Wow
#151 posted by HeadThump on 2004/01/10 20:52:48
Except for the time I spent watching the most exciting and nerve wracking game in NFL history, I've spent the last two days fixing errors caused by my initial carelessness. I doubt if I'll have everything fixed, texture mapped and the entities placed within twenty four hours. However, I would love for someone to take a look at this monstrocity of mine and offer some suggestions.
Carolina Vs St Louis?
#152 posted by Zwiffle on 2004/01/10 22:22:36
I'll look at it if I can, but I prolly can't help. You can email it to me if you want. zerglingxx@operamail.com
Yep, That's The Game ;)
#153 posted by HeadThump on 2004/01/10 23:04:58
thanks, appreciate it.
Aw Shit
#154 posted by necros on 2004/01/10 23:14:49
didn't have time to finish.
i might just finish it up and release it as a crappy regular map later.
Sigh...
#155 posted by distrans on 2004/01/11 00:40:49
...sorry gang, I'm out. Despite Scampie's good advice I got caught in a detail loop that I just couldn't break.
/me gets owned by leviathan :P
Yikes!
#156 posted by - on 2004/01/11 00:46:53
guys! quit dropping like flies here! :(
A Slight Extension
#157 posted by GibFest on 2004/01/11 08:14:12
might be needed to get the extra maps.
Hmm Lessee
#158 posted by xen on 2004/01/11 13:37:16
Normal designated speedmap time limit: 100 minutes
Normal eventual speedmap time limit: 300-350 minutes
I hereby propose the turtlemap gets extended to at least three weeks :-p
Hehe
#159 posted by necros on 2004/01/11 14:29:21
yeah, i'd be finished by then...
Great!
#160 posted by Zwiffle on 2004/01/11 14:30:04
That means by the time it took me to make my first turtlemap I can make about 5 - 6 more turtlemaps before this whole event is done!
That'd Be Crazy!
#161 posted by necros on 2004/01/11 14:41:47
go for it!
#162 posted by - on 2004/01/11 14:49:56
turtlemaps don't get expanded. But I will wait until monday afternoon to release
The Map Is Mailed
#163 posted by Hrimfaxi on 2004/01/11 20:52:07
I just mailed the tm-map to Scampie even if it didn't make a full vis in time. So for those that play it beware it is only fast vised!
Anyway it was fun building even if the map could need some attension several places, well you'll see!
Alright!
#164 posted by - on 2004/01/12 09:14:30
so, I have 4 turtlemaps as of this morning and will be releasing the pack this evening when I get home from work!
"4!?" you say? That's right! My main man Hrimfaxi came up with the rebound and discovered he had an old turtlemap that he had done half a year ago!
Woah, I'm Impressed!
#165 posted by necros on 2004/01/12 10:00:22
it sounded like there weren'T going to be any done on time! roxors!
Can't Wait
#166 posted by GibFest on 2004/01/12 11:38:45
Well done to all.
Good Going To All The Rest Of You
#167 posted by HeadThump on 2004/01/12 12:48:40
but, I am big weener for bowing out. I'm going to rebuild my map from scratch except for the more soundly constructed detail brushes. I'll have a map for the community within the next few weeks. I don't wont to put any words in any one's mouth but I believe Zwiffle would agree that that would be the best course of action.
A Speedmap Idea
#168 posted by . on 2004/01/15 20:17:23
After sharing this in #tf a few people feel this would be best suited as a speedmap and there are some interested in partcipating:
Someone draws a layout in 2D. Participants then build the map from that layout, interpreting how they wish. Any of the iD tex's can be used, nothing 3rd party... Deathmatch only.
/me Approves Of The Idea
#169 posted by - on 2004/01/15 20:26:13
starbuck? are you running an event this weekend? if not it'll be run by me Saturday at 4pm EST... I think we should skip Phait's idea this week and use it next week so we don't have to have a 2d layout rushed out.
When You Say...
#170 posted by Zwiffle on 2004/01/15 21:10:05
2d I assume you meant top view layout, not side or front view. How exactly should/would the layout be planned/interpretted? It's a cool idea, but seems kinda sketchy to me from the description given. How will layouts be chosen, whoever runs the event picks from ones submitted to him?
Might Have Been My Idea...
#171 posted by metlslime on 2004/01/15 21:14:58
i suggested in #tf that someone draw a diagram, and that everyone makes a map from the diagram. The problem of interpretation means that each map will be different, and it'll be cool to see how different mappers' preconceptions affect the way they read ambiguous or vague diagrams.
Thats A Really Great Idea
#172 posted by starbuck on 2004/01/15 21:24:19
i agree with scampie though, it's more of an idea for next week so it isn't too rushed. I better announce this week's speedmap!
Zwiffle
#173 posted by - on 2004/01/15 21:31:47
my idea, if i was to run it, would be to have someone like bal or whatever who had no interest in mapping to do the layout drawing. nothing too super rigid, just loose ideas for mappers to use and abuse during the event.
Speedmapping Session 63
#174 posted by starbuck on 2004/01/15 21:33:21
The time
9pm GMT on Saturday, 17th January
that corresponds to 4pm EST or 9pm UK time
The place
on IRC, in #speedq1 on gamesnet.net
The plan
Make a map in 100 minutes or less.
Optional theme: No monsters!
This means the gameplay has to come from somewhere else...
So maybe jumping puzzles, or traps, or cunning strategy, or puzzles with buttons and riddles. Alternatively maybe no monsters means making an 'art' map, which generally means something original, unique and/or pretty. Actually often it means you've run out of mapping time ;D
I'm not sure who suggested this theme, but thanks anyway.
If you can't make the session, make a map before and email it to me at:
starbuck_dude@hotmail.com
or
jonmilesuk@hotmail.com
Just Remembered
#175 posted by starbuck on 2004/01/15 21:42:08
i set up my old p233 today so i can once again get my pq mail
this is a lot more reliable than those hotmail addys
starbuck@planetquake.com
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