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Speedmapping Thread!
From now on, this thread will be the place to discuss speedmapping issues. This will also be where all speedmapping events will be annouced. This is just an effort to keep General Abuse on it's topic of 'anything' rather than being about speedmapping every weekend.
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Whoops, Forgot The Email Adress 
Send the maps here: brutusdzd@gmail.com 
Testing 
#4053 @Danzadan 
Link is dead. 
NVM, Found It 
in Dumptruck's Quake mapping Discord. 
Q1SP Speedmap "Simpleton" 
Quake Single Player Speedmap. Made in a bit over 3 hours. Was listening to XTC Mayor of Simpleton when I started. :)

2 secrets, 19 enemies. All skill levels supported.

Screenshot

Download 
SM187 "4h Speed Mapping" 
Sm187 event starts now "4h speed mapping session", maps should be made in 4 hours or under it. There is no specific theme, just pick what interests you personally. Vanilla quake maps. Multiple entries allowed as well.

Deadline would be 24~ hours starting from this point, but maps can be send much earlier of course. You can post finished maps to #speedmapping, directly to me or using my
email mikkou9(at)gmail(dot)com.

Happy mapping times*

Timer (a bit off): http://khreathor.xyz/jam/sm_counter.html 
 
(Clarification: this session was prompted by post #4046.) 
^^^^^^ 
actually #4064 
Sm187 Extension Needed? 
Do you pll need one extension about 12 hours more? Some might have different timezone or bad timing in rl. 
No 
Bad timing = too bad, make a map next time. 
 
Yeah, if idea doesn't get support that is fine ofc ^^; Reminder about 6h left http://khreathor.xyz/jam/sm_counter.html 
Last Minute Mappers Fair Extension (sm187) 
If you started in last 3h you can use rest 4h for your map. I will pack maps later today (about 6-7h from this point). 
 
where is the download? 
 
just posted func post, should be soon up. 
Now You're Warmed Up: 
SM188: The Age Of The No Penis Mapper

Theme: http://www.celephais.net/board/view_thread.php?id=61618 - read Baker's magnificent first post and make a map inspired by / in response to it.

Obviously this is quite conceptual. It's up to you, as the accused no-penis-mapper, to interpret it. You could acquiesce to Baker's words of wisdom and make a map featuring no penises but lots of coop starts. Or you could make a tribute to the great orator and make the whole map an enormous penis. Or anything in between.

If that's all a bit avant-garde, just make "classic Quake with a modern twist".

Restrictions:
Any wad - vanilla Id1 only - runs in Quakespasm and Mark V

Deadline:
12am GMT Monday 17th September (4+ days from now).

Submit to:
teamshambler@googlemail.com

(I know this is a bit soon after SM187 but I wanted to do it while it's vaguely topical). 
It's My Time To Shine. 
 
P.S. 
Female, trans, etc mappers are encouraged to do their own suitable interpretations of the theme, e.g. "no-vagina" map or "hell yeah I'm a proper no-penis mapper" celebratory map, etc. 
Solid Theme 
should draw CZG out. 
Weekend! 
You've had two evenings, you have two more days. Let's do it!

I'm going at it hard, got a nice wee map that I might expand a bit. Hoping for some reinforcements from you guys. Remember if the theme is a bit conceptual (just like Baker's ramblings), then just do your own thing and have fun with it.

As a bonus, here's a suitable wad enhancement to inspire you:

https://cdn.discordapp.com/attachments/395951055965257730/490487340402475009/dickwad.wad 
Progs_dump Speedmap Pack 
There's some interest in doing a speedmap pack around progs_dump. Tentative plan is to start wednesday the 3rd and end at the start of Monday the 8th. Still figuring out exact times and putting together a wad. More details to follow.

For naming this, did sm188 become a thing or just shambler's map? / Should the progs_dump speedmap pack be sm189? 
Sm188 Cancelled So This Is Now 188 
Do it boiz. 
Sm188: Progs_dump Speedmap Pack! 
sm188 starts at 12 AM EST (5 AM UTC) October 3rd and ends 12 AM EST October 8th!

We've bundled up all the tools and a custom wad in one spot: https://www.dropbox.com/s/9eowtboa90b031s/sm188_tools.zip?dl=1
http://www.quaketastic.com/files/single_player/speed_maps/sm188_tools.zip

Submit your maps to AndrewYoder [at] live.com

Please note that while these tools contain the prog_dump tools, it's not the same as the progs_dump release. If you want examples for how to use those tools, you should download that and check out the maps!

Now get mapping! 
 
Forgot to mention! The custom wad has some new textures from Jazz! Even if you don't intend to submit a speedmap, worth checking out that wad for those! 
 
Wait is this the scary map thing? 
@Qmaster 
I think the scary map pack is going to be after. There was talk of putting together a wad with a lot of gory textures. iirc, Newhouse is the person to check with on that. 
SM189: Satanic Mechanism! 
Theme: Doom textures, because Doom's 25th anniversary is coming up (December 10th).

Deadline: December 9th, 23:59:59.

Progs: id1, because I feel it's too soon for another modded pack after the last speedmap/halloween jam/xmas jam.

Wad(s):
https://www.quaddicted.com/files/wads/doom2textures.zip
http://www.quaketastic.com/files/texture_wads/ne_marb_x.zip (<- important!!!)
https://www.quaddicted.com/files/wads/oxymoron.zip
http://www.quaketastic.com/files/texture_wads/freedoom.wad 
Nice! 
Been a long time since I've looked at DOOM textures. Should be fun! 
But Wait, There's More! 
Danzadan produced two new wads of textures from Doom and Doom 2, with better color reduction and actual texture names!

http://www.quaketastic.com/files/texture_wads/DoomTx_dzd.wad
http://www.quaketastic.com/files/texture_wads/Doom2Tx.wad 
 
Can I recommend the use of this .wad too?:

https://www.doomworld.com/idgames/graphics/gothictx

Needs conversion... 
BUMP For The Weekend. 
I know of at least two people making something for this. Get involved! 
Sm189 - Doom 25th - Off Course 
Contributing to the birthday cake. Thanks Id.

http://www.quaketastic.com/files/sm189_TBA143.rar

(Built for Quakespasm) 
Cool! 
Is this your first map? 
It Is.. 
..after years of slouching about with Idtech engines.

***TO ADMIN: I posted 2 .rar files to quaketastic and they're identical. "sm189_tba143_02" can be deleted.
First upload and double posted due to the(?) 'inactivity' error. 
Okay Then. 
It's a nice map, though a bit hard.

I received 9 maps total. The full pack will go online sometime within the next 12 hours. 
Sm190: Six Textures 
Create a map in any theme using only six textures as your palette.

Rules: vanilla id1 progs, only six visible textures (no multitexture stuff)

Deadline: December 31st 23:59

Submitting: Drop files here or on quake mapping discord

Placeholder wad: https://goo.gl/qNDH3n 
 
A 10 day speedmap jam?

:qthink: :qthink: :qthink: :qthink: :qthink: :qthink: 
:qthinkred: 
Tis the holiday season, take it at a leisurely pace 
Ofc. 
I'll see about making a map or two. 
Note 
wad linked above is only a placeholder, you're free to use any textures you want (barring multi-texture mash ups). 
 
sm190 ? 
 
sm190 ! 
So That's 
Sky
Teleporter
Water
Ground
Walls
Roof

Job done. 
Sm190 
A little under 48 hours til 2019 and the deadline, enough time for a person to knockout at least 4 speedmaps. Prioritize! 
Ww 
sorry off topic here, but in your sm189 map, I'm still hunting for the 3rd secret... I've got the GA and YA. Any hints? 
Camel 
The megahealth secret? The least obvious secret is kinda stupid, just grab the armor behind you in less than 4 seconds after spawning. 
I See... 
the GA is a timed secret! That's a tough one to crack. Any plans to further develop the map, as was suggested I forget where, or are you done with it? It's a good one! 
My Map 
And Here I Am! 
Good Stuff! 
Great turn out and a bunch of awesome maps.
Pack should be releasing sometime tomorrow afternoon; counting around 15 maps as it stands! 
Sm190_dumptruck_ds_FIXED 
I spaced out and forgot to VIS my map on my final compile. I know... nice work huh? Here's a link to a fixed version for anyone who has not played it. Feel free to overwrite the original version with this one.

I am posting this before the news post has gone live but I doubt the revised map will be included. 
Updated 
Dumptrucks fixed version is now included in the release pack. 
SM191: Origins 
No custom progs. No skyboxes. No custom textures. Just ID1 goodness, as it was in 1996. Try to stay below 1500 brushes.

Deadline: January 20th, 23:59:59 GMT

Progs: ID1, as one might expect.

Wad: The original. https://www.quaddicted.com/files/wads/quakewad.zip

Send completed maps to:
voice DOT of DOT the DOT nephilim AT gmail DOT com

Good luck to everyone. I look forward to seeing people's takes on the classics. 
 
(An actually complete wad of original textures available here: https://www.quaddicted.com/files/wads/id.wad.zip) 
Fuck 
 
Standard Quake map format? 
 
yes 
Challenging 
My maps usually are anything but close to id1 gameplay 
SM 191 
I've submitted 
Sm 191 
I've posted 
Remember SM92? 
#858 posted by Zwiffle on 2004/11/23 22:57:18
SM92
Theme: Rooftops (oooooooooh)


Me neither, since sadly nobody finished a map for that event. Now that we're 100 packs and almost 15 years into the future, maybe it's a good idea to revisit the unused theme?? Only one way to find out!

SM192: Rooftops

Progs: ID1.

Texture wad: Anything goes.

Deadline: February 17th, 23:59:59 GMT (func time).

Let's roll! 
My Map 
Thanks! 
That's the second map I've received already.

I had a sudden change of plans and I won't be able to put the pack together tomorrow, so anybody who's still mapping can consider this a brief 24h extension. 
 
Bit mad at myself for letting two speedmap packs slip by this year already, especially one that I called, so let's do one again (and this time with some more time).

SM193: Quakeguy goes to White Castle.

Deadline: March 3rd, 23:59:59 GMT (func time).

Texture wad: This one would be cool to see, but something else (thanks ionous) with prominently featuring white textures will work too.

Progs: ID1. 
Boycotting Anything Featuring Krampus. 
 
Extended Until March 6th. 
Hope that helps. 
No Cos I'm Rushing To Get Mine Done You Utter Cunt 
 
You Can Submit Earlier. 
Hope that helps. 
Or You Know... 
you could make another speedmap after finishing the first one. 
:glug: 
 
Update. 
The pack's almost ready to go with 15 big greasy whoppers. Just waiting for an update from one of the mappers fixing a critical bug.

You can have a taste in the meanwhile: https://cdn.discordapp.com/attachments/327853801514074113/553010123392679948/unknown.png 
 
[7:18 PM] Grim_Fandang0: Speedmaps whith grid limit set to 64
[7:18 PM] Grim_Fandang0: or 32
[7:19 PM] Grim_Fandang0: for practice
[7:19 PM] Grim_Fandang0: I mean lower limit
[7:19 PM] Danz: ah, the McGee style.
[7:26 PM] ionous: @Grim_Fandang0 a fine notion.
[7:26 PM] Ing-ing: 64 grid lmit would be kind of funny, considering how cumbersome it would be to work with
[7:41 PM] ww: build everything on 1 grid then scale it up by 64
[7:42 PM] fairweather??: Snap it
[7:42 PM] fairweather??: Speedmap in Bals 193 theme :smugchan:
[7:43 PM] ww: sm194: Bals Balls :basketball_player:
[8:01 PM] ionous: 64 unit minimum sounds good.
[8:03 PM] Grim_Fandang0: now question is... when?
[8:05 PM] ww: now. Deadline in 64 minutes
[8:05 PM] Grim_Fandang0: 64 hours
[9:49 PM] ionous: @Grim_Fandang0 I’m announcing something next week, so this week would a good opportunity to get something in before then. My time is limited, but I’d still try to throw something together.
[9:50 PM] Ing-ing: Oh right, remember that 64 grid also means entities, oh boy, that will be fun
[9:51 PM] Ing-ing: What better way to hate the quake collision code making things one unit larger in practice.


(...)

[10:41 PM] Grim_Fandang0: someone post this on func_msgboard
[10:43 PM] onetruepurple: how long?
[10:46 PM] Grim_Fandang0: till Sunday? so busy people can participate during weekend too
[10:46 PM] Danz: sm194: Map like McGee
[10:46 PM] onetruepurple: McGee used grid 32 though didn't he
[10:46 PM] Danz: most of the time, yeah. For the general layout
[10:47 PM] Grim_Fandang0: sm194: "Greater than McGee"
[10:47 PM] Danz: BigMacGee


I guess this is it then:

SM194: BigMacGee.

Theme: Make a map on grid 64.

Progs: ID1.

Texture wad: Anything goes.

Deadline: March 24th, 23:59:59 GMT (func time). 
Hahahaha 
awesome idea 
Meanwhile Danzadan's Mapping Is Straight From The Year 3019 
Also Featuring 
 
If I use a clip-tool, I can cut the brush to any shape. 
 
 
All vertexes should be on 64 grid. So danz and digs are disqualified. 
Ww 
Can we use the func_* to change the architecture at the time of the game, as shown by the onetruepurple? 
 
I'm not making the rules, go for it. The mo funk the mo better. 
@ww 
all my vertices are on grid. ;)
in editor 
Here's A List Of Some Type Of General Rules From Khreathor. 
Taken from Discord:

Grim_Fandang0: I would say, non 64 grid entities are allowed, kinda lame to not be able to light it properly because light entities are to far from walls

Danz: @Grim_Fandang0 what's the verdict on trigger and clip brushes? Only grid 64 or any grid?
Grim_Fandang0: I would say 64

u]|[KK]|[o: What about rotations? Only verts snapping to grid or rotations allowed?
Grim_Fandang0: verts must snap to grid
Grim_Fandang0: of course rotation hacks are allowed
Grim_Fandang0: but when I open your map file I want to see geometry snapped to grid 64 
 
All above is right, but if you do everything on a grid 64, you'll get bonus points :) 
What Are The Rules, Really? 
Hi. I was wondering: what are the unwritten rules of speedmapping jams/events? Stuff that everyone knows, unless they haven't been part of the community for ever. Skimming this thread gave me the following baseline but I'm not really sure if it's accurate. And as I'd like to get (back) into mapping, I feel like speedmapping is what I have the time to do.

1. Events have theme (which can be "no theme" too) that people have to adhere to.
2. Theme typically comes with a set of limitations (only this wad or only these kinds of textures, everything on a grid, etc.) but it's not absolutely necessary.
3. Limitations can be bent (sometimes) but fewer kudos are awarded for doing so.
4. Interval between even announcement and deadline tend to be a few days or so.
5. Organizer gathers entries and publishes them as a pack.
6. Redoing speedmaps from other people from other events is OK.
7. Finalizing complex, RC-quality maps is not OK.

Does it sum everything up or am I wrong on something? I'm also wondering about the, uhm, expected quality. I assume that the bar is pretty low, correct?

Thanks in advance for your responses. :) 
Hello. 
To answer your questions: yes. 
@thulsa 
Welcome back to mapping. No need to rely solely on speedmapping to actually map. You could "remix" one of your favorite maps from the original game.

And another option is go back and try older speedmapping events on your own with a self imposed deadline. i.e. sm189 Doom textures.

Good luck. 
@dumptruck_ds 
I wouldn't remix original maps now that I've seen you on your YT channel fixing brushes on one of them. With my OCD I'd spend all the time ironing all of the existing kinks and add nothing instead. :S Unless by "remix" you mean "recreate with a twist" and not "build upon".

Either way once I'm done with all the FreeCAD work that I have on my plate, I'll attempt at building something from scratch by randomly selecting theme like this
 
Yup I meant "recreate with a twist"  
My Entry For SM194 
Hi guys!

Not sure where I'm supposed to submit my entry for the SM194 event, but I uploaded it to Quaketastic:

Download link
Screenshot (Do people usually even provide screenshots for map jams, let alone speedmapping events!)

This is my first ever contribution to a mapping event. My slow mapping speed prevents me generally from participating to any events, but this event happened to align so conveniently with my situation that I just had to participate! The grid 64 rule really helped me lower my standards enough to map faster and settle for less. I still ran out of time, though! xD 
Update: 
The session has ended and the pack is almost ready to go.

Only waiting for Mugwump to send over 10Mb .bsp with a 18Mb skybox and a music file
Just A Note 
I probably won't be hosting any speedmap sessions while Jam X is alive... but don't let that stop you from trying yourself! 
SM195? Exploration / Nonlinear 
Talked a bit in the Quake Mapping discord about a speedmap event themed around nonlinear levels and exploration (no combat).

There was also some interest in using JCR's jumpboots mod from the modding jam.

If folks are up for that, the speedmap would start a week or so after Mapjam X releases. (there are a few bugs with the mod we're trying to sort out first.) 
 
I got word that there's some interest in a knave speedmap after mapjam X ends, and also that this Exploration / Nonlinear thing may be better suited to a jam (maybe call it explore jam 3).

Will post more info in the mapjam thread once details are sorted out (and once mapjam x is out).

So, I am un-calling dibs on sm195 :P 
SM195: Gotta Go Fast 
Theme: None. Paramount Pictures does recommend you go quickly, however- so a 24 hour time limit has been given.

Progs: ID1.

Texture wad: Anything goes.

Deadline: May 2nd, 3PM GMT (func time).

Submit in this thread, or at me on Discord.
fairweather#6969 
SM196: Honey 
Yup, another speedmap event shortly after the previous one. This time, it's theme based and we're using the one from one of the most highly rated and popular maps: Honey by czg.

Theme: Honey
Progs: ID1
Texture wad: http://www.quaketastic.com/files/texture_wads/honeywad.wad
Deadline: May 5th, 23:59 (11:59 PM) func time (Berlin)

Send the maps either to my Discord username Danz#1004 or my email brutusdzd-AT-gmail-DOT-com 
 
 
Yeah, I'm aware of Map Jam 1 being Honey themed, but it was never used during speedmap packs.
So I thought it wouldn't hurt to use it in this speedpack. 
 
:ok_hand: 
 
just say it's "Map Jam 1 Themed" 
Fuck Yes 
Daz you mapping?!
That could bring out some celebrities! 
Oh Hahaha 
danz. sorry!
But its an undeniable and flexible theme 
1hr Jam1 !!! 
Fairweather is running a 1-hour jam in the Quake Mapping discord. Here are the specifics:

1hr Jam1
Within the next two days, create a level in 1 hour in a Medieval theme.

Textures: ID1
Progs: ID1
Deadline: Vaguely 3 days from now

- Max of 30 monsters.
- Weapons will not be wiped between levels, but I will consider your level's overall difficulty and weapon availability within the pack.
- I will accept only .map files, since i'll be linking them and replacing dud textures myself.
- Levels in a style other than Medieval will not be included in the pack.
- You can attempt as many times as you'd like, just do not use prefabs. Keep the spirit of the pack!
- Levels will be compiled with extra4, dirt and bounce.


This started a day ago, so you still have time to join in! 
 
1hr Jam1...

...Within the next two days

You mis-typed "48-hour Jam" lol 
 
No, the point is to make the map or maps in an hour over the next few days and give them to Fairweather to string them out as an episode.

Fairweather has said this is an experimental endeavor and it may lead to other similar projects. 
@kinn 
you have one hour to make the map, but you can start that hour any time that's convenient in those days. It's honor system... but also it'll be obvious if you spent more than an hour on it :D 
 
Yeah I know that's the idea, I'm just saying...

Good luck with it i guess :) 
7 Posts Not Shown On This Page Because They Were Spam 
Why are non-spam posts being deleted here?

Where are the Pinchy versus Shambler versus McLogenog posts from before? 
Woops 
I found them over in the Jam X thread. 
Heads Up. 
Plans for SM200 are currently being discussed by a cabal of speedmappers.

The plans include a livestreamed mapping marathon with the goal of an episodic release.

DM me on Discord for details. 
Some Clarification Needed 
So 197-199 are still up for grabs in the meantime? You're just doing 200 due to the planning involved. 
Who Are You Again? 
 
A Functioning Adult 
 
That's Nice. 
I wasn't actually asking though. 
 
am also curious. Is the dibs on SM200 to do a big celebration stream thing, whenever that happens to be? 
HrJam2 
Within the next two days, create a level in 2 hours in a Metal theme.

Any maps submitted are being compiled into a larger project, placing them into episodes with a difficulty and theming progression.

Textures: hrMet.wad
Progs: ID1
Deadline: Vaguely 3 days from now
Submit: In this thread, or to @fairweather#6969, or in the Quake Mapping discord.

- Weapons will not be wiped between levels, but I will consider your level's overall difficulty and weapon availability within the pack.
- I will accept only .map files, since i'll be linking them and replacing dud textures.
- Levels in a style other than Metal will not be included in the pack.
- You can attempt as many times as you'd like. Just keep the spirit of the pack!
- Levels will be compiled with extra4, dirt and bounce.

Additional stuff
- If your level doesn't meet a criteria, I will ask you to edit it. I will not personally be fixing major gamebreaking bugs on your behalf.
- All weapons and enemies are welcome, except for Cthon/Shub.
- Examples of Metal-styled levels include E3M2 onwards, AD_Grendels, AD_Mountain. 
So 
an episode made out of speedmaps, simialr to a chainmap like the previous. I do not understand why mix the jam word there, it makes things confusing. 
Ugggg 
No one is doing conflating mapping terms on purpose.

There are new people coming in from other mapping communities who are excited to create content.

Not everyone knows the proper terms or cares as much as the gang here on func.

Instead of saying something is confusing why not try and set the record straight with some insights? 
Episodic Speedchainjam Ofc. 
HTH. 
Questions 
Is there any naming convention for this last pack?
The second submit option i suppose that is an email address, but there is nothing before the @ so are the numbers what goes before it? I would prefer to avoid submitting it here and it is not possible for me to use Discord. 
@Cocerello 
I can pass the file along to the discord, if you like. My email is andrewyoder @ live .com 
 
Naming convention doesn't matter. The name has to be changed before the pack is assembled anyway. If you're curious though, the naming convention is:

hrE1M2_zungryware3

This would be my third submission that ended up being the second map of the first episode. 
 
Thanks Mclogenog

@Zungryware: even under the circumstances of this last pack naming conventions are useful. 
@Cocerello 
did you end up making a map? They're gathering them up on discord, and I haven't received an email from you. 
HrJam3 
hrJam3
Within the next two or so days, create a level in 2 hours in an Elder World theme.

Textures: [hrEld.wad](https://drive.google.com/open?id=1swJHMQQ-45FloXbDgLEGzyxg2TtbaXLt)
Progs: ID1
Deadline: Vaguely 3 days from now. (I'll give a hard 24 hour deadline at some point.)

- These levels will form a continuous episode, so weapons will not be wiped between levels.
- I will use the weapons you put in your level to gauge where it should appear in the episode.
- Please submit both your .map file and .bsp file. I need the map file to be able to set the trigger_changelevel correctly.
- Levels in a style other than Elder World will not be included in the pack. Ask before using any textures outside of the provided WAD.
- You can attempt as many times as you'd like. Just keep the spirit of the pack!
- Levels will be compiled with extra4, dirt and bounce.

Additional stuff
- If your level doesn't meet a criteria, I will ask you to edit it. I will not personally be fixing major gamebreaking bugs on your behalf.
- All weapons and enemies are welcome, except for Cthon/Shub.
- Make sure to follow the episode 4 theme.
Episode 4 has a very strange and ill-defined theme. The textures used are mostly brick, wood, terracotta, and swampstone. But the real theming comes in with the shaping of the levels. Episode 4 is filled with simple geometric shapes with sharp edges. Basically, try to make structures that feel geometric and nonsensical. If none of this makes any sense to you, just make a cathedral or a graveyard. Episode 4 levels also tend to be very dark. Oh, and use Quad Damage liberally.

:gomap: !
----------- 
 
Levels will be compiled with extra4, dirt and bounce.

You don't need to recompile the levels to change the trigger_changelevel. Just run qbsp -onlyents and light -onlyents on the file and it'll update the entities. 
Anything On The Go Soon?? 
Apart from the 2 hour shizzle?? 
2hr 
...is completed AFAIK - not seeing anything on Quake Mapping as of this timestamp. 
Sm197 Attempt 
Create a map in any theme using only six textures as your palette.

Rules: vanilla id1 progs, only six visible textures (no multi-texture shenanigans)

Deadline: Monday 10th June 23:59 func_time

Submitting: Drop files here or on quake mapping discord

Placeholder wad: https://goo.gl/qNDH3n 
No. 
Take it to the beef thread. 
Oh, One Further Edit To Ww's Post. 
Files can also be dropped on terrafusion discord, speedmapping subchannel, of course. ww , maybe they can be emailed to you too for compiling the pack?? 
#4207. 
A Fool Proof Plan Surely 
email: squidjamcninj@gmail.com 
Ww 
Just in case, do you know you can add your email to your profile?

And a doubt, you say to use six textures and not allowing certain tricks on textures to put more but on the other side you give an specific choice of six textures. Which one goes? 
 
hes saying no textures that are a stack of 4 different trims, for example 
Was Not Asking That 
 
Bumping This Thread 
Just in case: there was an extension for SM197

Countdown clock here: https://itsalmo.st/time-xjcw 
That's A Lot Of Time 
I will have enough for another one. Thanks for reporting. 
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