/03 16:44:45
If someone wants to put themselves through managing a chain speedmapping event I'll contribute.
How about minimum 3 distinct areas per mapper?
...
#2438 posted by ionous [75.68.128.81] on 2008/09/03 17:26:12
Personally, I would like something that concerns an established theme or stigma that is common to Quake. Something that uses ID textures or ideas, a monument to the 1996 phenomenon.
Those All Sound Great,
#2439 posted by HeadThump [4.136.90.232] on 2008/09/03 19:15:36
I now have a good idea of what the rest of my week looks like, so there is nothing conflicting with my free time to map this weekend.
Theme:
#2440 posted by metlslime [64.175.155.252] on 2008/09/03 21:36:27
you have to make the map in Thred, qED, or DMM.
#2441 posted by Zwiffle [66.170.5.18] on 2008/09/03 21:50:45
Theme: "Crawling Chaos 2: Back on all Fours"
I Have A Few Days Free
#2442 posted by Text_Fish [82.32.29.116] on 2008/09/03 22:17:13
over the weekend, so count me in. If the theme [whatever that may be in the end] doesn't suit me I'll just submit whatever I can come up with.
Theme suggestions [excuse me if they've already been done/suggested]:
-Dizzy
-Quake VI
-Creative use of Quoth's 'trigger_command'
-Teleporter madness
-Elderworld themepark
-Against the clock
-Biscuits
#2443 posted by Trinca [89.181.35.144] on 2008/09/03 22:19:04
Teleporter madness sounds fun :p
Agreed
#2444 posted by Spirit [80.171.84.249] on 2008/09/03 22:27:23
I am in for Teleporter Madness
Very Well
#2445 posted by negke [82.82.182.152] on 2008/09/03 22:58:58
Teleporter Madness it shall be.
Deadline: 8 September
Teleporter Madness
#2446 posted by ijed [216.241.20.2] on 2008/09/04 00:01:59
Coming up.
Ehh
#2447 posted by Zwiffle [66.170.5.18] on 2008/09/04 01:02:30
I'll just make a sewer or something maybe.
Zwiffle
#2448 posted by ijed [190.20.78.159] on 2008/09/04 02:40:22
Put a broken teleporter in it.
#2449 posted by metlslime [64.175.155.252] on 2008/09/04 03:39:53
madness!
#2450 posted by raptorE2 [99.136.68.251] on 2008/09/04 04:22:58
Uh... hi guys. Anybody remember me?
Not Really
#2451 posted by JPL [213.30.139.243] on 2008/09/04 08:38:09
:P
Who?
#2452 posted by Shambler [77.97.138.124] on 2008/09/04 10:12:32
#2453 posted by Trinca [194.65.24.228] on 2008/09/04 10:15:09
raptorE2 are you a sexy bitch and make maps?
if u are we will love you :p
#2454 posted by Trinca [194.65.24.228] on 2008/09/04 12:33:40
but i will not make a map... the very few time i got to map i prefer to finish tchak :p or will be release in 2010 and i want to release it this year... i hope :\
Trinca Will Love You
#2455 posted by Lunaran [97.87.13.222] on 2008/09/04 15:01:59
because that's what he does to men
the rest of us will just appreciate it
#2456 posted by Trinca [194.65.24.228] on 2008/09/04 15:12:04
Lunaran guess your ENGLISH is worse then mine or you read it all wrong...
but i will complete!!!
sexy "women" bitch!
:p
I'm Out
#2457 posted by ijed [216.241.20.2] on 2008/09/04 23:49:15
Sorry
While I Was Excited About The Theme...
#2458 posted by ionous [75.68.128.81] on 2008/09/06 02:51:14
Work obligations intrude again. Apologies.
Hmm
#2459 posted by Blitz [67.168.57.20] on 2008/09/06 10:36:25
Free Saturday with nothing to do for once and a plan to wake up early...although the reason I wanted to get up early was to be productive for once on a weekend...so if I make a speedmap is that considered being productive?
#2460 posted by Trinca [89.180.200.19] on 2008/09/06 11:17:23
sure
I Agree !
#2461 posted by JPL [82.234.167.238] on 2008/09/06 11:27:29
And 2 maps will show you are really productive ;)
That Theme Is So Awesome.
#2462 posted by Drew [222.253.176.137] on 2008/09/06 14:37:48
I would have dominated this session.
#2463 posted by Trinca [89.181.3.70] on 2008/09/06 15:45:33
i wanted to make one but only will have time on next week to make something :\ if pack could be delay untill wedn... i could make one for sure-1
I'm Working On One This Afternoon
#2464 posted by HeadThump [4.136.111.169] on 2008/09/06 18:15:04
worked on one when I got home last night, but scrapped that map when I figured out a way to adhere to the theme and the map I was making was lousy for that theme.
I'm Working On One
#2465 posted by Lunaran [97.87.13.222] on 2008/09/06 23:58:05
it's going to be awful
I'm Done
#2466 posted by Lunaran [97.87.13.222] on 2008/09/07 07:18:41
it's really awful and took 8 hours and needs an engine with a raised edict limit but it's worth it for a confused laugh
Just Waiting For It To Vis Now
#2467 posted by HeadThump [4.136.90.233] on 2008/09/07 11:17:44
send it in to Negke, right?
Alright-o
#2468 posted by HeadThump [4.136.90.193] on 2008/09/07 18:37:26
I wont have any time to play e-mail shuffle this afternoon, so just in case my assumption is wrong, you can snatch up my speed map from this address:
http://mortisville.quakedev.com/sm...
Few notes: Four and a half hours of brush work, almost eight hours of vising. A few bugs. A couple of health packs fell out of the vis version, big bleh, there. However, I ran through the level twice and it was still only a mildly difficult challenge to beat. I also hate the underwater waterfall error too, but no time to fix. Enjoy.
Booo.
#2469 posted by Text_Fish [82.32.29.116] on 2008/09/07 21:32:45
My graphics card's gone loopy. If I can keep Worldcraft open for more than twenty minutes at a time without everything going crazy colours, hopefully I can get my map done on time. Otherwise I'll finish it when I've ... fixed the computer. Somehow.
It's times like these that make one wonder if computers are really worth the bother.
#2470 posted by Omus [91.85.172.175] on 2008/09/08 00:41:59
Headthump - you have the right address, I think.
Text_Fish - WC2.1 had a software mode IIRC which should be usable on small maps.
Seems like this session is going to be another busy one, I'm already looking forward to the rants of frustration from my entry.
Thanks Omus
#2471 posted by HeadThump [4.136.90.140] on 2008/09/08 03:33:58
I wasn't sure if it was Negke or Spirit organizing the current speed mapping event, and the QExpo site was not coming up for me this morning to double check.
So...
#2472 posted by adamllis [38.118.37.213] on 2008/09/12 05:13:30
...what's next?
Everyone Dead?
#2473 posted by adamllis [38.118.37.187] on 2008/09/18 00:00:41
no posts in like 5 days. isn't that odd?
Right When I Get All Excited About Mapping Again...
#2474 posted by adamllis [38.118.37.187] on 2008/09/18 00:02:29
everyone drops off the face of the interearth
Maybe It's
#2475 posted by jdhack [75.155.125.141] on 2008/09/18 09:04:19
post QExpo burn-out?
Well...
#2476 posted by CocoT [98.212.152.170] on 2008/09/19 01:34:28
That actually does happen a lot.
I Was Thinking Recently
#2477 posted by Lunaran [97.87.13.222] on 2008/09/19 03:11:31
about the idea of 'studies'. When an artist does a study he'll copy a photo or he'll sketch fifty faces on a page or do some other kind of experimentation that isn't meant to be any kind of finished hang-on-a-wallable work, and is solely for the purpose of learning by doing.
Is there enough room for experimentation to build study maps? Little one-off things that are meant solely to try things with ogre-architecture interaction or func_train rides or backtracks or even just what role func_doors play in a map?
Well...
#2478 posted by metlslime [24.130.121.165] on 2008/09/19 06:49:01
i actually do that... for a few purposes:
- small map to try out a new texture set i'm working on
- small map to test out the quakec for a new entity
- small map to test out a gameplay encounter that is more scripted than usual
Who Doesn't Do That?
#2479 posted by Spirit [213.39.156.249] on 2008/09/19 09:14:09
Nice Idea, But
#2480 posted by Lardarse [62.31.165.111] on 2008/09/19 10:13:15
I don't know if 2 hours is long enough to have such an experiment...
Well, Testmaps, Yeah
#2481 posted by Lunaran [97.87.13.222] on 2008/09/19 15:34:53
we all have testboxes for everything new we've made like qc and so on. But who does it just for stuff Quake already has?
Here's Some Inspiration For Ya
#2482 posted by [91.152.66.83] on 2008/10/01 00:54:50
http://scienceblogs.com/pharyngula...
Huh...
#2483 posted by Drew [58.147.58.134] on 2008/10/02 08:48:04
I Would Like To Resubmit
#2484 posted by Lunaran [24.158.1.74] on 2008/10/03 00:08:42
"have fun storming the castle" as a possible theme.
Mini Chainmap Idea
#2485 posted by negke [82.82.164.0] on 2008/10/03 17:10:08
Three people, each one builds a room or part of a level on the specified side of a premade Y-shaped middle wall with three doorways in-between. The texture theme is free for everyone to choose (and will hopefully differ from the others).
Anyone interested in giving this a try this weekend?
Hmm
#2486 posted by nonentity [87.194.146.225] on 2008/10/03 17:46:20
So kinda like that game where the first person draws a head on a piece of paper and folds it over, then the next person does the body, folds it over, etc?
Cool.
I Would
#2487 posted by Zwiffle [66.170.5.18] on 2008/10/03 18:12:57
But I'm afk this weekend. I should be free next weekend if you can hold off.
Gentlemen
#2488 posted by bambuz [91.152.66.83] on 2008/10/04 01:22:37
Choose your sides!
http://g.photos.cx/chb00_00-81.png
http://shub-hub.com/files/misc/chb...
Uses the Knave wad, if you don't have it:
http://kell.quaddicted.com/knave.z...
Possibly in case of missing wad put the wad to the same dir as qbsp.
ARGH
#2489 posted by bambuz [91.152.66.83] on 2008/10/04 01:31:46
use THIS .map instead
http://shub-hub.com/files/misc/chc...
I corrected one brush I forgot inside another.
Bbbbbbbbbzzzzzzzzzzzzzzzzzzzzzzzzz...
#2490 posted by Spirit [213.39.147.106] on 2008/10/10 12:48:51
Hm, that didn't work or what? :\
I wanna map so I declare:
This weekend.
Quake.
From the darkest corners of negke's bedroom.
In The Elder's envisage.
SUPER COLLIDER 128
Send the maps to me, I will package it Monday during the european morning hours. If you make a map with 128 monsters then you are a cockgoblin.
OH
#2491 posted by Spirit [213.39.147.106] on 2008/10/10 12:50:12
And that is sm144.
And the introduction is not the theme, the SUPER COLLIDER 128 is.
Eating Ma Vegetables With Ketchup?
#2492 posted by negke [82.83.23.105] on 2008/10/10 14:40:29
I don't think so.
What About
#2493 posted by necros [99.227.108.217] on 2008/10/10 19:58:29
64 fish that count as 128 monsters?
Made A Map
#2494 posted by bambuz [91.152.86.10] on 2008/10/11 01:13:25
can't be arsed to finish it, I'm fed up with the plats and doors not working right. It is finishable though shit.
I'll send it to u spirit
Awesome Theme.!
#2495 posted by Drew [119.42.64.100] on 2008/10/11 06:10:37
Fucking awesome.
K
#2496 posted by Zwiffle [24.183.101.72] on 2008/10/11 07:59:02
I'm in. You can expect sumfin' from me.
Zwiffle, Bongwater Fountain Of The Game Industry!
#2497 posted by negke [82.83.7.118] on 2008/10/23 23:49:04
I compel you to map a tropical island with palm trees, jungle bits and monsters in Hawaii shirts until next Monday! SM145!!
(ps. going to try Far Cry 2 soonish)
#2498 posted by Zwiffle [66.170.5.18] on 2008/10/24 00:46:36
Is this that 'Y' speedmap thing?
No
#2499 posted by negke [82.83.7.118] on 2008/10/24 01:44:44
Just a regular SM
Theme Idea
#2500 posted by Zwiffle [66.170.5.18] on 2008/10/31 15:51:10
Speedrun Arena
People seem to like small, crappy, speed-runnish arenas.
#2501 posted by Trinca [194.65.24.228] on 2008/10/31 17:02:06
what about Vondur iceberg?
:(
#2502 posted by st3ady [96.244.141.208] on 2008/10/31 18:19:40
How about Meat Processing Plant
#2503 posted by Trinca [194.65.24.228] on 2008/10/31 18:25:25
I’ve got my schedule to busy... or is "Vondur Iceberg" or i pass... i need to finish tchak!
Vondur Iceberg
#2504 posted by Shambler [82.38.195.22] on 2008/10/31 19:52:25
Is the topic du jour
Yes
#2505 posted by Spirit [80.171.9.126] on 2008/10/31 20:18:48
Don't discuss themes for eternity, step forward and choose one. No-one is forced to use it anyways.
SM146: Vondur Iceberg
Send the maps to me, I will package them Monday during the european morning hours.
Anyone got a nice wad with ice and snow to recommend (no fullbright hell please)?
#2506 posted by CocoT [98.212.152.170] on 2008/11/03 16:34:51
I know this speedmapping session is over, but I would still be interested in hearing your suggestions for such was as well :)
#2507 posted by CocoT [98.212.152.170] on 2008/11/03 16:35:09
was = wad :P
#2508 posted by Trinca [89.180.186.183] on 2008/11/03 20:44:02
themes should ber giving durring week not weekend :( i cant map at weekend... :\
i realy wanted to put vondur inside a iceberg
:(
I Started One
#2509 posted by Drew [76.75.67.48] on 2008/11/04 17:27:28
but I didn't get anywhere with it. I'm so fucking out of shape...
I've Got One
#2510 posted by Drew [98.124.8.234] on 2008/11/08 18:23:29
it's pretty ghey... But I have a map for whenever the next event is. Should I be sending this one to spirit?
I Started One Too
#2511 posted by st3ady [96.244.141.208] on 2008/11/09 20:08:25
<st3ady> hey if no one made a theme for speedmapping can i just post one?
<st3ady> looks like Drew already started one
<@Spirit_> it's rather late for a weekend speedmapping session :P
<@Spirit_> but if you want, post one for this week and i'll bundle them next monday
<@Spirit_> then trinca can make one too
Theme: Unlikely Escape
#2512 posted by Drew [98.124.8.250] on 2008/11/09 20:47:43
I'll send my map tonight
#2513 posted by Trinca [89.180.168.64] on 2008/11/09 21:33:09
caNT it be next friday? :\
i´m a accounter!!! still a bitch of a week this one...
Trinca
#2514 posted by Spirit [80.171.96.156] on 2008/11/09 21:40:37
I'll package it next monday, not tomorrow. That's 8 days.
Drew: Yes, please!
#2515 posted by Trinca [89.180.168.64] on 2008/11/09 21:55:02
cool thks Spirit!!!
i will coõk something for sure...
#2516 posted by Trinca [194.65.24.228] on 2008/11/11 14:45:44
sorry Spirit forgot and had to make a small fix in the .bsp :\ i sent the .zip again
Sorry
#2517 posted by Drew [76.75.125.134] on 2008/11/11 17:51:47
internet died, plus real life shit. I'll send it to Spirit now.
Okay, Sent
#2518 posted by Drew [76.75.125.134] on 2008/11/11 21:01:00
Oh, and it's quoth.
Sent Mine Too
#2519 posted by st3ady [96.244.141.208] on 2008/11/13 08:55:25
sent mine to good ole' spirit
its got problems but i didn't want to spend more time on it, if i did it wouldn't be a 'speed' map
So, 3 Maps...
#2520 posted by Drew [216.168.101.235] on 2008/11/14 10:36:06
Anyone else?
I'll Take That As A No.
#2521 posted by Drew [66.79.231.61] on 2008/11/16 04:23:06
Come On
#2522 posted by st3ady [96.244.141.208] on 2008/11/16 07:09:53
you wussies, its a good theme, join in on the fun! XD
Next Week?
#2523 posted by Drew [76.75.67.119] on 2008/11/18 17:44:13
#2524 posted by Trinca [194.65.24.228] on 2008/11/18 17:52:14
ye, i only have more 2 days ;) weekend is not for mapping!!!
family first!
#2525 posted by Willem [24.199.192.130] on 2008/11/18 18:00:08
Maybe if you taught your family to map...
#2526 posted by Trinca [194.65.24.228] on 2008/11/18 18:12:57
Willem
the oldest just like to play 5 years;)
smaller is really small... 7 month
wife hate Quake :p
P.S-> that´s why my PC wallpaper is Shamby... she rarely touch the bastard!!!
Lol
#2527 posted by HeadThump [4.136.90.2] on 2008/11/18 20:24:23
P.S-> that´s why my PC wallpaper is Shamby... she rarely touch the bastard!!!
so long as she is saving all her lovin' for youuuuuu!
Heh
#2528 posted by Spirit [213.39.146.224] on 2008/11/18 20:42:31
Theme for SM148:
Don't touch that!
As usual Monday deadline, send maps to me.
Spirit-Trinca
#2529 posted by HeadThump [4.136.90.34] on 2008/11/18 22:20:18
Thanks for the theme inspiration and suggestion, you have given me a corker of an idea. Now, I HAVE to make a map.
Make That:
#2530 posted by HeadThump [4.136.90.34] on 2008/11/18 22:21:38
a corker of an Neg!keian idea. Just to be clear what I mean.
#2531 posted by Trinca [89.180.93.135] on 2008/11/18 23:14:23
:) hehe
#2532 posted by Willem [75.177.185.17] on 2008/11/19 01:30:34
"As usual Monday deadline, send maps to me."
Can someone give me the rules again? When can I start mapping for a Monday deadline? Does it need to be done in 2 hours or what are the current rules?
The Rules Are
#2533 posted by Zwiffle [24.183.101.72] on 2008/11/19 01:40:30
1.a.01) All maps herein created by an author (referred to hereafter as "the mapper") are to be submitted no later than 0700 hours, Central Standard Time.
1.a.02) If a map's creation time is greater than 2 hours of time, the mapper responsible must cut off his left thumb and swallow it live on web cam.
1.b.01) Just map and get it in by Monday some time. Sheesh.
#2534 posted by drew [216.168.120.98] on 2008/11/19 06:56:48
usually I map for 2-5 hours. I don't think I've ever gone longer than that, and I've never broken it up, unless you count 15 minute breaks to like, pick my gf or something like that.
I've never made one in less than an hour. But shit, its tough mapping with no thumbs.
Willem
#2535 posted by Spirit [213.39.225.235] on 2008/11/19 08:59:28
The rules are: Have fun!
If you feel like it, map 60 minutes. I often try that. :D
If you want to invest hours, well, that's your choice. It's good to try things and stuff. I would not ever spent hours polishing the gameplay, lighting, texturing or things alike though. Speedmaps aren't worth that in my opinion.
And you can totally ignore any theme (which I might do this week because I want to try something rather different). ;)
#2536 posted by Trinca [194.65.24.228] on 2008/11/19 11:18:15
I think i will jump of this week ;) negke is pressing me up to finish tchak ;) and i want to start beta in end of month to release during christmas ;) i need to start a fresh map in 2009 :)
#2537 posted by Willem [75.177.185.17] on 2008/11/19 11:43:04
Heh, OK, I know the idea is to just map and have fun but I didn't want to break any rules ... but there are no real rules, so I'm good. Thx!
Willem
#2538 posted by RickyT23 [82.20.37.149] on 2008/11/20 01:20:48
Check the maps for SM141
Dont know how long I spent on mine, but it wasn't as long as I probably said it was, but I got slated for it being too polished, and not a REAL speedmap. I dont care really, it was fun to make. MY only midevil map.
Apparently it was a turtlemap, but if I had taken a week it would have been even better. I was on my midevil mapping honeymoon....
Oooooh
#2539 posted by st3ady [96.244.141.208] on 2008/11/20 06:12:03
Willem is getting in on it this week!? woop woop this should be good XD
Ya, What Ricky Said,
#2540 posted by HeadThump [4.136.90.10] on 2008/11/20 07:00:47
yesterday after finishing my lunch, I grabbed a legal pad to sketch out the ideas for the map and how the entities would need to be organized to make it work, when after the eighth page of detail it occurred to me that the idea is a little too involved for a speed map. I'll still take some time to map for it, though.
Skip
#2541 posted by st3ady [96.244.141.208] on 2008/11/22 18:22:35
gotta skip this week, i've fallen behind in my MCAT studies, I need to spend the whole weekend and Monday catching up. sux
Didn't Finish
#2542 posted by HeadThump [4.136.90.21] on 2008/11/24 03:45:49
I have to be up early tomorrow so I don't have any more time to work on it. Here is the map file if anyone feels like throwing some entities at a
basically complete but entity free structure. It's in Quake 3 format.
http://mortisville.quakedev.com/dr...
If not, I'll finish it up next session.
Haha... Uhm
#2543 posted by Drew [216.168.120.224] on 2008/11/24 07:41:54
Ditto to Headthump.
My speedmap has morphed into something more quasi turtleish. Minus the quality that title implies... I tried to whip something together quickly but I'm burnt out.
I have a theme suggestion for next week though: Finish an aborted speedmap.
Not Finishing?
#2544 posted by Spirit [80.171.7.14] on 2008/11/24 09:09:14
What are you, girls?
Ladyboys
#2545 posted by negke [88.70.0.211] on 2008/11/24 09:57:04
obviously
That's A Good Theme For Next Week Though...
#2546 posted by Shambler [82.38.195.22] on 2008/11/24 10:57:03
"Finish some map scraps". Should be easy, most ppl have many lying around, and could do more than one map for it.
Hello Sailors
#2547 posted by HeadThump [4.136.90.72] on 2008/11/24 16:08:36
Not Finishing?
#2544 posted by Spirit [80.171.7.14] on 2008/11/24 09:09:14
What are you, girls?
Ladyboys
#2545 posted by negke [88.70.0.211] on 2008/11/24 09:57:04
obviously
The preferred term is fancylad, or Nancy, but, yeah, I wimped out.
The Important Thing Is That We Tried.
#2548 posted by Drew [216.168.120.224] on 2008/11/24 18:19:19
And that we have distressingly realistic looking vaginas.
#2549 posted by Willem [24.199.192.130] on 2008/11/24 18:26:27
It don't mean shit if it doesn't ship!
Oh Yeah!
#2550 posted by Hrimfaxi [89.150.173.209] on 2008/11/24 18:59:18
Lets take "finish an aborted speedmap" as theme next week. I didn't quite finish mine as wel, but with a week more I can expand it an finish for next session.
And since HeadThump and Drew has speedmap scraps as well we can have some "double" speedmaps, guess it will be turtlemaps then?
Well who cares as long as we get some maps!
#2551 posted by Willem [24.199.192.130] on 2008/11/24 19:00:26
Theme suggestion: Man up and finish!
More Like:
#2552 posted by Shambler [82.38.195.22] on 2008/11/24 19:13:20
"Finish up a man!"
Can see CZG cumming out of retirement for that one.
#2553 posted by Willem [75.177.185.17] on 2008/11/25 01:48:32
Has a speed map event been done on the theme of "infighting"? Might be interesting and chaotic...
Meh
#2554 posted by negke [88.70.24.198] on 2008/11/25 09:54:49
In most cases map scraps deserve better than being haphazardly pushed out for speedmapping purposes. Do something original!
(There was a Drew scraps themed session once)
How About...
#2555 posted by generic [67.233.221.30] on 2008/11/25 14:07:16
A speedmapping theme of finishing up some of Shambler's map scraps.
You know he's had to try it at least once!
Yeah
#2556 posted by Drew [66.79.231.146] on 2008/11/25 16:11:22
... maybe one person could upload a scrap or 2 like I did that time, and we could go for there. I'd offer some more up, but I don't have many floating around these days.
#2557 posted by Willem [24.199.192.130] on 2008/11/25 16:17:39
That would be neat. Create a room or set piece of some kind and have people build on it for a few hours as speed maps.
#2558 posted by Trinca [194.65.24.228] on 2008/11/25 16:38:13
i got a part of tchak that i didn´t like and delete... 550 brushes!
if anybody wants...
and what format whould u guys want?
was the first rooms i made in 10/2007 it sucks...
OK!!!
#2559 posted by negke [88.70.26.252] on 2008/11/26 11:21:47
Theme: finish this scrap http://negke.quaddicted.com/files/...
LA TOUR ZWIFFEL!!!
#2560 posted by Willem [75.177.185.17] on 2008/11/26 11:40:06
What, no texture alignment? Pfft.
Theme: Love And Peace
#2561 posted by than [58.70.66.174] on 2008/11/26 18:27:34
I haven't really been around much recently, but every time I look at one thread or another people are calling each other elitist bastards and slagging stuff off a lot. Maybe a love and peace theme is long overdue?
Has Been Done In SM119
#2562 posted by negke [88.70.55.88] on 2008/11/27 09:18:33
(btw. I don't mean to diss Z or anything. It should be obvious by now how much I idolize him)
#2563 posted by Trinca [194.65.24.228] on 2008/11/27 15:36:49
than only Scampie made this kind of stuff... but i add him to ignore list...
he can put the #tf OP in the fucking ass...
Hmm
#2564 posted by nonentity [87.194.146.225] on 2008/11/27 18:56:22
Hush now
Which..
#2565 posted by JPL [82.234.167.238] on 2008/11/27 19:56:53
.. theme for this week then ?? Maybe I will participate as my latest project is in beta test... though...
#2566 posted by Drew [66.79.231.240] on 2008/11/28 19:00:26
I hope Than makes a Love and Peace themed SM...
OKay
#2567 posted by Drew [98.124.1.36] on 2008/12/01 10:21:23
I'm sending my map to Spirit right now!
About 10 hours and 12 beers of mapping, it's basically 2 speedmaps fused together. Brushwork is sloppier than Neg!kes ass after a gang bang, abd the Skill level is over the top again. Pretty proud of it anyway!
You Are The Only One
#2568 posted by Spirit [213.39.196.230] on 2008/12/01 11:43:49
I think themes might need to be announced more clearly.
Agreed
#2569 posted by JPL [213.30.139.243] on 2008/12/01 11:47:49
... and sorry, I didn't find time to participate to the event.. Maybe sometime later ;)
#2570 posted by Willem [75.177.185.17] on 2008/12/01 12:04:09
I agree. I probably would have done something but I still don't know what the theme actually was.
Well
#2571 posted by Hrimfaxi [89.150.173.209] on 2008/12/01 14:02:19
I made a fast ending on mine double/tripple speedmap for this week and maild it to spirit.
So maybe there will be a pack after all.
Where Is It Then????
#2572 posted by negke [88.70.224.48] on 2008/12/01 16:46:20
Spiiirt!!!
Well...
#2573 posted by Drew [216.168.101.187] on 2008/12/01 18:19:10
The theme was "Not actually speed maps", I guess.
But seriously, anyone who doesn't participate cause the theme is unclear is a weiner.
PS Hrim is a good man.
Oh, And...
#2574 posted by Drew [216.168.101.187] on 2008/12/01 18:20:30
I don't know it I'll make it for sm150, so if necessary I'd be fine with it being used in that pack.
#2575 posted by Willem [24.199.192.130] on 2008/12/01 18:26:35
"But seriously, anyone who doesn't participate cause the theme is unclear is a weiner."
I can work on random maps on my own. The whole idea of the weekly speed map, for me, is that I'm given an interesting theme and a few hours to do something with it.
Random noodling, well, I can do that anytime...
I'll Pack The Two Maps Tomorrow
#2576 posted by Spirit [213.39.196.230] on 2008/12/01 21:13:46
so if someone wants to go for a quickie, you have 12 hours for your enjoyment.
Yeah
#2577 posted by Drew [216.168.101.187] on 2008/12/01 21:53:03
I don't really think you're a weiner Willem. I was just kind of bummed that nobody seems to contribute anymore.
Negke? Where were you? Generic? What happened?
etcetera
Don't Worry...
#2578 posted by generic [67.233.221.171] on 2008/12/02 02:27:40
'cus I'm comin'...
(Just not this time, though) :)
Ugh
#2579 posted by st3ady [96.244.141.208] on 2008/12/02 08:24:18
i wanted to contribute but i had some pretty awful real life stuff get in the way. hopefully next time
Gwoolp
#2580 posted by Spirit [213.39.225.230] on 2008/12/12 12:13:58
Next speedmapping session will be the [b]150[/b]th. Any special ideas?
Duh
#2581 posted by Spirit [213.39.225.230] on 2008/12/12 12:14:33
\\ 150 //
Shit Hits The Fan
#2582 posted by negke [88.70.72.87] on 2008/12/12 12:19:44
(pun intended)
International Economics Crisis.
#2583 posted by the silent [82.185.144.141] on 2008/12/12 12:30:48
Stock Options: Func_illusionary.
Or Simply
#2584 posted by negke [88.70.231.195] on 2008/12/12 13:14:37
"150"
...whatever you associate with it: 150 brushes, monsters, items, funcs, players, annoyances, things you could have done instead, pieces of awesome huckleberry pie, asakis etc.
#2585 posted by Willem [24.199.192.130] on 2008/12/12 16:04:33
I'm down with negke's pie initiative. All in favor?
I Like It Too
#2586 posted by Spirit [213.39.225.230] on 2008/12/12 21:11:51
So be it:
SM150: 150
Send your maps to me until Monday, morning GMT.
150 Lightmaps...
#2587 posted by metlslime [64.175.155.252] on 2008/12/12 22:59:40
#2588 posted by Willem [24.199.192.130] on 2008/12/12 23:04:55
All lights set to "150" intensity.
150 Traps
#2589 posted by RickyT23 [82.20.37.149] on 2008/12/13 03:10:36
#2590 posted by Willem [75.177.185.17] on 2008/12/13 11:24:16
150 traps in a few hours? Mucho luck! :)
150
#2591 posted by JPL [82.234.167.238] on 2008/12/13 12:09:19
whatever, but 150...
lights
items
monsters
polys
traps
nails
.
.
.
.
though....
#2592 posted by Willem [75.177.185.17] on 2008/12/13 13:48:27
150 r_speeds!
All Brushfaces Inside 150x150
#2593 posted by onetruepurple [83.22.77.127] on 2008/12/13 14:09:47
Are You Calling Us
#2594 posted by home from bar at 6 am [91.152.87.169] on 2008/12/14 04:55:39
brushfaces? That is insulting!
#2595 posted by Willem [75.177.185.17] on 2008/12/18 11:50:01
Looks like Quake3 guys are getting back into speed mapping. Or hoping to, anyway...
http://speedmapping.free.fr/
Hope this takes off! Whatever keeps mapping active is a good thing, IMO.
Speedmapping?
#2596 posted by Spirit [80.171.29.26] on 2009/01/23 17:51:41
SM151: Bookworm Bitches from the Ether Space
Obviously you are welcome use Quoth and make a clichee knave.wad map.
And how about this: Don't exceed 3 hours of active mapping. Send your map(s) to me until the second next monday (February 2, that's 10 days from now).
We should really try finding a time where an IRC session could be done for proper speedmapping...
Doubt It
#2597 posted by Drew [216.168.120.83] on 2009/01/26 06:17:46
Hmm
#2598 posted by nonentity [87.194.146.225] on 2009/01/28 07:48:43
Theme suggestion; The Complete Works of Johnny Cash
(shotgun making a map consisting of a very long, thin beam (line) you have to walk alone ;)
Hmm
#2599 posted by nonentity [87.194.146.225] on 2009/01/28 07:49:06
I meant along ofc, but alone works ;p
Or A Ring Of Torches?
#2600 posted by ijed [216.241.20.2] on 2009/01/28 13:33:31
Or A Completely, Pitch Black Level?
#2601 posted by the silent [82.185.144.141] on 2009/01/28 13:56:21
#2602 posted by Willem [24.199.192.130] on 2009/01/28 14:57:31
There's some possibilities here actually. Neat theme!
MY NAME IS SUE
#2603 posted by starbuck [94.193.240.185] on 2009/01/28 15:32:03
HOW DO YOU DO??
.bsp
Starbuck
#2604 posted by Zwiffle [66.170.5.18] on 2009/01/28 17:22:45
You took mine! bastard
#2605 posted by [194.65.24.228] on 2009/01/28 17:24:38
Zwiffle go map... already exists a theme!!!
I Fell In To A
#2606 posted by RickyT23 [81.157.18.236] on 2009/01/28 17:25:14
burning ring of fire
i went down down down and the flames crept higher
and it burns burns burns....
Yeah, genious theme! :P
How About.
#2607 posted by Shambler [82.47.201.98] on 2009/01/28 21:18:15
CZG's burning ring??
You Lazy Scumbags
#2608 posted by Spirit [213.39.225.160] on 2009/01/28 22:25:07
less talk, more participation
Hmm
#2609 posted by nonentity [87.194.146.225] on 2009/01/28 23:01:49
Isn't the theme this week Bookworm Bitches from the Ether Space?
We're just discussing next weeks theme (I actually have an entire list of Cash titles>Quake levels in notes, I'm just resisting the urge to post it)
#2610 posted by Joint [89.180.229.127] on 2009/01/28 23:26:12
true more mapping please.
#2611 posted by Trinca [194.65.24.228] on 2009/01/30 11:06:12
Spirit is pissed with me :(
Shame
#2612 posted by RickyT23 [81.157.18.236] on 2009/01/30 17:42:57
Best Cover
#2613 posted by HeadThump [4.136.90.157] on 2009/01/31 18:31:42
#2606 posted by RickyT23 [81.157.18.236] on 2009/01/28 17:25:14
burning ring of fire
i went down down down and the flames crept higher
and it burns burns burns....
Social Distortion; in their hands, the song sounds like a sea chanty, and the ring of fire, a burning butt hole after a night on the demon rum.
Bloody Hell
#2614 posted by Spirit [80.171.85.212] on 2009/02/01 12:43:19
QuArK creates so incredibly weird things. I hope I can keep the weirdness until the map is done, it's almost negkegian.
Theme Suggestions
#2615 posted by Nynort [24.78.143.88] on 2009/02/07 05:43:17
Rogue
Docks
Rogue Docks!
I Am Sorry, My Connection Is Bad, I Can't Read You
#2616 posted by Spirit [213.39.174.150] on 2009/02/07 09:53:57
Did you say "Rough Ducks"?
Hmm
#2617 posted by nonentity [87.194.146.225] on 2009/02/07 15:06:23
Cash surely...
#2618 posted by Trinca [89.180.59.145] on 2009/02/07 15:16:09
no time for speedmapping untill end of Coagula for me...
Okay
#2619 posted by bambuz [91.152.89.203] on 2009/02/18 02:05:03
now that the new fizzy is out, map some outrageously huge manybrushy pointy spiky leaf subdividing thingys...
Braaaaaiiiins
#2620 posted by Spirit [213.39.174.127] on 2009/04/26 18:07:49
SM152: Quake Soccer
Make a map for this mod: http://forums.inside3d.com/viewtop...
Send me maps until monday the 4th May.
So, Am I Disqualified?
#2621 posted by scar3crow [75.93.3.36] on 2009/04/26 19:56:07
Since I made a map for it before the theme was announced?
No
#2622 posted by ijed [190.20.71.255] on 2009/04/26 19:59:17
Everyone else is.
SM152 Was A Complete Failure.
#2623 posted by Spirit [213.39.187.175] on 2009/05/04 19:09:42
I forgot to finish mine and no-one else made one...
So here is the new SM152 for until next monday and I'll finish my soccer map some day and release it alone. Thanks to Zwiffle for that theme.
SM152: Descent Into Quanta
#2624 posted by Willem [24.199.192.130] on 2009/05/04 19:15:16
WTF is Quanta?
#2625 posted by Zwiffle [66.170.5.18] on 2009/05/04 20:40:27
A measurement of something.
I think.
Aww
#2626 posted by scar3crow [75.93.3.36] on 2009/05/05 02:40:24
Well, I can pretend I participated in the original SM152, just preemptive style... I looked up quanta. So far Zwiffle's definition is still the most useful one I've found.
Well
#2627 posted by Zwiffle [97.87.57.94] on 2009/05/05 03:11:38
Referring back to the quantum mechanics course I took, the actual definition of a quanta is a discrete packet of energy - ie. a whole number of energy, nothing between 1 and 2, 2 and 3, and so on. Really, I understand it just to mean a measurement of something.
#2628 posted by Spirit [213.39.223.226] on 2009/05/05 09:08:17
You guys take it way too seriously. Quanta is whatever you want it to be. You can do everything on quanta.com! I'll just pretend Quanta is a magical fairy land.
#2629 posted by Trinca [194.65.24.228] on 2009/05/05 09:18:03
i will pass this theme...
SM152A
#2630 posted by lurker [74.160.192.157] on 2009/05/05 18:04:46
I made a speedmap for Orion's Soccer mod, but it had a tendency to crash the game any time the ball hit a trigger_out. The more I tried to fix it, the more it would crash. In its current state, the map crashes any time the ball hits a trigger_out or a trigger_goal. I have rebuilt the triggers and triple-checked the documentation, but a solution still eludes me.
I am not sure at this point if I am making mistakes or if I'm triggering a bug. Given that the smaller of Orion's maps crashes for me the same way, I'm guessing bug. Either way, I am not comfortable releasing my map at this time.
#2631 posted by Spirit [80.171.9.202] on 2009/05/11 09:36:42
No one?
Shit, Too Many Connections
#2632 posted by spy [92.47.189.167] on 2009/05/11 10:20:02
once again, what is the theme, if there is no theme i whould participate, i'm still gonna beat your sm134_spirit as a best map ever
cheers spirit
i gonna make a soccer or an american football map
#2633 posted by Trinca [194.65.24.228] on 2009/05/11 10:41:46
I still out...
I Think I Hit
#2634 posted by scar3crow [209.180.238.66] on 2009/05/12 00:58:26
my soccer map quota for the while. Requesting meaningful theme! (Something with a definition that I can't easily debate at length and come up with many incongruous designs for).
The Gardin Of Zais?
#2635 posted by meTch [64.148.30.155] on 2009/05/12 03:06:52
eh? no? yes? eh?
..hmm is that how u spell it at any rate?
#2636 posted by Spirit [213.39.146.28] on 2009/05/12 09:23:32
Huh? There was a new theme, see #2623. But screw that. I'm off speedmapping until interest is back.
#2637 posted by Willem [24.163.61.78] on 2009/05/12 11:28:54
Honestly, I'm working on a larger map at the moment so that's why I haven't been interested in speed mapping lately. Not sure about everyone else.
#2638 posted by Trinca [194.65.24.228] on 2009/05/12 12:50:08
I havent map almost nothing since coag3(maby 200 brushes since then) but today i will start a new project... let´s see what happend!
Last sm theme wasn´t much interresing to me sorry :|
#2639 posted by Spirit [213.39.146.28] on 2009/05/12 13:45:02
Hey, no need to apologize for anything. :)
It's just not the time for speedmapping it seems. I had great fun doing half of a map again anyways.
Might Be Interested.
#2640 posted by Drew [216.168.120.121] on 2009/05/12 15:58:29
Just reinstalled WC and all. Feeling pretty rusty but I'd probably be up for it.
Well, Maybe Not.
#2641 posted by Drew [216.168.120.121] on 2009/05/13 20:34:45
Now WC 1.6 isn't compiling for me again... fuck.
func seems pretty slow these days.
Am I right?
Put All Of Your Files
#2642 posted by RickyT23 [82.3.226.145] on 2009/05/13 23:46:29
tools, source, everything in c:\quake\id1\maps
Nah
#2643 posted by ijed [190.20.125.110] on 2009/05/14 03:54:09
Not necessary - I run / compile from my Steam folder with no problems, although I use WC3.3 nowadays.
Func slow . . . average posts a day for RQ is getting bigger.
#2644 posted by Willem [24.163.61.78] on 2009/05/14 11:28:35
This will sound stupid but does RQ have it's own web site/forums? I'd be interested in following it...
Not Yet
#2645 posted by ijed [190.20.125.110] on 2009/05/14 13:59:23
Requests are starting to arrive and our Trac isn't public access, and the idea of making it so makes me cold all over.
I'll see about putting a page together sometime soon.
Speedmapping
#2646 posted by generic [67.233.218.184] on 2009/06/04 00:55:37
How about some?
Otherworldly Color: Azure, Ebon, Rust or Flesh
I'm In If You Are.
#2647 posted by Drew [98.124.14.238] on 2009/06/04 04:46:13
It's On!
#2648 posted by generic [67.233.223.87] on 2009/06/04 10:52:52
I will be Azure.
I Dont Know What I'll Be.
#2649 posted by Drew [98.124.14.238] on 2009/06/04 14:39:54
will be able to map tomorrow night though.
Anyone else?
( ( ( echo ) ) )
probably not.
#2650 posted by [194.65.24.228] on 2009/06/04 14:49:08
link to .wads and i will make something...
I Think Its Like, Blues?
#2651 posted by meTch [72.10.122.69] on 2009/06/04 19:01:13
as in the colour not the music
Wad To Use For Blue SM
#2652 posted by JPL [82.234.167.238] on 2009/06/04 19:20:37
ikblue.wad obviously !!
#2653 posted by [85.138.14.182] on 2009/06/04 22:58:00
nome of those .wads show in
www.quaddicted.com/wads
Just
#2654 posted by ijed [216.241.20.2] on 2009/06/04 23:04:51
Use the id1 wad and anything in there that's otherworldly colour?
Rust Could Be Good
#2655 posted by scar3crow [209.180.238.66] on 2009/06/04 23:13:21
Because, you know, Quake hasn't seen rust before =D
SM154(?) Otherworldly Color
#2656 posted by generic [67.233.223.87] on 2009/06/05 00:43:55
Pick an otherworldy color (colour for you non-American speaking citizens) from any WAD and stick with it! Azure, Ebon, Flesh, Rust, etc. Turn your maps into me by midnight Sunday, June 7. I will post the results on Monday, or soon thereafter.
WOOT!
Paint It Black
#2657 posted by ijed [190.20.102.199] on 2009/06/05 05:35:56
Sympathy For The Devil!
#2658 posted by nonentity [87.194.146.225] on 2009/06/05 10:51:03
Sympathy For The Painted In Black Devil :P
#2659 posted by JPL [213.30.139.243] on 2009/06/05 13:28:09
Good Theme Indeed.
#2660 posted by Shambler [94.172.168.244] on 2009/06/05 14:49:59
Go mappers go!
And For Next Week:
#2661 posted by metlslime [173.11.92.50] on 2009/06/05 23:32:59
"Hamburger Latte"
Bleh
#2662 posted by Shambler [94.172.168.244] on 2009/06/05 23:40:24
Metl, stop it, things are nearly getting back on track with a Quake-relevant theme....!
Lol
#2663 posted by Drew [66.79.231.101] on 2009/06/06 07:19:15
#2664 posted by Drew [66.79.231.101] on 2009/06/06 07:23:56
PS no time yet.
fucking 13 hour shift.
SM152(!)
#2665 posted by generic [67.233.223.87] on 2009/06/08 03:48:44
Who's in and who needs more time? Also, does anyone who mapped for the quantas or soccer themes want to contribute? Let me know :)
Well
#2666 posted by Drew [76.75.67.122] on 2009/06/08 05:35:39
I certainly didn't map for the soccer theme.
I'm definitely in. Just give me an hour and I'll whip something together.
Okay
#2667 posted by Drew [76.75.67.122] on 2009/06/08 08:19:14
got one.
kinda ugly, ending sucks. leaks.
However its also the first map I've made in fucking forever, so I'm happy!
Anyone Else?
#2668 posted by Drew [76.75.67.210] on 2009/06/08 16:29:12
Files Are Up...
#2669 posted by generic [67.233.223.87] on 2009/06/09 05:39:36
Will some administrator please update the ZIP link to:
http://www.quaketastic.com/upload/...
Also, Willem, please delete sm152_pack.zip from Quaketastic.
Thx!
Generic:
#2670 posted by metlslime [173.11.92.50] on 2009/06/09 06:49:48
link updated in news item
#2671 posted by Willem [24.163.61.78] on 2009/06/09 12:22:36
OK, deleted.
Drew : You must map fast, damn. :) I loved the vibe of the level and I think that might be a cool start to a larger SP level. Start the player off in water like that so they feel the wet before you finally let them onto dry land. By the time I got into the castle and out of the water I felt a definite sense of relief.
Generic : Short but neat! The arena combat was a cool idea.
Thanks, Gentlemen!
#2672 posted by generic [67.233.223.87] on 2009/06/09 13:10:20
Haha
#2673 posted by Drew [76.75.67.210] on 2009/06/09 18:12:44
yeah, I just threw a big room together with a lot of doors and buttons and hoped it would work out.
SM153?
#2674 posted by Drew [98.124.14.35] on 2009/06/11 20:20:37
If we can keep this going maybe we'll get some decent packs... What we need is some REAL theme suggestions. Something simple with room for interpretation... not too much though eg 'quanta latte'...
Any ideas?
How About
#2675 posted by ijed [216.241.20.2] on 2009/06/11 20:26:24
Extreme temperatures.
#2676 posted by Zwiffle [66.170.5.18] on 2009/06/11 20:27:23
Cyclopean Architecture
R'yleh
Neo Knave (homage to the best quake texture set ever!)
The Tunnels Between the Voids
Caught in a Slipgate
More
#2677 posted by Zwiffle [66.170.5.18] on 2009/06/11 20:45:18
Halls of the Scrag God
Prisons of Nix
Anti Light
Succubus Harem
Where Ogres Bathe
#2678 posted by negke [88.70.228.241] on 2009/06/11 22:28:51
Haha, nice themes
Nice One Zwiffle.
#2679 posted by Shambler [94.172.168.244] on 2009/06/12 00:36:41
Exactly what Drew meant by "REAL themes", I'm sure.
Ijed's one is good.
#2680 posted by Willem [24.163.61.78] on 2009/06/12 01:02:23
The ogre baths are interesting. I'm having fun, yet disturbing, imagery dance through my head.
Willem
#2681 posted by Zwiffle [66.170.5.18] on 2009/06/12 01:28:16
That one was the name of my 2nd ever speed map, in case you're wondering where I got it from. ;)
I Knew That Actually.
#2682 posted by Drew [98.124.14.35] on 2009/06/12 07:08:11
I remember it...
I think caught in a slipgate could maybe be okay?
Extreme temps could be good too.
#2683 posted by starbuck [92.237.128.247] on 2009/06/12 16:36:24
I think caught in a slipgate could maybe be okay?
what does that imply? Some sort of mashup-theme (stuck between two worlds? Or does it mean you just put the info_player_start inside the slipgate geometry?
Extreme temps could be good too.
Go on, call it Hot N Cold so we can finally see some Katy Perry themed maps...
Praise The Lord
#2684 posted by RickyT23 [86.139.218.55] on 2009/06/12 16:50:44
for Starbuck!
Um
#2685 posted by Drew [98.124.14.35] on 2009/06/12 17:19:42
lets not bring katy perry up again...
I immediately thought of something good for caught in a slipgate, but I'm trying to get a wad together... so far so bad.
i say we vote.
Or Do Both.
#2686 posted by Drew [98.124.14.35] on 2009/06/12 17:26:09
Main theme: Caught in a slipgate,
optional theme: Extreme temperatures
sound good?
Hmm
#2687 posted by nonentity [87.194.146.225] on 2009/06/12 17:53:26
Who's Katy Perry?
I Kissed A Girl And I Liked It
#2688 posted by Zwiffle [66.170.5.18] on 2009/06/12 18:10:24
ie, the worst "musician" I've seen in quite a long time.
Hmm
#2689 posted by nonentity [87.194.146.225] on 2009/06/12 18:12:48
Yeh, just wiki'd her. I was vaguely aware of the kissed a song. I like that her debut was called 'lawl niggas' (or something equally offensive), you have to 'respect' someone with that much idiocy
Respect Indeed
#2690 posted by Zwiffle [66.170.5.18] on 2009/06/12 18:30:47
http://www.youtube.com/watch?v=3Qm...
RoFL @ KP
#2691 posted by RickyT23 [86.26.252.180] on 2009/06/12 18:57:14
I was watching this documentary about some evangelical christians who live somewhere in England, and they were a large family (dont believe in contraception), the eldest son had been at university, the second eldest (the eldest daughter) went to see how life was like for her brother in London at university. They had all been home-schooled you see, and had no idea what life was like in the "real world".
I just remember a scene where they where in a nightclub, and the girl was sulking because she found the lyrics to that song "offensive and disturbing".
I find it offesive and disturbing that people will bring their kids up like that, its basically brainwashing.
I also remember the girl crying hysterically over the death of Jesus, saying that she did not deserve to be there because he had died for HER sins. Weird, she was about 12 or 13.
#2692 posted by Willem [24.199.192.130] on 2009/06/12 19:02:14
That's nothing compared to the video of the hippies in the forest, crying and wailing on behalf of the dead trees that had been cut down. It was embarrassing to even watch.
That
#2693 posted by Zwiffle [66.170.5.18] on 2009/06/12 19:09:28
Was hilariously pathetic.
Theme Suggestions
#2694 posted by Drew [98.124.14.35] on 2009/06/12 19:19:23
katy perry,
crying hippies,
sulking evangelicals
Okay...
#2695 posted by Drew [76.75.125.214] on 2009/06/13 07:21:07
I'm totally the wrong person to organize this - I don't even know how to upload to shub hub or whatever - but...
SM 153! Caught Between Slipgates
-optional theme: Extreme Temperatures (Starbuck kissed a girl... once) -
Hand it in by midnight next Sunday (21st)
I know that is a lot of time, but I know I won't have hardly any time to sit down and map this weekend. Plus it would allow the SM ball to get rolling and maybe allow more contributions from people who don't have time or inspiration this weekend.
Fuck
#2696 posted by Drew [76.75.125.214] on 2009/06/13 07:22:02
nice grammar.
Wow
#2697 posted by Drew [98.124.14.103] on 2009/06/15 18:24:37
So no interest at all huh?
Not This Week...
#2698 posted by generic [67.233.223.87] on 2009/06/15 18:32:06
the theme evokes some good ideas, but I just don't have time for it :(
#2699 posted by Zwiffle [66.170.5.18] on 2009/06/15 18:35:03
I'm working on one, but yeah, it's cutting into my other projects. I should have it done by Friday, just have to add monsters and gameplay.
Cool
#2700 posted by Drew [98.124.14.103] on 2009/06/16 00:09:18
We have 2 then, cause I'm going to do mine thursday.
I'd love to get some more speedmap celebrities...
AKA Negke
... would make for a nice little break from whatever apparently huge project you're working on.
Probably Not.
#2701 posted by negke [88.70.95.86] on 2009/06/16 13:02:53
But you never know...
Theme Idea
#2702 posted by Zwiffle [97.87.57.94] on 2009/06/17 15:41:15
medieval themed spaceship - negke
Hangover Devastation
#2703 posted by Drew [216.168.101.234] on 2009/06/19 16:32:21
I'm hurt.
but I'm mapping.
is anyone else doing something, making progress, in need of more time?
Hmm Yeah
#2704 posted by Zwiffle [66.170.5.18] on 2009/06/19 16:35:24
I'm going out of town tonight until Sunday, so Sunday is when I'll be able to send my map to whoever needs my map.
Ok
#2705 posted by Drew [216.168.101.234] on 2009/06/19 18:41:44
Laptop Has Fallen
#2706 posted by Drew [216.168.101.234] on 2009/06/21 06:11:15
will not be getting up any time soon.
neither will sm153, as far as I can tell.
I am sorry that it has come this has happened.
I love you all.
Brush Slinging Ahoy
#2707 posted by gb [89.27.244.43] on 2009/06/21 23:32:41
I might be inclined to make another ugly map, only less ugly, but only if 2-3 people join
I might be up for a 100 brush event, too. But not alone.
Perhaps even a doom-like 1024 event - the player must not leave an area of 1024x1024 units, and no room over room.
Theme suggestion: Blood sacrifice.
??1?
Reanimated!
#2708 posted by Drew [216.168.101.234] on 2009/06/22 05:13:32
Nevermind my last post! I have solved my issues, and I am awaiting any maps that people want to send in!
Zwiffle, you still gonna make it?
Negke, did you fulfill my fantasies?
Gb, should I wait a day or two for your contribution?
Drew
#2709 posted by Zwiffle [97.87.57.94] on 2009/06/22 07:12:02
Sent.
#2710 posted by Spirit [213.39.225.207] on 2009/06/22 09:42:22
I'd be in for quick 100 brushes in 1024. (And generally that 1024 idea, I'd simply restrict myself further then).
#2711 posted by negke [88.70.55.232] on 2009/06/22 12:02:06
Drew: Nope.
gb: We did that with SM127. Turned out 1024 was too much space - 512 is better and also removes the need for a 'no room over room' rule (which would be silly for a Quake map).
#2712 posted by Willem [24.163.61.78] on 2009/06/22 12:32:11
Yeah, 1024 is actually a pretty large chunk of Quake real estate.
Not Really
#2713 posted by RickyT23 [86.139.218.55] on 2009/06/22 12:34:48
You guys are losing it man.
Think of the base panel textures, 128x128.
So your allowed 4x4 of those!??!?! = 512x512
Or 8x8 of those? 1024x1024
A room 8 panels by 8 panels isnt very big.
#2714 posted by Willem [24.163.61.78] on 2009/06/22 12:47:34
OK, I just built a test map and assuming that you were allowed to build vertically, 1024 should be enough room to do stuff.
Now, 512 would be trick...
Ricky
#2715 posted by negke [88.70.55.232] on 2009/06/22 13:17:53
Take a look at Spirit's map to see how large a 1024³ cube is, and efdat's map for a nice execution that still leaves room for more. Don't think in 128x128 rather than 64*64. Of course, 1024 (and below) isn't much considering the dimensions of regular maps, and might well serve as a contest theme (which is probably what gb was getting at), but in relation is not as challenging for Quake as it is for Doom. Also speedmap-wise..
#2716 posted by Spirit [213.39.211.65] on 2009/06/22 13:23:17
Oooh, I'd LOVE 512x512.
#2717 posted by Trinca [194.65.24.228] on 2009/06/22 14:06:41
less talk and more mapping ladies!!!
512x512
#2718 posted by starbuck [92.237.128.247] on 2009/06/22 14:39:30
would be good for forcing innovative gameplay. I'm imagining 'crimson room'-style clue-finding, moving walls, lots of small traps to avoid, that kind of thing.
Alternatively you could compromise and restrain the player inside a 512x512 room, but allow other things to move in - monsters teleporting, whole bits of scenery, etc.
For a more silly application, I once made a speedmap that was kinda space invaders/asteroids themed. It trapped you in a box and scrolled spaceships and asteroids by you, and you got a score based on how many of them you hit. I'd be interested in seeing someone do cool things with that idea.
http://www.quaddicted.com/filebase...
if you're interested.
Also, I should speedmap again.
Ahaha
#2719 posted by negke [88.70.55.232] on 2009/06/22 14:44:01
Most awesome.
#2720 posted by gb [89.27.197.160] on 2009/06/22 19:28:02
Take a look at Spirit's map to see how large a 1024³ cube is
That's why I suggested no room over room. I don't think that's so silly. No real bridges, no ledges with room under them, no deep water, no multiple storeys.
But if you guys like a 512x512 tower better... the problem is, with these "tower allowed" maps, you can go high instead of wide. That's what I wanted to prevent.
I don't really want to build a tower map, neither 512x512 nor 768x768. I want a horizontal restriction, and no multiple levels over each other allowed.
There was a tower contest already.
Drew: No, release that one - I'm in for the next one then.
#2721 posted by gb [89.27.197.160] on 2009/06/22 19:29:51
Also, I found the tower maps so cramped that they weren't fun to play anymore. 1024 is good. Like Ricky says. It allows you to make corridors wider than 48 units :-P
1024 is also better for the ... size inclined among us.
#2722 posted by negke [88.70.69.34] on 2009/06/22 19:49:52
Oh, I didn't mean 512*512*unlimited. It would have to be ^3, of course. Such a theme is meant to offer a technical challenge (like 100b) and while building a good map inside 1024^3 isn't as easy, the size still allows for getting away with less intricate brushwork.
Your 'no room over room' description takes away every benefit the engine has. I'd rather play a cramped map than a 2D one. 512 is an extreme example, but should be feasible for a speedmap, whereas 1024 would be better suited for a turtlemap event.
I wouldn't mind doind another (albeit private) 1024 Doom compo, though.
Condense To 1024^3
#2723 posted by Zwiffle [66.170.5.18] on 2009/06/22 20:01:03
Condense an original id Quake map into a 1024x1024x1024 version of the same map. Squish, shrink and contort an entire map to fit in that space.
#2724 posted by gb [89.27.197.160] on 2009/06/22 20:20:12
Your 'no room over room' description takes away every benefit the engine has.
well yes, that's the challenge.
Okay
#2725 posted by Drew [216.168.101.234] on 2009/06/23 00:16:45
done
it sucks more than the last one, and it took longer...
but it doesn't leak! so its taking a few minutes to compile here....
Oh
#2726 posted by Drew [216.168.101.234] on 2009/06/23 01:01:53
Also it is quoth. forgot to mention in news submission. and also you should just jump repeatedly during on the initial lift - seems to get me a bit every time, but not sure why. didn't do that before full compile and I'm not gonna go back to fix that shit up now.
I Won't
#2727 posted by Zwiffle [97.87.57.94] on 2009/06/23 05:41:18
be able to participate this week, because I am going out of town the 25th through the 28th. Next week I might be able to do two though!
#2728 posted by gb [89.27.204.155] on 2009/06/23 22:15:25
so what's the plan?
I Don't Know
#2729 posted by Drew [216.168.101.234] on 2009/06/24 17:28:51
why don't you do this session?
OK
#2730 posted by golden_boy [89.27.238.74] on 2009/06/25 00:55:29
Deadline: This weekend.
Theme: Improve Safety
However you interpret that.
Send maps to me (mail in profile).
I'll zip them and upload to quaketastic on Monday.
Get mapping.
I Had An Idea For That Theme
#2731 posted by Drew [216.168.101.188] on 2009/06/26 02:22:00
but its too much of a pain for me to make right now.
instead I'll make a shitty unthemed map. I think I'll have one for you.
So
#2732 posted by spy [82.200.243.132] on 2009/06/26 09:58:31
is unthemed map allowed?
Unthemed Maps Are Always Allowed.
#2733 posted by Shambler [94.172.168.122] on 2009/06/26 11:48:21
AFAIK.
Theme Suggestion
#2734 posted by JPL [213.30.139.243] on 2009/06/26 12:06:02
Improve Unthemed Map Safety
go map ;)
I Actually Think Its A Good Theme
#2735 posted by Drew [216.168.101.188] on 2009/06/26 16:44:10
I just want to make something simple, cause my last speedmap got out of control and I wasn't able to really finish it properly. won't happen this time.
#2736 posted by gb [89.27.244.255] on 2009/06/26 20:43:00
Unthemed would have been my theme choice #2, since I feel much like Drew and basically just want to do something quick...
throw in some protection for the monsters :-P or for the player. One of my ideas was to take House of Chthon and correct those pesky buttons. :-))
#2737 posted by gb [89.27.197.177] on 2009/06/28 23:32:23
Drew, how's it going?
My map is practically finished, brushwork, monsters, items etc., just need to do a few triggers and a lift, and blammo.
Mine's pretty small, usual gameplay, but hopefully nicer looks and needs Quoth (or any mod that supports SPAWNED, heh). Can't be arsed to build spawnboxes anymore. I'll upload the pack tomorrow if you send me one.
#2738 posted by gb [89.27.197.177] on 2009/06/29 02:52:00
mine is done.
Tomorrow?
#2739 posted by Drew [76.75.67.203] on 2009/06/29 06:16:20
I started mine but only put about 20 minutes into it. I'll do a quick retool tomorrow morning before work and send that off to you.
I don't think anyone else is taking part this time.
pussies.
#2740 posted by gb [89.27.197.177] on 2009/06/29 16:11:34
Sure, that's fine.
If you'd like more time, we could simply skip this one.
Where are all the others?
There Are None.
#2741 posted by Drew [76.75.67.203] on 2009/06/29 19:32:35
there never will be.
because they are all big 'real map' making manginas.
i'm sending you some mail right now.
#2742 posted by gb [89.27.216.241] on 2009/06/29 19:45:36
Oh if we could at least make a 33 speedmap megawad. Megapak I mean.
Not going to happen, huh.
How about that 512x512x512 contest? Would the people be more inclined to participate?
Theme Suggestion
#2743 posted by Zwiffle [97.87.57.94] on 2009/06/29 19:59:19
"Speedrun" - set your map up with the possibility of multiple routes for speed runners in addition to regular gameplay.
Well...
#2744 posted by Drew [76.75.67.203] on 2009/06/29 20:16:01
I probably won't be able to make the next event. Won't rule it out completely but I seriously doubt it.
Zwiffle - there was a speedrun session years ago, and it was pretty good.
I personally don't think I'd stay on theme with that one. I just never speedrun, so it would be hard to map for. Also, isn't the fun of speedrunning finding ways to work around the 'rules' of the map?
SM22
#2745 posted by Drew [76.75.67.203] on 2009/06/29 20:17:31
#2746 posted by gb [89.27.216.241] on 2009/06/29 20:22:37
I don't really have an idea how to make a map enjoyable to speedrun. It often seems speedrunners just like the simpler, cruder, or weirder maps. Plainly for trickability. Actually making a map with that in mind would be quite a challenge for me.
It should have several possible routes? Be relatively open?
#2747 posted by gb [89.27.227.80] on 2009/07/01 01:43:53
?
Anyone Up For The Speedrun Theme?
#2748 posted by gb [89.27.203.104] on 2009/07/01 19:47:58
Gb
#2749 posted by Zwiffle [97.87.57.94] on 2009/07/01 19:52:42
o/
The Stream
#2750 posted by ijed [216.241.20.2] on 2009/07/01 20:16:57
Speedrunning Theme.,
#2751 posted by Shambler [94.172.168.122] on 2009/07/02 00:26:51
The trick is, I think, to make a map that is fun and has lots of running possibilities, but without overdesigning it for specific tricks and obvious routes. It's much more rewarding as a running to have possibilities to play around with and options to try and work it out for oneself, rather than having shortcuts and routes handed on a plate. Thus:
Dos:
Open mapping with space to move.
Normal map progress made by moving upwards or over gaps or similar.
Variety of useful monsters (ogres, vores, fiends, blers, spawn).
Some "trickier" explosives, gl or barrels.
Slopes if they fit in naturally.
Clean mapping with not much to snag a player.
A reasonable amount of health.
Plenty of monsters but not in cramped spaces.
Don't:
Too much health/armour/pent/eyes to make infinite boosts or general running too easy.
Really obvious "go this way" shortcuts.
RL, too easy.
GL too early unless lots of hard trick potential.
Quad.
#2752 posted by gb [89.27.225.142] on 2009/07/02 18:28:09
Yeah. I think the hard part is to build shortcuts without serving them on a plate.
If the theme is "speedrunning", well, hmm, there goes my disguise already, as a mapper :-P
I can't do it this time unless we have Saturday as the total deadline, since I'll be travelling from Sunday on.
Who
#2753 posted by Zwiffle [97.87.57.94] on 2009/07/02 23:59:29
Do I send my speedmap to this week if no one else can participate?
#2754 posted by gb [89.27.225.142] on 2009/07/03 01:50:01
OK...
Theme: Speedrunning
Deadline: Saturday
Send to me, mail in profile.
I'll do one.
No Go
#2755 posted by gb [89.27.195.89] on 2009/07/04 20:28:11
Sorry, I can not make it. RL doesn't leave me any time.
Sorry Zwiffle. You may spank me now.
Yeah Rocket Launchers Don't Leave Me Time Either
#2756 posted by meTch [64.148.17.227] on 2009/07/05 01:38:07
jk ;}
...I'm too slow to make a speed map
Probably Not Gonna.
#2757 posted by Drew [66.79.231.189] on 2009/07/05 21:29:03
I mean, I could. theoretically. but I doubt it.
#2758 posted by Trinca [194.65.24.228] on 2009/07/06 19:30:03
i started something :\ but i dont if i will finish :p
#2759 posted by Trinca [194.65.24.228] on 2009/07/06 20:00:28
dont "know" if
oh well already lost 30 minutes on it... so I will make it!!!
anyone?
Entering RADIANTLEVEL
#2760 posted by negke [88.70.62.124] on 2009/07/06 21:54:57
I made a map. It's tiny and bleh and doesn't really qualify as a speedmap since it took forever. Reason is I made it in Radiant (=my first map!)- in order to finally get familiar with a modern editor and because I can't reboot at the moment thanks to VIS. Going to send it to gb.
Radiant feels like a solid editor, but it definitely has some quirks. Selecting stuff (brushes/entities) is kind of awkward once there's something above the object in question - I ended up selecting those things in the Camera window - is there better way for the 2D modes?
It wasn't needed in this map, but the Region thing seems more complicated than necessary, too. I reckon this will make for some woes in the future.
Is there a way to have the mdls displayed? For I found the entity box display to be suboptimal.
What sucks most is that Radiant is so picky about non-standard (non-predefined) entities - for example, when making a brush-based info_notnull, the brush is discarded and the entity moved to the origin of the map. Cloning brush ents is dangerous, too, as not only one might end up with 'bbox merging' but also rogue ents when deleting them.
So, Radiant people, any tips?
Won't Make It This Week.
#2761 posted by Drew [66.79.231.189] on 2009/07/06 22:13:23
maybe next week.
Negke:
#2762 posted by metlslime [173.11.92.50] on 2009/07/06 22:57:44
in 2D view, you always select the closest brush, unless there's an entity, then it will select the entity no matter if there's a brush closer.
I do most of my selecting in the camera view.
Sometimes if i want to select a group of things, i draw a brush around them in the 2D view and choose "select complete tall" to select everything fully inside that rectangle -- 'partial tall' will include objects that are partially outside the brush you drew, and 'inside'/'touching' are the equivalent functions but where the height of the initial brush matters ('tall' commands will ignore the third dimention. Note that the third dimention is whichever one is not visible in your current 2D view, so "complete tall" with a side view would select an invinitely long area, not an invinitely tall area.)
Negke
#2763 posted by Zwiffle [97.87.57.94] on 2009/07/06 23:02:13
Use shift+alt+click for cycling through brushes that are on top of each other in 2d modes.
For cloning things, unfortunately, I find that you can't clone brush entities at all, because they will end up being the same entity just spread out over multiple brushes. You have to clone them before you make them entities, and then what I do is set one property, select a different entity, press enter then change the name.
For example, if I want to make a series of crushing doors, I'll line them up, then turn each one into a func_door, set one with 'targetname = crushDoor01', select the next one, press enter, delete the 1 then press 2, etc etc. It is very cumbersome this way, but I don't know anything better.
#2764 posted by Trinca [194.65.24.228] on 2009/07/07 18:13:17
nice i will sent mine untill friday for sure!
today i dont have time for it... but tomorow i will try to finish it.
Metl, Zwiffle
#2765 posted by negke [88.70.48.22] on 2009/07/08 10:18:00
Ah, good. I'll give it a try.
Next Theme
#2766 posted by JPL [213.30.139.243] on 2009/07/08 11:34:16
Michael Jackson Tribute ?
Wtf?
#2767 posted by spy [95.56.12.185] on 2009/07/08 12:36:50
Michael Jackson Tribute ?
MJ joins the zombies
OK
#2768 posted by JPL [213.30.139.243] on 2009/07/08 13:29:03
Michael Jackson's Zombies Tribute :P
#2769 posted by Trinca [194.65.24.228] on 2009/07/08 15:28:40
no, another proper idear please!
Bad Theme.
#2770 posted by Drew [66.79.231.199] on 2009/07/08 16:57:42
lets do something simple. like... moldy bricks. or metal at night. or the 512x512 or something.
#2771 posted by Trinca [194.65.24.228] on 2009/07/08 17:26:07
i´ve my speedmap for speedruns theme ready friday, just have some small fixes to make!
#2772 posted by gb [79.233.79.120] on 2009/07/08 18:12:19
I'm not at home until Friday or so, so can't participate this week.
Next week perhaps.
Will Not Participate...
#2773 posted by JPL [82.234.167.238] on 2009/07/08 19:36:25
(as usual), and also because you guys don't like my theme proposal :P
It's Too Difficult
#2774 posted by ijed [216.241.20.2] on 2009/07/08 20:35:10
Dead pedophile popstar?
Good Theme...
#2775 posted by metlslime [173.11.92.50] on 2009/07/08 22:46:39
i look forward to a map based on the planet from Captain EO.
#2776 posted by Trinca [85.138.34.214] on 2009/07/09 00:44:14
so will i sent map to negke or gb?
#2777 posted by negke [88.70.49.36] on 2009/07/09 01:58:02
I'd say send it to gb.
Btw. my map doesn't follow the theme or anything.
Cubed Map
#2778 posted by grahf [74.127.72.91] on 2009/07/09 04:21:25
I'd do a size-limited thing sometime... 512^3 for a speedmap, or 1024^3 for a turtlemap.
Heh
#2779 posted by necros [99.227.133.158] on 2009/07/10 23:23:46
i never do these anymore because all i can think of under a time limit is to make some stupid fucked up shit. :P
#2780 posted by spy [92.47.241.177] on 2009/07/10 23:53:01
i never do these anymore because all i can think of under a time limit is to make some stupid fucked up shit. :P
and sm134 is a good example of that shit/ the best pak eva...
Necros
#2781 posted by Shambler [94.172.168.122] on 2009/07/11 00:52:46
That's the point dude. Speedmaps, stupid fucked up shit. 2 hours to make, 2 minutes to play, Quake nonsense, but still good fun.
#2782 posted by Zwiffle [97.87.57.94] on 2009/07/11 17:10:58
Is this pack ever coming out? Don't we have like 2 or 3 maps?
#2783 posted by negke [88.70.242.123] on 2009/07/11 18:33:57
We're only waiting for you to finish yours!
#2784 posted by Zwiffle [97.87.57.94] on 2009/07/11 18:35:58
I finished mine 2 weeks ago and already sent it in.
#2785 posted by Trinca [85.138.34.214] on 2009/07/11 18:51:43
i sent it to...
Hahaha
#2786 posted by Drew [216.168.120.47] on 2009/07/12 06:12:52
well if you wait one more week you might get one from me.actually when will it be released, cause theres a tiny chance I might be able to get one in... maybe.
#2787 posted by Trinca [85.138.34.214] on 2009/07/12 15:10:07
when is deadline? :\ wasn´t supose to be last night?
Oh.
#2788 posted by Drew [216.168.120.47] on 2009/07/12 16:28:13
don't wait up for me! definitely not making it.
#2789 posted by Trinca [194.65.24.228] on 2009/07/13 11:38:31
will this speedmap pack take more then base pack?
Yes
#2790 posted by spy [92.46.19.73] on 2009/07/13 15:06:03
#2791 posted by Trinca [194.65.24.228] on 2009/07/13 15:37:26
:) chif i made best speedmap ever :)
and will not be release?
buaaaaaaaaaaaaaaaaaaa
#2792 posted by spy [92.46.19.73] on 2009/07/13 17:18:04
heh ;/
#2793 posted by negke [88.70.55.136] on 2009/07/13 19:34:21
gb is probably still busy. Dunno, send it to Zwiffre then?
What's Chif?
#2794 posted by necros [99.227.133.158] on 2009/07/13 20:41:46
The Singular Form Of Chives
#2795 posted by onetruepurple [83.21.176.86] on 2009/07/13 21:15:41
K
#2796 posted by Zwiffle [66.170.5.18] on 2009/07/13 22:27:22
Got Negke's and Trinca's. If there are any others to be uploaded send them to ZwiffleOwnsU@gmail.com. I'll upload them when I get home from work today.
#2797 posted by Ankh [94.246.126.70] on 2009/07/14 02:46:40
I have made one. For the speedrunning theme.
Yeah
#2798 posted by ijed [190.20.68.173] on 2009/07/14 02:51:12
And Master Chif is their saviour.
#2799 posted by Trinca [194.65.24.228] on 2009/07/17 11:02:22
next theme? i need more speedmaps to got motivacion to make something bigger!
idears?
Theme Ideas
#2800 posted by JPL [213.30.139.243] on 2009/07/17 11:07:11
Economic Crisis
Fuck Low Cost Companies
Disintegration
Black Holes
Hole of Blacks (if you are gays)
Shamblers Festival
Vores Party
Ogres Dinner
Zombie Flesh
.
.
.
#2801 posted by Trinca [194.65.24.228] on 2009/07/17 11:21:22
i like zombie flesh!!! :)
quads and bommstick sounds fun!
#2802 posted by spy [92.46.26.170] on 2009/07/17 13:35:06
the quad and axe are only allowed? this would fit the theme
ps. lets go Pens ;)
I Would Suggest..
#2803 posted by JPL [213.30.139.243] on 2009/07/17 14:30:42
... to stick to Axe / SG / DBS... nothing more.. though...
Don't Like The Themes
#2804 posted by negke [85.176.81.13] on 2009/07/17 14:40:12
Quad axing zombies is fun, though. Used it in my coag map.
#2805 posted by spy [92.46.26.170] on 2009/07/17 15:02:09
>Quad axing zombies is fun, though. Used it in my coag map.
negke's coag map, where? i need it right now ;)
Themes?
#2806 posted by Zwiffle [97.87.57.94] on 2009/07/17 15:17:01
Offworld Site Infested with Nano Base-Building Bots
Unspeakable Contraption Planet (the whole planet is one evil contraption, ie Necros' latest map
River Styx of Star Fluid
Cyclopean Architecture (yes, for like the 3rd time)
Drowning, Stabbing, Burning
+Whatever older ones I may have suggested
#2807 posted by Ankh [192.100.112.203] on 2009/07/17 15:21:00
if you like gibbage then you have to try this map:
http://speeddemosarchive.com/quake...
e2m6 with a twist :)
No Horizontal Surfaces
#2808 posted by ijed [216.241.20.2] on 2009/07/17 16:29:44
Theme
#2809 posted by meTch [64.148.31.157] on 2009/07/19 04:42:20
TRON!!!!! :D
Can't Map
#2810 posted by Drew [98.124.8.205] on 2009/07/22 06:34:58
tried like, 5 times in the last week to start something - my inspiration fizzles out almost instantly. haven't actually played quake itself since the last speedmap was released...
this is totally bumming me out.
I Tried
#2811 posted by meTch [69.183.71.142] on 2009/07/22 15:15:26
and had same effect :/
mapping impotence ...
Yeah
#2812 posted by Drew [98.124.8.205] on 2009/07/24 06:45:50
and bob dole can't even help us.
Wtf
#2813 posted by spy [95.56.15.209] on 2009/07/24 17:18:46
i'm still gonna finish my speedmap its two years old? wtf, ÿåáó ;)
Spy
#2814 posted by JPL [82.234.167.238] on 2009/07/24 18:00:36
#2813 should have been posted in drunk thread :P
Jpl
#2815 posted by spy [95.56.15.209] on 2009/07/24 18:11:21
but why? do you wanna join me?
Spy
#2816 posted by JPL [82.234.167.238] on 2009/07/25 11:22:09
Yes, I need a beer :P
Theme
#2817 posted by PuLSaR [94.246.126.109] on 2009/08/04 14:40:39
Drunk maps, i.e. maps made by drunk mappers. 2 liters of beer minimum.
So
#2818 posted by Zwiffle [97.87.57.94] on 2009/08/23 19:26:45
We got a theme set for next weekend? Anything organized? What number are we up to? 157?
156 Comes Next
#2819 posted by nahkahiir [87.95.4.122] on 2009/08/24 13:23:59
I haven't mapped for a long time. Some speedmapping would be cool.
#2820 posted by Trinca [85.138.14.154] on 2009/08/24 22:59:23
i might make something... let´s see what shows up
SM156 - Unspeakable Contraption
#2821 posted by Zwiffle [97.87.57.94] on 2009/08/30 23:47:59
Next weekend due by Sunday, September 6th 2009 sometime before I go to sleep. Send maps to ZwiffleOwnsU@gmail.com, if you are running late let me know on Sunday so I don't miss your submission!
#2822 posted by necros [99.227.133.158] on 2009/08/31 00:09:24
is it acceptable to use quoth in a speedmap? lot easier making a machine with multiple targets and of course rotaters...
Sure
#2823 posted by Zwiffle [97.87.57.94] on 2009/08/31 00:14:59
Just include a .txt that says "Use quoth x.y" or something and it should be fine.
Reminder
#2824 posted by Zwiffle [66.170.5.18] on 2009/09/01 19:16:43
Necros already submitted a map so we have at least ONE AWESOME MAP for sm156!! Do not be left out! Do not fall behind! Map for sm156! Do it! Do it! Do it! Do it! Do it! Do it! Do it now! Or before Sunday! Do it!
Do it!
Hey
#2825 posted by PuLSaR [94.246.126.123] on 2009/09/03 08:45:09
Sm_56-59 were great packs, with quake episode 1-4 theme. What do you think of making anything like that again? What about making 'popular custom textureset event'? That means for example the first event is ikbase themed, then knave and so on
Re: Reminder
#2826 posted by Zwiffle [66.170.5.18] on 2009/09/03 23:18:44
We now have TWO maps. From Necros. Two maps from Necros. TWO FROM ONE AUTHOR. THE STAKES HAVE JUST BEEN DOUBLED. That's almost 3x as much. So go map. Do it. Do it. Do it! DO IT! DO IT NOW! DO IT!
Do it!
I Have Something
#2827 posted by Drew [70.52.63.11] on 2009/09/04 00:30:39
... at least, the beginnings of something. it has real promise - maybe too much for a speedmap?
I'll try to seal it up and add some gameplay, but its definitely not a promise.
Well
#2828 posted by Zwiffle [66.170.5.18] on 2009/09/04 00:46:06
I'm uncertain, but I may extend the deadline a bit because I may or may not be going out of town this weekend and if I do I may not get back until Monday sometime, since Monday is a US holiday.
Do It
#2829 posted by grahf [74.127.73.102] on 2009/09/04 07:00:24
It will increase the chances that inspiration will strike me in time to make something. That and I'll be kinda busy with family stuff this weekend too.
Yeah
#2830 posted by Drew [70.52.63.11] on 2009/09/04 07:26:35
cant hurt.
Make It Monday...
#2831 posted by generic [67.233.137.85] on 2009/09/04 14:31:58
And I might even try
Shit
#2832 posted by spy [95.56.21.19] on 2009/09/04 22:00:33
i'd like to participate, but the real life's eat me a;ive (c)
==one day my plane leaves
some way my head creaps==
Shit
#2833 posted by spy [95.56.21.19] on 2009/09/04 22:01:17
creeps
#2834 posted by drew [76.68.236.199] on 2009/09/07 05:19:53
not ready. spent maybe an 1.5 hours on it. maybe it will become a turtle. maybe it will be lost to the void. sarry yall.
#2835 posted by Willem [24.163.61.78] on 2009/10/08 12:27:44
Now that I have GTKRadiant set up properly, I might be interested in a speed mapping thingy ... are we doing one for Monday? Theme?
#2836 posted by Spirit [213.39.223.210] on 2009/10/08 12:48:16
I'd be in for a http://forums.inside3d.com/viewtop... session. You don't have to use any special entities so it is easy to map for.
Vanilla
#2837 posted by Drew [74.15.225.163] on 2009/10/08 22:30:15
I'd like to do a vanilla/quoth SM.
I've been working with the 'city' textures a lot lately, so I'd like to do something with those. Doesn't really constitute a "theme" though.
that mod looks interesting too....
#2838 posted by Drew [74.15.225.163] on 2009/10/08 22:33:33
horror.zip is invalid?
No?
#2839 posted by Drew [216.168.120.77] on 2009/10/12 02:09:29
Okay - theme suggestion
Dead dripping city.
So Guys
#2840 posted by spy [95.56.25.223] on 2009/10/23 19:32:22
what about next speedmap session? my shitty unthemed map is waiting.
Theme Suggestion
#2841 posted by ijed [216.241.20.2] on 2009/10/23 22:46:08
Chain Reaction
The Peemapping Thread
#2842 posted by Zwiffle [66.170.5.18] on 2009/10/23 22:47:05
"Cleaning out the cobwebs"
Hmm
#2843 posted by Drew [70.51.21.43] on 2009/10/23 23:48:15
I have a pretty big paper due soon. That means I have to procraastinate.
I might make something - definitely not promising anything though, since the mapping part of my brain has shrunk severely.
#2844 posted by chowder [195.158.81.53] on 2009/12/24 08:38:21
water
How's That For A Theme?
#2845 posted by ijed [190.20.76.208] on 2009/12/24 13:18:03
#2846 posted by gb [89.27.211.37] on 2009/12/24 23:20:05
Next weekend due by Sunday, September 6th 2009
w00t.
Where Have All The Speedmappers Gone?
#2847 posted by jdhack [75.155.119.44] on 2010/02/12 07:49:33
(long time passing)*
Ideas:
80's arcade tribute
func_pushable (hipnotic progs)
Wild West
*bonus points for referencing an obscure 60's protest song... :P
#2848 posted by Spirit [213.39.203.190] on 2010/02/12 08:43:56
They are on strike until you ... you know.
What About
#2849 posted by unf [88.70.245.8] on 2010/02/12 10:36:31
something involving low gravity or telefrags?
"Shambler and Scampie touching balls on a rainbow"
* * * * * * D~d
#2850 posted by negke [88.70.232.115] on 2010/02/12 18:17:56
Well okay, I made a small jump'n'run arcade map for jdhack. Someone make a shooting gallery with monsters on func_trains. Or something like Cardo's space invaders speedmap.
Anyone care to join in? If not, I'll just post it here.
Hmm
#2851 posted by nonentity [89.168.66.244] on 2010/02/12 21:44:57
Theme suggestion;
Shambler's dreams
I Don't Want To
#2852 posted by megaman [88.134.172.72] on 2010/02/13 14:25:05
play several maps full of huge cocks, stretched anuses and photos of czg.
This
#2853 posted by onetruepurple [89.75.203.25] on 2010/02/13 14:32:59
http://celephais.net/board/view_th...
If that dream became a map, I'd play the shit out of it.
#2854 posted by negke [88.70.60.143] on 2010/02/13 21:07:19
Pac-man map finished. Damn you jdhack, I have no idea how this silly theme got me mapping, but here I am. Hopefully my scientologizing on Drew works so there'll be a proper SM pack again.
Are You...
#2855 posted by generic [67.233.133.175] on 2010/02/13 23:24:24
using Shub's spikey balls as ghosts?
Better Question
#2856 posted by Drew [70.49.71.231] on 2010/02/14 05:51:19
will you make something Generic?
On theme?
Because I made something, but it's not on theme. At all.
as per usual it's a big place in a dark area with too many monsters... And minlighted.
I Strongly Encourage You (and Everyone Else)
#2857 posted by negke [88.70.244.192] on 2010/02/14 10:41:18
I might make yet another map. Man, even gonna release a whole arcade episode! jk
The ghosts are quad ogres, so it's a little bit easier than the original. If you play on Hard, you only have 1 health, though.
Drew...
#2858 posted by generic [67.233.133.175] on 2010/02/14 13:16:23
I am already obligated to doing other things this weekend ;-)
Happy Valentine's Day!
#2859 posted by Willem [24.163.61.78] on 2010/02/14 13:41:59
This is why my wife and I don't celebrate Valentine's Day. It's a Hallmark obligation. In other words, corporate America can go fuck itself. I'll buy my wife flowers when I feel like rather than when it's dictated to me.
Hmm
#2860 posted by nonentity [89.168.67.204] on 2010/02/14 15:20:09
And then leave it to someone else to buy them for her on valentine's day?
'That's Just Hallmark Bullshit'
#2861 posted by ijed [190.20.124.162] on 2010/02/14 18:27:54
'Ah an excuse to buy my wife some flowers'
And
#2862 posted by ijed [190.20.124.162] on 2010/02/14 18:28:44
You don't even have to buy them from Hallmark.
We Went Over That Yesterday
#2863 posted by Drew [70.49.71.231] on 2010/02/14 18:32:21
It's a good time for me because corprorate america decided it's a good time to make everyone sell their chocolate and flowers for half off.
Therefore, Romance.
Oh
#2864 posted by Drew [70.49.71.231] on 2010/02/14 18:34:25
I kept working on my map, and want to do a couple little things on it this morning, so it's not quite a speedmap again - sorry if that bugs any Speedmap purists - I doubt anyone gives a shit... It'll still be minlighted, haha
Negke I'll email it soon
#2865 posted by Willem [24.163.61.78] on 2010/02/14 18:34:54
"'Ah an excuse to buy my wife some flowers'"
You don't need an excuse. Any day is a good day. :)
Today Is A Good Day To Die
#2866 posted by ijed [190.20.124.162] on 2010/02/14 19:03:33
Happy Valentines Day Everyone!
#2867 posted by RickyT23 [82.9.17.74] on 2010/02/14 19:18:49
Especially Willem. I love you all!
Drew
#2868 posted by negke [88.70.63.54] on 2010/02/14 19:25:26
Take your time. There are still some things I'd like to try out. The pack won't be released tomorrow.
Woohoo! Speedmaps!
#2869 posted by jdhack [75.155.119.44] on 2010/02/15 03:37:16
And from negke & Drew, no less! (And since Willem isn't doing anything else today...?)
negke said> Man, even gonna release a whole arcade episode! jk
Don't tease me like that :)
[Ha! Just noticed the themed crate]
Neg
#2870 posted by Drew [70.49.71.231] on 2010/02/15 05:12:25
mail.
#2871 posted by Willem [24.199.192.130] on 2010/02/15 13:59:25
Does Negke not have an email client that tells him when new mail arrives?
No.
#2872 posted by negke [88.70.49.134] on 2010/02/15 14:06:59
I have to watch out for the smoke signs my ISP sends me and translate them back into computer code.
NEW THEME!!
#2873 posted by Shambler [86.25.221.193] on 2010/03/05 17:19:51
Horrendous Teleporter Destination Mayhem
Basically I had a dream about this last night, teles that teleported you into other teles and then more teles and getting completely fucking lost and it sounds like the sort of thing negke would make anyway SO go for it ladies and gentlemen.
#2874 posted by Zwiffle [66.170.5.18] on 2010/03/05 17:31:03
Sounds ... bad.
#2875 posted by Spirit [80.171.27.21] on 2010/03/05 18:09:44
Setting up complex teleporters sucks for speedmapping.
You
#2876 posted by ijed [216.241.20.2] on 2010/03/05 18:23:39
had a dream about Portal?
Well...
#2877 posted by Drew [70.53.222.29] on 2010/03/05 19:45:54
I had a dream that I was friends with lil wayne last night, and we ran into dennis rodman at the mall, and he was trying to talk wayne into helping him get into the music business, but it wasn't happening.
So I suggest that as a theme.
Teleporter Mayhem, Eh
#2878 posted by negke [88.70.232.164] on 2010/03/05 20:08:09
Hmmmm...
Well
#2879 posted by Zwiffle [66.170.5.18] on 2010/03/05 20:16:20
Portal 2 stories are popping up everywhere on the internets now. (Okay, I saw one scoop on Kotaku about it.)
Drew,
#2880 posted by Shambler [86.25.221.193] on 2010/03/05 20:33:27
At least my dream was vaguely relevant, and, unwittingly, topical.
#2881 posted by Drew [70.53.222.29] on 2010/03/05 21:36:51
yeah, it was a joke. But if someone were to make it into a speedmap I'd be pretty excited about it.
there's been a few maps that could fit into your theme pretty well - rudl made one once where you were forcefully teleported through every quake theme in about a minute.
the smqe08d pack was " teleport madness" - all I can remember from it was the lunaran map, which was really cool but kind of frustrating.
#2882 posted by Zwiffle [97.87.57.94] on 2010/03/06 15:22:40
I've decided I will attempt a speedmap today. That is all for now.
ROFL@
#2883 posted by RickyT23 [82.26.189.125] on 2010/03/06 15:32:05
Drew #2877
Zwiffle
#2884 posted by Drew [70.53.222.29] on 2010/03/07 23:02:37
How'd it go?
#2885 posted by Zwiffle [97.87.57.94] on 2010/03/08 01:18:46
Uhh yeah really close to being done - kept getting sidetracked by other things. But the lighting is done, the gameplay is nearing completion. Thanks for the reminder.
#2886 posted by Zwiffle [97.87.57.94] on 2010/03/08 03:18:58
Umm yeah just a liiiiiittttle bit more, I'm just having some hang ups on some traps not working at sodding all.
Haha
#2887 posted by Drew [70.53.222.29] on 2010/03/08 07:23:57
it's not like I have one or anything - I was just wondering.
Clever More, Zwiffle
#2888 posted by negke [88.70.89.75] on 2010/03/08 12:52:36
Sending me the .map file so I'd have to go through the lengthy compiling process. What you didn't take into consideration was the multithreading vis tool which finished the thing in a matter of seconds.
I'll see if I can come up with a similarly horrible map.
*move
#2889 posted by negke [88.70.89.75] on 2010/03/08 12:53:11
Oh Damn It
#2890 posted by Zwiffle [97.87.57.94] on 2010/03/08 15:12:38
It was late, I was tired.
That was supposed to be the .bsp -_-
Waiting On Zwiffle 'touche' Comment
#2891 posted by ijed [216.241.20.2] on 2010/03/08 15:13:15
Bah
#2892 posted by ijed [216.241.20.2] on 2010/03/08 15:13:37
What a let down.
OH Yeah
#2893 posted by Zwiffle [97.87.57.94] on 2010/03/08 15:24:54
I didn't even vis the thing, once I played through it with lights I sent it off. Speedmapping is beyond me >_<
Wow
#2894 posted by Drew [70.53.222.29] on 2010/03/08 18:03:21
Way to insult Zwiffles map.
Seems like a good way to promote the whole SM idea.
Nah
#2895 posted by negke [88.70.230.60] on 2010/03/08 19:06:06
That's just what he himself said in his email. I don't necessarily agree.
Shit
#2896 posted by Drew [132.205.224.135] on 2010/03/08 21:22:12
sorry
So
#2897 posted by negke [88.70.224.245] on 2010/03/09 12:33:25
Anyone else planning on doing a map? If not, I'll jsut release the pack.
#2898 posted by Trinca [194.65.24.228] on 2010/03/09 15:20:32
I wanted to make a speedmap but, the map that I have in progress is taking so long... that I want to leave all the spare time to finish that bastard...
And time isn´t much lately :|
TRINCA !!!
#2899 posted by JPL [82.234.167.238] on 2010/03/09 23:02:38
GO MAP !!
When Do You Want To Release It For?
#2900 posted by Drew [70.49.71.33] on 2010/03/09 23:29:03
I can't map tonight, but might be able to whip something up tomorrow.
Aww
#2901 posted by negke [88.70.90.55] on 2010/03/10 01:24:01
Already submitted a few hours before. But don't let this keep you from making a map.
Just Started A New Speedmap
#2902 posted by Drew [65.94.244.197] on 2010/03/16 07:38:16
my original plan was to make it in 30 minutes.
this did not happen.
More like 1.5 hours
will light it, finish it tomorrow morning.
will be ready for any pack in the future.
Another Radiant Experiment
#2903 posted by negke [88.70.53.122] on 2010/03/19 17:09:19
Blorf!
Sm160!
#2904 posted by Drew [174.89.242.104] on 2010/03/21 19:44:29
I am putting out an official request for anyone who knows how to make a map for quake in one sitting to do so.
I have made one, and apparently Negke made... something.
My map falls into these categories: subterranean, waterfall, and quoth (for shambler). Feel free to utilize any of these themes.
I don't know about you guys, but I'm totally willing to wait a week or two for maps to pile up so we can have a REAL speedmap PACK - not just 2 or 3 maps...
I have 2 papers due, so that means I'll probably make at least one more over the next little while!
#2905 posted by Trinca [81.84.135.177] on 2010/03/21 20:21:21
OK Drew you got me... will build something this week ;) my map can wait... there is so much to do :p
I'm In.
#2906 posted by Spirit [80.171.1.108] on 2010/03/21 20:21:33
Radiant makes mapping fast, rectangular and full of trim. It also makes it hard to change things later so I should end up with a bunch of brushes. Someone just give a theme.
How about "Should have been somewhere else when that happened". No, I have no idea what and why.
Maybe Too Esoteric
#2907 posted by ijed [190.20.81.67] on 2010/03/21 20:46:47
Maybe:
'You should be here' with Shub's spiky ball as a marker.
#2908 posted by Zwiffle [66.170.5.18] on 2010/03/21 20:51:05
I kind of want to do something a little more abstract (ie, simple) so that I don't have to spend crazy wonky hours messing with details.
#2909 posted by Trinca [81.84.135.177] on 2010/03/21 21:26:51
"Dance with Vores"
Count Me In Too
#2910 posted by ericw [198.53.216.92] on 2010/03/21 22:33:15
I wouldn't mind doing 'teleporter madness' for a theme
Well, What Does Everyone Else Think?
#2911 posted by Drew [174.89.242.105] on 2010/03/21 23:36:04
teleporter madness?
Super-unorthodox Idea:
#2912 posted by negke [88.70.78.156] on 2010/03/21 23:45:27
Everybody maps for the theme he likes most!
#2913 posted by necros [99.227.131.204] on 2010/03/21 23:48:00
i'd do another gameplay experiment but i don't have quake or any compilers installed. :x
You Could Mail Me The Map...
#2914 posted by Drew [174.89.242.105] on 2010/03/22 00:17:48
#2915 posted by necros [99.227.131.204] on 2010/03/22 00:48:00
no way, that gameplay map i did last time required a surprising amount of testing (especially the lightning tunnel).
Yeah, I Could See That, Actually
#2916 posted by Drew [174.89.242.105] on 2010/03/22 03:28:54
and I'm not really all that great with the kind of Quake magick involved in that little gem.
Oh Necros
#2917 posted by ericw [198.53.216.92] on 2010/03/23 07:14:15
I found your secret source of inspiration for that lightning puzzle :D http://www.youtube.com/watch?v=LOZ... (@ 2:15)
Lol
#2918 posted by necros [99.227.131.204] on 2010/03/23 09:32:24
it should have been britney's face at the end of the hallway instead of madfox's drummer!
So
#2919 posted by Zwiffle [66.170.5.18] on 2010/03/23 17:22:38
My PC stopped displaying anything on my monitor, and I'm really not sure what's wrong (I cleaned my PC recently, and it boots up fine with no beeps, doesn't shutdown, everything seems to work except there's no output to my monitor) so I'm out this time.
That Wouldn't Stop CZG
#2920 posted by Drew [174.89.239.89] on 2010/03/23 19:22:47
Definitely a bummer though...
I'm actually having to write my papers, and I still haven't made another map.
I vote to hold off for another week or something, and potentially release a bigger pack.
#2921 posted by rj [86.0.165.149] on 2010/03/25 00:10:41
I am putting out an official request for anyone who knows how to make a map for quake in one sitting to do so.
i made one last night. took about 6 hours.. then i spent some of this evening tweaking it and making sure it played well. it didn't follow any of the themes mentioned, but let me know where to send it if you want it.
Awesome!
#2922 posted by Drew [74.14.181.128] on 2010/03/25 04:37:55
You can send it to me!
The deadline for anyone else who's interested is 10pm eastern time, on monday the 29th.
That ought to give everyone else plenty of time to whip something up! extensions will be docked half a mark for each day late.
Almost Forgot.
#2923 posted by Drew [74.14.181.128] on 2010/03/25 05:22:18
the theme is "CZG's anus".
obviously.
Best Theme Evar.
#2924 posted by Shambler [86.25.222.127] on 2010/03/25 09:49:41
#2925 posted by Trinca [194.65.24.228] on 2010/03/25 10:58:41
didn´t made anything yet but the theme is awesome... will dig something for sure :)
Theme ??
#2926 posted by JPL [82.234.167.238] on 2010/03/25 11:30:51
the theme is "CZG's anus".
I'm wondering what happened on #tf to have such hilarious theme :D
Er...
#2927 posted by the silent [80.17.142.66] on 2010/03/25 11:50:16
Random off topic question, it's bugging me since this morning: The name of the map with the awkward green Chton puzzle where you have to run around in circles pushing buttons in different combinations to have all the electric bars line up,it is a base map and it came out not so long ago (I'd say around 2006/7?). It's driving me nuts.
Anyone who can help will be awarded a unique, custom cast
http://www.edibleanus.com/eaimages...
You know you want it.
#2928 posted by onetruepurple [89.75.203.25] on 2010/03/25 11:55:41
lunSP1
You Win.
#2929 posted by the silent [80.17.142.66] on 2010/03/25 11:57:44
Now choose the one to be cast.
Thanks a lot!
#2930 posted by negke [88.70.253.53] on 2010/03/25 12:25:20
Less talk, more mapping!
#2931 posted by Zwiffle [66.170.5.18] on 2010/03/25 14:58:18
I guess I should have read that link before clicking it (I read it after it started loading and since my PC at home is down I'm at work) so it really worried me that it'd be an actual anus.
Phew!
Classic!
#2932 posted by generic [67.233.176.237] on 2010/03/25 23:34:09
I liked the whole Blair Witch/Shambler in the corner. Things deteriorated from there - ouch!
Slight Extension!
#2933 posted by Drew [65.92.161.252] on 2010/03/28 20:16:05
Just to let the many, many, mappers planning to map for this event who haven't quite finished or sent the map over to me yet...
I will be awake and on my computer early into tomorrow morning , so if you need a bit more time to finish up what you've got in the works (or to start something), you have it!
#2934 posted by Zwiffle [97.87.57.94] on 2010/03/28 20:42:30
None from me this week, btw, but maybe I can do one over the course of this coming week (I'll be out of town next weekend so that's a bust.)
#2935 posted by necros [99.227.131.204] on 2010/03/28 21:28:58
none from me either. i'm still burnt out on quake atm and i want to finish a doom map i'm making.
Okay Well
#2936 posted by Drew [65.92.161.252] on 2010/03/29 04:16:00
in that case I'll zip it up and post it in the next little while!
Oops
#2937 posted by Drew [65.92.161.252] on 2010/03/29 05:10:34
just realised I'm a day early on that!
hold off? or release it anyway?
Triple Post
#2938 posted by Drew [65.92.161.252] on 2010/03/29 05:17:44
whatever, I'm doing it!
(*)
#2939 posted by negke [88.70.252.236] on 2010/03/29 20:39:47
A variation of turtlemapping: A turtle episode.
Everyone tries to create an entire episode within a week, each map only the size of a more sophisticated speedmap. One map a day, seven maps in total (or how many one can manage) per participant. Think rpgsmse.
YEAH!
#2940 posted by Drew [132.205.225.227] on 2010/03/29 21:10:02
That is a GREAT idea!
But one that will definitely have to wait until a time when I'm less busy, haha!
...The only problem I can see is that peoplemight be biting off more than they can chew when they commit to that - mapping inspiration is definitely sporadic for myself, and when I've tried to "binge" map, I've generally found the inspiration shrivels up - definitely a case of diminishing returns, or whatever. I mean, it should be kept in mind that rpgsmse's construction took place with breaks between each map.
fuck all that though - it's definitely worth a try!
I've Tried That Before
#2941 posted by Zwiffle [66.170.5.18] on 2010/03/29 21:23:22
It's definitely not easy to do, especially when you have any kind of life.
A while ago the speedmappers had like 4 weeks of speedmap themes lined up with a 5th week's goal being to refine the maps - The 4 Seasons of Quake or something like that.
RPG was the only one afaik to string his speedmaps into an episode, but it wasn't a map a day, it was a 5-week project and only produced like 4 maps and a start map I think.
A speedmap a day is nothx for me, but a more drawn out event would be okay.
I Still Have Mine From Back Then
#2942 posted by rj [86.0.165.149] on 2010/03/29 21:51:10
er, i have a refined e2 map and unrefined e3/e4 maps, did start an idbase one for e1 but never finished it. would be nice to pull something together sometime but i have other priorities atm
8-) Yeah!
#2943 posted by Hrimfaxi [89.150.173.209] on 2010/03/29 22:51:52
It's been some years and I still build on my maps from back then from time to time!
So maybe i a few years there will be a smal episode from me as well!
I Think It's An Idea Though
#2944 posted by Drew [132.205.241.12] on 2010/03/30 19:36:15
to maybe do it RPG style for now. make an episode session by session... I suppose that's not thematic though - more just personal.
Has "start map" ever been done as a theme?
Toying With It Before
#2945 posted by meTch [72.10.122.69] on 2010/03/30 19:37:41
but i dont think it went through
#2946 posted by Zwiffle [66.170.5.18] on 2010/03/30 21:43:41
If I did do an episode I would probably need to plan it out instead of just throwing a bunch of speedmaps together - maybe a planned month-long mapping project, longer than a turtle map, with actual planning and stuff, and even then I'm not sure I could do it reasonably well.
Yeah, It's Not As Easy As It Sounds
#2947 posted by negke [88.70.70.55] on 2010/03/30 21:53:16
Aiming for a whole episode (regardless of the number of maps), even if the maps aren't really related or thematically connected to each other, takes away some of the freedom from pressure that speedmapping offers (commitment, coherence, quality, you name it).
It's more of a side-project than an actual time-restricted event.
I Tried To Do It Once Actually.
#2948 posted by Drew [65.92.161.252] on 2010/03/31 07:41:51
sm 76 maybe? the end leads to 2 different exit gates, and I intended to make speeed maps that all kind of interlinked etc.
next week I tried to make a metal map(I find that theme so hard, I don't know why) and then gave up on the whole idea.
#2949 posted by Ankh [88.199.103.6] on 2010/03/31 09:28:49
I can't do anything in metal theme. I have tried several times but the textures just don't work for me.
#2950 posted by Trinca [194.65.24.228] on 2010/03/31 10:46:21
I´m making a ID metal map :) and I think is working pretty well
Metal Needs
#2951 posted by ijed [216.241.20.2] on 2010/03/31 13:54:55
Custom textures and a blocky outlook. All those 64 squares and 32 rune tiles are counter to the make it curvy idea.
Metal 4 Two
#2952 posted by negke [88.70.230.189] on 2010/03/31 14:02:12
Metal.wad is the easiest theme to work with - it looks good in all kinds of combinations. It's pretty much defined by a single texture.
#2953 posted by Trinca [194.65.24.228] on 2010/03/31 14:44:06
why not repeat this theme?
but with another texture?
#2954 posted by spy [92.46.18.221] on 2010/03/31 16:03:19
but with another texture?
wizmet1_2?
rofl
Yeah
#2955 posted by Drew [65.92.161.252] on 2010/03/31 18:46:12
I've seen alot of people say it's their favourite, etc. but it doesn't work for me too well.
#2956 posted by Zwiffle [66.170.5.18] on 2010/03/31 18:58:45
Yeah I have like so many different .wads I've made with metal themes but I never seem to be able to do anything with them. I guess it's too hard to define myself with metal textures, but I seem to have less of a problem with medieval textures/brick, etc, so challenging myself with metal and actually forcing myself to get something done with metal might be a good theme.
Sm 161?
#2957 posted by Drew [70.53.222.232] on 2010/04/08 23:21:28
ideas?
start maps?
Actually
#2958 posted by Drew [70.53.222.232] on 2010/04/08 23:37:53
no.
sm's don't have skill levels!
base maps?
Has
#2959 posted by rj [86.0.165.149] on 2010/04/08 23:50:49
'remaking a famous map from another game' been done?
#2960 posted by Zwiffle [184.60.27.118] on 2010/04/09 00:00:32
Well there was that remake project a while back where people remade original Quake maps. Not technically from another game, I know, but that's the closest I can think of.
#2961 posted by Trinca [85.138.43.32] on 2010/04/09 00:05:32
remake a small map might be cool
#2962 posted by necros [99.227.131.204] on 2010/04/09 00:06:37
i made a remake of dust2 for that sm, which actually was a map from another game. :P
#2963 posted by Drew [70.53.220.77] on 2010/04/09 04:34:55
CZG did a remake of the necropolis once - very fucking amazing, as you'd expect.
Well
#2964 posted by Tronyn [24.78.143.88] on 2010/04/09 06:37:48
I hope I'm not the only person here who ever played Catacombs 3d - specifically Catacomb Abyss 3d - id's 3d shooter before wolfenstein. soe1m6 was a remake of an old catacombs map. most catacombs maps were simple enough to be easily remade as speedmaps, in fact a good literal representation of the whole game's landscape could probably be created by 2 or 3 guys in 24 hours. but the power over my imagination that that game exerts is much greater than that.
Honey, I Shrunk The Map.
#2965 posted by the silent [79.30.42.217] on 2010/04/09 09:06:47
Compress a monster sprawling map into a tiny one, preserving the flavour.
Yeah, That Sounds Good...
#2966 posted by metlslime [67.188.81.46] on 2010/04/09 09:35:15
"chibi" or "mini" versions of famous maps.
SM126: Mini-Marcher
#2967 posted by negke [88.70.251.79] on 2010/04/09 10:56:24
#2968 posted by rj [128.243.253.108] on 2010/04/09 14:25:57
i remembered the 'ish' maps and mini-marcher, which is why i suggested using maps from other games
Hello
#2969 posted by negke [88.70.240.206] on 2010/04/23 14:10:52
<Trinca> guys in HL2 where do we supose to get healty?
<Trinca> in episode 1
<Trinca> press E in anyplace
#2970 posted by Trinca [85.138.43.32] on 2010/04/23 22:29:24
LOL dont put words in my board!
Just Wanted To Bump The Thread To Make People Consider Mapping
#2971 posted by negke [88.70.243.111] on 2010/04/24 09:55:12
Though instead of making a map myself, I ended up playing GTA all afternoon. :P
(Still -> have Trinca axe 100 enforcers in a trainyard with no healty whatsoever)
+Quad +RA +LG
#2972 posted by ijed [190.20.108.53] on 2010/04/24 14:13:11
So The Next Theme Is
#2973 posted by spy [92.47.234.132] on 2010/04/24 15:48:38
the Trinca's fagetbook?
roulf
GTA:VC?
#2974 posted by meTch [64.148.26.130] on 2010/04/24 22:38:53
the only thing that makes it fun is the radio (especially wave-103), otherwise I'd never want to play gta.
not to be off topic or anything.
Suggestion
#2975 posted by spy [178.88.7.201] on 2010/06/11 17:46:02
next theme:
remake of the doom maps? anyone?
btw/ willem check your mail!
#2976 posted by gb [89.27.224.188] on 2010/06/12 10:07:41
some doom maps are pretty big, making them in one hour is perhaps difficult (except in a Doom editor, heh). Maybe something for a turtlemap event?
I'd be willing to participate, have done parts of e1m1 and e1m3 in a testmap last year or so... it was fun, basically ignore the grid, ignore texture alignment, use flat textures and make zigzaggy stuff. Top off with a lot of monsters.
#2977 posted by spy [178.88.4.207] on 2010/06/12 13:54:42
Maybe something for a turtlemap event?
thats would've been fine
Theme Suggestion:
#2978 posted by ijed [190.20.107.182] on 2010/06/13 01:05:57
Polarities
Oi
#2979 posted by negke [88.70.231.176] on 2010/09/04 21:00:05
Anyone up for some? Perhaps with a wicked texture set: alice.wad.
#2980 posted by Zwiffle [97.87.57.94] on 2010/09/05 00:21:28
I've tried alice.wad, it's tough to work with imo.
I"m not speedmapping, but I'm going to try to do a 2-week turtle map kind of thing. Metal.
Meh
#2981 posted by negke [88.70.240.0] on 2010/09/05 17:26:17
Now you got me thinking about making a metal/runic map on a red-brick (alice) base with Zwifflonian-type explosive monsters...
Gabriel
#2982 posted by gabriel [187.11.47.59] on 2010/09/19 15:07:46
oi
Gabriel
#2983 posted by gabriel [187.11.47.59] on 2010/09/19 15:07:49
oi
#2984 posted by [194.65.24.228] on 2010/09/24 12:03:36
speedmapping event with max 50 brushes?
let's stop the lazy life and let's do something?
Im In!
#2985 posted by RickyT23 [86.142.195.34] on 2010/09/24 14:35:07
Deadline?
Theme: 50 brushes is the only rule :)
#2986 posted by [194.65.24.228] on 2010/09/24 16:46:07
1 October?
to be release Saturday!
email to Spirit or Negke
#2987 posted by Spirit [80.171.82.131] on 2010/09/24 18:13:10
Screw you, mister anonymous. Especially if you recently quit for the umpteenth time recently.
#2988 posted by [194.65.24.228] on 2010/09/24 18:28:03
Spirit if you don’t want to receive the .bsp's just say it, was not a demand for you to get then together, Negke can get then.
Is there any obligation to login to make a post?
Thanks for nothing
Just Write Your Bloody Name Trinca
#2989 posted by rj [86.0.165.149] on 2010/09/24 18:55:04
Not Again!
#2990 posted by SleepwalkR [78.52.99.218] on 2010/09/24 19:03:31
Please, just stay away you idiot.
Forsooth!
#2991 posted by generic [67.233.186.205] on 2010/09/24 20:05:56
Honorable are all those that seek out to inspire speedmappery, be they rogue or regality...
#2992 posted by Zwiffle [66.170.5.18] on 2010/09/24 20:42:14
50 brushes should be the limit for every speed map ...
50 Brushes Contest
#2993 posted by spy [178.88.31.254] on 2010/09/24 20:43:51
count me in, i'll try to cook something
so deadline is october 1st?
Roulf
#2994 posted by spy [178.88.31.254] on 2010/09/24 20:44:56
Screw you, mister anonymous. Especially if you recently quit for the umpteenth time recently.
Newbie Question But...
#2995 posted by ZealousQuakeFan [82.16.91.106] on 2010/09/24 21:14:46
Does using Cordon to seal a map count as using six brushes? :E
Yes
#2996 posted by ijed [216.241.20.2] on 2010/09/24 21:42:25
Brushcount of the editor is the limit, not what a human might consider brushes or not - so triggers etc. are included as well.
It{s a fun challenge. I might even try one...
Okay :)
#2997 posted by ZealousQuakeFan [82.16.91.106] on 2010/09/24 21:56:16
Will see if I can throw something interesting together :E
Second Newbie Question :E
#2998 posted by ZealousQuakeFan [82.16.91.106] on 2010/09/24 22:35:53
Quoth okay? I think I can do what I want without it but just for clarity :)
I Agree With #2991.
#2999 posted by Drew [65.92.161.73] on 2010/09/24 23:04:01
not that I'm going to contribute.
#3000 posted by mabyTRINCAmabynot [95.93.60.119] on 2010/09/25 11:43:38
#2990 are you the owner of this channel? Keep your ideas to yourself nobody is offending anyone... maybe is you that should be away since you don’t map nothing.
#2989 is this site about mapping or about names? I think people want to play maps not look at names, wasn’t you that had a nick before rj?
if map have smblabla_trinca nobody will play it?
#3001 posted by therealtrinca la la la(eminem) [95.93.60.119] on 2010/09/25 11:52:17
Honestly I was with a mood to make something, but I think I lost the interests thanks for keeping speedmapping alive SleepwalkR
Jesus
#3002 posted by rj [86.0.165.149] on 2010/09/25 12:23:54
look, if you want to come back purely for the sake of contributing with maps & map discussion, no-one is going to begrudge you for it. yes, people found you annoying before but that was because you were a bit of a troll with a penchant for spouting immature babble but that's no reason for people to boycott your releases, which from what i have seen have mostly been decent.
just ditch the retarded anonymous posting - it's pathetic, especially when it's so obviously you behind it. hell even pick a different name if you want - yes i changed mine, because (a) rj is what many of my friends call me and (b) i no longer wanted to be associated with an internet moniker i came up with when i was 14 years old (with a penchant for spouting immature babble...)
and don't let negative comments about you affect your desire to make stuff. it's pointless, unless the only reason you make stuff is to impress others. and that may sound a bit rich from me given my spectacular tantrum and subsequent storming out of func_ in this very thread back around 2004, but think of it as learned advice...
#3003 posted by Trinca [95.93.60.119] on 2010/09/25 12:30:04
You are right about many things rj, I agree!
Just hope some guys keep the mouth shut, I made a simple post and Spirit and sleepsomething troll about it...
Is this about speedmapping or nicks?
I have very little time in my life, because of real life but I'm up for a speedmap because I LOVE THIS FUCKING GAME, and some people in here...
#3004 posted by Trinca [95.93.60.119] on 2010/09/25 12:39:40
ok, I will make the pack and upload I don't want to force a job or make to much trouble to anyone.
who wants to cock something just sent me to trinquinha@gmail.com
#3005 posted by Spirit [80.171.52.114] on 2010/09/25 12:44:46
This is a community that greatly benefits from nicknames since we are people talking with eachother.
My "screw you" was simply a reply to telling people to send me stuff that would make me have to package something without even having asked me if I wanted to.
PS: SleepwalkR is the Qrinch. :(
#3006 posted by Trinca [95.93.60.119] on 2010/09/25 12:47:58
no more talk please!
1 October?
to be release Saturday!
email trinquinha@gmail.com
God Damn QQ-ing Moronic Drama Whore
#3007 posted by nonentity [188.223.82.21] on 2010/09/25 16:04:18
I mean Hmm
Seriously?
#3008 posted by SleepwalkR [80.187.110.204] on 2010/09/25 16:22:55
After all the racist & homophobic diatribes? And I'm the "Qrinch"? Mabe you guys should have your long term memories checked. But hey, I guess he'll call us all fags and nigger lovers and rage quit a bit sooner this time ;-).
Here's To
#3009 posted by SleepwalkR [80.187.110.204] on 2010/09/25 16:24:38
hoping!
#3010 posted by [95.93.60.119] on 2010/09/25 16:27:04
SleepwalkR what have personal(didn't change then) opinions about mapping?
stop trolling you this time! I think is time to quit all of this no?
#3011 posted by Trinca [95.93.60.119] on 2010/09/25 16:27:52
post #3010 = me
No
#3012 posted by SleepwalkR [85.177.88.154] on 2010/09/25 21:22:03
Trinca
#3013 posted by necros [99.227.131.204] on 2010/09/25 22:27:36
if we're being honest here, you are an unbelievably harsh racist and bigot.
you might seem worse than you are due to the 'lost in translation' effect, but i think sleepwalkr pegged you pretty accurately there.
and yeah, the anonymous posting is annoying and obnoxious.
for someone who throws insults around so freely, it's a curiosity that you yourself have such thin skin.
i've usually ignored and overlooked most of the crass things you've posted because-- hey, this is the internet after all.
you seem to be searching for something on this board, and it's not something this board will give you. just post for the fun of it and stop expecting anything. you'll always be pleasantly surprised then.
I Just Think Its Funny
#3014 posted by RickyT23 [82.26.222.218] on 2010/09/25 22:44:40
It reminds me of "band problems" - when you get in a band, you often have massive disagreements with other band members but the whole thing tends to be dictated by music. If you like a persons music, and you enjoy playing music with them then you can just argue and argue and argue al,of the rest of the time, but ultimately you stay "together" for the music.
The amusing part is that you can always tell Trinca's posts. His wording is unmistakable.
So it kinda doesn't matter if he puts his name in or not. What a rebel. Other people get annoyed sometimes because it seems like he is being a drama queen or something.....
Also
#3015 posted by RickyT23 [82.26.222.218] on 2010/09/25 22:46:36
I agree with necros on most things he said. I wouldn't have said that I find Trinca to be particularly harsh though.
#3016 posted by trinca [95.93.60.119] on 2010/09/25 22:46:59
Necros I´m just looking for a speedmap event, nothing more...
Look Elsewhere
#3017 posted by SleepwalkR [85.177.88.154] on 2010/09/25 23:02:09
Trinca Is Back !!!
#3018 posted by JPL [79.140.208.123] on 2010/09/25 23:45:09
I need a beer to celebrate this !
Let's have a post in the drunk thread :P
#3019 posted by Trinca [95.93.60.119] on 2010/09/26 15:39:53
forget the speedmap event, I will play some QW that have less dick heads... got some REAL friends in there, lots of then leave near me in Lisbon.
Quake will die for sure thanks to people like SleepwalkR enjoy your stupid life asshole...
I will still come here just to piss you off and to see good friends like Ricky, ijed, JPl and others that don't have a twisted mind like some in here!
ROFLMAO @ Trinca
#3020 posted by RickyT23 [82.26.222.218] on 2010/09/26 15:54:35
Talk about flogging a dead horse.
Yup
#3021 posted by SleepwalkR [85.177.88.135] on 2010/09/26 15:57:20
I killed Quake.
Hmm
#3022 posted by nonentity [188.223.82.21] on 2010/09/26 17:11:39
QBoard is dying!
I Hate All Of You
#3023 posted by pjw [96.42.24.247] on 2010/09/26 18:11:23
with generous and equivocal malice for everyone. Hope this clears up any remaining confusion.
lots of then leave near me in Lisbon
I bet they do.
50 Brushes Map
#3024 posted by ZealousQuakeFan [82.16.91.106] on 2010/09/26 18:43:43
I wanted to get something done before the weekend finished :)
Heavy combat map. Pretty hard, I threw some powerups in for easy and normal but without too much thought, so I won't begrudge anyone who uses god mode or something
***Requires Quoth!*** (and probably a limit lifting engine due to monster zergs)
http://www.filefront.com/17322749/...
K Well
#3025 posted by Zwiffle [97.87.57.94] on 2010/09/26 19:03:37
I'm working on a 50 brush map too which I will send to both Spirit and negke just to be doubly safe.
#3026 posted by Trinca [95.93.60.119] on 2010/09/26 19:07:59
ok, if zlifflke do it, I make it to and will be hotter then is
Im Gonna Start :)
#3027 posted by RickyT23 [82.26.222.218] on 2010/09/26 19:10:23
ready?
#3028 posted by trinca [95.93.60.119] on 2010/09/26 19:25:28
ZealousQuakeFan don't upload... if for a pack delete this know noob :p
#3029 posted by ZealousQuakeFan [82.16.91.106] on 2010/09/26 21:41:46
meh I've got a few ideas, I'll throw something else together. Perhaps a bit more interesting in pure brush work I dunno :E
Really Startin To Feel The Strain
#3030 posted by RickyT23 [82.26.222.218] on 2010/09/26 22:28:42
now. 24 brushes. But im gonna need another 6 to seal it, so really its 30 brushes.
With Such A Low Limit
#3031 posted by necros [99.227.131.204] on 2010/09/26 23:21:00
maybe you guys should relax the rules on triggers and such?
Well
#3032 posted by ijed [190.22.100.222] on 2010/09/26 23:34:02
I'm on track with 47 brushes, but if bumping the limit or not including triggers / sky / whatever gets more maps in the pack then that's fine by me.
#3033 posted by Zwiffle [97.87.57.94] on 2010/09/27 00:01:41
Was able to get exactly 50 brushes and make a pretty decent map. Doing lighting/gameplay now.
#3034 posted by ZealousQuakeFan [82.16.91.106] on 2010/09/27 00:23:52
Generally getting around that by either using monster deaths or items for triggers :)
Who Do We Send Them To Then?
#3035 posted by ijed [190.22.100.222] on 2010/09/27 00:28:47
50 brushes boxmap with no lighting and buggy gameplay.
Spirit And Negke Then...
#3036 posted by ijed [190.22.100.222] on 2010/09/27 00:39:00
#3037 posted by ZealousQuakeFan [82.16.91.106] on 2010/09/27 00:55:00
Either or both? :P
Sent To Both
#3038 posted by ijed [190.22.100.222] on 2010/09/27 01:02:09
Sent To Both
#3039 posted by Zwiffle [97.87.57.94] on 2010/09/27 01:29:40
Damn too late.
#3040 posted by necros [99.227.131.204] on 2010/09/27 03:51:32
i'm kind of curious to see what you've made now. :)
i remember not really enjoying doing a 100b map. 50b seems like the same as 100b except someone punches you in the face repeatedly. :P
Haha Yeah
#3041 posted by Drew [74.14.183.34] on 2010/09/27 04:22:35
especially in speedmap form.
I'm very interested in seeing what you guys do with this - I have a feeling I'd really struggle with this theme.
I Will Send My Map To Negke Too.
#3042 posted by Spirit [80.171.97.222] on 2010/09/27 08:48:17
Just Finished One
#3043 posted by ericw [198.166.8.65] on 2010/09/27 08:56:50
It was tricky to work with 50 brushes and not just make a bunch of boxes. Sounds like there will be a good number of maps; I'm looking forward to seeing what everyone else did!
You Know I Can't Go Past A Small Brush Limit...
#3044 posted by distrans [59.167.236.18] on 2010/09/27 11:07:49
38 and counting.
Warm up the catcher's mit negke!
I Paused Last Night At
#3045 posted by RickyT23 [86.142.195.34] on 2010/09/27 11:38:38
44 brushes. Just need to finish gameplay and lighting :)
#3046 posted by Trinca [194.65.24.228] on 2010/09/27 11:47:00
I have two crapys in progress :\
will sent to negke friday
Spirit
#3047 posted by ijed [216.241.20.2] on 2010/09/27 15:12:04
I also sent you some of my holiday photos, and invitation to facebook, a chain email and a picture of a cute puppy.
I Forward Them To The Trash Bin
#3048 posted by negke [88.70.237.49] on 2010/09/27 19:44:14
Spirit has a point.
#3049 posted by Trinca [95.93.60.119] on 2010/09/28 00:03:00
no you wont
#3050 posted by ZealousQuakeFan [82.16.91.106] on 2010/09/28 02:38:25
Got round to throwing another one together, will email soonish :)
#3051 posted by necros [99.227.131.204] on 2010/09/28 03:27:20
did either spirit or neg offer to do the speedmap this time? i don't think so...
If
#3052 posted by Zwiffle [97.87.57.94] on 2010/09/28 03:47:16
neither one wants to load em up into a pack, I could. (Is the quaketastic pw still ilovetheshubhub?)
#3053 posted by Trinca [95.93.60.119] on 2010/09/28 08:29:07
Spirit wrote he did one and sent to negke...
I've got one done, but I will try to make another
He Was Being Sarcastic
#3054 posted by negke [88.70.60.58] on 2010/09/28 10:36:31
But okay, seeing that I've received most of your stuff already, I can pack it up just like the old days, even though I'm not going to make a map myself. Mind you it's really no different than if any of you did it (Quaketastic and newspost), for the SMQ site is gone and I don't have access to Quaddicted.
The maps will have to be renamed to sn161_yourname. And while not required as this isn't a contest, it probably still wouldn't hurt to include the map file as well, so people could verify the maps stay below the brush limit. And in the case of Zwiffle, including a bsp wouldn't hurt, either!!! (enable file extensions in your OS, ffs). Make sure I have all maps by Friday night CET.
#3055 posted by Trinca [194.65.24.228] on 2010/09/28 10:50:06
:(
#3056 posted by ZealousQuakeFan [82.16.91.106] on 2010/09/28 12:21:49
"It was tricky to work with 50 brushes and not just make a bunch of boxes"
*cough* yea... *ahem*
#3057 posted by Zwiffle [97.87.57.94] on 2010/09/28 15:29:27
I didn't include a .bsp?
Thanks Negke
#3058 posted by ijed [216.241.20.2] on 2010/09/28 18:01:46
#3059 posted by Trinca [95.93.60.119] on 2010/09/28 19:58:20
ye, u rock negke!
get some seconds to make a small boxy :)
Wziffle
#3060 posted by negke [88.70.61.138] on 2010/09/29 15:59:32
No, only the .map.
Sent A Map
#3061 posted by RickyT23 [82.26.222.218] on 2010/09/30 19:45:21
dont know where - spirit, you got one, and negke - your gmx mail (dunno if that's still your email) - er, test if you can be bothered please :)
#3062 posted by Spirit [80.171.20.45] on 2010/09/30 21:57:45
Crap, forgot to finish mine.
#3063 posted by ZealousQuakeFan [82.16.91.106] on 2010/09/30 22:18:01
"But okay, seeing that I've received most of your stuff already..."
Think that means the email is the right one :E
Keke
#3064 posted by Spirit [80.171.28.97] on 2010/10/01 16:08:31
Hm, if you can wait a bit I will try to finish mine until today 18:00 CET. If I don't finish until then, I will scrap it.
Wasted so much time playing with lighting and then the amazing q1rad.
#3065 posted by ZealousQuakeFan [82.16.91.106] on 2010/10/05 14:41:49
"remake of the doom maps? anyone?"
I'd be interested in throwing something like that together over a week or something... I enjoyed that last round of speed maps :)
A lot of Doom maps are pretty sprawling, but Thy Flesh Consumed and Final Doom have quite a good line in more compact and intricate layouts.
#3066 posted by Trinca [85.138.15.26] on 2010/10/05 14:52:17
I'm up
Great
#3067 posted by Zwiffle [97.87.57.94] on 2010/10/05 15:05:29
Now I have to replay Ultimate Doom, Doom 2,and Final Doom to remember which map is my favorite. Crap >:(
#3068 posted by Trinca [194.65.24.228] on 2010/10/18 17:28:16
http://celephais.net/board/view_th...
I will talk with Tiddles(DM Mapper) he have some nice dm maps to play with! some one then are real nice to work with...
anyone up?
Nope
#3069 posted by Zwiffle [66.170.5.18] on 2010/10/18 17:37:07
Not me.
#3070 posted by gb [89.27.239.16] on 2010/10/18 19:38:05
doom map remake, I'd be down as well
slight problem is how to replace monsters - the doom monsters are pretty different from the Quake lineup, so I guess we'd simply place Quake monsters around the layout as good as we can.
Shall we have rules to mimic DOOM (max 3 textures per "sidedef", no deep water, no room over room, vertical doors or the like)?
A Speedy DM To SP Remake
#3071 posted by Ankh [88.199.103.6] on 2010/10/18 20:10:43
I would be in for such event
#3072 posted by ZealousQuakeFan [86.19.231.96] on 2010/10/18 20:30:14
I don't think it's too hard to convert monsters if you think about the functions they perform.
Grunt: shotgun guy
Enforcer: Chaingunner
Scrag: Cacodemon
Ogre: Revenant
Fiend/Knight: Pinkie demons
Death Knight: Hell Knight
Vore: Baron of Hell
Shambler: Archvile
Something like that :p If you adjusted scales the extra speed of Quake's monsters wouldn't be too much of a problem.
I Could Be Up For A Doom Themed Speedmapping Competition :)
#3073 posted by RickyT23 [82.26.211.115] on 2010/10/18 21:40:34
I dont know about remaking a perticular map myself, but I would enjoy making a doodle. Deadline?
#3074 posted by gb [89.27.239.16] on 2010/10/18 23:23:30
a remake-doodlething that resembles doom.
Saturday?
#3075 posted by gb [89.27.239.16] on 2010/10/18 23:27:52
doodle is ok, actually.
#3076 posted by ZealousQuakeFan [86.19.231.96] on 2010/10/18 23:42:50
Sunday would be better imo I have a busy week :P
Any Movers On Sunday?
#3077 posted by RickyT23 [82.26.211.115] on 2010/10/19 01:51:27
Send maps to....?
(I'll do it if no-one else...)
#3078 posted by Trinca [194.65.24.228] on 2010/10/19 10:36:47
what's theme?
Doom
#3079 posted by RickyT23 [86.142.195.34] on 2010/10/19 10:48:53
Is the theme. Use Doom textures :)
#3080 posted by ZealousQuakeFan [86.19.231.96] on 2010/10/19 11:27:06
Ah you just wanting to make something in a Doom style, not specificially remake something? :E
#3081 posted by gb [89.27.196.196] on 2010/10/19 21:48:07
To do a remake, I would have to start thinking. I don't feel like thinking atm.
I have some ideas for a Doomish doodle though I wouldn't necessarily use DOOM textures.
#3082 posted by Trinca [194.65.24.228] on 2010/10/20 13:10:29
untill sunday is impossible to me, I will be out for all weekend!
#3083 posted by gb [89.27.242.89] on 2010/10/20 15:42:03
two weeks and a turtlemap instead of speedmap?
#3084 posted by Trinca [194.65.24.228] on 2010/10/20 16:08:44
for me still a speedmap :k my time is so short... but I will make one if deadline is something like 01-11-2010
It's A Date! :D
#3085 posted by RickyT23 [86.142.195.34] on 2010/10/20 17:57:15
Turtle or speedmap.
Broadly "Doom themed".
Deadline: 1st November 2010
#3086 posted by gb [89.27.242.89] on 2010/10/20 18:08:00
OK; I'm in.
#3087 posted by gb [89.27.231.213] on 2010/10/23 03:08:29
Mine's practically finished. Get mapping you snails.
So Is My Episode, Show Off...
#3088 posted by ijed [190.22.127.161] on 2010/10/23 04:40:13
uh... yeah...
#3089 posted by gb [89.27.225.135] on 2010/10/23 16:35:29
ok, I get it :-P
#3090 posted by Trinca [194.65.24.228] on 2010/10/29 10:32:49
guess I wont do nothing :( this week as been crazy :\
#3091 posted by gb [89.27.208.123] on 2010/11/01 02:45:02
It's 11/01. Does anybody have a map?
#3092 posted by Trinca [81.84.135.90] on 2010/11/01 08:10:40
I didn't make anything... sorry :( as been a busy week for me :|
Yeah
#3093 posted by RickyT23 [217.35.249.230] on 2010/11/01 10:04:42
I failed too :(
Also very busy. I have a problem in that I try too do to many things then fail to do half of them......
Same :(
#3094 posted by ZealousQuakeFan [86.19.231.96] on 2010/11/01 10:44:10
I started something with some doom textures but hasn't been a nice week :E
Hahahaha
#3095 posted by Drew [65.92.160.123] on 2010/11/01 23:12:25
...
#3096 posted by Drew [65.92.160.123] on 2010/11/02 00:30:58
Same Here
#3097 posted by ericw [206.75.128.68] on 2010/11/02 04:20:47
I started playing with doom2 textures but didn't finish anything. Maybe November 8th?
#3098 posted by Trinca [81.84.21.15] on 2010/12/04 15:12:26
gb did you finish you map!!!
#3099 posted by Trinca [81.84.21.15] on 2010/12/04 15:27:15
?
#3100 posted by gb [89.27.205.110] on 2010/12/05 00:12:28
Yes.
Did You Finish One Trinca?
#3101 posted by Drew [65.92.21.51] on 2010/12/05 10:31:49
or what?
#3102 posted by Trinca [81.84.21.15] on 2010/12/05 13:18:54
no, I'm having some issues in Quark :\ dont like my ATI 850 much :(
when I mapped at work all worked fine... at home :( cant see range of lights and the lines of a single brush in 3D :|
#3103 posted by Trinca [81.84.21.15] on 2010/12/05 13:20:20
guess I will have to change editor...
with one looks almost like Quark?
Chainmap Idea: City Theme
#3104 posted by negke [88.70.54.34] on 2011/02/02 23:38:49
Inspired by this recently released map as well as others, I propose a CITY/realism themed-chainmapping event.
Something involving dark, cramped alleys and filthy backyards, old storage buildings and abandoned tenements. Possibly even some sewers beneath. Think Kingppin. Not so much big and open suburbs obviously (remember VIS and Quake's style). A canal might work.
This should be kind of easy to make (boxy design is probably even desired here) and, most importantly, possible to join without too much additional effort or reconstruction if done right. I would volunteer to merge the maps, fix stuff and add gameplay if necessary. But of course this could also be done by several people, each one producing his own chainmap from the sources.
Texture wise, I'd say the stock ones are good, many bricks, a variety of metal and some windows. Kingpin would work, too, but it might also make it more complicated as those textures seem to demand greater attention to detail.
This would be a nice thing for a weekend. A couple of hours, maybe a day for each map. No turtlemap-grade stuff.
Anyone interested in such a project?
Sounds Interesting To Me
#3105 posted by ZealousQuakeFan [188.220.248.12] on 2011/02/02 23:49:03
http://www.zealousquakefan.com/wp-...
#3106 posted by Zwiffle [97.87.57.94] on 2011/02/03 01:41:12
Hmm, not too thrilled with the theme. Normally I'd be down but that just seems boring to me. Sorry bro.
How About A Left 4 Dead Theme
#3107 posted by RickyT23 [86.31.132.79] on 2011/02/03 02:29:12
achieved by using quoth (or you could use id progs somehow). Attempting to achieve the L4D gameplay mechanic by creating a sandbox which can only be entered (by monsters) from points which are too high up for the player to jump (without trickjumping that is).
i.e. set up a sequence of func_hordespawns which are triggered by a sequence of trigger_relays, and the exit is only accessible once the player (s) have killed the last wave.
Which isn't much like L4D actually, but its kinda close. Lol - remember Quonqer?
I'll Give It A Go
#3108 posted by Drew [174.89.235.54] on 2011/02/03 05:20:07
I'm super rusty, but this could work!
I Guess This Requires Monsters To Be Spawned Alert
#3109 posted by RickyT23 [86.139.217.189] on 2011/02/03 10:51:18
I'll give it a bash :)
#3110 posted by Trinca [194.65.24.228] on 2011/02/03 11:36:25
I'm in a lazy faze :\
And theme doesn't inspire me much, sry
If I Can Find The Time...
#3111 posted by generic [67.233.199.145] on 2011/02/03 13:36:33
I'd give it a go :)
Don't Forget
#3112 posted by Mandel [80.217.68.143] on 2011/02/03 14:44:51
don't forget the exquisite city themed episode that Negke released a while ago, for reference and inspiration
What?
#3113 posted by Drew [132.205.103.137] on 2011/02/03 20:07:39
I'd Be Down For The City Chainmap Project
#3114 posted by ericw [161.184.107.29] on 2011/02/03 21:37:55
Just played quake city and from hell. I like the theme, and it hasn't been explored much.
Here's some Lovecraft, Pickman's Model:
" When we did turn, it was to climb through the deserted length of the oldest and dirtiest alley I ever saw in my life, with crumbling-looking gables, broken small-paned windows, and archaic chimneys that stood out half-disintegrated against the moonlit sky. I don't believe there were three houses in sight that hadn't been standing in Cotton Mather's time -- certainly I glimpsed at least two with an overhang, and once I thought I saw a peaked roof-line of the almost forgotten pre-gambrel type, though antiquarians tell us there are none left in Boston.
From that alley, which had a dim light, we turned to the left into an equally silent and still narrower alley with no light at all: and in a minute made what I think was an obtuse-angled bend towards the right in the dark. Not long after this Pickman produced a flashlight and revealed an antediluvian ten-panelled door that looked damnably worm-eaten. Unlocking it, he ushered me into a barren hallway with what was once splendid dark-oak panelling -- simple, of course, but thrillingly suggestive of the times of Andros and Phipps and the Witchcraft. Then he took me through a door on the left, lighted an oil lamp, and told me to make myself at home."
Nice, Ericw!
#3115 posted by generic [67.233.199.145] on 2011/02/04 14:14:53
BTW, timfixed.wad from Arcade Quake has some extra city textures that might be useful.
Ikbase.wad works well with the regular Quake brick textures, too.
Are there any proportions we should adhere to? A door is x units tall or an alleyway is x units wide?
IK2K Urban/medieval Textures
#3116 posted by ericw [161.184.107.29] on 2011/02/17 18:22:28
I found this on quaddicted, it's a pretty cool set:
http://www.quaddicted.com/wads/ik2...
The readme calls it "Doom that came to Dunwich". They were converted from Q3 and have a more realistic feel than quake's city textures, but I've never seen them used in Q1 before.
Distrans' Coagula Contest 2 Entry
#3117 posted by onetruepurple [89.79.96.4] on 2011/02/17 18:50:46
used those to a great effect.
Fucking Distrans
#3118 posted by Drew [70.54.155.249] on 2011/02/17 23:55:18
always uses textures to great effect.
But yeah, very nice set - agree that it could work with a city locale.
Although I think a RUBICON 2 themed SM event would be even better/simpler/more of the moment!
Because
#3119 posted by Drew [70.54.155.249] on 2011/02/17 23:55:38
as you all know, there is nothing worse than being passe in the quake community.
#3120 posted by necros [99.227.131.204] on 2011/02/18 00:29:51
those ik textures are awesome though.
#3121 posted by onetruepurple [89.79.96.4] on 2011/02/18 12:46:13
Although I think a RUBICON 2 themed SM event would be even better/simpler/more of the moment!
Rubicondom 2!!!
Make It
#3122 posted by ijed [190.22.122.63] on 2011/02/19 00:34:21
A pack of 3.
Huh?
#3123 posted by Drew [70.53.224.153] on 2011/02/19 00:50:26
pack of 3?
I like (though haven't ever contributed to) chainmaps.
I would do that.
or a regular standalone deal.
got to get WC reinstalled first though I guess!
Would anyone else want to do this?
Onetruepurple
#3124 posted by Drew [70.53.224.153] on 2011/02/19 00:50:47
would you be in?
#3125 posted by metlslime [159.153.4.50] on 2011/02/19 00:52:46
i guess if you guys do that i should release the wad file and the radiant ent file...
Well
#3126 posted by Drew [70.53.224.153] on 2011/02/19 00:57:21
I was thinking it could be ID1, but that would be pretty awesome!
Sorry, guess I should have waited/asked!
still pretty tentative anyway - when was the last SM pack?
So...
#3127 posted by Drew [70.53.224.153] on 2011/03/03 17:06:03
now that metlslime has released the resources, anyone want to do an SM session?
What Kind Of SM Did You Have In Mind?
#3128 posted by Zwiffle [66.170.5.18] on 2011/03/03 17:17:06
Rubicon2
#3129 posted by Drew [70.53.224.153] on 2011/03/03 19:59:35
#3130 posted by Trinca [194.65.24.228] on 2011/03/04 12:03:07
sounds like a good idear!
I'm up to, but not this weekend... will be in holidays out of Lisbon...
Rubicon2...
#3131 posted by JPL [82.234.167.238] on 2011/03/05 11:47:36
... sounds a good idea... go!!! go!!! go!!!
#3132 posted by ZealousQuakeFan [86.175.224.155] on 2011/03/05 12:26:37
Rubicondom 2!!!
http://www.youtube.com/watch?v=uIC...
#3133 posted by Zwiffle [97.87.57.94] on 2011/04/02 17:08:14
Think I'm going to speedmap this weekend. Who's in charge of it anymore ? Negke?
#3134 posted by gb [46.142.9.208] on 2011/04/02 17:24:31
I still have my speedmap from last time, when no one else managed to finish theirs, so I can toss that in. Its theme is DOOM but who needs a theme, right.
OMG Zweifle
#3135 posted by negke [88.70.62.36] on 2011/04/02 18:21:34
Send me everything you got!!!
PS
#3136 posted by negke [88.70.62.36] on 2011/04/02 18:24:25
How's your cat?
Fat And Adorable
#3137 posted by Zwiffle [97.87.57.94] on 2011/04/02 18:28:17
Also has sharp claws ow
And Thus, We Have A Theme!
#3138 posted by negke [88.70.62.36] on 2011/04/02 18:40:05
Don't You Already Have A Cat Speedmap, Negke?
#3139 posted by jt_ [174.252.251.207] on 2011/04/02 18:49:44
#3140 posted by gb [46.142.9.208] on 2011/04/02 19:29:32
Mine already has a large, tentacled cat.
#3141 posted by negke [88.70.240.173] on 2011/04/02 20:20:07
I meant the "fat and adorable, with claws" part. Everything is fine - it was a joke anyway. I'll try to get something done as well. Send your maps to me, but keep in mind that if Zwiffle fails to submit one, they'll all be deleted.
#3142 posted by necros [99.227.131.204] on 2011/04/02 20:31:57
who made that map with the giant rat in it... was it you neg? it'd be cool to make a giant cat map where you go inside the cat and fight monsters.
like... you were shrunk down and you have to fight off a disease that's afflicting your poor cat.
#3143 posted by negke [88.70.240.173] on 2011/04/02 20:39:12
Yes, my sm100 turtle.
Thinking about the mock theme, I imagined a map where you would see a wild shambler in a skip cage and then seemingly shrink and fight fiend-flees in his fur.
Also
#3144 posted by negke [88.70.240.173] on 2011/04/02 20:40:41
jt_
#3145 posted by Zwiffle [97.87.57.94] on 2011/04/02 21:10:03
What speedmap # is this? 162?
Yeah
#3146 posted by Drew [70.49.68.188] on 2011/04/03 07:06:20
I won't be joining, but I'm looking forward to playing!
wish there'd been an SM event during the interlude when CZG was back...
#3147 posted by Zwiffle [97.87.57.94] on 2011/04/03 07:14:10
he's back already just not doing anything productive.
#3148 posted by Zwiffle [97.87.57.94] on 2011/04/04 02:12:25
K got mine submitted, who else had something?
Not Me
#3149 posted by necros [99.227.131.204] on 2011/04/04 04:13:03
i actually wanted to try the cat thing but i'm trying to focus on one project at a time. :S
#3150 posted by negke [188.96.134.157] on 2011/04/04 08:17:56
necros: Errr, right... ;)
Thanks, Zwiffle. I made one, too (got carried away a bit, again). Please send me yours as well, gb.
#3151 posted by Trinca [194.65.24.228] on 2011/04/04 09:53:40
I have a cold :\ was all day in bed sunday :(
Fucking weather! or is 8º or 26º :(
OK - Im In
#3152 posted by RickyT23 [94.13.59.177] on 2011/04/04 18:25:47
Its half past 5pm now, im gonna walk the dog for an hour, then eat, then ill do a three hour speedmap. Then I'll email it to negke.
Hopefully that will get me warmed up to map this week, cause i've taken the week off from work.
Lol - Trisouping The Speedmap = Time-consuming
#3153 posted by RickyT23 [94.13.59.177] on 2011/04/04 21:08:01
hehehe
#3154 posted by negke [88.70.94.60] on 2011/04/04 21:24:39
You were just a moment too late. But, by all means, don't let this keep you from doing the map anyway. For the next pack or, if it turns out promising, possibly even expanded into a turtlemap (unless it's base).
Heh - No Worries
#3155 posted by RickyT23 [94.13.59.177] on 2011/04/04 21:42:32
This got a bit out of hand - ill prob finish it at some point and release it as more of a TM.
Or Even *crazy Suggestion Alert*
#3156 posted by rj [86.0.166.158] on 2011/04/04 23:42:14
a 'map' :P
#3157 posted by Zwiffle [97.87.57.94] on 2011/04/09 06:09:10
Another speed map this weekend anyone? Are we starting the city map project by any chance? Any theme?
Wait A Couple More Weekends
#3158 posted by Drew [70.53.224.231] on 2011/04/09 07:11:59
til you do rubicon 2 theme, please. almost done the semester :)
Hmmm
#3159 posted by RickyT23 [94.13.59.177] on 2011/04/09 07:54:40
i have a rubicon doodle map on the back-burner......
Haha
#3160 posted by Drew [70.53.224.231] on 2011/04/09 08:39:52
yeah, whatever actually - not like I've ever been on-theme anyway
Zwiffle
#3161 posted by negke [88.70.58.24] on 2011/04/09 10:25:17
Ok, why not. I was somewhat toying with the idea of giving ikblue a try...
Not sure about the city project as distrans has a very promising Kingpin city map in the works (though temporarily on hold atm) for which I wouldn't want to spoil his motivation. On the other hand, both projects might even benefit from each other? Ideally someone (you) would take initiative by grabbing my source and just expanding it so as to force progress.
Hi .. When The Next Sm Event ?
#3162 posted by starmyke [151.66.161.140] on 2011/04/09 15:59:20
I've lost the last .. but I really want to join next !
Now, I Guess
#3163 posted by negke [88.70.77.62] on 2011/04/09 16:14:33
Make a map this weekend and send it in. Same goes for Zwei and everyone else.
Don't Mind If I Do!
#3164 posted by necros [99.227.131.204] on 2011/04/13 07:17:08
grabbing my source and just expanding it so as to force progress
k. :D
spent an hour or so? on this and just added a few buildings (with one building interior), a train engine + tracks (which...i dunno, if it could be turned into an actual moving one or not as part of gameplay).
http://necros.quaddicted.com/temp/...
i have included kp_sky.wad which is the sky neg used in his original speed map but wasn't included in kp_full.wad.
i've also used the slime texture from quake.wad (once...) but i figure having quake.wad alongside kp_full.wad is a good idea as it gives you a big selection of liquids, animated buttons and key icons.
still, i think, if anyone does decide to add on to this, try to keep it to just those things and not any of the regular quake textures.
i've also included common.wad which just has all the clip, trigger, skip, etc textures.
for obvious reasons, kp_full.wad and quake.wad are not included. nab those off quaddicted.com/wads.
also, please update the date in the filename so it's easy to tell which file is newer without having to resort to timestamps which aren't all that reliable.
Way To Go Necros.
#3165 posted by Drew [132.205.152.65] on 2011/04/13 07:45:45
only problem might be if more than one starts working on this!
Ah, It's A Start
#3166 posted by negke [88.70.82.169] on 2011/04/13 10:31:23
Though you made the exit of the tunnel too narrow for a (the) car to fit through. :D
As for a moving train, it could act as an environmental hazard or as an actual means to travel between parts of the map.
I Might
#3167 posted by Zwiffle [97.87.57.94] on 2011/04/13 14:17:43
Have a stab at this tonight if no one else grabs it then ...
#3168 posted by necros [99.227.131.204] on 2011/04/13 19:17:07
ok, how bout you just post that you are going to work on the map.
then you've got a day before your time expires and you have to re-upload the map.
if no one has 'reserved' the map in a day, it's free to take and work on it.
just don't take longer than a day. even if you only added 5 brushes.
how does that sound?
we can keep a queue going, so right now it's just zwiffle. if he does nothing today, it would be whoever was next in line sort of thing.
Why Not.
#3169 posted by negke [88.70.55.137] on 2011/04/13 19:29:40
Cause Zwiffle is slacking ALL THE TIME. SlackGyver!!! Hmm, maybe two days?
#3170 posted by Zwiffle [184.60.27.118] on 2011/04/13 20:15:44
A day seems fine to me. The lower the time allowed the faster it will rotate hands and the more people get to work on it, see what's been changed, etc.
Any upper limit on when to call it done? # brushes, over all size, # enemies, etc?
Right
#3171 posted by negke [88.70.55.137] on 2011/04/13 21:16:01
One day should be enough of a limit - you probably can't add that many brushes in that time. No limits, just be reasonable and try to imagine the bigger picture. Or something.
#3172 posted by necros [99.227.131.204] on 2011/04/13 21:32:46
i think he meant like, when to call the map finished?
i'd say, assuming it's not completely wide open to the void or whatever, whenever people stop wanting to add to it? that's of course assuming this project doesn't garner much interest. if for some odd reason there's a lot of people suddenly helping out, we'll probably have to just discuss it here or something...
i think the overall goal per session with the thing though, shouldn't be to finish your own areas, i figure, the more you leave open for the next guy, the better off it is. finish off someone else's area, so that it's truly multiuser work.
god... i wish we could get like a coop editor. that'd be fucking insane.
like, it's radiant or WC or whatever, but you're mapping on a server. (not mapping in the engine like cube or minecraft).
fuck. i wish i could program!
#3173 posted by Zwiffle [184.60.27.118] on 2011/04/13 21:36:02
How would that even work? Can you delete other peoples' brushes? Or just your own? How would ctrl+z work? Serial may be best for mapping, multi user mapping seems neat, but could be a huge head ache in the long run.
#3174 posted by necros [99.227.131.204] on 2011/04/13 21:41:49
i imagine it'd function like minecraft. no undo, and yeah, you'd totally be able to grief other mappers.
of course, i'm a nice person and just assume that'd never happen. :P
anyway, just wishing out loud, really.
#3175 posted by Zwiffle [184.60.27.118] on 2011/04/14 15:58:14
Yeah I probably won't be able to get to it until Friday night at the earliest - I got stuck trying to solve some problems with kp_full.wad refusing to load and won't be able to work on it tonight.
I'll Check It Out For Tonight..
#3176 posted by ericw [161.184.107.29] on 2011/04/14 19:27:20
if that's okay with you Zwiffle?
This is a great idea.. there's pressure to work since you only have a day, and have to announce it here. It should be interesting to see what happens with it!
Fine By Me
#3177 posted by Zwiffle [184.60.27.118] on 2011/04/14 19:42:01
#3178 posted by necros [99.227.131.204] on 2011/04/15 23:55:52
so what's happening today? ericw, have you uploaded your changes somewhere yet? and zwiffle, are you still planning to have a go at it today?
#3179 posted by Zwiffle [184.60.27.118] on 2011/04/16 00:05:04
I could take a crack at it, but no rush. I have all weekend to futz around if eric still wants it.
Didn't Get Too Much Done
#3180 posted by ericw [161.184.107.29] on 2011/04/16 00:41:18
But I added a few little details. I put in a fuse box which you have to use to turn on the basement lights. Also added some background buildings, and started a bit of underground tunnel.
necros: those transparent windows look sweet! These kingpin textures are really impressive.
http://www.quaketastic.com/upload/...
#3181 posted by necros [99.227.131.204] on 2011/04/16 02:47:42
underground area looks like it could be cool. maybe the slime in my section should be replaced with water so you can swim around or something.
also, i'm planning on trying to build some stuff seperate and then i'll nab the map next week and paste the additions in and poke it into place. just throwing that out there... if anyone wants to try that too. that way you don't feel pressured to do something when you get the map, you can just reserve it when you feel comfortable to add something in.
just trying to keep options open.
#3182 posted by Zwiffle [97.87.57.94] on 2011/04/16 02:56:38
What's the policy on changing areas already in there? Or is it loose?
Yeah, I Was Thinking About That Earlier.
#3183 posted by necros [99.227.131.204] on 2011/04/16 04:14:30
i think a lot of it is down to being respectful of other's stuff but at the same time, i don't think every brush should be treated like it's glued into place.
let's put it this way-- the more brushes are in an area, the less it should change. if it's an empty building then feel free to move it around or whatever. if it's a room that's done, with doors, lights, etc etc, then add to it, or modify it slightly.
mapper discretion, really.
a rough example, take negke's original map. don't delete the core parts, but moving or deleting the outer wall is ok if you were to expand it.
but deleting one of the two buildings in the center to replace it with your own would be not cool.
dunno if any of that helps.
if all else fails: don't be a dick! :D
Otoh
#3184 posted by necros [99.227.131.204] on 2011/04/16 04:23:12
maybe it would be better to be super strict about this?
"don't delete or change anything unless you originally put it there"
?
Probably Doesn't Need To Be Super Strict
#3185 posted by ericw [161.184.107.29] on 2011/04/16 06:08:54
I think your second last post sounds good, necros.
With sections like negke's which are more or less completed ideas, it makes sense to stick to making smaller changes - maybe changing where you enter/exit the area, tweaking details or weapons/monsters to balance the level. The only changes I made there were putting a different texture on the old exit door and stacking some boxes in front of it.
on the other hand, when you have areas that are only sketched out, I think a lot of the fun will be seeing how other people interpret and finish them.
btw: necros, you built the initial new area in an hour 0_0? Man, that's crazy! It looks really great. I spent 3-4 hours on the few little details I added. what editor are you using?
Yeah
#3186 posted by necros [99.227.131.204] on 2011/04/16 06:54:31
i prefer the first method too. things will change as the map grows and adhering to strict rules will just get in the way.
besides, we're not assholes here (heh...) and if someone does do something dumb, we can just skip it. :P
it may have been a little longer than an hour, i wasn't keeping track or anything. neg's initial map is pretty inspiring.
i'm using sikkpin's qe3 (which is based off the original qeradiant code. similar in many ways to gtkr1.4.
#3187 posted by negke [88.70.95.214] on 2011/04/16 09:48:12
Keep in mind my map is supposed to be a backyard or back alley with a garages (one anyway) and garbarge dumbsters (imaginary). So the architecture behind the exit gates should be wide enough that a car fits through, a path to connect to a road nearby somewhere. This is what I would change first in necros' part.
#3188 posted by necros [99.227.131.204] on 2011/04/18 19:23:21
so what's the status today? did you make any changes zwiffle? or should i work off of eric's version?
Oh
#3189 posted by Zwiffle [66.170.5.18] on 2011/04/18 20:10:24
No I totally forgot with all the Portal 2 Potato Sack scam thing over the weekend. Sorry! I got swept up in Portal 2 20-minutes-early fever =/
So
#3190 posted by Zwiffle [97.87.57.94] on 2011/04/26 16:17:27
With QExpo 11 on the way, I was thinking of doing a weekly turtle map event with the goal of releasing very quick Quake episodes for the QExpo. I don't know how feasible that is or who all is interested - it is a lot of work with not a lot of time. Not counting this week (starting this upcoming Saturday) we'll have 8 weeks until QExpo on June 19th. So of course the maps don't have to be full, normal releases, but a nice bunch of map packs sounds feasible.
Who all is interested?
#3191 posted by Trinca [194.65.24.228] on 2011/04/26 16:21:21
if will be a speedmap event I will join, is the least I can give after almost 2 years of lazy :(
I Might Be Interested
#3192 posted by Drew [70.49.70.185] on 2011/04/26 22:19:18
in doing a kind of speedmap episode.
definitely not TM quality.
I'll have something for qexpo, I think, anyway
I Might...
#3193 posted by generic [67.233.206.51] on 2011/04/27 00:39:00
...be able to finish 1 turtle map in 8 weeks :)
#3194 posted by Zwiffle [184.60.27.118] on 2011/04/27 00:49:38
Then you're doing it wrong D:< RAARGJ RAARGH ARARARGHHHH
Better than nothing. :)
Much.
#3195 posted by Drew [70.49.70.185] on 2011/04/27 01:15:30
Decided To Install WC 3.3
#3196 posted by Drew [70.49.70.185] on 2011/04/27 01:26:12
so I could map quickly (instead of learning Radiant), and have been messing with the Rubicon2 set - I don't know if I can make a speedmap with this, I get too caught up in details like, immediately!
Just Noticed Post 18
#3197 posted by Drew [70.49.70.185] on 2011/04/27 03:11:38
Zwaffle
#3198 posted by negke [188.96.128.56] on 2011/04/28 16:14:12
This sounds intriguing. Doesn't have to be "a couple" of episodes, one would be good already. Basically a speedmap pack with interlinked maps and a bit more polish than usual.
Drew: Indeed. Tbh, it would have been surprising if nobody had come up with the idea before. Seems like it didn't work out, though. Speaking of which, what's the status of the city map - did anyone continue working on it? Or did Zwiffle's clochard francais attitude thwart it?
#3199 posted by Zwiffle [184.60.27.118] on 2011/04/28 17:02:19
French tramp attitude?
I never really touched the map, I basically skipped my turn when the Portal 2 ARG happened and forgot about it, so I figured Necros was working on it.
Also, I think I'm going to do a slower turtle map thing, since there are 8 weeks I figure 2 weeks per map can come up with a nice 4 map episode, seems more doable imo.
#3200 posted by negke [188.96.128.56] on 2011/04/28 17:27:26
Seems doable, yes. But how likely is it that you (or any participant) will actually keep working on the maps at a steady-enough pace etc. Planning ahead for four maps sounds quite ambitious and may eventually go over one's head (feel like work maybe). Unless you're really talking about slightly more refined speedmaps.
#3201 posted by Zwiffle [66.170.5.18] on 2011/04/28 17:29:46
Pretty much just slightly more extravagant speedmaps, yeah. I would skimp on details and refinement for the sake of quantity up to a point, but otherwise they would be bigger, badder speedmaps more or less, with plenty of flaws.
#3202 posted by negke [188.96.128.56] on 2011/04/28 17:40:23
Alright. Though I suggest aiming for three maps then and spending time for the fourth on detailing and minimizing the flaws. Skill settings, too. And if a few other people did at least one map, a small episode should be realistic.
Testers
#3203 posted by Zwiffle [184.60.27.118] on 2011/04/28 17:44:08
Would help a lot as well if anyone wants to sign up for testing these maps. 3 maps + skill levels would be tough to fine tune without testers!
Func_city
#3204 posted by necros [99.227.131.204] on 2011/04/28 18:40:58
totally haven't touched that thing since zwiffle weekend.
been swept up in my own stuff this last week or so. finishing up maps for release and just couldn't work up any excitement over the city map. :P
Crossposted
#3205 posted by necros [99.227.131.204] on 2011/04/28 18:41:34
i'll test
Me, Too...
#3206 posted by the silent [82.59.161.223] on 2011/04/28 19:34:10
...given my total lack of mapping feats, this may be the only thing I can contribute to the expo...
Will Test
#3207 posted by onetruepurple [89.79.96.4] on 2011/04/28 20:16:32
#3208 posted by Spirit [80.171.97.48] on 2011/04/28 20:37:44
I once made a speedmap with metal textures and zombies (with a "zombie ride"). Does anyone remember which pack it was? I kinda want to build upon that map.
#3209 posted by negke [88.70.55.161] on 2011/04/28 20:49:11
http://www.lmgtfy.com/?q=speedmap+...
Sm127
#3210 posted by jt_ [24.11.39.160] on 2011/04/28 20:54:20
Negke
#3211 posted by Spirit [80.171.97.48] on 2011/04/28 21:13:53
You just made a damn good argument pro multiple screenshots per entry. Also having all authors in the author field.
not:
sm111_spirit.bsp
sm127_spirit.bsp
sm130_spirit.bsp
sm131_spirit.bsp
sm134_spirit.bsp
sm139_spirit.bsp
sm140_spirit.bsp
sm142_spirit.bsp
sm144_spirit.bsp
sm146_spirit.bsp
sm147_spirit.bsp
sm150_spirit.bsp
sm151_spirit.bsp
sm152_spirit.bsp
sm161_spirit.bsp
sm162_spirit.bsp
smqe08d_spirit.bsp
(half of those were never finished or released)
#3212 posted by Spirit [80.171.97.48] on 2011/04/28 21:18:43
sm148!
http://www.quaddicted.com/reviews/...
Also I realised that I made some find speedmaps. :-)
#3213 posted by negke [88.70.55.161] on 2011/04/28 22:04:06
Okay, you made WAY more maps than I expected/remembered...
My Computer Finally Exploded
#3214 posted by Drew [65.92.26.156] on 2011/04/29 00:54:08
a few months before I was planning on buying a new one. too bad as well, I'd whipped up a little kingpin themed underground dive-bar to potentially insert into func_city(with mandatory shotgun under the bar)...
Will definitely participate and create a map or three once I get a new setup going, to be interlinked with those of other authors, or to function as a little mini-episode on their own ala RPG.
also, I'd be happy to test.
Re: #3204
#3215 posted by distrans [149.144.9.74] on 2011/05/03 07:27:24
I'm trying to get 'dis_sp7: Sinful City' finished for QExpo11
#3216 posted by necros [99.227.131.204] on 2011/05/03 08:09:30
that the kingpin one neg was talking about? cause that'd be quite sweet. really in the mood for urban stuff atm. :)
Yes!
#3217 posted by Drew [174.89.241.34] on 2011/05/03 20:59:35
yes please!
Anyone In?
#3218 posted by Trinca [194.65.24.228] on 2011/05/31 10:05:43
hi all, latelly been mapping some minutes a day and made a small map that is almost ready(it suck's but for a speedmap is ok) I'm very rusty :\ if anyone can make anything could be a small speedmap event? deadline sunday 5 june?
When Is The Qexpo Thing?
#3219 posted by Drew [74.14.181.126] on 2011/05/31 12:20:59
You could make a mini episode like Zwif suggested, Trinca!
Also, might be better to start collecting now but push the date back so we have a bigger pack for Qexpo
#3220 posted by Trinca [194.65.24.228] on 2011/05/31 12:42:04
nice idear!
ok, will try to make at least 3 speedmaps and link then!
Smqx11
#3221 posted by negke [89.204.137.134] on 2011/05/31 14:25:30
There will be a speedmapping event during Qexpo. Hopefully with as many people from here as possible (so save your energy if it only suffices for one map per year or something). Ideas about a possible theme? Ideally something related to the 15th anniversary. Perhaps simply a vague "15".
How About Random Tributes?
#3222 posted by jt_ [24.11.39.160] on 2011/05/31 18:49:56
Like in rub2m1. Just throwing it out there.
#3223 posted by PuLSaR [2.94.186.199] on 2011/05/31 19:08:01
make monsterfree tribute
#3224 posted by ZealousQuakeFan [188.220.248.12] on 2011/05/31 19:54:34
Some fun remixes of original maps would make most sense to me :p
#3225 posted by ZealousQuakeFan [188.220.248.12] on 2011/05/31 19:54:34
Some fun remixes of original maps would make most sense to me :p
#3226 posted by ZealousQuakeFan [188.220.248.12] on 2011/05/31 19:54:44
also, shit double post :(
#3227 posted by negke [89.204.137.162] on 2011/06/01 14:17:45
There have been several tribute themes before. However, it may be good in the context of this QX, and likely a more inviting theme for newer/non-func mappers. Will keep it in mind.
#3228 posted by Trinca [194.65.24.228] on 2011/06/01 15:01:10
15 year x 12 month = 180 brushes theme!
15 towers linked with bridges?
#3229 posted by gb [46.142.31.64] on 2011/06/01 15:45:56
how about something that shows off how far the game has come in those 15 years.
Instead of something that looks and plays like 1999 again.
Idea
#3230 posted by gb [46.142.31.64] on 2011/06/01 15:47:02
Use the Canyon Terrain Editor to make a map. As a theme.
#3231 posted by Trinca [194.65.24.228] on 2011/06/01 15:48:31
this required more time for sure :|
And time is always a problem, if we use quoth there are a lot of good stuff
#3232 posted by ZealousQuakeFan [188.220.248.12] on 2011/06/01 16:16:55
"Instead of something that looks and plays like 1999 again."
Who said they had to look and play exactly like them? :E
#3233 posted by Zwiffle [71.86.226.202] on 2011/06/01 16:53:00
I'm actually going to be out of town during Qx11 =/ So if I get my map done before then, I would prefer something smaller that I can get done before I go out of town. I like the 180 brush theme, probably a bit too many brushes for a speedmap (unless you're negke.)
The Wonders Of C/P
#3234 posted by negke [89.204.137.202] on 2011/06/01 17:42:25
Of course, if you prefer creating each brush individually....
What's the status of your semi-speed project, Zwiffle? Are you going to throw your recent metal layout into the bunch as well?
#3235 posted by necros [99.227.131.204] on 2011/06/01 19:26:32
regardless of theme, i'll probably be doing some fucked up map again...
I Like The Idea Of The Episodes.
#3236 posted by Drew [98.124.27.247] on 2011/06/01 21:39:47
Participants make 2 or more linked maps. People contributing only one can maybe make quick changes and band together to make an episode? Might screw gameplay up though...
#3237 posted by Trinca [89.154.50.99] on 2011/06/01 21:48:25
me to drew!
mini episode rocks even if is only 2 maps!
#3238 posted by Trinca [89.154.50.99] on 2011/06/01 23:49:49
I´m making a shity map to remenber stuff and already got 289 brushes... :\
My Problem Is Not Doing Layouts Quickly...
#3239 posted by generic [67.233.206.144] on 2011/06/02 01:51:03
...and then getting lost in the details :)
I will definitely submit something, though!
I look forward to it :D
I Will Also Do
#3240 posted by digs [94.41.30.157] on 2011/06/02 06:46:19
what name to give maps? sm164_?
What was the last time and whose e-mail to send my maps?
Sm164_digs05 Please
#3241 posted by jt_ [24.11.39.160] on 2011/06/02 07:04:58
Love that map.
Sorry for the interference, continue as normal.
:p
Jt_
#3242 posted by digs [94.41.30.157] on 2011/06/02 08:20:04
Omg Digs! <3
#3243 posted by negke [89.204.137.231] on 2011/06/02 12:43:44
Well, if a few people make maps this weekend, I'll gladly upload sm164.
#3244 posted by Trinca [194.65.24.228] on 2011/06/02 13:12:08
been mapping at leasr 30 minutes a day :) latelly
Is very few but is better then nothing...
Digs
#3245 posted by RickyT23 [86.172.175.149] on 2011/06/02 17:31:14
If u read this your last map was amazingly amazing! :D
#3246 posted by ZealousQuakeFan [188.220.248.12] on 2011/06/02 18:39:42
...is there a theme or just whatever then? :p
DIGS
#3247 posted by Drew [98.124.27.247] on 2011/06/02 18:55:14
yeah, amazing.
I say no theme. Just episodes, or maybe if you're planning on doing a single map talk with some others so they could be linked up? What do you guys think about that aspect of the idea? Would it just be a giant pain in the ass?
#3248 posted by ZealousQuakeFan [188.220.248.12] on 2011/06/02 19:23:52
Sounds good, will have a go at a little set :)
#3249 posted by digs [81.30.217.234] on 2011/06/02 21:54:40
thanks for comments.
I started single map for sm164.
I think it is difficult to make 2 good maps for such a short time. And agree on a link, too, not simple. At least for me... :)
Maybe it would be better to come up with a theme and create a single map for QExpo?
Theme:
#3250 posted by RickyT23 [94.13.59.177] on 2011/06/03 03:55:04
Get out of my yard!!!
Sm164
#3251 posted by negke [89.204.153.200] on 2011/06/03 10:01:54
Digs sent me his map. You others, go make one and submit it by sunday night. Feel free to follow any of the recently suggested themes.
#3252 posted by Trinca [194.65.24.228] on 2011/06/03 12:41:25
mine is almost ready :)
should I keeo it to qexpo... in case I will not have time?
or sent it over? :p
#3253 posted by ZealousQuakeFan [188.220.248.12] on 2011/06/05 02:32:44
What time zone is this sunday night of yours neg? :p
GMT/Func Time
#3254 posted by negke [89.204.137.160] on 2011/06/05 03:10:23
I won't pack it up until Monday morning though. So it's actually Sunday night in your time zone.
#3255 posted by necros [99.227.131.204] on 2011/06/05 04:49:01
i will send you a map!
no, it's not insane. :P
#3256 posted by Trinca [89.154.57.156] on 2011/06/05 21:18:51
didn't finish mine :( kids don't let me... but at least I will have 100% of possibility to have a map at qexpo :p
#3257 posted by ZealousQuakeFan [188.220.248.12] on 2011/06/05 22:05:59
I got three, one pretty much finished, the other two nearly but I'm adding normal/easy support :E
I Sent One In Last Night
#3258 posted by necros [99.227.131.204] on 2011/06/05 22:14:43
not really a speedmap though, spent a few hours on it... kind of inspired by neg's mappi.
Yeah
#3259 posted by negke [89.204.137.226] on 2011/06/05 22:51:07
Keep em coming. I made one too. Turned out quite shit. :)
#3260 posted by necros [99.227.131.204] on 2011/06/05 23:54:27
a shitty negke map? does not compute. XD
I Think I Played One Of Those
#3261 posted by Drew [98.124.27.247] on 2011/06/06 00:15:16
once.
I Have Something Started
#3262 posted by Drew [98.124.27.247] on 2011/06/06 00:16:10
but I like it, and I'd like to either make it into a turtle, or just the start of my SM pack - I have a little idea for a simple 3 map episode.
Digs! Digs!! Digs!!!
#3263 posted by ijed [190.22.32.107] on 2011/06/06 03:40:13
How about another one, for the birthday.
Theme: favourite Quake album.
Honestly
#3264 posted by necros [99.227.131.204] on 2011/06/06 03:46:09
'digs maps' would be a cool theme. :P
Any Fuggin Theme'd Be Good
#3265 posted by ijed [190.22.32.107] on 2011/06/06 03:56:51
and right, yeah, right!
I Probably Shouldn't Be Near A Keyboard
#3266 posted by ijed [190.22.32.107] on 2011/06/06 03:58:32
Right now.
The reason why I mentioned a favourite album theme was because I always map with music, and which album tends to colour what I put together.
So I spose it's more of a mapping litmus test than anything.
#3267 posted by ZealousQuakeFan [188.220.248.12] on 2011/06/06 04:00:02
Will email mine in a few minutes neg :E
#3268 posted by ZealousQuakeFan [188.220.248.12] on 2011/06/06 04:21:24
Eyes hurt... urgh
#3269 posted by necros [99.227.131.204] on 2011/06/06 04:21:32
The reason why I mentioned a favourite album theme was because I always map with music, and which album tends to colour what I put together.
man, i do this too! when i replayed my maps years later, i found myself humming the tunes i listened to when making the map. it was very eerie. like there was a definite connection in my head between the map and the song.
#3270 posted by digs [94.41.246.142] on 2011/06/06 05:15:50
I started making a map for QExpo
Still have digs06, but I have probably not have time for the anniversary, so concentrate all forces on the first map
#3271 posted by necros [99.227.131.204] on 2011/06/06 07:10:26
...digs06...
this has put me in a good mood. ^_^
Rss Or ...
#3272 posted by digs [94.41.246.142] on 2011/06/06 07:33:06
How I can subscribe to this thread?
#3273 posted by necros [99.227.131.204] on 2011/06/06 07:36:39
lol
there is rss for the news items, but i don't think you can get it for threads. :P
#3274 posted by onetruepurple [89.79.96.4] on 2011/06/06 10:08:27
How I can subscribe to this thread?
Digs, always a few steps ahead of everyone else here.
#3275 posted by negke [89.204.137.128] on 2011/06/06 19:31:35
Music: Yeah, totally. I can remember certain music/albums, too. At least for some levels. Heh, the name of my vertical map reflects best what kind of stuff I listened to when making it (hint: not the band).
digs: Cool. Even if you don't manage to finish it, be sure to post screenshots of your WIP maps at QExpo.
Theme: Egypt?
#3276 posted by jt_ [24.11.39.160] on 2011/06/07 05:32:25
What ya think?
#3277 posted by Trinca [194.65.24.228] on 2011/06/07 10:01:40
know is better to concentrate time to qexpo :p
let's make biggest speedmap pack ever for 15 bithday
#3278 posted by Trinca [194.65.24.228] on 2011/06/07 10:02:05
now...
Lots Of My Sm Maps
#3279 posted by Drew [98.124.27.247] on 2011/06/07 22:00:03
have the title of the song I was listening to when I finished them as their title.
#3280 posted by digs [94.41.81.170] on 2011/06/15 05:59:28
Who will make the pack and when the deadline for QExpo's maps?
Yeah
#3281 posted by Drew [98.124.27.247] on 2011/06/16 07:57:50
and what to title them?
Apparently Unthemed
#3282 posted by digs [94.41.1.55] on 2011/06/16 08:15:42
:)
#3283 posted by negke [89.204.153.136] on 2011/06/16 09:22:05
http://expo2011.quakewiki.net/view...
I wrote "15 years tribute" as a vague generic theme for the lack of a better idea. Make anything you want.
It's somewhat unfortunate that QExpo runs from Sunday to Saturday, not a full weekend. So the deadline is 23 June 12:00 GMT. Name your maps smqx11_name.bsp.
#3284 posted by necros [99.227.131.204] on 2011/06/16 19:34:07
you have to be logged in to see that page, btw.
also, i am able to edit that page when logged in. o.0
Theme: Cyber Diarrhea
#3285 posted by negke [89.204.153.229] on 2011/06/17 19:28:17
I Take It You Have Already Got An Idea In Your Head
#3286 posted by RickyT23 [94.13.59.170] on 2011/06/17 22:14:20
your poor, degenerate head :P
#3287 posted by Trinca [85.139.233.137] on 2011/06/22 08:43:20
negke, sent you my map last night!
kisses
Will Finish Mine Up Right Now
#3288 posted by Drew [98.124.27.247] on 2011/06/22 17:27:14
sad about the recent bullshit, but whatever.
I combined the three sessions into one map, with 3 distinct areas...
If anyone has a map in which you just get a nailgun and super shotgun, feel free to link to smqx11_drew, and does anyone want to make an ID1 BOSS type of map, with every weapon except the RL? If so I'll link mine to yours!
Who Else Is Contributing
#3289 posted by Drew [98.124.27.247] on 2011/06/22 18:49:11
btw?
#3290 posted by Trinca [85.139.233.137] on 2011/06/22 20:45:51
me and digs I'm sure...
and of course negke will make anything :)
I'm Working On A Lil' Something.
#3291 posted by Text_Fish [82.46.88.121] on 2011/06/22 21:04:17
Okay Well
#3292 posted by Drew [98.124.27.247] on 2011/06/22 21:18:31
compiling now and then zipping, then heading to work. I linked to smqx11_trinca.
Also, mine will just be smqx11_drew now if anyone wants to link to it.
I Guess The Trinca's Map
#3293 posted by spy [92.47.215.56] on 2011/06/22 21:39:19
will be 2d once again, ok. for good
#3294 posted by spy [92.47.215.56] on 2011/06/22 21:41:48
i like 2d trinca's maps, even in 2011
Sent My SM Off!
#3295 posted by Drew [98.124.27.247] on 2011/06/22 21:42:21
so that's at least 2!
(willem would love this post)
#3296 posted by Trinca [85.139.233.137] on 2011/06/22 22:15:17
spy I like sex :p
2 or 3 d LOL
I Got Somthing Brewing
#3297 posted by RickyT23 [94.13.59.170] on 2011/06/22 23:31:32
seriously, some base doodle in id1 :P
Feel Free To Link It To Smqx11_drew
#3298 posted by Drew [98.124.27.247] on 2011/06/23 06:15:17
if you only have dbl shot, nailgun in it!
Glad you made it out btw
Hes The Deadline Been Postponed To Saturday?
#3299 posted by the silent [80.17.142.66] on 2011/06/23 09:33:37
The Expo Booth says so...
#3300 posted by ZealousQuakeFan [188.220.248.12] on 2011/06/23 20:59:02
Hope so, finishing mine tomorrow :E
For Zwiffle's Qexpo Speed Map
#3301 posted by st3ady [72.81.134.199] on 2011/06/24 08:30:07
this is for zwiffle i enjoyed his map very much it was hard thx for the fun
nice designs me likey
http://hahasweet.com/wp-content/up...
St3ady
#3302 posted by Drew [76.75.125.159] on 2011/06/24 16:20:56
not sure it was a speedmap?
#3303 posted by ZealousQuakeFan [188.220.248.12] on 2011/06/24 19:58:59
map sent. Another ugly duckling but hey ho.
Whens The Deadline For The Sm Pack?
#3304 posted by RickyT23 [94.13.59.170] on 2011/06/25 00:51:26
Tomorrow night i will likely finish :S
Ok
#3305 posted by RickyT23 [94.13.59.170] on 2011/06/25 00:51:59
Its probably a turtlemap by now technically :O
Well Mine Is 3 In One
#3306 posted by Drew [76.75.125.159] on 2011/06/25 05:42:36
so fuck it!
#3307 posted by jt_ [68.42.82.10] on 2011/08/15 00:36:27
So I was thinking maybe a egypt themed sm this week using socks textures? anyone interested?
#3308 posted by Zwiffle [97.87.57.94] on 2011/08/15 02:13:48
I might be able to participate, I beat two games this week so I'm able to relax a little and get some mappy time in.
#3309 posted by ZealousQuakeFan [188.220.248.12] on 2011/08/15 02:33:25
I'm game. Was replaying a chunk of Hexen 2 recently so I'm in the mood for that theme :P
#3310 posted by digs [46.191.129.11] on 2011/08/15 02:41:54
I will also do
Doubtful.
#3311 posted by Drew [76.75.125.220] on 2011/08/15 07:09:18
possibly.
#3312 posted by Trinca [188.81.44.216] on 2011/08/15 14:02:42
Depend of weather :)
To sunny = beach
let's see, might cook something real small like 50 brushes...
#3313 posted by jt_ [174.252.250.188] on 2011/08/15 15:25:11
When should they be turned in? I me was thinking by midnight wednesday maybe?
#3314 posted by Zwiffle [71.86.226.202] on 2011/08/15 17:02:00
Give us til the weekend, Sunday some time.
K
#3315 posted by jt_ [68.42.82.10] on 2011/08/15 18:41:58
#3316 posted by Ankh [88.199.103.6] on 2011/08/16 11:32:58
I need a link to sock's egyptian textures. Give me please.
#3317 posted by digs [92.50.185.201] on 2011/08/16 11:44:48
http://www.quaddicted.com/wads/soc...
#3318 posted by digs [95.105.42.222] on 2011/08/20 12:28:31
I do not have time to make a map before the end of Sunday. Wait for me until I do it?
Sure
#3319 posted by jt_ [68.42.82.10] on 2011/08/20 14:57:29
torchlight had eaten up my mapping time too. :p
Please Do!
#3320 posted by Drew [98.124.8.35] on 2011/08/20 15:48:49
Digs map is worth it.
Also, I might be able to make it, if a later deadline is worked out. This week is too crazy, but I can probably find a night to do it next week
Fuck
#3321 posted by Drew [76.75.125.41] on 2011/08/22 16:23:37
wait for digs, but don't wait up for me...
My Map Is Ready
#3322 posted by digs [94.41.99.236] on 2011/08/23 06:16:49
Who will be collect pack?
I Will On Sunday.
#3323 posted by jt_ [68.42.82.10] on 2011/08/23 15:48:58
My email is jaketodd422 at gmail dot com.
422 Eh?
#3324 posted by RickyT23 [86.140.233.0] on 2011/08/23 16:47:15
That's only 2 minutes after 4:20 lol ;)
My Birthday :p
#3325 posted by jt_ [174.252.247.169] on 2011/08/23 16:53:28
#3326 posted by jt_ [68.42.82.10] on 2011/08/23 22:02:42
sm165_digs is the name of digs map if anyone wants to link to it.
No One Else Finished?
#3327 posted by jt_ [68.42.82.10] on 2011/08/28 14:12:32
#3328 posted by Trinca [89.154.48.116] on 2011/08/28 15:02:31
I didn't sorry :\ the weather didn't help :( to much sunny = beach = tired at late hours
#3329 posted by ZealousQuakeFan [188.220.248.12] on 2011/08/28 16:39:18
Ye I'd have made something if I'd know it would have an extra week :p
Ah,
#3330 posted by raptorE [99.68.223.125] on 2011/09/12 23:36:05
When is the next speedmap event?
Whenever
#3331 posted by jt_ [174.252.227.170] on 2011/09/12 23:43:13
Maybe we should do another themed sm? kingpin?
Themes:
#3332 posted by digs [94.41.30.31] on 2011/09/13 05:05:13
1. Striped or plaid world
2. tron-style
3. Antiremake: to make a map, a layout which would have guessed any known map
4. Jumping: map, which has always somewhere to jump
5. I dabbled in quite a long time such a thing: I've been doing for Ogre burst missile 1000 damage. This meant that at the time of the explosion you see a blank, then you will break no matter the distance at which you're away. The same goes for monsters. The theme: to make this mod. Ogre will be the central figure
6. unthemed
7. unthemed
8. unthemed
9. unthemed
10. unthemed
3 And 5
#3333 posted by Drew [216.252.66.168] on 2011/09/13 05:25:19
what?
#3334 posted by Trinca [194.65.24.228] on 2011/09/13 10:03:35
I prefer to make a map that take less efford... like 50 or 100 brushes...hehehe
:)
Time is not my friend anymore... since I change computer to VDI at work :( quark runs really really slow :(
and at home no way... not time for it!
#3335 posted by digs [94.41.30.31] on 2011/09/13 10:33:21
Ok, Trinca.
Theme for you: 50 entities + zero worldspawn brushes :)
#3336 posted by Trinca [194.65.24.228] on 2011/09/13 10:43:37
Everytime I try to make something at home... there is always something to do, kids and wife don't give me much time... and when I got some I'm wasted to make anything!!!
but 50 brushes is easy :p
#3337 posted by onetruepurple [89.79.96.4] on 2012/02/23 00:17:33
23:18:31 | <@Vondur> i'm going out of civilisation for the next 4 days, so keep this vault cool and not be a nazi
23:18:52 | <@negke> hf. don't kill anyone
23:19:12 | <@Vondur> i'll try
23:20:03 | <@negke> Zwiffle: let's make speedmaps for his return
23:20:13 | <@Vondur> would be a blast
23:21:12 | <@Vondur> what could be better for the person that was suffering vodka injections 4 days non stop and returning to his sweeth ome and discovering new speedmap on func_
23:21:40 | <@Vondur> but i bet Zwiffle will ruin everything
Please Don't Ruin It Zwiffle
#3338 posted by negke [31.18.178.13] on 2012/02/23 10:43:38
I'm totally going to make one. Vonder will hate it!!!!
Theme
#3339 posted by negke [31.18.178.13] on 2012/02/23 10:45:55
Vondur's Vodka Adventure. For the datcha on his iceberg is an olive on crushed ice in a sea of Russian Standard.
#3340 posted by ZealousQuakeFan [82.16.80.21] on 2012/02/23 14:34:45
...k
Anyone Remember...
#3341 posted by rj [86.29.94.69] on 2012/02/24 17:36:47
RPG - Absolut Speedmap
Yo
#3342 posted by negke [31.18.178.13] on 2012/02/26 17:43:44
That theme suggestion was a joke of course. But has anyone actually made a map or is still going to? Just checking to see if I should wait for you or pop out the two maps I have.
#3343 posted by digs [95.105.19.221] on 2012/02/26 19:47:16
Now I have nothing. Maybe make the event by the end of next week?
Nah
#3344 posted by negke [31.18.178.13] on 2012/02/27 10:31:52
Just waiting for Zwiffle to submit his map. But feel free to do a map next weekend, maybe others will join in then, including me.
#3345 posted by digs [46.191.134.5] on 2012/02/27 10:38:46
Ok
Zwiffle, Pick A Theme
#3346 posted by neg!ke [31.18.185.232] on 2012/03/03 11:17:48
Origami
Desert
Half-Life
Mountain
Indiana Jones
Cliffside
Graveyard
Western
Inverted Cathedral/Castle
Necropolis on the moon
Elderworld themepark
Shrimp Pinhata
Shamblair Witch Project
Unthemed
I Like
#3347 posted by Zwiffle [97.87.57.94] on 2012/03/03 17:37:43
Origami
Inverted Cathedral/Castle
Necropolis on the Moon
#3348 posted by digs [94.41.39.68] on 2012/03/04 20:19:52
I made map. Theme - undefined. I don't known what I draw :)
#3349 posted by digs [94.41.30.47] on 2012/03/05 06:43:21
negke, what do you mean by origami? The texture checkered?
Origaymi
#3350 posted by negke [31.18.185.232] on 2012/03/05 10:59:12
x x
Whatever you make of it (or whatever Zwiffle makes of it).
#3351 posted by digs [77.79.154.51] on 2012/03/06 11:06:19
If you take a big brush, cut it in different places and bent at different angles ... :)
3 Point Brush Folding Tool
#3352 posted by ijed [200.73.66.2] on 2012/03/06 13:30:46
#3353 posted by digs [81.30.181.141] on 2012/03/20 13:32:35
I have two maps and I want to make a sm167. If someone else will do the map, I'll be waiting
Digs
#3354 posted by JPL [82.234.167.238] on 2012/03/21 08:05:14
Merge the map and release please ;)
#3355 posted by digs [95.105.10.46] on 2012/03/21 08:12:00
Already did. Àre waiting the results of moderation :)
Random Suggestions
#3356 posted by ZealousQuakeFan [82.16.80.21] on 2012/05/07 14:38:23
I'd like to do some speed mapping, (I'm busy for the next few days though so give it a week or so :P). here are some suggestions for a theme
Islands
Bridges
Wooden Construction
Modern Architecture
#3357 posted by digs [81.30.188.30] on 2012/05/07 14:47:58
I have one map, but I don't know which her theme
Theme:
#3358 posted by Drew [216.252.94.78] on 2012/05/26 19:45:12
http://youtu.be/ZjHhGiKAnX0
#3359 posted by digs [136.169.213.23] on 2012/07/24 17:57:05
I have two maps and I want to make a sm168. If someone else will do the map, I'll be waiting
Digs...
#3360 posted by JPL [82.234.167.238] on 2012/07/24 20:08:43
... release it: it would not be the first time somebody releases a sm "alone"... :/
#3361 posted by Spirit [80.171.96.73] on 2013/03/02 10:26:57
So, how about a "Let's try Trenchboom" session this weekend? 1 hour to get into it, another hour to map or something like that. So 2 hours spent as you like. Theme "Oh my god, it's all 3D!". Not even negke may spent more time on it and if his map is polished he will be disqualified. Seriously, speedmaps are
Anyone interested? I might install need to install Windows for this... :P
I'm In...
#3362 posted by FifthElephant [82.12.230.210] on 2013/03/02 10:34:19
I've started messing around with an idbase theme (actually I've started remaking Deck 16 from UT for a bit of fun/practice)...
This editor is crazy.
Cool Idea.
#3363 posted by SleepwalkR [92.231.108.249] on 2013/03/02 13:15:02
I'll hang around in IRC if anyone has questions.
#3364 posted by digs [81.30.190.35] on 2013/03/02 17:55:30
What you can do good in one hour? It may be better turtlemapping?
#3365 posted by FifthElephant [82.12.230.210] on 2013/03/02 18:05:54
I've been tinkering all day with my level, if by speed mapping you mean done in less than a week then maybe. 2 hours isn't going to be enough time for my slow ass.
This is probably a couple of features away from being the perfect map editor (better texture alignment and some kind of curve making tool). I dunno what to do about the alignment though, it's really skewed on diagonally rotated brushes.
#3366 posted by Spirit [80.171.96.73] on 2013/03/02 18:11:44
An hour is not enough indeed. Also it is quite hard to get into the editor for me.
Speedmapping was originally 100 minutes and I always thought that was great. But of course you need to know your editor to do something nice in that time.
I'll try to make something in 100 minutes. Got some ideas in my head. I wonder how working with func_s turns out. :D
#3367 posted by Spirit [80.171.97.38] on 2013/03/03 18:26:27
I overestimated myself so now I will make a map in Quark instead. If Windows lets me.
I Would Even Like To Have A Go
#3368 posted by Orbs [80.57.99.232] on 2013/03/03 18:30:42
but i dont check up on this site that regular nor do i hang out on IRC a lot, so if the ever wil be another speedmap session pls drop me a mail (verorbeb@hotmail.com).
Especialy since the well seems to dry up a bit lately and i (still) have an everlasting appetite for maps to run :)
(and map quality is quite often completly indifferent to wether its fun to run or not)
Anyone Want To Have A Speedmap Session?
#3369 posted by Drew [132.205.103.131] on 2013/04/15 03:52:42
I'm writing papers and so obviously I'm feeling inspired to procrastinate by mapping. Next Sunday?
#3370 posted by Scampie [72.12.65.92] on 2013/04/15 04:43:40
having ran 'speedmapping events' long long ago... I honestly think it's just easier and more open the everyone to just pick a theme on Friday, post it, and have everyone post their map during the week, or maybe just have someone collect them from people to release a pack on the next Friday.
It's more convenient for people's lives to just let everyone be their own judge of time. And as long as people take to heart the '100 minutes... within reason' rule, it's not like we need to sit around together in IRC or anything trying to get stuff together. Hell, why even bother with a '100 minute' rule, just post a theme, and as long as the map is released before the next week's theme is up... it's still a 'speedmap', just a different flavor.
In Any Case...
#3371 posted by Scampie [72.12.65.92] on 2013/04/15 04:44:32
sorry got off topic...
yeah I would be down to do some speedmapping again.
#3372 posted by Drew [132.205.103.126] on 2013/04/15 05:50:11
yeah I wasn't gonna do the IRC thing. I'd rather not organize, but I can if nobody else wants to. Just let me know.
I Hope Some Celebrities Show
#3373 posted by Drew [132.205.103.136] on 2013/04/15 07:21:47
...I wonder what a Sock SM would be like...
Speedmap...
#3374 posted by FifthElephant [82.12.230.210] on 2013/04/15 11:05:53
I think the speedmap should run either over the course of a weekend (fri-sun/mon) or fri-thurs/fri.
The theme should be the only restriction really. It doesn't have to be every week either, maybe once a month? Also, I wish Quaddicted had pictures to accompany all the speed maps.
#3375 posted by Spirit [80.187.97.47] on 2013/04/15 11:37:15
send me screenshots then
...
#3376 posted by FifthElephant [82.12.230.210] on 2013/04/15 11:53:58
I thought you took the pictures! :D
It would be cool though to see maybe like a split picture showing off various maps. If I get bored enough.. maybe ;)
Yeah
#3377 posted by Drew [132.205.103.118] on 2013/04/15 11:56:34
that's mostly my fault - sorry Spirit! I started working on that a long time ago but dropped off as real life became a thing (EG going to school full time, working part time, raising a fresh baby when not doing those things).
anyways, I'm probably going to do my speedmap in the next couple of days, because after that I'll be legitimately too busy to do shit besides school work (tis the season).
No pressure on you guys, obviously -- more time would probably result in more contributions, which is better for everyone.
#3378 posted by Spirit [80.187.110.37] on 2013/04/15 18:16:34
I always tried to passive aggressively not take them so negke does. He always chooses nicer locations too. the majority should be his work actually :)
Right now there can only be one screenshot per entry which would suck for speedmaps. I cannot be arsed to add some functionality without the need though. no idea how to nicely handle multiple shots per page (javascript is a nono).
Drew, no worries!
#3379 posted by negke [31.18.177.112] on 2013/04/15 19:51:59
I didn't take screenshots for the speedmapping packs, because 1) too much work (160+ packs), 2) only one shot per page allowed (and merging several into one = even more work), 3) not worth it (I don't consider them proper maps like the other releases, and people who have a genuine interest in them can likely do without screenshots, anyway).
Speedmapping
#3380 posted by negke [31.18.177.112] on 2013/04/15 20:28:20
I actually tried to initiate an impromptu classic speedmapping session yesterday on irc. Bunch of small tribute-themed deathmatch levels which we then were to play on Sleepy's QW server afterwards. Didn't happen, though. Scampie and than are to blame and will have to make up for it by submitting maps for the next pack! ;)
#3381 posted by Scampie [72.12.65.92] on 2013/04/15 20:58:03
I had to do reality things yesterday :(
(again why I say just picking a theme for the week and letting people map as they have time is best)
Those Textures
#3382 posted by FifthElephant [82.12.230.210] on 2013/04/15 21:08:46
are from the horrific "Aftershock for Quake" pack...
I used to play that a bit when it came out (and I was a lot younger), but I reinstalled it late last year to see if it was still good. It wasn't.
#3383 posted by Willem [199.255.42.114] on 2013/04/15 21:26:54
What I think would work is to announce a list of restrictions for the week.
Like:
A) Use only knave.wad
B) No grunts, no knights
C) Must include a quad
Stuff like that, you know? Then you have a week to build something that fits the requirements.
‚ˆ‚’‚�‚�‚ˆ
#3384 posted by than [182.164.57.115] on 2013/04/16 00:23:42
Scampie and I are to blame? You should have come up with a more inspiring theme! It's your fault :P
I like the idea of having a list of restrictions that are announced for the week's speed mapping event. A week is a long time if you are single and unemployed or a student, but when you are working or have a family, it's not *that* long. Especially now there are less people involved in the Q1 mapping scene, and we're just as distributed as we ever were, having no strict time and allowing maps to be made with whatever time you happen to have during the week is good I think.
A 1-Week Heads Up Is Good...
#3385 posted by generic [67.235.217.106] on 2013/04/16 02:18:30
Even I can achieve that...just not this week :|
My Proposed Restrictions
#3386 posted by Drew [206.108.134.14] on 2013/04/17 00:54:50
A) only use ID1 wad
B) mix base and medieval/metal/wizard design elements and or monsters
C) include a quad seems good to me!
How does that sound? Watch me not follow any of those hahaha
#3387 posted by Drew [206.108.134.14] on 2013/04/17 00:55:37
and when? lets fix a date.... monday the 22nd? or sooner - whatever works best... and gets the most attendees, i guess...
#3388 posted by Drew [216.252.65.247] on 2013/04/17 13:13:22
Alternatively we can use willem's restrictions, or others somebody wants to compose
just let us know
He Was Making An Example...
#3389 posted by FifthElephant [82.12.230.210] on 2013/04/17 13:53:14
I think.
id1 and knave are a little obvious... Would be awesome to see something very underused, like DKT3 or kingpin...
How About
#3390 posted by ijed [200.73.66.2] on 2013/04/17 14:50:03
Kell's Fury set?
http://www.quaddicted.com/files/wa...
#3391 posted by Drew [216.252.65.247] on 2013/04/17 20:58:24
That would be fine with me. Could someone upload a wc 3.3 version for me. I have had no luck converting textures.
Also open to alternatives depending n what people prefer.
Try This...
#3392 posted by FifthElephant [82.12.230.210] on 2013/04/17 21:28:20
http://www45.zippyshare.com/v/5696...
Hopefully that should work, I used to us WC3.3 a lot before TB came out.
#3393 posted by metlslime [159.153.4.50] on 2013/04/17 23:29:33
how about rubicon 2 textures!
You Know What?
#3394 posted by Drew [216.252.65.247] on 2013/04/17 23:50:52
I second that. I prefer those. I was already thinking of using some WITH the fury textures
...
Btw
#3395 posted by Drew [216.252.65.247] on 2013/04/17 23:51:12
thanks Fifth
Hahah
#3396 posted by ijed [200.73.66.2] on 2013/04/18 15:07:12
Ok then, I'm in for rubicon2.
Converted Rubicon2 Textures
#3397 posted by ijed [200.73.66.2] on 2013/04/18 15:34:55
https://www.dropbox.com/s/qwtwzc2y...
I'm Starting Now
#3398 posted by ijed [200.73.66.2] on 2013/04/18 17:56:46
So it's not a speedmap.
1 quad + rubicon texture set.
Here We Go Again...
#3399 posted by negke [31.18.177.112] on 2013/04/18 19:22:19
It's always the same, lots of suggestions but no real decision and eventually no one maps at all. The successful phases of speedmapping in the past went down because someone took the lead and made clear announcements. Not "hey, let's" or "what about", but SM169 - theme: make a map using at least two textures from Knave, DKTe3, Rubicon2 and Fury. Send it in by Monday morning. Bam!
Go Map!
#3400 posted by ijed [200.73.66.2] on 2013/04/18 19:24:16
#3401 posted by Spirit [80.187.110.245] on 2013/04/18 19:34:03
is that a logical AND XOR an OR
Spirit!
#3402 posted by FifthElephant [82.12.230.210] on 2013/04/18 21:37:56
Ok, I have made a screenshot of one of the speedmap packs for you -
http://s9.postimg.org/hrv0nlmof/sm...
for -
http://www.quaddicted.com/reviews/...
I can make more of these if you wish, I can't send you pictures though cause I can't find your email address anywhere. :P
Fifthelephant
#3403 posted by RickyT23 [2.124.172.55] on 2013/04/18 22:37:33
You could correctly guess Spirits email. Trust me. First logical thing to spring to mind is it.
Oh Right..
#3404 posted by FifthElephant [82.12.230.210] on 2013/04/18 22:38:29
I'm being dense today... there's a clue in his profile.
So,
#3405 posted by ijed [190.22.116.41] on 2013/04/20 03:00:55
Who else is in?
Mine is built but needs to be lit, will be sorting that Monday.
Rule recap;
Rubicon textures
Must include a quad
Deadline Monday
They can be sent to me if nobody else wants the job.
Didnt Realise
#3406 posted by FifthElephant [82.12.230.210] on 2013/04/20 03:50:17
this was going to happen... doubt I could make anything worth playing in just 2 days. To be honest though I'm not a fan of the rubicon set (yeah I know that's probably going to get me killed around here)
Stop The Modesty
#3407 posted by ijed [190.22.116.41] on 2013/04/20 04:18:56
And it's fun to just throw stuff together :)
I'm not that big on the speedmapping, but it seems to be about trying stuff out and having fun mapping for a short while.
It doesn't need to be awesome or perfect, just done.
Ok...
#3408 posted by FifthElephant [82.12.230.210] on 2013/04/20 15:49:50
I've scratched up a little something...
I really can't guarantee completion by Monday. It might be garbage TBH.
I Haven't Started Yet
#3409 posted by Drew [216.252.94.106] on 2013/04/20 18:06:59
And real life is being an asshole. But I,ll try to find a few hours to work on something. Fifth don't be like that, there really isn't super high expectations and it really isn't a competition. We know you can make good maps, just have fun with t.
Yeah Speed Maps Are Almost Meant To Suck
#3410 posted by RickyT23 [2.124.172.55] on 2013/04/20 18:33:45
If you do too much work you get accused of 'Turtle-mapping'.
Yeesh...
#3411 posted by FifthElephant [82.12.230.210] on 2013/04/20 18:38:33
it's completely from scratch. Besides, I thought a turtle map was a map made in a week?
I could make it suck if you want, it doesn't look bad to me..
#3412 posted by digs [94.41.4.34] on 2013/04/20 19:16:03
I also think that by Monday it very quickly. You can not do anything good
ps. Ribicon 2 is "jf2.wad" ?
Jf2.wad
#3413 posted by FifthElephant [82.12.230.210] on 2013/04/20 20:50:19
is rubicon, yes.
You Guys Have It Easy..
#3414 posted by metlslime [50.131.113.141] on 2013/04/20 21:22:37
we used to make these maps in 100 minutes. Sometimes they didn't even have lights in them.
...
#3415 posted by FifthElephant [82.12.230.210] on 2013/04/20 21:36:05
"Sometimes they didn't even have lights in them."
I could spend 100 minutes deliberating over a cube... ;)
Nah I'm doing some serious copy/paste action here.
Good Job...
#3416 posted by FifthElephant [82.12.230.210] on 2013/04/21 03:10:32
I looked at this thread again, forgot that the map needs to have a quad in it. I think I know where I throw it.
Gave It A Shot
#3417 posted by Drew [216.252.94.106] on 2013/04/21 06:25:01
made a hyperdetailed start area that I haven't gotten around to lighting.
Will give it a second treatment tomorrow.
I Give Up!
#3418 posted by FifthElephant [82.12.230.210] on 2013/04/21 18:14:53
I give up, I really can't get it to compile properly and I can't get the collision to work on the terrain. Here's what I had though -
http://s15.postimg.org/692dpwnaz/s...
http://s22.postimg.org/et56wdav5/s...
And the .bsp and .map file.
http://depositfiles.com/files/sgik...
Maybe some of it will be useful to someone. The idea was that you get the silver and gold keys and then take a joyous elevator to hell...
The elevator isn't done at all but the rest of the level is done.
There's Still
#3419 posted by ijed [190.22.116.1] on 2013/04/21 19:06:22
Time!
I can't do anything with mine until Monday anyway - so it might well not be lit ;)
Atleast I Enjoyed The Process Of Making
#3420 posted by Orbs [80.57.99.232] on 2013/04/21 20:34:43
Load this map at your own risk, wear safetygear dont have two eyes open at once and send away wife and kids to a safeplace
http://members.upc.nl/verorber/sm1...
Sm169_scampie
#3421 posted by Scampie [72.12.65.92] on 2013/04/22 03:35:48
https://dl.dropboxusercontent.com/...
roughly 100min map, it sucks
CHANGELEVEL TARGETS SM169_NEGKE YOU BETTER MAKE A MAP NEGKE
#3422 posted by Scampie [72.12.65.92] on 2013/04/22 11:53:56
https://dl.dropboxusercontent.com/...
orbs, you are a fiendish master
Ok,
#3423 posted by ijed [200.73.66.2] on 2013/04/22 15:04:13
I got maps from:
Scampie
FifthElephant
Orbs
Drew
Anyone else before I upload?
Yes
#3424 posted by Drew [216.252.64.162] on 2013/04/22 15:17:10
CZG Than Sock Metl Xen Negke
Got Another
#3425 posted by ijed [200.73.66.2] on 2013/04/22 15:19:47
But not sure who it's from - Jack Fapoff / Paul?
#3426 posted by Spirit [80.187.110.187] on 2013/04/22 15:20:44
czg than drew negke's metl sock
Well
#3427 posted by ijed [200.73.66.2] on 2013/04/22 15:20:59
Obviously I'm waiting for Negke's map.
It's been a pretty healthy turnout this time - 7 maps and counting (Orbs made two).
And Me..
#3428 posted by mfx [78.55.15.143] on 2013/04/22 15:21:19
...vising Atm.
#3429 posted by mfx [78.55.15.143] on 2013/04/22 15:21:52
Np
#3430 posted by ijed [200.73.66.2] on 2013/04/22 15:24:11
Whut...
#3431 posted by FifthElephant [82.12.230.210] on 2013/04/22 16:01:12
You're not seriously including my map in this are you? There isn't and exit, the collision on the terrain doesn't work properly... I mean it looks ok but it's broken!
Well
#3432 posted by ijed [200.73.66.2] on 2013/04/22 16:13:16
I can take it out if you prefer, but speedmaps aren't supposed to be finished.
Do you want me to remove it?
Ijed
#3433 posted by mfx [78.55.15.143] on 2013/04/22 16:33:28
You better not wait for my entry, was a bit optimistic....
Sorry.
Ok
#3434 posted by ijed [200.73.66.2] on 2013/04/22 16:40:19
Next time then.
Well
#3435 posted by mfx [78.55.15.143] on 2013/04/22 16:44:32
Goin release it standalone around next week or maybe earlier?
Yeah
#3436 posted by ijed [200.73.66.2] on 2013/04/22 16:47:52
Turtle it instead. It'd be nice to add some detail to mine and even the Rubicon enemies... but maybe I'll save that for a later project.
So, the pack is ready unless anyone else is finishing one - ?
Fifth Elephant - ?
Fifth
#3437 posted by Drew [63.250.114.126] on 2013/04/22 16:52:58
if you'll turtle it leave it out.
but if you are sick of it, just leave it in!
I Get Home In 30ish Minutes.
#3438 posted by RickyT23 [86.149.175.103] on 2013/04/22 17:24:04
I'll make one! Give me till 6:10pm GMT.
Fifth - don't be daft, that's what speedmapping is all about! :)
Or just put an exit in and re-submit.
Leave It In...
#3439 posted by FifthElephant [82.12.230.210] on 2013/04/22 17:33:17
I may come back to it, but I have a bunch of other maps that will be taking precedence. It was a fun little experiment (and it taught me that I can map quite quickly if I set my mind to it, even if I did create about a million holes and two dozen misshapen brushes in the process)
Would Be Interesting To Make...
#3440 posted by FifthElephant [82.12.230.210] on 2013/04/22 17:38:20
a chain map btw... 1 week for the build, a unified theme and then get the whole thing stitched together somehow.
Yeah
#3441 posted by Drew [63.250.114.126] on 2013/04/22 17:55:30
I think if we're giving a week to make the chain sections we'd have to set some more limits or define what would be involved.
Eg focus on smaller areas with more detail? or larger areas with established gameplay scenarios...
Than, Xen, who else did gluing? -- any input on that aspect?
I'd be interested, obviously, but probably not in the job of gluing...
I also like the idea of releasing the chain colmponents and having a number of people taking a crack at gluing, and seeing the ways in which they differ.
#3442 posted by onetruepurple [91.240.47.30] on 2013/04/22 18:06:58
Vigil has been trying to get people to make Rubicon 2 themed sections for a chain map for months now.
That Chain Idea Is Quite Nice
#3443 posted by mfx [78.55.15.143] on 2013/04/22 18:07:54
Solution to fitting the single maps together could be XYsize restriction
and defining portals for the other maps to to take over. Like doorsize , thicknessand and position XYZ.
OTP
#3444 posted by Drew [63.250.114.126] on 2013/04/22 18:17:47
really?
Didn't know that.
Did he post here about that?
If People Include .map Files
#3445 posted by FifthElephant [82.12.230.210] on 2013/04/22 18:37:13
in these kinds of speed map things then some crazy person could stick them all together... not saying I'd do it but I'm always a big fan of people including their .map files (I always do).
Well
#3446 posted by ijed [200.73.66.2] on 2013/04/22 18:50:30
I think I'll be doing something in Rubicon2, but a bit bigger than speed/turtle mapping.
Not longer than a month total though.
Still Going
#3447 posted by RickyT23 [2.124.172.55] on 2013/04/22 18:51:59
Putting monsters in.....
#3448 posted by Spirit [80.187.110.187] on 2013/04/22 19:22:12
who cares about broken stuff in speedmaps? he/she should play some older packs then...
I liked the 100 minutes rule.
Well I've Been Making This For About 70-80 Mins Now
#3449 posted by RickyT23 [2.124.172.55] on 2013/04/22 19:25:11
I'm just gonna give it a quick run-though....
Sent
#3450 posted by RickyT23 [2.124.172.55] on 2013/04/22 19:42:02
Now the waiting.....
Submitted
#3451 posted by ijed [200.73.66.2] on 2013/04/22 19:50:03
And here's the zipfile for anyone who's very impatient: https://www.dropbox.com/s/f3sw5am2...
Demos For The Impatient
#3452 posted by RickyT23 [2.124.172.55] on 2013/04/22 21:17:38
http://www.quaketastic.com/upload/... (for ijed)
http://www.quaketastic.com/upload/... (everyone else, these all had quoth enabled in my game, even though only Drew used it)
Thanks
#3453 posted by ijed [200.73.66.2] on 2013/04/22 21:55:28
I added your screenshot to the zipfile btw.
Ricky
#3454 posted by ijed [200.73.66.2] on 2013/04/22 23:04:43
Mine supports skill settings - you were on normal :)
Also noticed a recurring WC bug with the enforcer orientation at the end. They're supposed to face you and the shambler not, to provoke an infight-endfight.
Ah well.
#3455 posted by ijed [200.73.66.2] on 2013/04/22 23:28:52
Drew - Best looking of the bunch, had secrets as well. Had to do a circuit of the atrium to get the NG when I was on full nail ammo, which felt weird. The end was a surprise, although the quad helped.
FifthElephant - Nice, shame about the collision issues. I liked the crampy labyrinth. A quick fix for the rock pillars would have been making them func_wall, which should have fixed the hull generation.
jackfapoff - (No idea if that's your proper name, sorry) Nice, although a step on every tower so the monsters could get out would have been good. Could have done with more ogres or vores sniping the player from up high as well.
GTG, more comments later.
Moderated!
#3456 posted by RickyT23 [2.124.172.55] on 2013/04/22 23:32:22
Ijed..
#3457 posted by FifthElephant [82.12.230.210] on 2013/04/22 23:40:43
I made the rock pillars func_walls in one version. Still got bad collision problems. I have found that most collision issues disappear when it compiles without the "reached occupant" error, unfortunately there are so many leaks that I just would never have had time to plug the holes
I didn't like the rubicon set at first but I have to admit it grew on me after I worked with it. Maybe I'll do a proper one in the future. ;)
Speedruns
#3458 posted by Orbs [80.57.99.232] on 2013/04/22 23:52:53
http://members.upc.nl/verorber/sm1...
and a demo toget thumbs up,unfortunatly you dotn see that in the demo i forgot that the intermission screen in a demo is not the same while actualy playing,soif you want to get that thumbs up you will still have to beat it on nightmare (on easy the thumb stays down :P)
my favorite of the pack was drew's, ijed looked cool to but i could only get it to run in rmq, and that runs awefull for me to awefull to do a double grenadejumpto that goldkey :)
#3459 posted by Drew [216.252.64.162] on 2013/04/23 05:18:43
hmm
ricky your demo cuts out for me after you die...
oh well...
Orbs... wow, haha! I walked right into that one!
Should I have made the biosuit the secret, instead of the MH?
Also, does fog not automatically set in for everyone else in mine?
Drew
#3460 posted by RickyT23 [86.160.144.189] on 2013/04/23 10:13:15
I used Fitz Mark V
Yeah Maybe
#3461 posted by Orbs [80.57.99.232] on 2013/04/23 10:30:49
or dont have the portal at the megahealth, it only uses 16 health (without armor) to get it f you woudl have to swim up again it woudl use a lot more + no shortcut
Ricky
#3462 posted by Drew [63.250.114.126] on 2013/04/23 18:35:38
derp--thanks for the demo!
Orbs, thanks for the feedback. thought of it/added it last minute.
Gah
#3463 posted by negke [31.18.185.105] on 2013/04/23 20:12:19
I made a little map yesterday based on stuff discussed on irc, but then derped on a hack and stopped. Turned out the solution was too simple for me to notice. So here it is, basically a Fuck you Scampbler gimmick.
#3464 posted by negke [31.18.185.105] on 2013/04/23 20:13:20
http://negke.quaddicted.com/files/...
#3465 posted by Scampie [72.12.65.92] on 2013/04/23 22:58:12
how the fuck
He's A Witch!
#3466 posted by ijed [200.73.66.2] on 2013/04/24 00:43:23
Neg...
#3467 posted by FifthElephant [82.12.230.210] on 2013/04/26 19:48:00
I have no idea how you made the giant bucket map thing... that's insane.
For The Next Theme
#3468 posted by Cocerello [83.46.158.41] on 2013/05/08 22:25:39
How about some inverse world map?
Explain!
#3469 posted by FifthElephant [82.12.230.210] on 2013/05/08 22:35:32
....
OK
#3470 posted by Cocerello [83.46.158.41] on 2013/05/08 23:17:27
I thought of 2 options:
- You make a map, and then you rotate it 180º, with the ceiling at the bottom and the floor at the top.
- You make the map with this in mind, trying to make some architectures that look weird if inverted. It would look like the home of Cthulu.
...
#3471 posted by starbuck [77.99.186.145] on 2013/05/08 23:25:53
isn't there a teleporter trick which lets you flip the player over? You could complete a level one way up, then get to the end, flip upside down, and then come back along the ceiling!
But ...
#3472 posted by Cocerello [83.46.158.41] on 2013/05/08 23:39:56
... you need to flip the map, not the player. Even if the player flips, he is on the floor, walking with the head.
I Doubt It..
#3473 posted by FifthElephant [82.12.230.210] on 2013/05/08 23:41:04
I think you can do that in Unreal by having two rooms with a portal at the top of each... but I don't think you can do it in Quake...
Hah
#3474 posted by ijed [200.73.66.2] on 2013/05/08 23:45:31
I thought of that recently, and the problem is that the controls are reversed.
You could just flip those as well, bu that's QC work.
Option 3
#3475 posted by onetruepurple [91.240.47.30] on 2013/05/09 00:54:02
You make a map, rotate it, and rotate the player by the same angles.
Sounds Like
#3476 posted by SleepwalkR [92.231.105.132] on 2013/05/09 01:53:44
Something right up Digs' alley.
If I Recall Correctly...
#3477 posted by distrans [149.144.9.74] on 2013/05/09 04:58:21
Zippie used the teleport rotate trick in his level "Stampot" in the first quake 100 brush competition.
#3478 posted by negke [31.18.179.222] on 2013/05/09 12:44:28
I don't think the teleporter trick can flip the player completely. Even if you set the z angle to 180, his view will only be titled by 45 degrees. And changing x and y only messes up the movement.
There's been at least one inverted-themed event: SM132.
#3479 posted by negke [31.18.179.222] on 2013/05/09 12:55:56
Except those sm132 maps aren't really inverted at all...
Try sm159_negke for a start.
Negke
#3480 posted by Cocerello [83.46.158.41] on 2013/05/09 16:56:48
Sm159_negke, more than inverted world, is invertable world. It's another way to use the idea. It's the fourth option. What trick have you used?
By the way, very impressive map.
Sm132_omus is closer to the idea i had for an inverted world, even though only the tower and the passage are inverted.
Well, seeing that the idea have already been used, is better to think for another one for the next SMP.
Theme
#3481 posted by Scampie [72.12.65.92] on 2013/05/10 19:11:51
jump leap bounce
Yes
#3482 posted by Drew [216.252.90.61] on 2013/05/10 21:05:02
good theme, optimal level of inspiration/vagueness
Single-mind Brainstorming
#3483 posted by Cocerello [83.46.158.41] on 2013/05/11 15:49:56
Sandbox
Multi-exit map
The big tree layout: you begin in the centre and have branches from that. The exit is in the entrance
The hole
Forest (Earth or alien-like planet)
Dig site
Underwater
Liquid rising
Limited entities map
Black lights
Labyrinth
And to make the post bigger, a compiled list of themes posted through this thread:
City
Beach
Islands
Bridges
Wooden Construction
Modern Architecture
Origami
Desert
Half-Life
Mountain
Indiana Jones
Cliffside
Graveyard
Western
Inverted Cathedral/Castle
Necropolis on the moon
Elderworld theme park
Shrimp Pinhata
Shamblair Witch Project
Cyber Diarrea
Economic Crisis
Fuck Low Cost Companies
Disintegration
Black Holes
Hole of Blacks (if you are gays)
Shamblers Festival
Vores Party
Ogres Dinner
Zombie Flesh
Map made around a single texture
Teleporter madness
Monster free
Canyon Terrain Editor map
Offworld Site Infested with Nano Base-Building Bots
Unspeakable Contraption Planet (the whole planet is one evil contraption, ie Necros' latest map
River Styx of Star Fluid
Cyclopean Architecture (yes, for like the 3rd time)
Drowning, Stabbing, Burning
TRON
Mapping impotence
80's arcade tribute
func_pushable (hipnotic progs)
Wild West
Extreme temperatures
Caught in a slipgate
Medieval themed spaceship
Otherworldly Color: Azure, Ebon, Rust or Flesh
Halls of the Scrag God
Prisons of Nix
Anti Light
Where Ogres Bathe
Neo Knave
The Tunnels Between the Voids
...
Maybe it is too much information at a time.
After looking through 5 years of posts , what i got is that the only thing that works is say a theme and a date, not proposing things.
I'm Still Going To
#3484 posted by spy [95.56.221.88] on 2013/05/11 16:30:01
surpass that crazy spirit map sm_sumfin
the best sm map evar
#3485 posted by Spirit [80.171.128.152] on 2013/05/11 16:49:06
You can't mean me.
OK THEN
#3486 posted by Scampie [72.12.65.92] on 2013/05/11 22:07:21
I liked one of the themes Cocerello posted in his list sooo...
THEME: Islands.
DUE DATE: The pack will be released Monday May 20th, post it here or email me or whatever before then. 1 week map, 1 day map, 100 minute map... whatever you'd like to do.
ALSO
#3487 posted by Scampie [72.12.65.92] on 2013/05/11 22:09:19
it's sm170, please name your map sm170_YOURNAME
Meh.
#3488 posted by Orbs [80.57.99.232] on 2013/05/12 14:46:23
Alright first idea goes to the bin
-its a lot of work (atleastfor me)
-with my experience with the coloseum i made the other week i probably hit some limits with the way i construct buildings with tons of arches
-just found out there already is some fort boyard videogame anyway
-sun is shining lets go outside!
Make An One Hour SM
#3489 posted by Cocerello [83.46.158.41] on 2013/05/13 13:34:00
That's the best if you don't have time or motivation. And, who knows, it can get fun later and you regain motivation to expand it. ;)
I'll be waiting to see your amazing works.
Hmm...
#3490 posted by erc [46.197.69.124] on 2013/05/18 16:07:30
...Have Portal of Praevus' Tibetan textures ever been used in Quake?
QUESTIONS???
#3491 posted by Qmaster [50.40.250.234] on 2013/05/18 21:46:03
Okay I'll see if I can get something together. Never done a speedmap before so I have a few questions.
Islands or Island? In other words, at least two? Or is a singular island something allowed?
Due Sunday (19th) at Midnight? Or Monday (20th) at noon, or when??
Time limit: Self imposed!?!? hrm, okay. Is the intention to have the map completed in all one chunk of time or just made before the due date?
And .bsp title sm170_Qmaster in my case.
Rules?:
Start from scratch or can I use existing stuff from my ideas.map?
Standard progs.dat, standard quake only?
Readme file required? Or just a brief description that Spirit will put in an sm170.txt?
Oh and http://speedq1.leveldesign.org/ is a dead link.
The Theme Is Ireland
#3492 posted by FifthElephant [82.12.230.210] on 2013/05/18 22:11:30
so add as many leprechauns and clovers as you like... ;)
#3493 posted by Scampie [72.12.65.92] on 2013/05/19 00:45:49
Island or Islands, doesn't matter (themes are not the most strictly enforced things)
Due Monday whenever I wake up and put the pack together.
Timelimit is whatever you want. Basically the stance I'm taking is that "Anything under a week counts as 'speedmapping'".
The idea is that you should start from scratch. Use standard Quake, or at least a very common mod like Quoth... the pack will only include .bsp, .map, and .txt files. You can include a textfile if you want, and you can include the .map source if you want, neither are required.
Speedmapping is just to encourage people to map and try cool things. Not being that strict about all the rules!
...and yeah, leveldesign.org was my website 6-so years ago when I ran the speedmapping events then... it's long dead... that likely should be edited out of the header here.
Oh... To Expand
#3494 posted by Scampie [72.12.65.92] on 2013/05/19 00:49:59
Timelimit is whatever you want. Basically the stance I'm taking is that "Anything under a week counts as 'speedmapping'".
This is intended so that people can put something together whenever they want and around their schedule. If you have the whole week free and want to spend the whole time making an amazing speedmap, go for it (though, maybe you should just release it as a proper release!), if you want to spend 20 minutes a night for the week, or just 100 minutes on saturday, those are fine too! In the end, the idea is just "GO MAP".
Islands
#3495 posted by digs [145.255.3.152] on 2013/05/19 18:44:54
sm170_digs
http://www.quaketastic.com/upload/...
Here's The Demo
#3496 posted by spy [95.56.200.3] on 2013/05/20 13:35:18
if someone cares
http://www.quaketastic.com/upload/...
a nice void map
Pack
#3497 posted by Scampie [72.12.65.92] on 2013/05/20 22:11:56
http://www.quaketastic.com/upload/...
2 maps, sm170_digs and sm170_scampie
negke promised me a map today, but apparently fucked up :_(
171!
#3498 posted by Scampie [72.12.65.92] on 2013/05/20 22:15:22
to keep things rolling:
Theme: BIG
Due: Monday, May 27th
171 "Due: Monday, May 27th"
#3499 posted by Qmaster [50.40.240.99] on 2013/05/20 22:37:13
Phew good, I haven't even started! I've been too busy mapping.
Will Give Try To Make A Little Time.
#3500 posted by Drew [216.252.91.231] on 2013/05/21 00:54:30
always a good theme, that one.
Although I'm working a FUCK TON the week before that, so no promises whatsoever.
Time For Bed..
#3501 posted by Orbs [80.57.99.232] on 2013/05/21 01:30:52
planned a bit longer route & some more secrets but at somepoint the bugs and errors started pouring in and it became a rescue mission. Tried to keep it easy but still somewhat of a not to frustrating challenge. And the secrets are for those who like to up the challenge a bit. (the free void teleport makes one very easy to do cheap, but else some might find the basic challenge to frustrating)
http://members.upc.nl/verorber/sm1...
Demos
#3502 posted by Orbs [80.57.99.232] on 2013/05/21 23:06:46
http://members.upc.nl/verorber/sm1...
Difficulty
#3503 posted by Orbs [80.57.99.232] on 2013/05/22 18:40:23
anyone tried mine? eager to know if this easy enough for the masses :P
Not Yet
#3504 posted by Drew [216.252.92.78] on 2013/05/22 18:48:33
Will try to get to it to it, a d post the demo along with the others
Orbs
#3505 posted by digs [81.30.215.13] on 2013/05/22 19:32:07
I try'd. Very difficulty for me
Well
#3506 posted by Mandel [94.234.186.5] on 2013/05/22 21:23:40
I finished it. Fun. Reaching the exit seems to be 5% success rate though.
Btw
#3507 posted by Mandel [94.234.186.5] on 2013/05/22 21:26:47
Orbs I couldn't finish your previous map with the quoth stuff in one run. Had to use save games actually. Did you complete it legitimately in your demo? I'm impressed.
#3508 posted by necros [99.227.215.224] on 2013/05/22 21:56:29
i can't make it up the first ramp jump. :(
Orbs
#3509 posted by sock [200.82.40.116] on 2013/05/22 22:07:40
I can get to the third jump pad but the map feels sadistic. You are an amazing player (love watching your demos) but as a designer you just punish players with little reward. I crashed into the first ramp for ages and then I realized I had to jump before the edge which is not how people jump. The second jump is easy because it is just skipping but the third I have no idea. After about 5 minutes of frustration I gave up.
#3510 posted by Spirit [80.171.154.147] on 2013/05/22 22:42:43
It seems like one has to jump at the point of the arrow. I did not make it up that vertical part with enough speed. http://www.quaketastic.com/upload/... (10002 I guess, should play in bengt's glquake).
#3511 posted by necros [99.227.215.224] on 2013/05/22 22:52:26
to make the third jump, you have to do the air control trick where you jump, press the strafe key in the direction you want to turn and then smoothly turn your camera in that direction as well.
if you turn the camera smoothly (but quickly) enough, you preserve all your forward velocity along your new direction.
0Rbs.
#3512 posted by Shambler [86.25.221.209] on 2013/05/22 22:55:10
No. Although I get the principle.
Orbs
#3513 posted by Drew [216.252.64.207] on 2013/05/23 05:13:28
will upload demos later, but as I said in demo, not for me. I am a mediocre player and an absolutely terrible speedrunner trickjumper etc, so not my jam. but thanks for contributing anyway!
Thx For Feeedback
#3514 posted by Orbs [80.57.99.232] on 2013/05/23 19:39:00
If mandel even says its hard (he's a better player then me imo)i geuss i have to make it a bit easier even. Its kind of hard to feel how hard these thigns are to other people becasue of a coupel things:
-I playtest the map a lot while mapping so by the time its finished i already know the standard moves pretty well.
- a small difference in skill can make somethign impossible to one, compeltly boring to someone else.
-physics challenges might be different on other clients and maybe even still slightly depending on hardware
But I'm no tgiving up yet to make a map like this wich can be both and fun and challenging for the whole family:)
Mandel im going to pretend i never read that question, I was one of those few in the quake peleton who never doped* and to start cheating when the scene is near dead would be strange.
The big Epo era kinda is the same as the highdays of quake1 speedrunning, and i think quite some people visited suspicious doctors:)
#3515 posted by Mandel [80.217.79.210] on 2013/05/23 20:11:09
I tried to run it but I had to use savegames to get a complete demo. Guess one reason may be I didn't even have a bind for that weapon before your map forced me to make one...
Question
#3516 posted by Cocerello [81.43.223.93] on 2013/05/23 22:46:23
I couldn't upload my map for SM170, due to the loose of Internet connection for days. It is OK if i submit it for a subsequent Speedmap Pack?
I'll go now to try those three maps. I'm interested into seeing how much they differ from mine.
Sure
#3517 posted by Scampie [72.12.65.92] on 2013/05/24 05:38:31
Orbs
#3518 posted by Cocerello [81.43.223.93] on 2013/05/24 10:23:44
After watching your demo of your map i couldn't believe what i was seeing. You are a GOD of Quake.
I was recording a DEMO when playing it, but passed on that after the 10th minute of attempts. The map is great and i like challenge, but for me it will probably take me hours to complete. Good thing there is a teleport at the bottom, if it were a instant death fall that would piss many players.
Getting to the third ''island'' were easy, but getting to the fourth took me at least 5 minutes. I almost don't know a thing about jumping tricks: i can't use bunny-jumping and i'm bad at rocket/grenade jumping; so i had to find the tricks intuitively. I suppose someone expert at jumping tricks could finish this in less than 10 minutes.
No Screenshots ?
#3519 posted by delor [151.16.157.110] on 2013/05/25 02:14:52
maybe it's me that didn't find them :#
#3520 posted by Scampie [72.12.65.92] on 2013/05/28 01:47:18
only negke sent me a map this week (I didn't get around to one myself)... and it was technically for last week's theme!!!
http://www.quaketastic.com/upload/...
so... I guess sm171 is now "Bricks", due Mon Jun 3rd. Any 'big' maps submitted late will be included then too.
Scampie
#3521 posted by mfx [92.225.217.243] on 2013/05/28 02:06:30
there was an sm announcement?
Must have missed that...
#3522 posted by Scampie [72.12.65.92] on 2013/05/28 02:16:33
http://www.celephais.net/board/vie...
#3523 posted by mfx [92.225.217.243] on 2013/05/28 02:22:22
ah well...
The Theme Is Bricks??
#3524 posted by FifthElephant [82.12.230.210] on 2013/05/28 20:07:13
Wtf...?
#3525 posted by digs [46.191.133.143] on 2013/05/28 20:12:37
"Bricks" is a good theme )))))
Agree
#3526 posted by Drew [216.252.65.213] on 2013/05/28 21:32:47
Scampie is a good theme creator.
#3527 posted by Scampie [72.12.65.92] on 2013/05/29 01:39:58
I want to make sure I hit a wide variety of themes. Sometimes they are gameplay themes, sometimes they are style themes... this is a texture theme.
#3528 posted by Drew [132.205.41.241] on 2013/05/29 19:26:12
I'll see what happens.
I have something started for BIG but it's pretty gross right now - no lighting etc.
I will work on it a bit and see what happens!
GF/kid out of town for the week, but I'm working A LOT.
Sm171_digs
#3529 posted by digs [95.105.19.31] on 2013/06/02 19:08:52
http://www.quaketastic.com/upload/...
Sm171 Pack
#3530 posted by Scampie [72.12.65.92] on 2013/06/03 21:59:42
http://www.quaketastic.com/upload/...
news will be posted whenever shambler stops being lazy.
SM172!
#3531 posted by Scampie [72.12.65.92] on 2013/06/03 22:01:22
Theme: Explosive
Due: Mon. June 10th.
Oi.
#3532 posted by Shambler [86.25.223.106] on 2013/06/04 12:36:59
Shambler was asleep, you cunt0r.
#3533 posted by Scampie [72.12.65.92] on 2013/06/04 13:46:50
[15:49] <ShamblR> mr scampie
[15:49] <ShamblR> cockface scampie more like
...
[15:54] <@MrScampie> literally writing the news post now, scum
...
[15:58] <@MrScampie> ShamblR go approve my news
YOU FELL ASLEEP 10 MINUTES AFTER INSULTING MRSCAMPIE!?
MRS CAMPIE?
#3534 posted by Shambler [86.25.223.106] on 2013/06/04 14:03:25
Yeah. Talking to you in IRC is THAT boring.
#3535 posted by ijed [200.73.66.2] on 2013/06/04 15:21:12
http://en.wiktionary.org/wiki/hand...
#3536 posted by Spirit [80.171.20.88] on 2013/06/04 16:13:18
Scampie, could you please continue the good old tradition of adding readme files to the packs? Those include things like the theme. Check any old pack for a template where you can just edit a few lines.
Readme
#3537 posted by Scampie [72.12.65.92] on 2013/06/04 16:33:20
sorry Spirit here you go:
http://pastebin.com/Hqur0rj6
Don't Bow To The Archive Nazi!
#3538 posted by SleepwalkR [85.178.190.124] on 2013/06/04 17:33:06
Sm172
#3539 posted by Orbs [80.57.99.232] on 2013/06/10 00:21:49
http://members.upc.nl/verorber/sm1...
It isnt realy finished yet wanted to add some alternative routes and some secrets to make an easy alternative for some of the moves, and even a little more details, but im not sure if i will have any time tomorrow for more mapping
Sm172_digs
#3540 posted by digs [92.50.131.158] on 2013/06/10 06:13:06
http://www.quaketastic.com/upload/...
Required Quoth2. Else "stack overflow" in standart progs.dat
Aaargh Congratz
#3541 posted by Orbs [80.57.99.232] on 2013/06/10 16:16:21
You suceeded in making a very annoying map! Discharged a zillion times actualy should write a select shotgun, +attack alias for it but that would be cheating:)
Sm172 Pack
#3542 posted by Scampie [72.12.65.92] on 2013/06/10 21:05:40
http://www.quaketastic.com/upload/...
I started working on mine and then decided it was pretty shit and just gave up... so it's unlit and boring.
orbs is right that digs' map was the most annoying thing ever lol. orbs, I just suck at your map.
SM173 Theme:
#3543 posted by Scampie [72.12.65.92] on 2013/06/10 21:08:10
Survival Horror.
Due Monday June 17th
Meh
#3544 posted by Òrbs [80.57.99.232] on 2013/06/10 21:59:13
I just failed again time was to short to make it family friendly.Jump one and two are pretty easy, falling through the door is a lot easier then doing it of a boost, but this is just a time penalty doors open after 10 secs.
The third jump is just lined out bad/hard. on max boost you fly over the middle platform,when you try totemper it its very easy to get stuck on the slope and then you loose all speed so you cant hop over the gap. I shoudl have lowered the landings a bit and maybe widen them. The last jump isnt that hard but not family friendly, and to do it as intended with fullspeed from the previous boost is very hard.
Il have a look at your map then upload demo
Demos
#3545 posted by Orbs [80.57.99.232] on 2013/06/10 22:59:04
digs had a trick i only managed with a bit lower hfr, tomany discharges to try it fullspeed(you can strafe onto the explodobox in the last room, thus skipping those two buttons & having to walk around all to get to the safe spot)
scampies was very easy to get it one sec slower but to get this one i had to try for 20 mins:),trick was to shotty the left box so the 2nd door doesnt break so i can sneak past the baddies
http://members.upc.nl/verorber/sm1...
Sm173
#3546 posted by Scampie [72.12.65.92] on 2013/06/18 06:22:42
only Cocerello made a map, and I couldn't download it from his email (I need access to your google drive? idk)
anyway, I'm becoming very uninclined to keep running weekly speedmaps, I haven't even really felt the desire to map for them recently anyway... if anyone else wants to pick up the slack and run things, please do.
Scampie
#3547 posted by digs [92.50.131.158] on 2013/06/18 07:10:24
I did not make the map because I was not a clear theme. I could not think of anything
Huh?
#3548 posted by Cocerello [83.165.77.206] on 2013/06/18 09:57:33
I could swear i made it so you could access it without the Google drive. I'll go check it now.
It's a pity you are resigning, i'll miss the speedmaping sessions, both to map and to play them. I was using them to test things and improve for proper maps. On the brighter side, now i have more time for the maps. :)
I've Been
#3549 posted by ijed [190.22.114.128] on 2013/06/18 13:48:50
Busy the last few weeks, (and was only a sporadic speedmapper in any case) my only quake time going into a project born of a SM.
Was a good run scamps, cheers. Things'll pick up again.
Weekly
#3550 posted by Orbs [80.57.99.232] on 2013/06/18 20:50:31
might be a bit to often, in my case i read the news, have work during the week and slowly let inspiration come until the genie comes out of a bottle, then in the weekend i have to choose between things, and quite often i realise i dont have enough time to do all i want, this weekend it was finaly good weather so no chance :)
I Wanted To...
#3551 posted by The Happy Friar [74.32.98.249] on 2013/06/19 04:21:47
but I found out about it ~2 days after it started, then it took me 2 days to realize I need a .wad file for Trenchboom to access Quake textures. :( I did finally get a .wad file though! :)
My Brain Has Been Tired
#3552 posted by RickyT23 [85.189.154.188] on 2013/06/20 16:58:37
This week I have mostly been populating an e-commerce site with hundreds of different types of car tyres. Needless to say, I haven't felt like mapping. Or gaming. Or going near a computer. But I'll be back on it soon.....
#3553 posted by Spirit [80.171.128.52] on 2013/06/20 19:07:49
That reminds me of the beginnings of Quaddicted. Learn to script!
#3554 posted by necros [99.227.215.224] on 2013/06/20 20:16:32
Yeah, if a task looks boring as fuck, it can usually be scripted. Huge time saver when you get used to doing it because it'll be the first thing you start thinking about when you get a boring task.
Not
#3555 posted by FifthElephant [82.12.230.210] on 2013/06/22 04:21:00
Had time due to starting my new job and then going on holiday.

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