|
Posted by - on 2003/12/06 18:37:36 |
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. |
|
|
I'm In
#101 posted by leviathan on 2004/01/01 21:45:38
Barring anything unforseen, you should have a sp idbase map from me. I'm supposed to be working on a metal map, but i'm having trouble getting anywhere with it, so idbase it is for this week.
Hehe...
#102 posted by distrans on 2004/01/01 21:58:17
I'm slightly stalled on mine at the 'mo too Leviathan, so a little burst of doom2 skinned sp could be good for the soul. Race ya!
Yeah Distrans
#103 posted by leviathan on 2004/01/02 00:02:23
You're so on!
Yes,
#104 posted by - on 2004/01/02 01:58:24
Look at it as something you'd like reviewed.
I'll be mapping a small SP map, most likely with Speedy's texture set.
Okie Dokie
#105 posted by Zwiffle on 2004/01/02 10:26:45
Well then I plan on participating, using Kell's Contract Revoked Knave textures. It seems we have to anounce we're participating, so here's mine :D
Some Tips:
#106 posted by - on 2004/01/02 16:05:15
Seeming as I've mapping in 5 turtlemap events for q1 and q3, and only finished 2, let me give you some tips on acually finishing on time.
1. spend your first day planning out the map and building the major gameplay. You should come up with a plan that is completely doable in your week. Be realistic here, thinking you'll create czg07 or something of that scale will only lead to failure. Best thing to do is to manage your time wisely, thinking 'today I'll make the full layout, tomorrow the gameplay, the next day the details...' etc etc. If you can build a good base to your map the first day or so, you'll be golden as the rest of the week is tweak time and making it look and play great.
2. 'Perfection' won't help you make a great map here, just draw away your time to less important things. People are going to see the whole of your map, not each and every little bit. If just 1 area looks cool and the rest sucks, then the map as a whole sucks. If each area of the map is decent, at least you're ahead of the game and your gameplay will be the determining factor.
3. Have fun with the map! Don't think of it as your next big release or something that will define you as a mapper, but just try and make something nice looking, or that's a lot of fun, or has nice features, or whatever. Trying new things is something that will make your map stand out, plus make it more fun for you to make. Don't start worrying if people will like it, it's just a quick map, have fun with it yourself.
4. Beta testing is a luxery, so, going back to tip 1 here, planning is important if you want the map to play good. You'll most likely not have time to get others to play it and tell you if something is off. SP mappers should concentrate on making their maps be slightly challenging, but defeatable, in normal skill... You may not have time to balence in other skill settings.
That's about all for now, Saturday is only hours away for most of us, so here we go!!! :D
Starts In Thirty Minutes For Me
#107 posted by HeadThump on 2004/01/02 23:27:15
In the meantime, I'm playing Carnage, Arcane, and Netherworld maps for their inspirational value. I'm planning on doing a runic map if you haven't guessed ;)
Thx For The Tips
#108 posted by Zwiffle on 2004/01/02 23:29:43
Thx a lot for the tips scampie!
#109 posted by Vodka on 2004/01/03 00:45:23
yyya colored lights!
Scampie
#110 posted by leviathan on 2004/01/04 00:46:51
You've got mail
Leviathan...
#111 posted by - on 2004/01/04 12:35:12
Sent me a pic of his first day of work!
http://speedq1.spawnpoint.org/tm3/shots/q1tm3_lev_1.jpg
As for my own map... got a little bit together, no screenshots yet, pacing myself here :D Not going to be anything huge, I have to work all week, but it'll be fun I promise.
=)
#112 posted by Star on 2004/01/04 16:29:58
...
Well...
#113 posted by - on 2004/01/04 23:31:04
crappy weekend for me.. barely got a thing done on my turtlemap, and didn't even scratch the speedmap site... :( sorry guys, i'll do it first thing tomorrow when I get home from work. Spent the weekend drinking (turned 21 Friday) and playing Disgaea... meh... I'll have to pick up the pace this week.
How's everyone else doing?
#114 posted by Zwiffle on 2004/01/05 00:35:57
I'm doing good, will be done with architecture by tonight hopefully. Had to stop for a few hours though to watch Packers, beat Silent Hill3, play Autumn Haunting, but otherwise I'm mapping smoothly. Anyone besides Lev got any pics yet?
Zwiffle
#115 posted by HeadThump on 2004/01/05 11:12:36
great game yesterday, and unlike the Carolina vs. Dallas matchup, it wasn't a lopsided victory. I esp. liked how Bob Marley caught the winning interception. ;)
Seriously though, I didn't get as much done as I would have liked. I'll put some serious time in my map tonight so I can get a few screenshots up.
Scampie, You Have Mail
#116 posted by HeadThump on 2004/01/05 14:58:03
: : :
Headthump...
#117 posted by - on 2004/01/06 00:42:57
Sent me some pics too!
http://speedq1.spawnpoint.org/tm3/shots/q1tm3_headthump_1.jpg
http://speedq1.spawnpoint.org/tm3/shots/q1tm3_headthump_2.jpg
Glad to see people are making some progress!
I've spent the evening on the Speedmap site, and I'm gonna finish html'ing it up right after this post. You should see it live mid-tomorrow along with the expanded maps RPG and Pulsar did!
Thump Thump
#118 posted by Shambler on 2004/01/06 05:18:59
Interesting style.
And the only HUD modification I've ever seen that doesn't look totally fucking ghastly. Maybe one little coder out there does have the slightest modicum of taste??
Thanks For The Comments, Shambler
#119 posted by HeadThump on 2004/01/06 19:43:29
I agree with you on the HUD design. Most likely that is the work of Black from the DP team. At this time I'm using using Q3map2 for its quick debugging.
And thanks for hosting the pics Scampie. It'll be a day or two before I can seal up some rooms for some more footage.
Pic
#120 posted by Hrimfaxi on 2004/01/06 20:45:31
Well this is four days worth of brushlaying!
Don't know if it will be ready for release saturday, I'll try!
http://www.hrimfaxi.dk/turt.htm
No Pics Today...
#121 posted by distrans on 2004/01/06 22:34:57
...meybe tomorrow. Yesterday was a washout due to me getting sucked into watching Steve Waugh's last innings for Oz.
Good tips scampie... I've already reduced the complexity.
Distrans,
#122 posted by necros on 2004/01/06 22:40:00
i'd set the scale of that lava to something big, say 4x4 or 5x5. it won't look tiled and from the distance it looks fine. you can even do 2x2 or 3x3 and most people won't even notice. like the map :)
same for everyone else, of course :P i'm trying to make a map, but i've only got a hundred or so brushes... so i'm not sure if i'll be finished in time. gl to everyone else though!
Err...
#123 posted by distrans on 2004/01/06 22:43:19
necros, I assume the title of that post should actually read Hrimfaxi,
Interesting Development
#124 posted by leviathan on 2004/01/07 00:08:34
I've finished the original plan i had for my map, so now i think i've got time to actually constuct a decent ending.
Name
#125 posted by Hrimfaxi on 2004/01/07 02:52:01
How shall we name our files if/when we finish the maps?
Like last year (but with a 3 instead of the 2) Something like this: "q1tm3_mappers_name"
|
|
You must be logged in to post in this thread.
|
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.
|
|