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Posted by Scampie [66.231.199.96] on 2003/12/27 20:59:48

Here it is, Speedmap pack number 62! We got FOUR new Quake singleplayer maps hot off the presses for you!
This week's authors were: Leviathan, RPG, Than, and Zwiffle. Their maps were built with 'hybrid' themes, meaning they used multiple texture themes/settings in building their maps. There was also a secondary 'snow' theme that was optional.
Grab the release here:
http://speedq1.spawnpoint.org/file...
This is the final speedmap of the year. The Speedmappers wish everyone a happy New Year. Next week we'll be running Turtlemap 3, an event geared toward building a full blown map in 1 week. Check out the Speedmapping Thread on the forum for more details.

#1 posted by Zwiffle [67.39.43.207] on 2003/12/27 21:07:59
I never wished anyone a happy new year. Lev's level was too hard I had to run past the shambler, ogres, scrags and vores with no armor, ammo and 1 health. I think than's was the best tho, very cool arena type swamp level.
Timelimit
#2 posted by than [80.68.41.83] on 2003/12/27 21:29:51
uhm, I kind of exceeded it by a couple of hours. The final hour was trying to get it to compile and fixing entity problems but that's still a good 4 hours on the map :/
rpg's is rather nice but really easy if you find the secret. Actually, it's quite easy anyway :)
Zwiffle's map is nice but EVILE. the number of times I would see a health pack, grab it, then lose it to some bastard knights hiding in the shadows was unbearable. It was a little cramped at the end for my liking too - made it bloody hard.
Lev's map has quite a nice theme, but like Zwif said, it was too hard. Lots of monsters, little space to move around although there was a fair amount of ammo I thought. On my 3rd attempt (I died at the end twice :) I killed everything and still had some shells left.
....
#3 posted by blackpope [207.6.28.110] on 2003/12/27 21:41:57
RPG WINZ!
i like shub level remakes...
Hmm
#4 posted by starbuck [82.33.90.202] on 2003/12/28 09:34:04
what hybrid styles did people use?
Styles
#5 posted by than [80.68.41.97] on 2003/12/28 10:09:28
Leviathan - egyptian with a little tech
Zwiffle - snowy stone and rock with idbase
RPG - end.bsp in space
me - hertic 2 swamp with kingpin industrial
As Usual....
#6 posted by the silent [82.84.26.144] on 2003/12/28 11:18:53
Great, great overall quality... I'll put a little emphasis on one of my favorites gameplay styles, that is gettin' through a level shooting as few times as possible and letting monster infight clear my way... these levels were particularly good for this... Maybe NoShootingQuake could be the next speedrunning? Let's come up with some rules....
Ta Than
#7 posted by starbuck [82.33.90.202] on 2003/12/28 12:13:42
those maps sound interesting
NoShootingQuake is a good idea, but lets discuss next sessions theme in the Speedmapping Thread, to keep things simple
Pretty Tough Bunch
#8 posted by aguirRe [62.127.44.61] on 2003/12/28 12:44:22
this time. Lev's was real hard to get 100% kills, but definitely worth the effort. Very nice looking, but it wasn't sealed properly.
RPG's was fun too, although the secret made it too easy. I skipped the 2nd tele the first time, which made the challenge better.
Than's was also damn hard and was too dark in some places. There was a big clipping error in the blood pool near the vore, otherwise nice jungle atmosphere.
Zwiffle's was much too dark (although obviously intended), which made the fighting unfair. I fail to understand how blindfolding the player can make the game more fun.
Due to the darkness, the missing tjunction padding was also very obvious. Please consider adding the "-tjunc" option to the compiler.
I Used Your Bsp, Vis And Light Tools Aguire ;)
#9 posted by than [80.68.41.97] on 2003/12/28 13:24:12
...
~Bletch~
#10 posted by Shambler [82.38.192.33] on 2003/12/28 13:30:13
You lot are getting FAT and WEAK over christmas, this lot was piss easy as well as plain crap. Although at least people gave the theme a good go.
...
#11 posted by carpets [81.152.47.193] on 2003/12/28 13:54:07
you didn't have to be so graphic
#12 posted by Scampie [66.231.199.96] on 2003/12/28 14:07:04
yes he does. he's Shambler.
I agree that I'M fat and weak... I failed at 2 attempts to make a map this week. Spent an hour on a neat idbaserunic hallway... and gave up. Aw well.
I enjoyed all of this week's maps, no complaints here. Glad to see mapper's like Lev and Zwiffle really start to make some nice proper maps, keep it up guys :D
My PC
#13 posted by xen [82.32.34.150] on 2003/12/28 14:25:46
...is being a cunt. Insane amounts of crashing stopped me from mapping on saturday and is stopping me from playing these maps today.. well, I managed to complete RPG's (it crashed on the end screen) but the others were a no go... only got part way through each one before having to reset.. :-(
They looked okay though.
Bloody PCs
#14 posted by starbuck [82.33.90.202] on 2003/12/28 14:54:11
maybe it's a sign we should take up cross-stitching instead
Than
#15 posted by aguirRe [62.127.44.52] on 2003/12/28 15:23:16
Yes, I noticed that you at least used my Light with the 4x4 oversampling. If you haven't already, check out the "-soft" option also. In this map it might not make a big difference, but in many maps it does.
Also, I noticed for the first time that Lev had actually used his non-sealed map as a tool to simplify lighting. It took me a while to figure out that he'd used delay 3 lights that shines through the unfilled void into other areas of the map, interesting.
Aguire
#16 posted by Zwiffle [67.39.42.178] on 2003/12/28 16:08:36
The darkness wasn't really meant to make the fights tougher, but to hide the ugly of the level. But I don't know what the Tjunction thing is of which you speak, could you explain please?
Err
#17 posted by R.P.G. [24.136.235.190] on 2003/12/28 16:32:14
Why does the readme list sm62_rpg as a deathmatch map?
Zwiffle
#18 posted by aguirRe [62.127.45.175] on 2003/12/28 16:34:55
I suspect you're using either the TreeQBSP 1.63 or DuBSP compiler to build your map. Just add the option "-tjunc" to the command line and rebuild. Most other compilers have this option default ON, but those two above have it OFF.
If tjunction padding isn't done, the result is a lot of "sparkles" that appear where brushes meet. It makes the map look less solid and once you've noticed the effect, you'll easily identify it in any map that exposes this problem.
If you're using GLQuake, just enter gl_clear 1 in the console and then move around in the map, keeping an eye on the dark parts of the walls and I think you'll see what I mean. In bad cases, it looks like "disco lights" and it looks a bit out of context in a Q1 map ...
You'll get the same effect if there's a bright area (e.g. sky) behind a dark wall. It's just easier to see the sparkling effect when gl_clear is turned on.
Btw I don't think your map is ugly, just underlit. With some careful low lighting (e.g. "moonlight"), you can improve the looks without destroying the mood of the map.
RPG
#19 posted by Scampie [66.231.199.96] on 2003/12/28 19:59:15
becuase I used the txt for sm60 as my template and obviously missed changing that one. sorry :( not like anyone READS those things.
Hmm
#20 posted by Zwiffle [67.39.42.178] on 2003/12/28 20:25:59
that's wierd I don't get any wierd things where the brushes meet. I use Telejano though, maybe it's already taken care of with that engine? I will use -tjunc from now on though, thx. I will also work on making my lighting better, but only after my maps look decent enough :D
To Aguire
#21 posted by leviathan [151.203.120.45] on 2003/12/28 23:03:20
I didn't realize i used delay lights. What i thought i did was use a minlight value of 100, and a light entity under every sky with no fade distance. I didn't even realize it leaked until i noclipped after the pack was released.
Lev
#22 posted by aguirRe [62.127.47.104] on 2003/12/29 03:05:30
Well, your delay 3 (no fade distance) lights in the "rock chimneys" shines through into the other rooms with skies, creating an impression of sunlight. Although the "sun" is actually casting shadows in multiple different directions simultaneously which is a bit weird.
At first I thought you'd used normal sunlight in worldspawn but I couldn't find any. And still the sunlight appeared to be there ...
The leaks are in both stairs leading to the exit room, look at the roof and you'll see them.
Nice Batch
#23 posted by Megazoid [81.102.35.216] on 2003/12/31 00:08:03
RPG's = weird is good - liked it :)
Zwiffle's = not much to look at, but a tough challenge.
Lev's = Not quite enough ammo, but a good looking map and fun to play.
Than's = Strong theme. Very playable and tough.
Well done all, and thanks.
Just Wondering
#24 posted by R.P.G. [24.136.235.190] on 2003/12/31 09:54:38
How many people found the secret in sm62_rpg? Is there anyone who did NOT find it?
I Found It
#25 posted by Zwiffle [67.39.33.42] on 2003/12/31 11:21:39
It was pretty easy to find, there weren't many other places that it could've been. Plus having a secret at the very beginning is just plain obvious, unless you're Kell in which case you can hide it reeaaaalll good.
Me Tooo!
#26 posted by the silent [82.84.27.204] on 2003/12/31 12:57:55
...But only on the second run... as everybody by now knows, I'm such a dumbass.....
NoShootingQuake
#27 posted by Hanz [193.229.6.165] on 2004/01/01 14:26:15
The Silent, it's been done. Check out the naked runs:
http://www.planetquake.com/sda/qdn...
Checked
#28 posted by the silent [82.84.26.76] on 2004/01/01 16:10:18
...Thanks, Hanz! Little different from what I do, though.....
Strange Graphic Effects In Lev's Map??
#29 posted by Mike Woodham [81.128.229.32] on 2004/01/01 19:00:34
I have some screen shots showing weird lighting and flying 'grills' in the sky.
Anyone else seen this in Fitzquake?
Flying Grill
#30 posted by pushplay [24.109.0.211] on 2004/01/01 20:01:40
I didn't notice anything, where did you see it?
Flying Grill
#31 posted by Mike Woodham [81.129.32.124] on 2004/01/02 02:59:49
They can be seen in all areas of sky.
The 'weird lighting' is on three brushes - or at least, he faces of three brushes - after the first door.
I have four .jpg's (288k) showing the effects if you (or anyone) wants to view them?
Mike:
#32 posted by metlslime [216.190.2.34] on 2004/01/02 04:53:42
are the bugs consistent, or do they change or go away when you reload the map?
Metlslime
#33 posted by Mike Woodham [81.129.32.124] on 2004/01/02 05:52:29
Good point, I rushed a bit ...
The effect is not consistent. I have seen the 'grill' effect many times and not just in Lev's map. The colour of the 'grill' is usually red or grey - I don't recall seeing any other colour. And I am not sure whether the 'grill' colour is consistent with the various sky colours that mappers use.
The 'weird lighting' I have seen on a number of maps but again, not consistent. It stuck out in Lev's map as it was yellow and green.
I tried reloading the map and now cannot see the effect at all.
I do have a habit of having a large number of applications open at the same time, and the quantity of applications is obviously not consistent. For example, I will have two sessions of IE, Fitzquake, BspEditor, TexMex, and maybe Excel and/or Word if I am working and playing (kinda multi-tasking!). I also am in the habit of not closing Fitzquake but using the Windows key to switch back to the desktop to look in the Maps folder to get the name of the next map to load (Speed Maps in particular); then click back into Fitzquake to load the new map in the usual way.
I suppose everyone is throwing their hands up in horror?
I have a P4 2G, 1G RAM, Ati Radeon 9700Pro, 350w PSU with plenty of cooling. I have the latest Catalyst drivers.
It is not the end of the world but any suggestions as to what may be occuring?
Flying Grills
#34 posted by Mike Woodham [81.129.32.124] on 2004/01/02 14:07:56
I have just played (I am in the middle of playing) SM9_Inane, and I am seeing yellow grills in a blue sky. The grills appear to be moving with the higher layer of the sky.
I have one session of IE open (in which I am typing this), iTunes playing FolkAlley.com radio station, three folders open, a DOS window and FitzQuake.
--- interlude to finish the level ---
Aha! FitzQuake crashed when I exited this level.
Mike>
#35 posted by Shambler [82.38.192.33] on 2004/01/02 18:07:35
I think you're hallucinating shit, man. Less tabs for you!
Mike>
#36 posted by Shambler [82.38.192.33] on 2004/01/02 18:07:36
I think you're hallucinating shit, man. Less tabs for you!
I Also Think>
#37 posted by Shambler [82.38.192.33] on 2004/01/02 18:08:06
Doubleclicking the "submit" button was the best idea I've had all day!
Tabs
#38 posted by Shambler [81.129.122.14] on 2004/01/03 13:47:07
Mmmm...
It must be '66 or '67 since I had any 'tabs' (actually sugar cubes) but as they say, if you can remember the 60's you weren't there, I really can't remember.
So, leave me alone son and go and ask your mother ;-)
The grills, the grills aaaaahhh ...
...
#39 posted by Scampie [66.231.199.96] on 2004/01/03 14:10:50
I assume, by the ip's, that the above 'Shambler' is Mike accidently repling to Shambler using the name 'Shambler'
Memory Going....
#40 posted by Mike Woodham [81.129.122.14] on 2004/01/03 14:55:35
Scampie, you are right of course: I forgot to enter my name and it seems that that causes the previous poster's name to be carried forward into the new message.
Hopefully, Shambler will not feel too offended at my using his name. But he will probably be too polite to tell me even if he were.
Okay...
#41 posted by metlslime [67.5.154.87] on 2004/01/04 02:28:30
sounds totally messed up. i guess you might as well email me some screenshots. Not that that will help with the half dozen other bugs you claim to have found in both fitzquake and this messageboard :)
Metlslime
#42 posted by Mike Woodham [81.129.21.11] on 2004/01/04 05:28:40
On its' way: thanks.

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