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Speedmapping Thread!
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.
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Well... 
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... 
4pm EST is 9pm GMT, which is 9pm UK time. 
Hmm... 
I like that theme idea :-) 
Xen 
You'll have to make two maps to make up for Starbuck's absence. 
Huge Maps? 
Will there be time for -vising? I'm not working this weekend, I may attempt a map this time. 
Hm... 
this one sounds interesting as well! 
Excellent... 
...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 
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/alchemy/ 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/alchemy/ ) 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... 
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... 
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 
got it jacek, thanks! 
My Second One's In 
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 
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 
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. 
 
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 ^_^ 
 
Title Cannot Be Empty 
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 
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 
a couple of weeks ago, no? 
Not That I Know Of... 
Which session would this be? 
 
it was sm63, which was accually themed 'no monsters', but that meant maps needed traps or whatever to kill players. 
And Btw... 
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 
1. Rocks!
2. Jesus! 
 
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 
Now that's a righteous rift 
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