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.)
Neg!ke Or Generic...
#1926 posted by distrans on 2007/01/29 04:30:53
...I've had some recent success with other people's bits, why don't one of you send me the sm100 sources.
Metl
#1927 posted by R.P.G. on 2007/01/29 06:06:41
Hmm. I agree. Want to meet up and do some chain mapping when I'm in San Francisco on April 12th through the 14th?
RPG:
#1928 posted by metlslime on 2007/01/29 08:19:06
sure, if that's what the kids are calling it these days.
Why you coming? job interview?
Distrans
#1929 posted by negke on 2007/01/29 08:55:54
Distrans
#1930 posted by generic on 2007/01/29 16:05:26
I have some modified versions as well that I can send you later in the week. I am out of town until Thursday :|
#1931 posted by negke on 2007/01/29 17:10:37
so is there any chance to get some decent alice.wad ready? if not, what other texture themes could be used (in fact, my first idea were non-detail textures, more or less in the sense of the "new zwiffle combinations" suggestion)?
another possible theme for a sm or cm: engine room/machinery. not sure if it hasn't been done already though.
Neg!ke...
#1932 posted by distrans on 2007/01/30 02:45:24
Downloaded, ta much!
generic... thanks, no rush.
Metlslime
#1933 posted by R.P.G. on 2007/01/30 04:38:18
No. More like I'm supposed to give a presentation at NCUR at Dominican University. Something about pi and convergence of various series.
It would be cool to have a meet up if things work out. Aren't there other func/tf people in the San Francisco area? Does killjoy still live in the around there?
Well
#1934 posted by Zwiffle on 2007/01/30 04:59:45
As for other textures, I'm always partial to Knave! Although SM100's chainmap didn't work out too well, possibly the textures contributed to it. Also, can we make the chainmap Quoth-required? It's too good a mod to pass up. Also also, perhaps another reason SM100 was unsuccessful was because of a lack of rules; Scampie used to set some rules for his chainmaps (if I remember correctly) like each area needs at least 2 exits, and each exit needs to be <exact number of units> wide, this way to ensure some sort of compatibility between pieces and whatnot. Just some ideas.
RPG:
#1935 posted by metlslime on 2007/01/30 20:33:35
Killjoy is in SF I think, but I lost touch with him a few years ago. I don't know of any other #tf people that live here. (I think ydnar lives here but he's not #tf and I don't know him personally)
Well
#1936 posted by R.P.G. on 2007/01/30 23:28:22
I don't know what my schedule is going to be yet, but if you want to get a beer or something (or do some chainmapping ^_~) I can let you know when the date gets closer. I think the conference is only active from 9am-5pm, so that leaves plenty of time to get into trouble.
For Chainmaps...
#1937 posted by generic on 2007/02/01 14:22:24
I think some rules are essential, as long as they aren't too specific.
Having 2 entrances/exits is a good requirement -- even specifying the size -- for middle sections. This leaves the map assembler some options for start and end sections.
For sm100, there could have been an additional requirement of using the knave prefabs for entrances/exits that might have helped.
The only problem I had with the sm100 wad was that there weren't any rock textures ;)
...
#1938 posted by PuLSaR on 2007/02/01 16:39:38
The only problem I had with the sm100 wad was that there weren't any rock textures ;)
The most important problem I had with sm100 wad was that there weren't enough textures for me (as I usualy use tons of texes in my maps). The ones that were selected for that wad weren't satisfying for me, knave has lots of great textures but most of them didn't appear in sm100.wad
SM133 Theme
#1939 posted by negke on 2007/02/06 10:11:58
"machinery"
futuristic, medieval, alien, anything
i also had the odd idea of some "weirded out"-like theme for sm134: supplying a wad with an odd mix of non-together-fitting ;) textures to get some really strange looking maps. or some super fugly ones...
Nominees For Sm134
#1940 posted by generic on 2007/02/06 14:07:13
And the textures are...
comp1_5
comp1_7
rock3_2
sfloor3_2
sfloor4_4
stone1_5
unwall1_8
uwall1_3
uwall1_4
wall5_4
wall11_6
wall16_7
plus any others you rarely see in Quake :)
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