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Speed Map Session #110
Drew, Neg!ke, Generic and HeadThump each offer a map for this week's event.

The theme of the week was Big with Drew offering a Huge partition of mappage. The skyline in Drew's level is something to be seen, as well as a map that gives us steller game play.
Neg!ke extends his story telling style with a tale of a lonesome Goddess. Also, he show cases yet another original design style using nothing more than Id's Quake textures.
Generic gives us a majestic glimpse of a castle of sandy stone. Amidst the pitched battles with the minions of Quake, a decorative fountain may be your only relief.
Headthump attempts to hold his own among this talented gathering with a humble but fiendish offering of his own.

A very nice set, crewmates, thanks for all the fun!

http://www.quaddicted.com/filebase/sm110_pack.zip

Also available for download are a pair of maps from the lost episode, sm108, by Bambuz and Neg!ke.

http://www.quaddicted.com/filebase/sm108_neg!ke.zip

http://www.quaddicted.com/filebase/sm108_bam.zip
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HeadThump 
I'll pick up my Photoshop disk tomorrow and reinstall if you would still like to see screenies up.

Please do ... 
Yay 
Drew is the definite winner this time, great map, difficulty could have used a bit more tweaking, but hell, doesn't really look like a speedmap at all, good work. =)
I liked the theme in neg!ke map, but didn't really like the gameplay so much. 
Bleh. 
Drew - great design, worthy of full map status. Gameplay bored me within 30 seconds.

Generic - nice style.

HT - bleh.

Neg!ke - cool, real nice theme. 
What???? 
i'm drunk or drew's map really have windows at the skies??? o_O

weirdo :/ 
What? 
I'd like to tell you Tribal... but what the fuck do you mean? maybe you actually are drunk. jk. but what do you mean? 
Comments, Etc. 
BIG them worked out well. HT's was tough - I died a couple times when playing through.
Generics was very nice and clean. sexy.
Neg!ke always brings a shitload of originality to the table, and this map just proves my point. My map was just big and crammed with shit. the rocket launcher at the end was meant for a final battle on the bridge, but I got bored mapping, and just wrapped shit up.
Oh yeah - Shambler... what in particular bugged you about the gameplay in that map? 
 
was it the sky windows? 
I Thought 
that was an awesome map Drew. Though there were two areas where I could get past a barrier with a few simple acrobatics rather than pressing a button to lower it. I went back and pressed the buttons anyway though, for gameplays sakes.

TBH, if you had made a final battle on the bridge [which would've been cool] I wouldn't have used the rocket launcher myself. Not enough room for manouver. 
Wow 
drew: best map, felt like a full map.

neg!ke: best looking map, i thought the b&w textures worked very well. has it been done in quake before? one example in another game that comes to mind is alice.

generic: looked good with strong design, and i liked the infighting gameplay.

ht: brutal looking with gameplay to match.

overall this felt like the best pack of speedmaps in a while. 
And The Lost Ones 
not much been said about them.

108_neg!ke: great looking with lots of quad fighting. reminded me a little of xen, probably cause i'd played through hl 1 recently.

108_bam: packed a fair bit into a small space, arched bridges made the fighting harder.

107_ht: this one seems to have slipped through but has a lot of fighting in a tight space. i thought it was the best of ht's speedmaps that i've seen. 
Windows O_O 
I Need Aguire To Explain This To Me. 
 
It's A Bug??? 
I though it was a feature ;P

the sky make me feel a little dizzy, but look very cool 8)

In bsp the sky texture name is skyblack...
i dont know why my joequake is changing the texture this way :/
I search in quake folder and there is no skyblack.tga, pcx or jpg to make this bug possible o_O

my pc is haunted???? o_O 
Windows 
Tribal don't worry. I see them also. And I also use Joequake. 
It's Because 
the sky texture size is invalid; it's 16x16 instead of 256x128. You'll get different looks in different engines, although JoeQuake seems to have its own brand ... 
 
o.k finaly i had time to play the maps!!!

great pack! thks god my map wasn�t in it... this way it will look even worse than it is... :)

o.k my favorit was generic map i love the gameplay and textures set...

neg!ke was fucking good also... nice texture set and gameplay was also fun

drew map was a nice one two, very big map with lot of action just didn�t like the lack of amo at the end...

ht map was fun also

thks guys for this great pack!!! 
Minor Issue Problem With Neg!ke's 
At the room with the cage, I backed out to allow the infighting to take its course; a fiend followed me and jumped into the lava. It didn't die, and the lift didn't lower itself, either. 
Sm110 
headthump's was okay, generic's was better, but drew's map... woah, great work! large area with nasty gameplay (probably due to the bonus items falling out). fastvis would have been nice, but i can imagine how long even that would have taken.
where are your proper maps??? 
May I Remind You Gentlemen 
that although some maps like Drew's latest speedmaps have a lot of very good gameplay, they are not vised and thus suffer from bad fps.

One should, when making maps for the quake engine, vis. Thank you. 
HeadThump 
the text file was meant to be included in the pack, by the way... but never mind.

for the next pack: no subfolders in the zip, please! 
Bambuz 
I always see alot of criticism coming from you. Deal with it. 
Negike 
I don't really put the time into making proper maps. Things just stop being fun, and I can't hold my commitment. I don't think any bonus items fell out. I just make it harder than I really should so its fun for me to play.
Bambuz. sorry if I came off dickish on post 27. I just finished reading your Quoth comments and was amazed at how unimpressed you seemed. 
Neg!ke 
for the next pack: no subfolders in the zip, please!

That sounds quite senseable to me. Sorry, that I overlooked the text file, I'll be more careful in the future. 
Drew 
Back on topic, about the gameplay, I just find it grinding - these speedmaps are often quick blasts of fun (or quick blasts of crap), and yours was long winded - the early areas were dodge, circle, dodge, circle, etc etc x 100, just was long for small areas. Got better later on. Also the armour was bollox, 150 then 200 right next to each other, twice. Spread the armour and extend the start so it's not so rammed, would have been better.

You should do longer maps. This is good design by any standards. 
Though I Think 
drew's long speedmaps have had pretty good balance in terms of hardness, I've died a couple of times but not like a dozen. 
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