 Btw
#1901 posted by negke on 2007/01/20 15:34:22
does "to zwiffle" relate to "to smurf" by any chance?
 Deadline For Sm132
#1902 posted by Spirit on 2007/01/20 16:43:03
tomorrow or what?
 From Zwiffle's Dictionary
#1903 posted by Zwiffle on 2007/01/20 16:46:28
"To Zwiffle", v., from the Latin "Zwof"
1.) To awesomize or to make much more intense; to increase one's awesomeness ten-fold effortlessly.
2.) To grab one's legs and pull them back while receiving oral gratification so that the person giving oral gratification looks like a shrimp giving a blow job (ahem.)
3.) To be immortal.
 Sound's Fine
#1904 posted by efdat on 2007/01/21 10:37:16
but it'll take some time... i'll think of something for 133 (zwifflescape).
"to zwiffle" from german "zwei-f�ll'n" = "to fell/chop down two" (add treeqbsps) ?!?
 Nimm Zwei
#1905 posted by negke on 2007/01/21 11:02:21
spirit: next week i'd say
 Actually,
#1906 posted by negke on 2007/01/24 18:48:42
wouldn't dreamscape be an even cooler theme for a chainmapping event? we only needed to compile some wicked texture selection. could take place in mid-february or something...
 Dreamscape
#1907 posted by Zwiffle on 2007/01/25 00:52:24
RPG has the assorted American McGee's Alice wads he extracted from the game. I have some of them, possibly all of them, perhaps those would be good textures for such a chainmapping event. There are some incredibly cool textures in that game (and some incredibly lame ones as well.) :(
 Dreamscape
#1908 posted by Zwiffle on 2007/01/25 00:54:45
RPG has the assorted American McGee's Alice wads he extracted from the game. I have some of them, possibly all of them, perhaps those would be good textures for such a chainmapping event. There are some incredibly cool textures in that game (and some incredibly lame ones as well.) :(
#1909 posted by Omus on 2007/01/26 05:52:57
Neg!ke check your email..
 Dreamscape
#1910 posted by - on 2007/01/26 06:48:35
RPG has the assorted American McGee's Alice wads he extracted from the game. I have some of them, possibly all of them, perhaps those would be good textures for such a chainmapping event. There are some incredibly cool textures in that game (and some incredibly lame ones as well.) :(
 Zwiffle
#1911 posted by negke on 2007/01/26 09:33:54
can you upload the wads somewhere, e.g. to shubhub? it's worth a look for sure.
Omus: got it, thanks.
 Zwiffle
#1912 posted by Spirit on 2007/01/26 09:46:47
Mail it to me then I will put it into http://www.quaddicted.com/wads
 Dear Scape
#1913 posted by efdat on 2007/01/27 09:44:08
neg!ke: chainmapping sound s fine i'd be in for it in the second half of febuary.
 Chainmapping
#1914 posted by PuLSaR on 2007/01/27 09:56:04
what about finishing sm100(I think)? I remember there was a Knave themed speedchainmapping session quite a long time ago. Is there any progress with it?
 Sm100
#1915 posted by negke on 2007/01/27 10:01:32
i tried to give it a shot some time ago but the pieces just suck too much (are too incompatible) to be put together in a proper way, in my view.
 Well
#1916 posted by PuLSaR on 2007/01/27 10:31:49
there was a base chainmap (sm32 probably) where the author said in the readme file that most of brushwork (about 80%) was made by himself, while the rest (about 20%) were those real speedchainmap pieces. And that map was very good. Does anyone want to do something like that?
#1917 posted by Trinca on 2007/01/27 13:35:43
i want to participate!!! speedmaps are ugly :) prefer make a proper peace!!! i dont map good and fast, only slow and normal...
 Yeah...
#1918 posted by R.P.G. on 2007/01/28 04:07:21
The converted Alice texs I did are really crap because I was in a hurry. Some are ok. I meant it more to be like "see what looks like a good texture combo in the editor and then properly convert textures individually as needed."
I just need Zwiffle to actually get some work done on his end now.
#1919 posted by Zwiffle on 2007/01/28 05:14:39
That map pwnzxrz me :( .
 Neg!ke...
#1920 posted by generic on 2007/01/28 06:06:41
you got some mail :)
 Neg!ke...
#1921 posted by generic on 2007/01/28 16:17:16
you got an attachment ;)
 Chainmap 100...
#1922 posted by generic on 2007/01/28 16:42:57
I had a crack at it but the only way I could see it finished would be modifying contributors' brushwork (including my own). I didn't think the others would be keen on seeing "this section based loosely on brushwork created by such-and-such or so-and-so."
But, then again, I could have been wrong ;)
#1923 posted by Drew on 2007/01/28 20:11:36
I think that's what Than did with SM_32. I honestly wouldn't have cared as long as the end product was fun... Not that I contributed.
 Sm32
#1924 posted by than on 2007/01/29 01:03:45
Yeah, I modified people's stuff a bit. I had to rebuild Gibbies because it was on a floating point grid and as such came off the grid and messed up when it went into WC. RPG's section also had some minor alterations and Nightbringer's was tweaked quite a lot.
That said, none of the other author's areas were changed drastically from what I received aside from being mirrored or flipped to make a better layout - they were all visually faithful to what I started with - just with bugs fixed and things tidied up. I also added a few crappy rooms in between some of the areas to connect them.
We need another speedchainmap.
#1925 posted by metlslime on 2007/01/29 04:04:16
We need another speedchainmap.
(psst. RPG.)
|