#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
#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
 OK - Im In
#3152 posted by RickyT33 [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 RickyT33 [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 RickyT33 [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 RickyT33 [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/func_city_04-13-11.zip
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/files/misc/func_city_04-15-11.zip
#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
 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/sm148_pack.html
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
Some fun remixes of original maps would make most sense to me :p
Some fun remixes of original maps would make most sense to me :p
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
"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
 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 RickyT33 [86.172.175.149] on 2011/06/02 17:31:14
If u read this your last map was amazingly amazing! :D
...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?
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 RickyT33 [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
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
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.
Will email mine in a few minutes neg :E
#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.php?id=96
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 RickyT33 [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 RickyT33 [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...
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/uploads/2011/06/zwiffq11.zip
 St3ady
#3302 posted by Drew [76.75.125.159] on 2011/06/24 16:20:56
not sure it was a speedmap?
map sent. Another ugly duckling but hey ho.
 Whens The Deadline For The Sm Pack?
#3304 posted by RickyT33 [94.13.59.170] on 2011/06/25 00:51:26
Tomorrow night i will likely finish :S
 Ok
#3305 posted by RickyT33 [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.
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
#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 RickyT33 [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
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.
 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
 Random Suggestions
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
#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 JneeraZ [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.
#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
#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/56968741/file.html
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
 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/smqx11.jpg
for -
http://www.quaddicted.com/reviews/smqx11_pack.html
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 RickyT33 [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 RickyT33 [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/speedmap1.jpg
http://s22.postimg.org/et56wdav5/speedmap2.jpg
And the .bsp and .map file.
http://depositfiles.com/files/sgiknj9nk
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/sm169_orbs.rar
 Sm169_scampie
#3421 posted by Scampie [72.12.65.92] on 2013/04/22 03:35:48
https://dl.dropboxusercontent.com/u/103186490/sm169_scampie.zip
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
 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 RickyT33 [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 RickyT33 [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 RickyT33 [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 RickyT33 [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/f3sw5am2rrsa3vr/sm169.zip
 Demos For The Impatient
#3452 posted by RickyT33 [2.124.172.55] on 2013/04/22 21:17:38
 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 RickyT33 [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/sm169.rar
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 RickyT33 [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
#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
 ...
#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
 Here's The Demo
#3496 posted by spy [95.56.200.3] on 2013/05/20 13:35:18
 Pack
#3497 posted by Scampie [72.12.65.92] on 2013/05/20 22:11:56
http://www.quaketastic.com/upload/files/single_player/speed_maps/sm170_pack.zip
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/sm170_orbs.bsp
 Demos
#3502 posted by Orbs [80.57.99.232] on 2013/05/21 23:06:46
 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/files/demos/sm170_orbs-May-22-2013-223140-SpiritQuaddict.dz (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/files/single_player/speed_maps/sm170_negke.zip
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
#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
 Sm171 Pack
#3530 posted by Scampie [72.12.65.92] on 2013/06/03 21:59:42
 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
#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
 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/sm172_orbs.bsp
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
 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/files/single_player/speed_maps/sm172_pack.zip
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 [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/sm172.rar
 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 RickyT33 [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.
 Can I Start A Speed Map Theme?
#3556 posted by The Happy Friar [74.32.96.52] on 2013/06/27 20:55:17
Is there a certain way to do this?
#3557 posted by necros [99.227.215.224] on 2013/06/27 21:00:07
Speedmapping is as informal as it gets.
Just say you'd like to host a session, say what the theme is and provide a date and email for submission. :)
 It Wouldd
#3558 posted by FifthElephant [82.12.230.210] on 2013/06/27 21:16:15
be interesting to see someone use a theme in a way not intended.
Like say making a tech-looking map using a gothic or metal theme, or a gothic style base map.. :)
 Sounds
#3559 posted by Drew [216.252.90.83] on 2013/06/27 21:23:35
like about half of Negke's product
 Ok, Cool.
#3560 posted by The Happy Friar [74.32.96.52] on 2013/06/28 06:13:08
Theme: dungeon
due date: 7/5/13
e-mail me at the_happy_friar_planet@yahoo.com
subject: speed mapping
#3561 posted by necros [99.227.215.224] on 2013/06/29 20:38:21
man, i started doing a map and then realize just how rusty i am with trenchbroom. :(
 Dungeon It Is.
#3562 posted by Drew [216.252.87.7] on 2013/06/30 06:33:56
Will be very busy this next week with work, and moving, and preparing for a teaching assignment... So what I'm saying is I'm probably in.
But no promises.
 Fifth:
#3563 posted by Orbs [80.57.99.232] on 2013/06/30 18:03:28
I tend to interpret themes as wide as i feel like, and i realy liked (i think) negke's interpretation of "spaceship" (no clue wich speedmap session it was)
 Completly Counter Logical To Me
#3564 posted by Orbs [80.57.99.232] on 2013/06/30 18:06:58
to post a date mm-dd-yy, i was liek wtf that deadlien is a month ago:)
 Yank Style, I Think.
#3565 posted by Drew [216.252.87.7] on 2013/07/01 03:11:55
It's like inches, rather than metric - they're just quirky that way.
Am I right?
 Yeah
#3566 posted by The Happy Friar [74.32.96.52] on 2013/07/01 13:03:34
cm is kinda quirky. ;)
I do write my dates a lot as yy-mm-dd because years ago I worked for a guy from Poland and he said he did it that way so when you view files in DOS or Win95 it's always in date order.
Only 4 days left and I'm still learning trenchboom!
 Nice
#3567 posted by Cocerello [80.174.120.146] on 2013/07/03 19:28:02
I was hoping for a new speedmap session.
You'll get from me at least one map for this session, the one i did for sm173 survival horror, and probably one more dungeon themed.
I do prefer the date for this to be on mondays, as i can submit it even if i have problems with internet on my computer, but it won't hurt to have one on a sunday.
 Internet At Home Down
#3568 posted by Drew [132.205.103.68] on 2013/07/03 21:39:41
but I should probably bite the bullet and just make this one into a proper map - or at least a turtlemap.
 (between Now And When It Gets Back Up)
#3569 posted by Drew [132.205.103.68] on 2013/07/03 21:41:31
doubt it will actually happen though!
 Do You Mean....
#3570 posted by The Happy Friar [74.32.96.52] on 2013/07/04 00:40:00
You would rather have the submission date be a Monday or the announcement date a Monday?
 Date Format Should Be
#3571 posted by Spiney [91.179.174.132] on 2013/07/05 10:41:31
yyyy-mm-dd-hh-mm-ss
anything else just doesn't make sense :P
 Yup Spiney
#3572 posted by mfx [78.55.251.33] on 2013/07/05 14:06:48
thats right...
and should avoid future confusion.
 Ok......
BUT WHAT TIMEZONE! :D
And is that 24 hour clock or 12 hour clock????
:D
 Drew...
#3574 posted by generic [67.235.193.108] on 2013/07/06 15:43:48
Proper map...
Make it so.
:)
 24h Analog Clocks Should Be Standard :P
#3575 posted by Spiney [91.176.134.219] on 2013/08/27 15:02:14
 All That War-wankery And They Don't Even Use "military Time"...
#3576 posted by Spirit [80.187.111.88] on 2013/08/27 18:39:07
some day the third world might even adapt the metric system.
#3577 posted by Trinca [81.84.241.156] on 2013/12/11 21:18:48
Hi good people, what about a Carnage map to break the abstence?
 Not That I Can, Good Man...
#3578 posted by generic [184.5.54.138] on 2013/12/12 12:53:19
but what do you mean by Carnage?
 I Suppose ...
#3579 posted by Cocerello [193.144.61.240] on 2013/12/13 13:07:01
that it is related to how in most of speedmaps there is combat against large groups, or fast paced combat, but it is Trinca the only one that can answer that.
About the main topic, as long as it is before Christmas Eve, i can join a speedmap session.
#3580 posted by skacky [90.0.77.27] on 2013/12/13 17:16:18
I'd love to join a speedmap session as well, why not.
 Holiday Themed Speedmaps
#3581 posted by onetruepurple [91.240.47.30] on 2013/12/13 17:38:15
For day 18?
#3582 posted by Trinca [81.84.241.156] on 2013/12/13 20:31:48
sounds good
 Disregard The Holiday Theme
#3583 posted by onetruepurple [91.240.47.30] on 2013/12/14 11:14:27
SM173
Theme: Quake The Way Id Did
Due: Dec 18th
#3584 posted by Spirit [80.171.155.61] on 2013/12/14 11:29:53
If you want this for the unfilled date in the advent calendar, please make it the 17th... Otherwise it would get in too late.
Someone would need to write a snippet about speedmapping. Preferably someone who has no other post in the calendar.
 I Like That Quake The Way Id Did Theme
#3585 posted by skacky [90.0.77.27] on 2013/12/14 13:05:05
 Qtwid
#3586 posted by FifthElephant [213.205.229.9] on 2013/12/14 14:13:35
Would be better as a longer project and compiled as a full episode. (My plan was to release an episode at a time or all at onceas they did with the doom version)
#3587 posted by digs [95.105.64.215] on 2013/12/14 15:40:30
I can't translate "Quake The Way Id Did" to russian. Please write more (clearer)
 Digs
#3588 posted by spy [95.56.202.107] on 2013/12/14 16:05:22
just think of the "Beyond Belief" pak , its "quake the way id did".
ie. the map that could easily fit to the original game. Misaligned textures, square rooms etc. Basically all of the maps from 96-97.
#3589 posted by negke [31.18.185.130] on 2013/12/14 16:24:13
Not necessarily misaligned textures - it doesn't have to look bad on purpose! Just simple(r) or straightforward brushwork, not excessive detailing or overly modern designs.
#3590 posted by Johnny Law [67.188.0.203] on 2013/12/14 19:29:16
The DTWID project went a little crazy analyzing the styles of the different mappers... layout, geometry, texturing, items, monster placement. I wouldn't say that a QTWID project needs to go down the same rabbit hole, but it was interesting!
 Quake The Way Id Did - Digs
#3591 posted by FifthElephant [82.24.73.240] on 2013/12/14 19:57:43
is when you make a map in the style of the original game.
 So?
#3592 posted by Cocerello [193.144.61.240] on 2013/12/16 21:10:40
#3593 posted by skacky [90.0.62.20] on 2013/12/16 21:19:20
I started one with the Quake the way id did theme. It's a runic map in the style of episode 3.
#3594 posted by digs [95.105.75.170] on 2013/12/17 15:21:43
#3595 posted by skacky [90.0.62.20] on 2013/12/17 15:42:57
Mine should be out in a few hours. Just some fine-tuning and one or two rooms to do.
 And Here It Is.
#3596 posted by skacky [90.0.62.20] on 2013/12/17 18:31:03
I took the Quake The Way id Did theme: http://www.quaketastic.com/files/single_player/speed_maps/sm173_skacky.zip
This is also my first released map for Quake.
 Heh, Demo
#3597 posted by DaZ [80.47.90.231] on 2013/12/17 19:22:03
https://dl.dropboxusercontent.com/u/33279452/daz_sm173skakcky.rar
Didn't see that coming :D
Cool map though, got tons of infighting to occur on the next run through. Found the quad secret but no luck on the second.
 Skacky
#3598 posted by negke [31.19.79.221] on 2013/12/17 19:29:39
That's not a speedmap, nor 'the way id did'. But it looks really nice and I think you should release it as standalone instead!
#3599 posted by negke [31.19.79.221] on 2013/12/17 19:30:20
Oh, and congrats on your first q1sp. Keep em coming!
 Re: Speedmap
#3600 posted by skacky [90.0.62.20] on 2013/12/17 19:43:36
Well I made it in only 2 days, though I'm pretty new to this concept here. I decided to do some more detailing compared to the original maps (I roughly have twice as many brushes). Not sure about releasing it standalone though, it's very small.
Nice demo, DaZ. Too bad you got squashed by that trap, heh. They are a lot more forgiving in McGee's maps but I decided to make it faster this time. If you're fast enough you can lure the Fiend waiting behind the triangular door inside and get out, killing it in the process, but it's hard to do.
#3601 posted by DOOMer [94.233.40.216] on 2013/12/17 21:10:55
I'm almost finished my card for sm173 which started 2 days ago. Upload it tomorrow, December 18th, afternoon.
 Skacky
#3602 posted by FifthElephant [82.24.73.240] on 2013/12/18 00:02:17
 About The Final Bit
#3603 posted by skacky [90.0.62.20] on 2013/12/18 04:51:07
It's true it's not very good compared to the rest. I think a wind tunnel leading to the arena would have been a better solution, so you can't really escape and abuse the Shamblers (though I would need to put some cover, like a central altar or something).
You were so close to discovering the second secret too, it can be heard somewhere.
#3604 posted by FifthElephant [82.24.73.240] on 2013/12/18 11:37:21
The final arena should have maybe locked you into the room with the shambler, no need for wind tunnels. (1 wind tunnel wouldn't have fit in with the theme IMO)
I was looking for the secret near the end but I thought you could jump across to the left room where the zombie fight arena occurs. I think that would have been a nice place for a secret (you can reach with a jump I just tried it). I wasn't really looking to do a lava dip so late in the map, I thought it might have been under an earlier lift though since it felt a bit weird to have lava under that lift.
Great map, I agree with Daz, this could have easily been a separate release.
#3605 posted by skacky [90.0.62.20] on 2013/12/18 13:22:32
The wind tunnel idea was because this map was meant as a something that could fit in Quake's episode 3, and two maps use these (e3m4 and e3m5, although e3m4 only uses one and it's hidden). I still feel like the ending room comes in too abruptly with this small corridor.
I may re-release it in the coming days with a modified ending, standalone this time, and probably with a secret area in the arena. A Thunderbolt hidden there could come in handy for the final bit.
 Oh!
#3606 posted by Hrimfaxi [89.150.173.209] on 2013/12/18 13:31:10
As other has said, very nice little map Skacky!
And your right that the ending needs some modification.
I will look forward to your next version and next map, may it be soon!
 Quake The Way Id Did...
#3607 posted by FifthElephant [82.24.73.240] on 2013/12/18 14:02:47
would have been a good project, didn't really get any responses for a collaboration like I was expecting.
I have almost finished the first map in the project too, just a couple of tweaks to make (only took me a week on and off)
#3608 posted by DOOMer [31.180.157.207] on 2013/12/18 14:07:42
#3609 posted by Mandel [80.217.89.46] on 2013/12/18 17:08:50
Neat maps by skacky and digs. On DOOMer's map I got stuck in a secret area and couldn't get out which was annoying.
#3610 posted by Spirit [80.171.96.108] on 2013/12/18 17:25:15
will we get a sm137_pack.zip?
#3611 posted by DOOMer [31.180.157.207] on 2013/12/18 17:30:18
@Mandel
What kind of secret area you could not get out? In 2 of 3 exit by opening the wall-door shots.
#3612 posted by Mandel [80.217.89.46] on 2013/12/18 17:36:13
It was one by a watery area. inside the secret there were bars which weren't open, but seemed to block entrance to another room with some goodies. I didn't see any way out because the map was dark!
#3613 posted by DOOMer [31.180.157.207] on 2013/12/18 18:00:17
There need to shoot in one place on the wall for the opening of another hiden corridor. Bars and button behind them - not functional, just a decorations.
I updated archive with my map, fix some monsters placement in solid and fix one entity.
http://cacodemon.doomer.org/quake/sm173_doomer.zip
 Someone
#3614 posted by Drew [98.124.27.72] on 2013/12/18 21:30:22
Make a newspost about this SM so I don't forget to dl and play it when I eventually have time! And you know, so more people play it generally!
please.
 Let Me Do It
#3615 posted by Cocerello [193.144.61.240] on 2013/12/18 23:36:52
And while i am on it, i'll add my map to the pack.
 Done
#3616 posted by Cocerello [193.144.61.240] on 2013/12/19 12:00:16
I will upload my demos later.
 How About.
#3617 posted by onetruepurple [93.105.236.244] on 2014/05/26 17:00:34
"Revisit your favorite theme"?
 Return To Castle Koohoo
#3618 posted by ijed [200.73.66.2] on 2014/05/26 17:07:50
 I Want, I Will
#3619 posted by digs [145.255.3.62] on 2014/05/26 19:12:46
I can only alter my map or any?
 Deadline?
#3620 posted by spy [5.251.35.188] on 2014/05/27 16:32:55
and what the theme?
return to castle cuckoo
 Koohoo!
#3621 posted by ijed [200.73.66.2] on 2014/05/27 17:47:51
 I Know About Koohoo
#3622 posted by spy [5.251.35.188] on 2014/05/27 17:54:23
but my favorite dream is to make an insane/horror level
something like visiting an abandoned asylum to search for a longlost friend &)
hence the name "return to castle cuckoo"
 Shit It's Been In The Last Thief Game Already
#3623 posted by spy [5.251.35.188] on 2014/05/27 17:58:08
 Deadline?
#3624 posted by Cocerello [193.144.61.242] on 2014/05/29 12:08:33
 Cocerello
#3625 posted by digs [145.255.0.89] on 2014/05/29 16:07:29
Theme?
 Cuckoo's Castle
#3626 posted by Cocerello [193.144.61.242] on 2014/05/29 17:13:17
Spy said
#3627 posted by digs [46.191.182.251] on 2014/05/30 04:14:18
 If There Is No Deadline Stablished ...
#3628 posted by Cocerello [193.144.61.240] on 2014/06/02 17:16:06
... i suppose i can put one.
SM 175:
Theme : Cuckoo's (Koohoo's) castle.
Deadline : 9th of June, 10:00 a.m.(GMT).
 Cocerello
#3629 posted by digs [94.41.39.116] on 2014/06/02 17:53:13
I already do
 Do Another
#3630 posted by Drew [70.53.201.226] on 2014/06/02 17:56:48
or three more!
 What Drew Said
#3631 posted by Cocerello [193.144.61.240] on 2014/06/02 18:44:00
Or better, do a mini episode with several 100 minute speedmaps.
For the puny mortals, the deadline.
 It's Been In The Last Thief Game Already
#3632 posted by spy [147.30.1.254] on 2014/06/02 19:22:35
fuck my english
there are two unpropely titles for a future themes
"It's Been In The Last Thief Game Already "
"fuck my english"
"there are two unpropely titles "
fuck
 Unpropely
#3633 posted by spy [147.30.1.254] on 2014/06/02 19:23:42
goddammit
 I'm Doing
#3634 posted by ijed [200.73.66.2] on 2014/06/05 19:32:02
A Koohoo map for the 9th.
#3635 posted by FifthElephant [82.24.73.240] on 2014/06/06 02:43:25
I think the speedmap them should be "rekt"
#3636 posted by digs [95.105.62.195] on 2014/06/06 03:18:47
@FifthElephant: What's "rekt"?
 Wrecked
#3637 posted by killpixel [98.211.184.167] on 2014/06/06 05:14:48
satirical/sensational/phonetical spelling thereof...
...I think.
#3638 posted by FifthElephant [82.24.73.240] on 2014/06/06 09:34:24
Yep
 I Too Am Doing A Map
#3639 posted by Scampie [72.12.65.92] on 2014/06/06 22:32:54
and making it a weekend project thing instead of a 1 hour map like I usually do
 !!!
#3640 posted by Drew [70.53.201.226] on 2014/06/07 20:21:45
I am excited about this.
 Sm175_digs
#3641 posted by digs [95.105.20.34] on 2014/06/08 10:47:20
 And The Other Three?
#3642 posted by Cocerello [193.144.61.242] on 2014/06/08 12:08:41
#3643 posted by digs [95.105.20.34] on 2014/06/08 12:10:09
no. Only one
 I Made A Demo.
#3644 posted by skacky [90.0.182.14] on 2014/06/08 12:15:16
Skill 3, all kills, no deaths.
Holy crap that was intense, and beautiful.
https://www.dropbox.com/s/76sc3ew58v5mdkk/skacky_sm175digs.zip
 Digs,
#3645 posted by FifthElephant [82.24.73.240] on 2014/06/08 12:24:50
that's one of the best speedmaps I've played in a while, sorry no demo. I did it first time on normal though.
 Digs
#3646 posted by sock [190.31.183.84] on 2014/06/08 13:27:51
Holy Fuck that was a gorgeous speedmap, route choices, lovely combat sets, plenty of funny infighting (spawns vs hell knights) and such a lovely design style. More of this please!
 Sorry
#3647 posted by ijed [190.22.43.200] on 2014/06/08 22:36:05
Looks like mine will be late since I forgot to email it to myself.
 Hahaha
#3648 posted by Drew [70.53.201.226] on 2014/06/08 23:03:30
 Sm175_scampie
#3649 posted by Scampie [72.12.65.92] on 2014/06/09 00:48:22
http://scampie.net/files/maps/sm175_scampie.zip
made over fri/sat/sun, bigger than your usual speedmap, could potentially release it as a full map with some more cleanup (especially in the rocky bits)
skill settings are supported, most of you will likely want skill2
 Don't Worry, Ijed
#3650 posted by Cocerello [193.144.61.242] on 2014/06/09 00:52:04
There is still 10 hours till the deadline.
 Scampie
#3651 posted by digs [92.50.131.158] on 2014/06/09 05:29:14
#3652 posted by skacky [90.0.182.14] on 2014/06/09 07:39:07
Amazing map Scampie, with super cool designs and encounters. The maon room is great and the last arena is really cool! The shamblers are well used too. This session keeps delivering!
Skill 3, all kills, 2/4 secrets, no deaths.
https://www.dropbox.com/s/rtf3xnvvg6rdoo6/skacky_sm175_scampie.zip
 Sm175_doomer
#3653 posted by DOOMer [178.35.156.70] on 2014/06/09 10:19:27
#3654 posted by skacky [90.0.182.14] on 2014/06/09 13:10:21
#3655 posted by Spirit [92.196.111.98] on 2014/06/09 14:01:56
Only played Doomer's map so far because I am waiting on the pack. Used Engoo with "Low" resolution pixel paradise. Great map, felt like a good old mid/early 90s game. I'd love to play many episodes with maps like this.
#3656 posted by DOOMer [178.35.156.70] on 2014/06/09 14:47:52
I'm updated my map, i fix water level in the secret room (thanks Digs).
#3657 posted by sock [190.31.183.84] on 2014/06/09 14:52:16
I have a speedmap for this session as well, started it yesterday, but I need some more time to finish it today.
 Wow
#3658 posted by Drew [70.53.201.226] on 2014/06/09 15:01:41
Guess I'll wait til the pack comes out, so as to have what will apparently be a series of awesome experiences, judging by above comments!
 Mine's Dead
#3659 posted by ijed [200.73.66.2] on 2014/06/09 15:22:33
No time today.
 Scampie
#3660 posted by mfx [85.181.154.241] on 2014/06/09 15:42:14
 Doomer
#3661 posted by mfx [85.181.154.241] on 2014/06/09 15:46:02
 Digs
#3662 posted by mfx [85.181.154.241] on 2014/06/09 16:18:15
Nicest map so far, here are demos. Tough one.
 Mine's
#3663 posted by Cocerello [193.144.61.242] on 2014/06/09 18:37:27
will be in an hour or two.
#3664 posted by FifthElephant [213.205.233.56] on 2014/06/09 19:28:33
Wondering if I should make one now just to get on the bandwagon
 Why Not?
#3665 posted by Cocerello [193.144.61.242] on 2014/06/09 21:55:33
Probably no one will mind waiting one more day for this pack. But don't take too much, or Sock's entry will grow into a proper release from a speedmap.
 Finally ... My Map
#3666 posted by Cocerello [193.144.61.242] on 2014/06/09 22:09:09
http://www.quaketastic.com/files/single_player/speed_maps/sm175_cocea.7z
Made it too big and had to cut it down by half, so there is some minor parts that don't make sense, but it is completely playable.
I'll wait for the pack to play the rest of entries.
 Scampie Bug
#3667 posted by Barnak [65.94.232.122] on 2014/06/10 04:22:32
Scampie's map is buggy as hell. I falled under the floor, and the monstrers were are messed up, during the first half. I wasn't able to return on solid ground, even after using the noclip command.
This map could be great, but the bug is killing it totally, texan style !
I'm playing in nightmare mode with QuakeSpasm on OS X.
 What?
#3668 posted by Scampie [72.12.65.92] on 2014/06/10 11:54:12
I have no idea what could be wrong or why, it works fine in Quakespasm on Windows and no one else had an issue... do you have a demo? are you playing with any mod on that could also be breaking it? I'd love to know what is wrong so I can fix it
#3669 posted by sock [190.31.183.84] on 2014/06/10 12:36:07
I just need to finish off some lighting and entities in my pixel map, it should be ready later on today for the map pack.
 This Fucking Guy.
#3670 posted by onetruepurple [93.105.42.159] on 2014/06/10 13:41:28
 I Also Need Time
#3671 posted by Cocerello [193.144.61.242] on 2014/06/10 15:06:52
I made a second one, so, please, if you can wait some hours, i can promise you that i can deliver you a way better map than the first one I already released.
Also if no one has played my first map, i'll take some minutes for some bugfixing in the first map and link the two of them together.
*Fifhtelephant, are you going to release one you too?
 T-t-t-turtlemaps
#3672 posted by Spirit [92.196.98.200] on 2014/06/10 16:04:28
 Spirit
#3673 posted by digs [95.105.75.99] on 2014/06/10 16:08:19
Yes. I'm not interested to make real speedmap. It was fun 10 years ago. Now we have become accustomed to better quality maps. Maybe it makes sense to change the concept speedmap?
 Yeah I'm Working On Something Nice :)
#3674 posted by FifthElephant [82.24.73.240] on 2014/06/10 16:29:00
Obviously I've had to catch up on E3 and game of thrones but I'm bashing a level together now that should be done in a few hours hopefully.
This is probably going to be a nice pack :)
 #3673
#3675 posted by onetruepurple [93.105.42.159] on 2014/06/10 16:51:55
Seems to me that we already have.
 Non-solid Ground (Barnak)
#3676 posted by Mandel [80.217.68.131] on 2014/06/10 17:13:43
This sounds like the DirectQ issue, but since you're using QuakeSpasm, I don't know...
In DirectQ it's common (at least for me) for the gound to sink beneath the visible brushes after playing for a while. It's an engine problem rather than the map, and I know MH spent some time trying to find it. As I remember it, MH said it was actually a problem with Quake rather than DirectQ in particular. It just seems to appear sooner with DirectQ. Possibly it could happen in QuakeSpasm as well. Anyway...
Use noclip to get out of the ground, make a savegame, restart the engine, and start playing from the savegame.
 Firstly
#3677 posted by Drew [24.114.88.79] on 2014/06/10 18:32:30
Scampie making an impure not-actually-a-speedmap proves conclusively that the paradigm has shifted. What would Xen say?
 Secondly
#3678 posted by Drew [24.114.88.79] on 2014/06/10 18:35:31
Fuck you guys these are amazing maps. And fuck you in advance sock.
#3679 posted by Scampie [72.12.65.92] on 2014/06/10 18:54:44
whenever it was that I tried to get speedmapping rolling again, I specifically tried to make the interpretation of what a 'speedmap' is a lot more open.
we are not all teenagers with tons of free time anymore, and Quake may not be the only thing we all want to do with our time. letting the timing be open allows people to make whatever they have the time to make. if you only want to make a 1 hour map, great, if you want to spend the week, fine! they are both pretty speedy compared to a standard map that people take a month+ to make.
the goal of speedmapping shouldn't even really be about the limitation of time, despite the name, but about driving creativity and experimentation. if the time limitation helps in those regards, then great, self apply what fits for you. plus, speedmapping allowing designers to not care if they aren't putting their best foot forward. no one should feel like they have to make a showcase map when speedmapping.
maybe we should just rename this to a 'mapping jam'
 Great Maps
#3680 posted by ijed [200.73.66.2] on 2014/06/10 19:56:24
 Mapping Jam +1
#3681 posted by ijed [200.73.66.2] on 2014/06/10 20:50:09
 Post The Pack, You Nobs
#3682 posted by negke [31.18.93.198] on 2014/06/10 21:04:20
 Barnak
#3683 posted by ericw [172.219.249.35] on 2014/06/10 21:27:08
I tested briefly (up to the first silver key) and didn't see anything weird with Scampie's map on Quakespasm OS X. If you could post more info/demos/screenshots/saves etc. that'd be great.
excited to play this pack!
 Negke
#3684 posted by Cocerello [193.144.61.242] on 2014/06/10 23:25:25
Can't, there are at least 3 mappers that still have to submit their maps, Fifth, Sock and me.
 I'd Finish Mine
#3685 posted by onetruepurple [93.105.42.159] on 2014/06/10 23:42:41
If the deadline got extended to the 16th or something.
 That Would Surpass A Turtlemap
#3686 posted by Cocerello [193.144.61.242] on 2014/06/10 23:43:55
 A Bit
#3687 posted by onetruepurple [93.105.42.159] on 2014/06/10 23:44:46
But this has been a very busy couple of weeks.
Plus I'm shit at blocking out.
 I'm Really
#3688 posted by FifthElephant [82.24.73.240] on 2014/06/11 00:11:33
busting my balls to finish this map in the next hour.
Probably will be done by then actually. Just doing some small testing.
 My Speedmap Is Here
#3689 posted by FifthElephant [82.24.73.240] on 2014/06/11 01:48:41
 You're Doing It All Wrong...
#3690 posted by generic [184.5.48.227] on 2014/06/11 02:12:50
But it feels so right ;) You guys are finally starting to map at my pace!
Will there eventually be an all encompassing pack? Please let me know.
#3691 posted by FifthElephant [82.24.73.240] on 2014/06/11 02:25:22
Played 'em all so far... shaping up to be a good pack!
 SM175
#3692 posted by sock [190.31.183.84] on 2014/06/11 04:13:43
Here is my map entry for the pack. Enjoy.
 If No One Else ...
#3693 posted by Cocerello [193.144.61.242] on 2014/06/11 10:04:50
... says that have a map near completion in the next hours, I'll upload the mappack.
 Demo For Sock's Map
#3694 posted by skacky [90.0.182.14] on 2014/06/11 13:51:50
https://www.dropbox.com/s/l0kkv1tomo8p3rg/skacky_kaahoo.zip
Skill 3, all kills, 4 secrets, no deaths.
<skacky> amazing map sock
<skacky> I was a bit confused with the gold key door
<skacky> but other than that it's stunning
<skacky> really cool encounters everywhere, excellent design
<skacky> the strength rite room was brutal but so much fun!
<skacky> and that scrag massacre, excellent
 Don't Wait For Me
#3695 posted by onetruepurple [93.105.236.128] on 2014/06/11 15:52:07
#3696 posted by skacky [90.0.182.14] on 2014/06/11 16:12:11
Finish your map you twat.
 Sock !
#3697 posted by Barnak [65.94.233.176] on 2014/06/11 16:51:47
Your map is absolutely SUPERB ! Thanks dude !
You should do some more of that style. Realy great !
 Sock!
#3698 posted by mfx [85.182.62.26] on 2014/06/11 21:59:26
Nice lighting, "classic" layout is well done, your aesthetics are again suberb! Indeed!
Here is a demo of me derping and dying, but i had fun! Thank you!
 5th!
#3699 posted by mfx [85.182.62.26] on 2014/06/11 22:07:10
Your map is quite nice in terms of layout and ambush setup. Could use more highlighting, some text on doors and keysymbols and such stuff.
But what do i know..
Here is a demo. Playing again now, i died terribly 1st time:)
 Sock + DMSP
#3700 posted by Barnak [65.94.233.176] on 2014/06/11 23:20:20
What command should we enter at the start process to use the DMSP mod and Sock's mod at the same time ?
I would like to add some frenetic action mess on this map, with more monsters to hug and love.
 Feedback
#3701 posted by sock [190.31.183.84] on 2014/06/12 02:30:13
@Skacky, thanks for the demo, a pleasure as always seeing you destroying a nightmare selection of monsters. :)
@mfx, it was cool to see you try the puzzle side of the map first. It feels like you play with a keyboard! crazy! :)
@Barnak, you can just drop the map file in your dmsp directory, the map works fine with a vanilla quake setup. I included a pak file because it has a skybox and I wanted to make sure people setup wateralpha. Why no one has implemented a worldspawn key for wateralpha in modern quake clients is crazy.
 DMSP
#3702 posted by Barnak [65.94.234.132] on 2014/06/12 03:41:09
Ok, it's working, thanks. But the results are weird at best. Many monsters are spawning at some unattainable or unreliable spots.
And I'm unable to reproduce the no_floor issue with Scampie's map.
My issue was strange : it never occured to me before.
#3703 posted by digs [46.191.190.210] on 2014/06/12 16:02:51
How about a new Speedmapping by June 22 ?
 Haha
#3704 posted by Cocerello [62.174.23.126] on 2014/06/12 18:11:08
Play the current one first.
 Now Seriously ... Good Idea You Had There, Digs
#3705 posted by Cocerello [193.144.61.242] on 2014/06/13 14:42:54
Proposals for theme:
- Colorblind. Can be very crazy.
- Remake of the first map you ever did. Tronyn proposed this at Quaddicted months ago and i think can be interesting.
- DoE and ring of invisibility. A bit of a clone of sm169's theme, but it is also the two things that have been used at mapping the least.
#3706 posted by digs [89.189.142.173] on 2014/06/13 15:31:51
I suggest the theme: illusions
 Theme.
#3707 posted by Scampie [72.12.65.92] on 2014/06/13 16:15:17
Doom
 #3706
#3708 posted by Cocerello [193.144.61.240] on 2014/06/13 17:32:41
If that is the theme i have one already, that did 14 years ago, it is a DM one. Is this what you were thinking when you say illusions?
 Cocerello
#3709 posted by digs [89.189.142.173] on 2014/06/13 17:48:30
Haha. Not necessarily imply func_illusionary for theme "illusion". We could show more imagination than just use this entity.
 Theme:
#3710 posted by ijed [200.73.66.2] on 2014/06/13 18:13:30
Infighting
 Theme:
#3711 posted by negke [31.18.93.198] on 2014/06/13 18:18:49
Speedmaps, not turtlemaps.
 Negke
#3712 posted by digs [89.189.142.173] on 2014/06/13 18:23:17
What's speedmap? 100 minutes? It's drearily
#3713 posted by Cocerello [193.144.61.240] on 2014/06/13 18:26:38
That would be hard and challenging. Apart from some examples (sm175) where there are some turtlemaps, most are in the middle, neither 100 minutes map or a full week map. For example mine took two days (16 hours the first (8 spent on the damn caves and surrounding the valley terrain brushes) and 6-8 for the second).
#3714 posted by negke [31.18.93.198] on 2014/06/13 18:40:28
I often took longer than two hours myself, but always did the map in a single session. If anything, this should be the compromise.
 What I Mean Is
#3715 posted by negke [31.18.93.198] on 2014/06/13 18:53:38
These more sophisticated maps would be better off as a small-scale community project rather than a speedmap pack. Although it might as well be a case of motivation and expectation. A different premise - doing a bigger "speedmap" feels like less pressure than a small "normal" map even if both would be pretty much the same.
 True
#3716 posted by Cocerello [193.144.61.240] on 2014/06/13 19:46:57
A community project is something good, but as far as i see, in this community, the things closer to that are chain speedmaps and huge episodes projects (nehahra). Isn't it?
What you were considering as a comunity project? Something like sm175, made into an small episode or just by adding an start and end map, but better organized and with communication between the members to make the maps similar?
 FYI
#3717 posted by FifthElephant [82.24.73.240] on 2014/06/13 20:34:02
my last speedmap for sm175 was done in a single session. Granted that session was like 8 hours long at least (with food breaks).
100 minutes is crazy, I'm sure I could do it but it would be a pile of crap ;)
 Lava
#3718 posted by spy [37.150.13.5] on 2014/06/20 21:44:47
the next theme for the SM is lava!
 Lava
#3719 posted by DOOMer [31.180.144.18] on 2014/06/21 14:30:03
When deadline?
 When Will There Be A Next Speedmapping Sesion?
#3720 posted by Breezeep_ [100.1.255.141] on 2014/07/03 21:47:32
 Sorry ROQ
#3721 posted by Drew [70.55.66.130] on 2014/07/03 22:51:12
Map Jamming has suddenly, but also completely, destroyed the speedmapping tradition which flourished for so many years in this community.
Any 'speedmaps' that might be made will inevitably be so only in name.
That being said I suggest the next speedmap theme be "Honey jam runoff".
#3722 posted by FifthElephant [82.24.73.240] on 2014/07/03 22:55:41
I doubt speedmapping has been killed off by the mapping jam. If anything speedmapping is probably going to be speedier, like it used to be.
 (joking)
#3723 posted by Drew [70.55.66.130] on 2014/07/03 23:14:25
 SM176
#3724 posted by onetruepurple [93.105.236.141] on 2014/07/03 23:15:23
"Finish OTP's shitty jam half-entry"
 Nah
#3725 posted by ijed [200.73.66.2] on 2014/07/03 23:54:10
If we did that we wouldn't be able to take this piss.
 So
#3726 posted by ijed [200.73.66.2] on 2014/07/03 23:54:33
When are you going to finish?
 Sm 176 Announcement
#3727 posted by Drew [76.68.225.18] on 2014/08/22 01:50:07
As the jam has stopped flowing, I thought I'd suggest a good old fashioned speed map event.
The theme is 'quantity over quality' as in a previous session, but as per usual is totally optional.
Send your maps to my email by Aug. 28th.
 ... WHO'S WITH ME!?
#3728 posted by Drew [76.68.161.60] on 2014/08/23 20:15:54
 #3728
#3729 posted by DOOMer [94.233.96.206] on 2014/08/23 20:22:59
I'm will start my sm_176 map tommorow.
 So ...
#3730 posted by Cocerello [80.174.120.200] on 2014/08/23 20:32:45
No theme this time?
Well, i have the map i did for sm170 around somewhere, maybe i could submit it for this session.
I won't tell you for sure if i submit it. After submitting the last two without betatesters and unfnished, i won't submit this one if i am not sure it doesn't have any major issues.
By the way, Drew, as you probably know, in this events, at least half of the people that submit something at the end, haven't said a thing in the thread (i don't know about Terrafusion).
 I Am With You Always...
#3731 posted by generic [184.5.52.210] on 2014/08/24 13:46:50
...even if I don't submit shit anymore :(
You go, Drew!!!
 Thanks Generic
#3732 posted by Drew [24.114.108.160] on 2014/08/24 17:45:51
Thats nice Generic, but what I really want is for you to submit to me.
Coco, there is an optional theme - quantity over quality.
Doomer, good to know, hope you have fun with
It!
 Quantity Over Quality
#3733 posted by Cocerello [80.174.120.200] on 2014/08/24 20:36:52
It's one of the rules for speedmapping events, but if i think about it, that is also probably the rule we break the most in speedmapping, so i can see why you put it out and say that it is optional, apart from the fact that the theme on speedmaps by tradition was always optional, we just got accustomed to follow it.
Looking at it from a different perspective it can lead to an hordish combat map or a big with almost no detail map, and make that the theme. Hmmm ... maybe i'll do another one, now that i have a theme the ideas pop in my head way faster.
And lastly, ..., i am sorry for you, but i am not the Coco, i ain't going to eat you no matter how much you call me like that :)
 For More Inspiration
#3734 posted by Drew [76.68.161.60] on 2014/08/24 21:32:49
Look at the original quantity over quality SM pack. Xen did a really nice one for that.
 Go Map!
#3735 posted by ijed [190.22.92.29] on 2014/08/24 23:27:51
 Perfect Theme For Me!
#3736 posted by mfx [78.48.187.127] on 2014/08/24 23:34:28
 I'm Glad You Think So!
#3737 posted by Drew [76.68.161.60] on 2014/08/25 04:38:54
Hope you find some time to whip something big and shitty up!
 I Whipped Something Big And Shitty Up Last Night/this Morning
#3738 posted by Drew [76.68.161.60] on 2014/08/25 09:51:44
https://www.dropbox.com/s/cotc6u7ln68gws2/fitz0000.tga?dl=0
Crappy non-permanent link that OTP and others will hate, because I am lazy and also, like, whatever. It's 4 am.
I'll try to find time to make another one for the 28th, but we'll see!
 Errrr
#3739 posted by Cocerello [80.174.120.200] on 2014/08/25 10:25:15
You said
Send your maps to my email by Aug. 28th.
so i thought you did to avoid granularity in the release and show all together to the community.
 Whoops
#3740 posted by Drew [76.68.161.60] on 2014/08/25 12:12:14
Send your maps to my email by Aug. 28th but feel free to post pictures of your maps - like I did above - whenever you like.
Sorry for the lack of clarity there. It's just a screenshot.
 Ops
#3741 posted by Cocerello [80.174.120.200] on 2014/08/25 12:43:23
No need for clarity this time, it was me that jumped to conclusions too fast and thought it was the map, as screenshots are uncommon in this thread.
Looks good, depending of the layout and the side from which the player enters, those dogs will need a trigger_monterump. From just that sceeenshot i think it strays a bit from the theme, not that mine is better in that regard.
By the way, i played sm67_xen. It is good, and probably the one that matches the theme in sm67 the most. The idea of using setpieces and modules to make a speedmap isn't new for me, but it is always a good reminder as a different type of way to achieve quality.
#3742 posted by DOOMer [94.232.205.47] on 2014/08/25 21:21:51
@Drew, you can use http://i.imgur.com/ for screenshots instead Dropbox.
Screenshot of the my sm176 map. I'm completed base layout yesterday and started make light today. On this moment map isn't contains any monsters on map.
http://i.imgur.com/TxnIQn8.jpg
 Neat!
#3743 posted by mfx [78.49.251.59] on 2014/08/25 21:29:13
#3744 posted by metlslime [159.153.4.50] on 2014/08/25 22:53:50
map02 remake, nice.
 Following The Trend
#3745 posted by Cocerello [80.174.120.200] on 2014/08/25 23:15:57
http://www.quaketastic.com/files/screen_shots/q70v05b.jpg
This is the one i did for sm170 and couldn't release back them. MY first speedmap, by the way.
My betatesters have a different opinion and liked the crystals, but for me they still don't look like the light is coming from within them, mainly because the bottom is still dark, but i hate this map and want to avoid working on it as much as possible, so the changes if there are some will be minor, very minor.
#3746 posted by metlslime [159.153.4.50] on 2014/08/25 23:32:52
try making the crystals use fullbright colors or using an external BSP for them so that you can light them correctly.
 Metlslime
#3747 posted by Cocerello [80.174.120.200] on 2014/08/26 00:05:56
I know, those are the only two options i saw when thinking about a possible solution back then. But those are off limits of what is considered speedmapping, so i desisted on using them for this map. Anyway, thanks for the information.
I'll use them if i need crystals on a proper map.
Currently it uses a system of 6-10 lights per crystal, depending on the length of the crystal. It's mainly because of the issue about delay 2 lights having an overbright area in the area closest to them in white light instead of the one given by the _color key. That causes that i need 4-8 colored lights to mask that white zone.
Made dozens of tries on a test map with other delay values to eliminate those extra lights but the look is bad. The good point is that thanks to that i have a map with a room filled with many types of lighting that come from crystals for future maps.
I heard that TyrUtils have the option for delay 5 lighrs, Which are the same as delay 2, but without that overbright area. I'll add that option to the other two.
 Made Another One.
#3748 posted by Drew [76.68.161.60] on 2014/08/26 20:08:47
will hold off on screenshot
 SM 176 Submissions Due At Midnight
#3749 posted by Drew [76.68.161.60] on 2014/08/28 19:49:17
Eastern time.
 Japan Time?
#3750 posted by Cocerello [80.174.120.241] on 2014/08/28 20:10:56
 Arghhh!!
#3751 posted by mfx [92.227.228.89] on 2014/08/28 20:13:52
not goin to make it, had stuff in the way....
#3752 posted by DOOMer [31.180.178.103] on 2014/08/28 21:02:02
@Cocerello
Probably this
https://en.wikipedia.org/wiki/Eastern_Time_Zone
@Drew
I'm will send my map to you in the some next hours.
 Mfx
#3753 posted by Cocerello [80.174.120.241] on 2014/08/28 21:41:15
Do a speedmap, instead of a turtlemap.
 Done And Sent
#3754 posted by Cocerello [80.174.120.241] on 2014/08/29 02:04:44
hope i did in time.
* DOOMer, then it is USA eastern time. It was incomplete like that.
#3755 posted by Drew [76.68.161.60] on 2014/08/29 04:46:24
MFX, or anyone, if you need a day or 2 just go for it. I won't release right away anyway.
 Say That Before!!!!!!
#3756 posted by Cocerello [80.174.120.241] on 2014/08/29 09:37:44
I slept less hours this night to submit it on time, because it took way more hours to compile than what i expected.
 Ups
#3757 posted by Cocerello [80.174.120.241] on 2014/08/29 13:41:22
While re-reading my last message i noticed that it looks a bit intimidating. That was never my intention. I am not angry at you, Drew, not at all, rest assured.
 Okey Dokey
#3758 posted by Drew [76.68.161.60] on 2014/08/29 15:42:43
I have maps from Cocerello and DOOMer. Any silent stragglers who still need another day? If not I will package and release this evening.
 Hi
#3759 posted by Zwiffle [24.241.228.118] on 2014/10/18 18:34:38
When is the next speedmap?
 Three Hours Before The Zer Jam Deadline
#3760 posted by Lunaran [99.112.162.57] on 2014/10/18 18:53:44
 Go Jam You Both.
#3761 posted by onetruepurple [46.77.124.105] on 2014/10/18 20:03:02
Posted on my Galaxy Young while on the shitter.
 Hi
#3762 posted by Drew [72.143.234.221] on 2014/10/22 05:17:37
soon.
 And By Soon I Mean Some Time In The Next Year.
#3763 posted by Drew [68.148.86.57] on 2014/10/22 08:28:17
 Sm107 Is A Missing Pack ?
#3764 posted by konstructor [151.16.208.246] on 2014/11/11 21:22:38
Also sm107 is missing from what I see !
DO you know why ?
#3765 posted by negke [31.18.93.198] on 2014/11/12 18:29:49
Every once in a while a number is skipped to make room for the badass chainmap that we're not working on.
That, or some hiccup happened. A SM107 map by generic is included in the SM109 pack.
 Yay!
#3766 posted by generic [172.56.26.51] on 2014/11/12 20:38:54
 ..thank
#3767 posted by konstructor [151.16.180.151] on 2014/11/13 02:39:07
ok thank for the info.
Now I can say that I really got everything of Quake1 mapping scene.. now I can start playing ! (gulp#!#)
I have a 10gigabyte folder full of Quake goodness !
#3768 posted by Zwiffle [24.241.228.118] on 2015/02/21 14:57:18
Does anyone want to do some speedmapping today?
 No Thanks I'm Good.
#3769 posted by czg [83.253.6.253] on 2015/02/21 15:12:21
 CZG
#3770 posted by Zwiffle [24.241.228.118] on 2015/02/21 15:19:44
I love you but your speedmap-phobic stance is a real turn off.
 Make Up A Theme
#3771 posted by FifthElephant [82.24.73.240] on 2015/02/21 20:18:16
Drum up some enthusiasm! You get a better response if you be more assertive :)
 Perhaps A Theme
#3772 posted by FifthElephant [82.24.73.240] on 2015/02/22 02:19:06
with limited textures? Say 4 textures?
Something minimal, like a sky texture, a bright texture (for lights), and a dark texture and a lighter texture (for contrast)...
For example -
http://imgur.com/bnY9b4c
 Theme Suggestion
#3773 posted by ijed [190.22.20.37] on 2015/02/22 04:57:30
Use Dirtmapping.
#3774 posted by FifthElephant [82.24.73.240] on 2015/02/22 10:50:28
Pretty much all my maps will be dirtmapped now forever.
 Yes
#3775 posted by ijed [186.79.222.80] on 2015/02/22 18:02:16
It pretty much makes everything look better.
 So
#3776 posted by Zwiffle [24.241.228.118] on 2015/09/26 17:33:44
what's up with this thread
 Zwiffle Is In Da Haus!
#3777 posted by negke [31.16.58.169] on 2015/09/26 19:35:56
It turned out people can't speedmap, so instead they now jammap - and so should you!
#3778 posted by JneeraZ [174.109.106.46] on 2015/09/26 20:39:36
Speaking of that... when's the next jam?
#3779 posted by Scampie [72.12.65.92] on 2015/09/26 20:52:18
I would recommend a Nov or Dec Jam for... reasons.
 Scamps Is Right
#3780 posted by FifthElephant [82.24.73.240] on 2015/09/26 23:42:30
I'm so tied up right now that I have ended up missing a Jam for the first time.
#3781 posted by JneeraZ [174.109.106.46] on 2015/09/26 23:55:24
Right in the middle of the holiday season ... brilliant?
#3782 posted by Scampie [72.12.65.92] on 2015/09/27 00:36:13
I'm merely suggesting that there may or may not be something released by then with cool new toys, which would be great for some jam mappery.
Holidays are a bit of an annoyance for sure though.
#3783 posted by JneeraZ [174.109.106.46] on 2015/09/27 00:43:41
Ahh, I see ... yes ...
#3784 posted by Scampie [72.12.65.92] on 2015/09/27 00:45:59
Perhaps as a good stopgap someone could organize a simple weekend 'retrojam' to happen in Oct? Pick a weekend and just make some basic maps in a day or two.
 Reasons = October Isaac Release?
#3785 posted by ijed [190.22.73.50] on 2015/09/27 02:20:01
#3786 posted by necros [66.249.83.224] on 2015/09/27 03:38:58
Another Halloween map pack?
#3787 posted by Lunaran [24.180.199.42] on 2015/09/27 03:56:27
remix end.bsp
 Lun
#3788 posted by negke [31.16.58.169] on 2015/09/27 10:34:27
 So
#3789 posted by Cocerello [213.60.80.32] on 2015/09/27 15:41:19
speedmap sessions are officially dead and now is the reign of jams ...
I'm gonna miss them. Well, when i get my health, time and a computer back i'll try to promote them, or at least make some packs myself, as speedmapping is the thing that drove me for mapping the most in these last years.
 E4 Retrojam???
#3790 posted by onetruepurple [213.227.95.2] on 2015/09/27 17:34:31
 Everyone Threatens E4
#3791 posted by FifthElephant [82.24.73.240] on 2015/09/27 17:43:01
but no-one ever dares to do it ;)
#3792 posted by JneeraZ [174.109.106.46] on 2015/09/27 18:19:47
Would be OK ... make ugly, random maps that make no sense. Done. :P
#3793 posted by mfx [78.55.74.239] on 2015/09/27 18:31:30
You forgot the "shit your pants" factor.
 E4
#3794 posted by Kinn [31.54.196.82] on 2015/09/27 19:20:01
Don't be so quick to write off E4. There's something about it that still freaks me out. Probably the deep shadows, wandering fiends, and periods of silence broken only by the sound of monsters teleporting around, triggered by god knows what.
 #3792
#3795 posted by onetruepurple [213.227.95.2] on 2015/09/27 19:24:39
You are a luddite.
#3796 posted by Lunaran [24.180.199.42] on 2015/09/27 21:56:21
e4 remakes needs to be a proper jam, not a weekend thing.
 I Don't Want An E4 Jam :(
#3797 posted by Zwiffle [24.241.228.118] on 2015/09/27 23:20:56
 I Would Argue
#3798 posted by onetruepurple [93.105.177.10] on 2015/09/27 23:29:14
That while they're not random and ugly, a tight deadline would definitely help in recreating the production values of the original E4 maps.
#3799 posted by Kinn [31.54.196.82] on 2015/09/27 23:43:10
I would say don't try to emulate the E4 production values, but try to capture the oldskool gameplay. The environment is the real enemy in E4 - lots of tricks, traps, and shadows. It really puts me on edge.
 Fuck I Love E4.
#3800 posted by onetruepurple [93.105.177.10] on 2015/09/27 23:44:50
Let's do this. How does Oct 9 to 11 sound?
 You Fuckers
#3801 posted by Zwiffle [24.241.228.118] on 2015/09/27 23:55:52
#3802 posted by Scampie [72.12.65.92] on 2015/09/28 00:58:19
Zwiffle: Episode 4 is pretty diverse, you can do basically anything as long as it's kind of dark and there are power ups.
It's a weekend mapping thing, E4 inspired maps sounds simple and open enough of a theme.
#3803 posted by Lunaran [24.180.199.42] on 2015/09/28 02:23:55
so don't call it e4.
call it "dark and deadly."
the dark and deadly jam.
 Dark And Sticky Jam?
#3804 posted by ijed [190.22.73.50] on 2015/09/28 03:40:25
 By Xmas I Will Have A Computer
#3805 posted by Drew [68.148.86.57] on 2015/09/28 04:07:08
And a bit of time to make speed maps with you Zwiffle
 The Jam Of Elder Magic
#3806 posted by metlslime [67.169.151.72] on 2015/09/28 07:10:35
 Blah
#3807 posted by onetruepurple [46.77.124.206] on 2015/09/28 10:00:41
I like Retro Jam 4: Episode 4
Quake is dark and deadly more often than not.
 E4 Map Title Inspired
#3808 posted by Jon [81.128.178.178] on 2015/09/28 12:46:15
E4 jam where you ignore the real E4 and instead just work from the level titles. "The Nameless City" could own.
 Python2
#3809 posted by Spirit [194.95.79.3] on 2015/09/28 13:47:53
exec """\nfrom random import choice, randint\n\ndef funfunfun():\n scampiesuxx = ("Sewage","Elder","Nameless","Pain","Azure","Hell","Maze","World","Tower","God")\n negkerulez = ("System","Shrine","Palace","Hell","Maze","World","Tower","God","Atrium","City","Agony")\n spiritistehleader = ("of Despair","of Hate")\n maybeormaybenot = choice(("The ", ""))\n suxxx = choice(scampiesuxx)\n kkk = choice(negkerulez)\n \n while(suxxx == kkk):\n kkk = choice(negkerulez)\n \n if randint(0,5) == 0:\n jem = " "+choice(spiritistehleader)\n else:\n jem = ""\n \n return (maybeormaybenot+suxxx+" "+kkk+jem)\n \nfor x in range(12):\n print(funfunfun())\n"""
 Dammit
#3810 posted by Spirit [194.95.79.3] on 2015/09/28 13:49:35
exec """\nfrom random import choice, randint\n\ndef funfunfun():\n scampiesuxx = ("Sewage","Elder","Nameless","Pain","Azure","Hell","Maze","World","Tower","God")\n negkerulez = ("System","Shrine","Palace","Hell","Maze","World","Tower","God","Atrium","City","Agony")\n spiritistehleader = ("of Despair","of Hate")\n maybeormaybenot = choice(("The ", ""))\n suxxx = choice(scampiesuxx)\n kkk = choice(negkerulez)\n \n while(suxxx == kkk):\n kkk = choice(negkerulez)\n \n if randint(0,5) == 0:\n jem = " "+choice(spiritistehleader)\n else:\n jem = ""\n \n return (maybeormaybenot+suxxx+" "+kkk+jem)\n \nfor x in range(12):\n print(funfunfun())\n"""
 I Give Up, Stupid Func Is Messing Too Much With Input...
#3811 posted by Spirit [194.95.79.3] on 2015/09/28 13:50:32
The Sewage System of Hate
Elder God
Nameless Hell
God System
The Nameless World
The Elder Palace
World City
The Hell Maze of Hate
Azure World
The God Palace
The World Tower
Tower Atrium
Maze Tower
Tower Agony
The Maze City
The World Atrium
The Sewage Palace
Nameless Maze
The God Shrine
Pain Agony of Hate
Elder City
Sewage System
Sewage City of Despair
The Pain Atrium
#3812 posted by JneeraZ [174.109.106.46] on 2015/09/28 13:51:44
THAT might be interesting ...
#3813 posted by JneeraZ [174.109.106.46] on 2015/09/28 13:52:12
Not that spew, what Jon said.
 (spiritistehleader)
#3814 posted by mfx [77.180.71.103] on 2015/09/28 14:00:33
 Hnnnnnggg
#3815 posted by FifthElephant [178.103.152.154] on 2015/09/28 14:09:31
Damnit... Such avoid theme. Won't have the time for it
 Sewage City Of Despair
#3816 posted by negke [31.16.58.169] on 2015/09/28 14:09:32
Kinda like Berlin?
Although I like E4, I'm not really interested/inspired to do a E4 jam at the moment - besides, "E4" seems too unspecific as a theme anyway. Also, Zwiffle must map, so we have to take all steps necessary to enable him!
 You Can Use Codepad For Your Sewage
#3817 posted by primal [81.175.152.198] on 2015/09/28 14:41:10
 Sorry For Bumping...
#3819 posted by Breezeep_ [108.53.84.156] on 2015/11/13 22:01:55
...But will there ever be another speedmapping session? Because I would be interested in participating on IRC if it comes around.
#3820 posted by JneeraZ [12.252.11.134] on 2015/11/13 23:37:50
I have a webcam now and might be interested in mapping something small-ish. I apologize for having a webcam in advance.
 .
#3822 posted by digs [46.191.233.86] on 2016/04/02 18:26:15
How about new speedmapping event?
 SpeedDigs Of Map.
#3823 posted by Shambler [92.28.130.0] on 2016/04/02 18:32:29
 I Would Like To Speedmap
#3824 posted by Zwiffle [24.241.228.118] on 2016/04/02 18:55:38
Learn me some TB2 + AD at the same time
 Zwiffle
#3825 posted by digs [46.191.233.86] on 2016/04/03 07:22:40
I did not know with AD. I spend a lot of time to study it. I think need use original Q
 Digs
#3826 posted by DOOMer [95.72.3.128] on 2016/04/03 09:13:38
I could make next week a little something for vanilla Quake gameplay? not AD. Have any ideas about themes?
#3827 posted by distrans [122.148.17.10] on 2016/04/03 11:46:21
Spoons
 Distrans
#3828 posted by digs [46.191.233.86] on 2016/04/03 14:02:00
Spoons? I can not imagine what I can do
 Theme
#3829 posted by digs [46.191.233.86] on 2016/04/03 14:58:07
How about surrealism?
 Escheresque Theme
#3830 posted by Shamblernaut [121.45.232.68] on 2016/04/03 15:06:16
 Shamblernaut
#3831 posted by digs [46.191.233.86] on 2016/04/03 15:11:51
Nice idea. I like It
 Shamblernaut
#3832 posted by DOOMer [77.51.174.245] on 2016/04/03 17:12:33
Interesting. I like ait theme.
 Shamblernaut
#3833 posted by FifthElephant [86.4.213.148] on 2016/04/03 17:54:07
 Go!
#3834 posted by digs [46.191.233.86] on 2016/04/03 18:44:38
I am start theme "Escheresque". Dead line next weekend
 More Escher
#3835 posted by negke [31.16.58.85] on 2016/04/03 18:53:20
 Negke
#3836 posted by digs [46.191.233.86] on 2016/04/03 19:16:32
There's only one map corresponds to the chosen theme. I think we will do it in good quality
 What About...
#3837 posted by generic [67.235.205.53] on 2016/04/03 23:13:18
maps based off of the Quaddicted twitter feed?
There have been a few nice screenshots posted there recently.
 So
#3838 posted by Cocerello [213.60.80.32] on 2016/04/06 16:05:54
Escher it is. Interesting!
Good idea on changing the title of the thread for people noticing. At first didn't catched it and thought it was discussion for a new jam pack.
I am having problems thinking of gameplay for that theme, but it is progressing. Probably bacause of not being able to map for the past two years. It is going to be good for mapping rehabilitation.
 Sm177
#3839 posted by digs [46.191.208.174] on 2016/04/10 19:39:22
My map.
http://digspt.ru/quake/sm177_digs.zip
There is a problem with Darkplaces. For:
"angles" "90 0 0"
there is a reversal of the object in the wrong direction. In other engines displayed normally.
Who else makes the map for this event?
 Digs
#3840 posted by Barnak [70.26.248.183] on 2016/04/10 20:24:21
Cool map ! This map is very imaginative and innovative ! I felt very disturbed by the architectural orientations.
This theme is pretty "Quaky", in some way. There should be more often of these "twisted" and fucked up dimensions, in Quake.
My criticisms : Maybe the light is too strong all across the map. Use some fog, maybe ?
Try a version with a VERY STRONG fog.
#3841 posted by necros [172.98.67.117] on 2016/04/10 21:18:56
digs, does 89.9 or 90.1 fix it? you might be able to trick darkplaces while not affecting other engines.
 I Am Dropping From This
#3842 posted by Cocerello [213.60.80.32] on 2016/04/10 21:25:16
I forgot to check if the idea i have is possible in Quake first, so now i have to change lots of things on it.
I expect to have it in around 24 hours, so it will be released later. I don't know if as a speedmap or not, time invested on it will decide.
 Sad
#3843 posted by madfox [84.84.178.104] on 2016/04/10 21:27:01
the deadline is this weekend digs!
I'm just half way there!
 MadFox And Digs
#3844 posted by Barnak [70.26.248.183] on 2016/04/10 21:48:36
Take your time.
I suggest to push the deadline for a few days (a week ?).
Digs, your trees suck. (trees in Quake1 always suck anyway). I suggest that you change them for trees without any leaf. Or some weird evil twisted sculptures instead.
Please, add more details !
 Seeing That Thread Made Me Want To Refresh My Mapping Skill
#3845 posted by Daya [92.142.129.13] on 2016/04/10 23:19:09
...since I've been stuck with a single map of Schlossher for months, but with the deadline being today, blech...
#3846 posted by Rick [75.65.153.192] on 2016/04/10 23:52:16
I guess a mapping deadline is a lot like planned game release dates.
#3847 posted by FifthElephant [86.4.213.148] on 2016/04/11 00:23:27
Mapping deadlines tend to shift on amateur projects a lot worse than commercial IMO.
 Ok
#3848 posted by digs [46.191.208.174] on 2016/04/11 03:11:21
I think we can take a few more days. MadFox how much time you need to complete?
Cocerello, we will wait for you.
Trees is difficult. I'm not sure what I can come up with something.
Necros: I'll try your idea
Barnak: I have tried to make the fog, but I did not like
 Necros
#3849 posted by digs [46.191.208.174] on 2016/04/11 03:34:58
No, it does not work. I tried different combinations, "90.1 0 0", "270 0 180" and so on. But all in vain
 Digs, ... And Trees
#3850 posted by Barnak [70.26.250.89] on 2016/04/11 03:41:14
About trees, try some strange useless machine-like sculptures. Two boxes and a few pipes...
 My Map Is Pretty Rudimentary
#3851 posted by Shamblernaut [121.45.232.68] on 2016/04/11 04:29:06
but I'm still a day or two off a playable release.
#3852 posted by mankrip [187.126.184.143] on 2016/04/11 04:32:57
Trees are indeed difficult, and are one of the things I'm still not sure on the most efficient way to render.
But there are many types of trees, some easier than others.
 Trees
#3853 posted by Barnak [70.26.250.89] on 2016/04/11 04:41:21
You guys should start a topic about making nice trees for Quake1. Design, rendering, style, etc.
 >> Who Else Makes The Map For This Event?
#3854 posted by DOOMer [89.109.222.204] on 2016/04/11 06:36:41
I will release my map for this SM event today evening. It remains to complete the placement of the monsters and finish some visual details.
 Digs, Your Trees Look Good
#3855 posted by [94.222.25.34] on 2016/04/11 11:30:13
Don't change anything aesthetically. Your map looks amazing, and the trees suit it perfectly.
#3856 posted by digs [145.255.30.34] on 2016/04/11 11:34:16
Thank you, unknown human. :)
 Shamblernaut
#3857 posted by Cocerello [213.60.80.32] on 2016/04/11 11:52:11
don't worry about making it good and polished, its an speedmap, it should be short, hasty in construction, and rich in ideas, so rudimentary is good.
Usually when one gets to spend more than 6-8 hours on them they lose their speedmap flavour. For recent examples, go with sm171, sm172 and sm174 and avoid things like sm175 and sm176.
Also, making it short and hasty makes it easier to complete maps and lowers the possibilities of it ending up forgotten on your hard disk, unfinished.
* Digs. OK, expect it today, but can't say when exactly, i still haven't compiled it once, so i don't know if its going to be one of those that takes half a day in compiling. I'll keep you updated.
 Digs Map.
#3858 posted by Shambler [92.22.8.11] on 2016/04/11 11:52:44
Had me loling in a good way. Really cool.
 Digs
#3859 posted by Cocerello [213.60.80.32] on 2016/04/11 23:45:00
I can't make the map in time, not soon either, so release the pack with just your map and DOOMer's, well, and Shamblernaut's if he appears.
I apologize for making you wait in vain.
 Cocerello
#3860 posted by digs [46.191.208.174] on 2016/04/12 04:20:45
No problems. We are waiting for the others
 Im Getting There.
#3861 posted by Shamblernaut [121.45.232.68] on 2016/04/12 07:14:42
My entity stuff is sorta time consuming. but it really needs to be completed wholly for the concept to work and be playable.
#3862 posted by madfox [84.84.178.104] on 2016/04/12 09:05:15
My map is half way done. To turn it into a playable map it would need at least a week or more.
I'm not a speedmapper, in fact I hate it.
 Sm177_doomer
#3863 posted by DOOMer [89.109.204.86] on 2016/04/12 10:02:46
My map for SM177
http://cacodemon.doomer.org/quake/sm177_doomer.zip
The balance may be bad (yesterday I didn't have enough time to test through many runs on the map). The map fits the event theme is probably not 100%, map by `digs it turned out much better in this.
digs. Your map is reminiscent of your earlier works from the series "Anomaly".
 Time Is Over
#3864 posted by digs [46.191.208.174] on 2016/04/12 18:24:58
I think that we wait for the map of Shamblernaut and make thread.
Others can then just give a link to them maps in the thread when finished work.
Ok?
 I Have One Done
#3865 posted by Cocerello [213.60.80.32] on 2016/04/12 18:35:29
Give me some minutes to upload it
#3866 posted by DOOMer [89.109.219.181] on 2016/04/12 18:41:52
http://cacodemon.doomer.org/quake/sm177_doomer.zip
I updated archive with my map (http://cacodemon.doomer.org/quake/sm177_doomer.zip).
@digs
I think, yes - wait for the maps of Shamblernaut and Cocerello .
 Cocerello
#3867 posted by digs [46.191.208.174] on 2016/04/12 19:08:39
of course.
I also updated my map
digspt.ru/quake/sm177_digs.zip
 Eh, It's Unlit, The Gameplay Is Rubbish...
#3868 posted by Shamblernaut [121.45.232.68] on 2016/04/12 19:33:48
as is everything else about the map.
here it is: https://www.dropbox.com/s/rbiahbdwqmzuurd/sm177_shamblernaut.bsp?dl=0
I was testing a concept to see how it would play, turns out not great.
drop down by any striped textures to walk on that plane.
 Done
#3869 posted by Cocerello [213.60.80.32] on 2016/04/12 20:05:08
I said that i was resigning on submiting something for this session, but as seeing that there was time till DOOMer and Shamblernaut submitted theirs, it thought of doing something fast, and here you have.
It was so quick to make, compared with the other i was doing, that i added support for skill levels and experimented with some tricks for replayability. You can even get different weapons depending on how you play it.
I am satisfied with it: it is not a great map and not as special as the one i was making, but i think its fun and its very speedmap-like, which was missing in most of my speedmaps.
* Important to note: its for playing with QUOTH
https://www.dropbox.com/s/5oa7wmoqcbvzw26/sm177_cocerello.zip?dl=0
By the way, wouldn't it be better to do like always from now on? Sending the maps to however proposed the session to pack them all and them publish them on a news thread. That way we avoid several issues, like having the comments spread between here and the news thread, having lots of individual files and versions for each, people having to check for each new map, and the first and last map submitted being a bit forgotten. It's nothing big, but i was curious as of why in the last 3 speedmap sessions it was done like this.
#3870 posted by DOOMer [89.109.219.181] on 2016/04/12 20:25:58
OK, guys. I'm and Digs talked and decided that I will make a package and publish the news about this event within 1-2 hours.
 Digs
#3871 posted by onetruepurple [95.160.159.80] on 2016/04/12 23:18:55
Your map reminds me of that map by Markus Klar, from 1997 or something like that... I think it was named "a fly".
 Onetruepurple
#3872 posted by digs [46.191.208.174] on 2016/04/13 04:07:28
Yes, I remember this map
 Bump For Negke.
#3873 posted by Shambler [88.111.214.216] on 2017/01/14 11:59:34
 Neggers
#3874 posted by FifthElephant [213.205.192.177] on 2017/01/14 13:44:53
 Get On It, Neggers!
#3875 posted by SleepwalkR [93.209.87.129] on 2017/01/14 18:00:31
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