 Yeah
#1751 posted by Drew on 2006/08/03 23:30:14
Beautiful, breath taking, sexual thought-inducing idea, I think. Didn't you do one of those for a SM once Than?
 Me?
#1752 posted by than on 2006/08/04 08:32:29
Nope. Scampie did though... check the archives... or was it for Q3.
bear did an interesting animal love one once if I remember correctly.
It is SM though, so perhaps you could do something along those lines... quite what, I don't know. Cthons dungeon of bondage?
 Huh?
#1753 posted by Drew on 2006/08/04 19:07:37
Uhm, I was referring to Text_Fish's SM nomination. I don't think anyone should try to top Bears Animal Love SM. Except Madfox, maybe.
 Than:
#1754 posted by Scampie on 2006/08/05 19:59:55
 It Does Have Trains Though
#1755 posted by tron on 2006/08/06 17:47:40
You could do that with a func_train
 UDUDUDUDU...
#1756 posted by generic on 2006/08/06 18:23:05
I tried something similar with sm122 but attempted to hide the subject matter due to a guilty conscience and fear of potential blindness ;)
 Sm126
#1757 posted by negke on 2006/08/07 09:45:31
bah ok, generic already sent a map in. i'm going to do one as well today. so everybody else, go map, as the deadline now has to be next sunday (13th) evening gmt!
 Themes
#1758 posted by Drew on 2006/08/10 23:18:40
AHAHAHA!
...
All 90 degree angles. see sm23_jay.
No 90 degree angles. aard made a dm like this once.
 Time To Fix It !
#1759 posted by gone on 2006/08/11 01:31:33
Official speedmapping site: http://speedq1.spawnpoint.org/ ???
 Fixed
#1760 posted by metlslime on 2006/08/11 01:51:10
...thanks.
#1761 posted by Drew on 2006/08/12 23:03:46
Has anyone made a doom 3 tex'd speedmap yet? I remember there were some problems with the textures being huge, right? were they scaled back down?
 Sm127
#1762 posted by negke on 2006/08/13 11:18:15
so "doom3 textures" then? zwiffle once said he started one..
anyone working on a map for sm126 - if so, tell me. otherwise i will release the pack in the evening.
drew, when will you be back finally? (or did your repeated "prison break" theme suggestions have deeper meaning in this retrospective?) ;)
#1763 posted by Drew on 2006/08/13 21:47:08
haha... nah, I've kept one step ahead of the law so far... Still gonna be quite a while till I get back home. I'm thinking I might do up a small sub-standard "real" map when I do arrive. maybe.
 ...uh...
#1764 posted by Drew on 2006/08/20 23:59:49
so... d3 theme, huh?
who's mapping for it?
 Hello - Hello - Ello - Llo - Lo - O?
#1765 posted by Drew on 2006/08/24 02:10:35
Anyone home?
Anyways - theme suggestion...
UNlinnear - really wide open, many different paths, or perhaps whole sections that need not be seen? Obviously not very SM friendly in all regards, but if one focused on content over quality it could be nice and doomy. not saying doomy lacked quality. sorry. forgive me.
#1766 posted by Trinca on 2006/08/24 07:17:37
bacl from holidays!
guess is everybody in vacacion!!! i might have time for a speedmap!!!
so whats the theme???
 Holidays?!
#1767 posted by HeadThump on 2006/08/24 07:21:47
But Trinca, you live at the beach, everyday is a holiday ;)
#1768 posted by Trinca on 2006/08/24 07:22:59
true but the water in the south of Portugal is much warm... :)i was at Algarve
 Speedmapping Please!
#1769 posted by neg!ke on 2006/09/20 05:05:58
ok, nobody really felt like doing something with the doom3 textures (me neither), but there has to be some sm'ing again - as a break from other projects or whatever.
so let's just try the following themes:
" 1024�" - inspired by a recent competition at doomworld. make a map within a 1024*1024*1024 boundary (not a simple box with 50 shamblers!). there can be areas outside of this limit, but the player must not reach them. it's not as easy as it sounds (1024 is nothing), but it should be somewhat easier than in doom. mind the bboxes though!
" a strange building on a snail" or any other strange animal. inspired by this http://conceptart.org/forums/showthread.php?t=63506 . zwiffle mentioned it might be too difficult for a speedmap, but i guess he only wanted me to shut up/fuck off/die.
i'd say sm127=1024� (deadline sunday, 1 oct) - unless it hasn't been done already - and sm128=snailbuilding (deadline sunday, 7 oct). let's go?
 I Am In
#1770 posted by Spirit on 2006/09/20 08:41:43
for the 1024�!
#1771 posted by Trinca on 2006/09/20 08:50:01
olololll didn�t understand nothing of team explain me in mirc later on :p, Spirit since u not making a base map!!! u can�t miss any speedmap session :)
 Il Duece...
#1772 posted by generic on 2006/09/20 15:44:50
What the heck, I'll take a stab at both :)
 It's About Time...
#1773 posted by Drew on 2006/09/20 19:39:44
 1024�
#1774 posted by Spirit on 2006/09/21 04:21:11
It's ok if the outside walls are just at the limit so the player can "almost" reach the limit?
I made a 1024x1024x1024 brush and the outer walls are outside that space. Is that ok?
 From Neg!ke's Discription
#1775 posted by HeadThump on 2006/09/21 06:21:48
you can use the brush work out of the 1024-xyz zone for decorations and the like, so long as the player is confined
within the inner area.
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