This was my first Speedmap and it took over four hours to make:
120 minutes to build map
100 minutes to place monsters
30 minutes play-testing
gave up on full vis after 10h 33mins (overnight)
I realise that this is somewhat over the 100 minutes but I suspect many maps take more than 100 minutes anyway. However, you have to start somewhere and I could get quicker.
I have been playing with a terrain generator for several months. This simply lays down a grid of triangles that you can then manipulate into terrain. The effects are quite good and selecting the right balance of textures and lighting give impressive results (not that I am saying SM79_fmb was impressive)
Unfortunately, I have not been able to build a large-scale map without incurring the wrath of the compile demons. This is probably the largest map I have made without various clipping errors. These result in falling through 'solid' brushes, invisible clip brushes i.e. they are not in the map file, they are generated at conpile time, and leaks through solid brushes. (I bet aguiRe will find some errors!)
AguiRe has already spent plenty of time trying to help me on this but after all said and done, I think I have found a limit. Mind you, aguiRe has got a 32,000 brush, on a 4032 x 4032 grid opening in his development engine.
I have another map in progress that I hope I can get to run - I am struggling with leaks through solid brushes at the moment. Some screen shots can be seen at:
http://www.planetquake.com/underworld/ss/fmb154.jpg
http://www.planetquake.com/underworld/ss/fmb156.jpg
I would welcome any comments on the use of large scale terrain in Quake maps, or on the effect of the terrain in my SM79_fmb.
Like or loathe, save or delete?