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Posted by negke [82.82.167.121] on 2008/09/08 16:07:28

Here are the results of the fourth QExpo 2008 speedmapping event:
6 SP maps by adamllis, HeadThump, Lunaran, Omus, Sielwolf and Spirit
Screenshots:
http://qexpo.tastyspleen.net/uploa...
http://qexpo.tastyspleen.net/uploa...
http://qexpo.tastyspleen.net/uploa...
http://qexpo.tastyspleen.net/uploa...
http://qexpo.tastyspleen.net/uploa...
http://qexpo.tastyspleen.net/uploa...
Download:
http://qexpo.tastyspleen.net/uploa...
http://www.quaddicted.com/filebase...

OK - This Is Going To Be Interesting!
#1 posted by RickyT23 [86.136.54.58] on 2008/09/08 17:29:42
Cool theme - also Sielwolf - you made a map? didnt know you were a mapper!
Will report back later!!!
!!!
#2 posted by dust.harvesting [195.161.176.87] on 2008/09/08 18:49:22
Contest!
Who can kill Vore with her own explosives on Spirit's map?
#3 posted by Trinca [194.65.24.228] on 2008/09/08 18:49:59
zomggg Sielwolf lost is virginity!!!
will play when get home!
since you bitches diidnīt wait for me, i had to make more then 500 brushes on tchak :) today was a good day of mapping :p
Okay
#4 posted by Lunaran [24.158.1.74] on 2008/09/08 20:30:46
so like all lunaran speedmaps this one was more like a full afternoonmap. I had to polish my terrible idea.
and if anyone wants proof that it's beatable and not just bullshit:
http://www.lunaran.com/files/smqe0...
Watch as I:
- try to clear the map methodically, accidentally back into a teleporter, and cause all hell to break loose!
- get lost even though I built the damn thing!
- not hit anything with the grenade launcher!
- spoil all the secrets!
- give the viewer motion sickness with my twitching!
#5 posted by Jaromir83 [87.249.134.180] on 2008/09/08 21:15:51
I like Lunaran's map architecturally, though THEY keep coming in too vast numbers and layout is very confusing because of the teleporters and repeating areas. Lunaran's is the highlight of this speedmap-pack nevertheless, I'd suggest picking up pieces of nice architecture from it and create proper map merging them. I find other maps too crappy, srry.
On One Hand
#6 posted by HeadThump [4.136.90.157] on 2008/09/08 22:32:19
I find other maps too crappy, srry.
I agree with you. I haven't played the other maps yet, but I know mine is pretty crappy. However, this is the part that concerns me, if we func_boarders are not on the same page in understanding what a speedmap is and what it is not then what is the point of making speedmaps as they can only deflate what ever reputation we have as mappers if we adhere to the rules implied (make a map in a short amount of time usually with a guiding theme) and the intended audience is actually expecting something else?
#7 posted by czg [83.253.249.16] on 2008/09/08 23:09:19
Are you even able to produce a non-shitty map without a time limit?
#8 posted by Trinca [89.181.15.239] on 2008/09/08 23:33:50
o.k play then all, favorit was luns map must replay it to beat the bastard!!!
Spirit was hilarious!!!
sielwolf was pure voreball fun with lots of hords zomggg extra fun!
adamllis :\ was fucking hard and dark :\ must try again also becouse i died real fast!
Omus nice idear... :) but i didnīt make it!
Ht really weardooooo :\ fall out of map :p HT stop smoking grass or drinking :)
there it goes my first demos!
http://trinca.quaddicted.com/smq8d...
thks guys :p
p.s-> next time wait for me :( i wanted to make one :(
Um, Yes
#9 posted by Lunaran [24.158.1.74] on 2008/09/08 23:38:42
please don't compare the proper speedmaps to mine. I don't even know what the actual time limit WAS. An hour?
#10 posted by Sielwolf [91.4.199.131] on 2008/09/09 00:13:50
Sielwolf - you made a map?
nah it's just a pos that miraculously compiled into a bsp using rune magic and the QuArK pipe in czg's basement.
Lol
#11 posted by Omus [91.85.172.175] on 2008/09/09 00:43:33
On the road with a laptop and mine and Lunaran's maps are the only ones I can complete using the touchpad.
Czg
#12 posted by RickyT23 [90.199.193.191] on 2008/09/09 01:50:56
how ya doin?
And, CZG
#13 posted by HeadThump [4.136.90.3] on 2008/09/09 01:54:50
Are you even able to produce a non-shitty map without a time limit?
can you take a minute to understand a goddamn point without having a kneejerk reaction?
And To Your Question,
#14 posted by HeadThump [4.136.90.3] on 2008/09/09 01:58:18
the answer is a definite yes.
#15 posted by Scampie [24.158.1.74] on 2008/09/09 02:03:59
Lunaran's map is hard :(
Thanks To All Involved For The Maps
#16 posted by lurker [68.158.1.162] on 2008/09/09 07:04:01
First play demos for those that want them. I had a problem with DZip when trying to package all demos together, so there are two archives. The first file is demos for all maps except Lunaran's. The second file is all Lunaran, all the time (including a skill 3 completion).
http://shub-hub.com/files/demos_si... (2.0 MB)
http://shub-hub.com/files/demos_si... (3.5 MB)
adamllis:
Finally a map that lets me kill monsters and do slope jumps and air control instead of that being an either-or proposition. Thanks for not making falling result in instant death. I would have liked unlockable teleports to the later buildings to save on travel time after mistakes, but you can't ask the world from a speedmap. Very entertaining. Please make more maps.
HeadThump:
It would be easy to hate on this map, but I like shipwrecks and nautical themes too much and I especially liked the ship skeleton/hallway leading to the final room. However, I will suggest that you try to cut more corners while speedmapping. Since the player teleports around, you could have cloned the ship interiors in another corner of the .map so you could slap down a single huge waterbrush in the ocean instead of trying to assemble the ocean drop by drop around the ships. :(
Lunaran:
Comments for this map are available in another dimension. (You might try the demos if you want a running commentary. Otherwise, assume that I liked it well enough to attempt a nightmare playthrough.)
Omus:
Clearly, a map that is asking for time trial. My best is 22 seconds. Unfortunately, I had already uploaded the first play demos before attaining said 22 seconds.
Sielwolf:
Was I supposed to exit via rocketjump? I hadn't anticipated this and ended up using all of my rockets in combat. Great (and ambitious!) for a first map ever. My first was an X-shaped hallway with an elevator in the middle (made for Unreal).
Spirit:
Very amusing map. It's nice to see that Quake still has a few more jokes up its sleeve.
#17 posted by HeadThump [4.136.90.64] on 2008/09/09 07:42:43
Since the player teleports around, you could have cloned the ship interiors in another corner of the .map so you could slap down a single huge waterbrush in the ocean instead of trying to assemble the ocean drop by drop around the ships. :(
I wished I had thought of that while making it. It would have saved a lot of time!
#18 posted by Spirit [213.39.186.8] on 2008/09/09 10:01:34
I do so not care about what people might expect when speedmapping. Hell, if there is a mapping process that is all about enjoying yourself, then it is speedmapping.
I mean, how crappy is my map? I had no idea what to build, I just started (after deciding to play with Kell's Fury textures). So it evolved into a weird goatse monster enema or something with no gameplay whatsoever in the ~80 minutes I gave it. I had so much fun building the architecture.
I found all the maps to hard btw. Could not finish any of them without constantly dying.
But they are fun to look at. :P
I'd love to see more tricking requirements in maps too, but those would need to be carefully introduced so players a) know how to do them and b) know they are "allowed" to use them in the map.
Got Right Into It@skill 3.
#19 posted by the silent [82.185.144.141] on 2008/09/09 10:44:55
SW: Doable, pretty hard, got bored&godmoded. Rocketjumping to the exit sucks. For RJimpaired people like me, I mean.
ht:already played it as standalone. I personally love huge underwater spaces, so I kinda liked it. Did not like the shard teleports, though.
Spirit: Maybe cool. Maybe I did not catch the Spirit?
Adamllis: Got bored and dried up ammo. Jumped to the next one. Would love to see a full one, though. Shows potential. Will replay.
Omus: OhMahgoddUS!!! Nice. Frustrating. But, greatest idea of them all.
Lun: Best of the pack. Had me running round like a rabbit generating infighting. One of my favourite hobbies. Thumbs up!!!
Negke: Where the fuck is Negke? I can't even begin to imagine what he would've come up with...
Hmmmm.
#20 posted by Shambler [77.97.138.124] on 2008/09/09 10:52:37
Most of them: frustrating to average with some humour.
Lunaran: Absolutely amazing, both in the execution of the theme and the effect on the gameplay and what it felt like to be a player in the map.
Bla Blooh
#21 posted by negke [82.82.169.129] on 2008/09/09 11:10:06
adamllis: Trickjumper and speedrunner should love it. I was too clumsy for some of the jumps. Construction served its purpose well, lighting could have been less bland. Glad to have you submit a map again.
HeadThump: Weird theme/construction. I like it. That Vore was nasty. Running a fullvis wasn't really necessary.
Lunaran: So, is that your revenge for difficulty/hordes in recent maps? Looks nice and the dimension zwiffle fits the theme, but gameplay is hard. After barely surving 110 monsters including large numbers of my beloved Hellknights, I got lost and confused and started noclipping around and got even more confused. There were elevators? duh
Omus: Tricky, but nice idea. Takes a few attempts to get a working strategy. Most original use of teleporters in this pack.
Sielwolf: And so it begins... Good to see you give mapping a try, though I'm afraid what might come out of it (this map is pretty hard already). I guess you should have tried to seal the leak.
Spirit: Heh. At first I didn't catch the triggers and headed straight for the exit wondering why the monsters only teleported in afterwards. The reason many teleporters look like Goatse? The sense of mystery!
Interesting Pack
#22 posted by HeadThump [4.136.90.125] on 2008/09/09 16:49:42
I enjoyed Omus the most because of the arcade game style and execution of a neat idea.
It took me a few runs through Spirit's to get it because it goes by so fast. Kind of neat.
SielW -- good first speed map. Had the feel of a complete map in a Spirit of '97 since.
admalis -- I sux at the trick jumps.
Lunaran -- Pretty sweet. The theme reminded me of Permutations of the Rotten some how. It is so hard though that I have yet to complete, so I'll be back at this map later tonight.
Lunaran's
#23 posted by [83.30.18.199] on 2008/09/09 17:07:25
was good enough that if I hadn't known it's a speedmap, it would have fooled me. At first I didn't catch the subtle changes in objects through the dimensions and assumed that respawning monsters were used, until I was told that the bars open in another dimension. Even then, I supposed there was only one alternate dimension :(
Second best was Omus' slipgate rush (I was expecting much less from the screenshots to be honest, so it's a definite plus).
Now I'm left to wonder what would ijed/ionous have done if they hadn't slipped out...
Hahaha
#24 posted by Lunaran [24.158.1.74] on 2008/09/09 18:00:47
I think I decided that the 'madness' part of teleporter madness was going to be on the part of the player. I had a really evil and intentionally confusing idea and said "what the hell, it's a speedmap," but the progression of buttons and bars and teleporters had ME confused, then I lost track of time making nice arches and shit so I just cloned a ton of monsters all over and called it done. so it looks deceptively like a non-speedmap but plays like a speedmap.
and if you play adamllis' map in netquake (ie fitzquake) you don't get air control and the map can't be finished.
Lunaran
#25 posted by Spirit [213.39.186.8] on 2008/09/09 18:16:47
netquake has aircontrol and I just finished that map in Fitzquake.
#26 posted by lurker [68.158.9.111] on 2008/09/09 18:20:26
I played adamllis's map in fitzquake and later in winquake with no problems. Are you forgetting to hold forward+strafe during your jump?
Lunaran
#27 posted by Shambler [77.97.138.124] on 2008/09/09 18:55:03
Your map was fine to complete - in a very cool way - whenever I got in trouble I just kept teleporting until I found somewhere calm, then slowly started to clear places out. I thought it worked great like that. And yes, madness, but not in an annoying gimmick sort of way....
Unlike some other maps.
For What It's Worth
#28 posted by ijed [216.241.20.2] on 2008/09/09 18:55:18
I was going to have the player always in the same room, but each time they teleported gravity shifted 90 degrees. Copying and rotating the room, basically.
OT
#29 posted by Jaromir83 [87.249.134.180] on 2008/09/09 20:09:55
OT: my today's crappy quake fanart drawing
http://img374.imageshack.us/my.php...
http://img142.imageshack.us/my.php...
Ijed
#30 posted by adamllis [38.118.37.207] on 2008/09/09 20:33:33
I did something similar to that idea in a previous speedmap, but I only had it change to 2 rooms. It is a cool idea for a map; I am sure someone could go much farther than I went with it.
http://www.quaddicted.com/filebase...
Jaromir83
#31 posted by RickyT23 [90.199.193.191] on 2008/09/09 20:38:24
that looks like a Quentin Blake picture to me - fucking class!!! Surreal....
Cool Theme Idea
#32 posted by adamllis [38.118.37.207] on 2008/09/09 20:44:11
Omus: My favorite in the pack. I kept trying on Nightmare over and over but still couldn't do it. Very fun and orginal.
Spirit: Wow. I had never seen that in Quake before. I thought it was great. Will have to study the .map. Very creative.
HT: Cool underwater idea, but I too kept falling out of the water. Was a bit confused. The shipwreck looked cool and reminded me of Mario 64.
SW: For a first map amazing job. Was very difficult. You used so many different features of quake mapping. Many that I still don't use hehe. Keep at it.
Lun: I think I held down +fire the whole time.
Oh btw. Those jumps in my map should be not too difficult (espicailly for Trinca! where are those quakeworld skills??) If i am not mistaken the first jump in qw and netquake physics are exactly the same. The problem some people might have is holding the +forward button down while in the air. If you do this it causes you to fall I think. You have to let it go after jumping and just hold on to +strafe and glide the mouse in the same direction.
#33 posted by Trinca [89.181.15.239] on 2008/09/09 21:04:52
my problem werenīt the jumps :) was the monsters... :p
Still..
#34 posted by adamllis [38.118.37.207] on 2008/09/09 21:08:00
not acceptable! ;)
Adamllis +
#35 posted by ijed [216.241.20.2] on 2008/09/09 22:16:13
I'll try the maps out tonight, unless I'm dead.
Thanks For Comments
#36 posted by Sielwolf [91.4.182.166] on 2008/09/09 22:18:17
Trinca: please fix the link, I want to see your demos
Lurker: many thanks for the demo, was fun to watch
I'll comment on the other maps later.
Thanks For Demos!
#37 posted by adamllis [38.118.37.207] on 2008/09/09 23:08:09
Watching your demos lurker was great fun. You have some decent air control but if you let go of forward while in the air you will reach the next "level" of quake physics mastery.
Let Go Of Forward...
#38 posted by Ankh [88.199.103.6] on 2008/09/09 23:18:22
while in the air. That is the key!
Adamllis your map rocks!
#39 posted by Trinca [89.181.102.62] on 2008/09/09 23:20:11
sorry forgot :)
http://trinca.quaddicted.com/temp/...
was in temp directory :p sorry mates!!!
2 Hours, Huh
#40 posted by gb [89.27.192.116] on 2008/09/10 03:10:05
...
also: Please fullvis maps (Sielwolf.) Not all of us have X00 FPS.
Nicely Mad
#41 posted by mwh [118.93.95.47] on 2008/09/10 06:48:24
also pretty hard. Could comment on each map, but I basically agree with what everyone else said :)
Lunaran's was fun, though with a few less monsters I might have been able to intermingle figuring out what was going on with trying to survive -- as it was, I ran around until almost everything was dead, then started looking for buttons and trying to find what they'd moved...
Some More Goddamn Bars Have Withdrawn ...
#42 posted by BlackDog [58.7.141.198] on 2008/09/11 08:32:44
So, smqe08d_lun.bsp. I want to like it, and it's a really neat idea, but I spent twenty minutes trying random teles hoping to find out where the gibbering fuck I was meant to go. And then I ran out of ammo.
The basic concept is good. Perhaps with fewer random teles and more cues as to where in the multidimensional tangle a given spot might currently be (different texture theme for each dimension?), the player might stand a better chance of understanding the map layout enough to figure out where to go.
Ah well, I had fun anyway. Nice one lun.
Errrr
#43 posted by Shambler [77.97.138.124] on 2008/09/11 10:01:25
the player might stand a better chance of understanding the map layout enough to figure out where to go.
The theme WAS Teleporter Madness...
Comments/demos
#44 posted by Sielwolf [91.4.222.93] on 2008/09/11 15:48:56
Adamllis: liked it the most, pure Quake physics fun, we need more maps like that
http://shub-hub.com/files/demos_si...
HeadThump: the large outer area looks awesome, gameplay could be better though
1st run:
http://shub-hub.com/files/demos_si...
Lunaran: with that theme someone just had to make an annoying map like that; ez sauce though...
1st run:
http://shub-hub.com/files/demos_si...
Omus: nice, true to the theme, but a little gimmicky
http://shub-hub.com/files/demos_si...
Spirit: funny, just imagine the monsters could bunnyhop and move that fast by default :P
1st run:
http://shub-hub.com/files/demos_si...
Thanks.
Nice Skills!
#45 posted by adamllis [38.118.37.213] on 2008/09/12 00:36:39
Sielwolf, I can tell you've played a lot of quake through your moves. The only problem you had was finding that button i think.
I had no idea that you could jump through the bars like that. You saw that on your first way through? The actual curve around jump is probably easier hehe.
Anyway, glad that there's some folks around here who appreciate the fun of quake movement.
Adamllis
#46 posted by ijed [216.241.20.2] on 2008/09/12 17:01:09
Sielwolf is some sort of shaolin-master of Quake.
Haha
#47 posted by adamllis [38.118.37.213] on 2008/09/12 20:24:52
You never truely know someone until you fight them.
#48 posted by Sielwolf [91.4.188.72] on 2008/09/12 21:02:23
Ijed: not even close lol
Adamllis: it wasn't a first run, more like 4th-5th (and close to ten minutes is not very fast anyway), glad you liked that demo though. SDA should make a contest on that map imo
Burrow . . .
#49 posted by ijed [216.241.20.2] on 2008/09/12 21:06:41
They Did Once Before On A Speedmap
#50 posted by adamllis [38.118.37.213] on 2008/09/13 03:39:20
They used my first speedmap as mini contest! It was quite fun to watch the demos. Even some of the grandfathers of speedrunning came out and laid down some demos.
The theme was tricks for that pack, i made two maps and negke made 1. If you like tricks you might enjoy those three maps as well.
Hm I can't find the contest on their site, only the records that remain from it.
http://www.quaddicted.com/filebase...
Adamllis
#51 posted by ijed [190.20.81.131] on 2008/09/13 05:09:21
Have you made any non-speed maps?
I still haven't played the ones you posted before and this pack neither; no time as yet.
No :(
#52 posted by adamllis [38.118.37.213] on 2008/09/13 14:49:12
I am still new to mapping. The only other thing I've made is a quakeworld ffa dm map with Drako a canadian qwer called frontier.bsp.
it's the one in the opening sequence of this qw frag movie:
http://www.youtube.com/watch?v=FB8...
QW?
#53 posted by Shambler [77.97.138.124] on 2008/09/13 15:00:40
That's QW? QUAKEworld?
My arse. Q3Aworld more like.
Heh
#54 posted by adamllis [38.118.37.213] on 2008/09/13 21:46:41
yup standard quakeworld dm action with some newer maps thrown in. beautiful isn't it? :)
Blargh Custom Engine Puke
#55 posted by Shambler [77.97.138.124] on 2008/09/13 21:56:44
Some of the maps look good from what I can see behind the spangly explosions and glitzy coloured lights..
#56 posted by adamllis [38.118.37.213] on 2008/09/14 04:34:28
that config is really quite conservative compared to what is available. amazing all what people can do with the quake engine. but there is nothing wrong with the classic quake look. still looks good.
Adamllis
#57 posted by mwh [118.93.95.47] on 2008/09/14 08:44:43
You can see the demos etc by searching for "ftw" on http://speeddemosarchive.com/quake...
I'm sure the tables didn't look _that_ bad when I wrote that update...
Ahhh Nice!
#58 posted by adamllis [38.118.37.213] on 2008/09/14 18:55:55
Wow cool. Don't no why I couldn't find it. Yeah that was a lot of fun to watch, and the demos turned out sweet.
#59 posted by Trinca [89.180.5.160] on 2008/09/14 19:34:47
adamllis i finish it!!! but iīm having a lot of fps drops :\ even in joequake... :( i guess my computer is fuckedup :(
It Is Probably The Map
#60 posted by adamllis [38.118.37.213] on 2008/09/15 01:28:12
Good job! Maybe the map is lagging your computer, the huge sky and the fact that i no nothing about r_speeds and all that jazz.
#61 posted by Trinca [89.180.199.21] on 2008/09/15 13:29:07
want the demo? :)
Sure
#62 posted by adamllis [38.118.37.193] on 2008/09/15 20:22:15
Let's see what you got.

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