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Speedmapping Thread!
From now on, this thread will be the place to discuss speedmapping issues. This will also be where all speedmapping events will be annouced. This is just an effort to keep General Abuse on it's topic of 'anything' rather than being about speedmapping every weekend.
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Neg!ke... 
Downloaded, ta much!

generic... thanks, no rush. 
Metlslime 
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 
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: 
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 
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... 
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 ;) 
... 
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 
"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 
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 :) 
Dont 
forget the animated slipgate textures in that list! 
Distrans 
You have mail :) 
Theme Suggestion 
Tesseract 
Theme 
Snow?
I want func_snow... :( 
Snow 
that twisted xmas mod had snow. sucked though 
Theme Suggestion 
Philosophical 
Theme Modification 
nihilist 
Theme Modification 
Born-again Christian 
Slight Modified Derivitive 
Welcome My Machine To The Son 
Theme Suggestion 
Phosphorescent desert buttons. 
Archipelago 
church void islands 
Alice Textures 
could you mail me or send me a link to alice mcgee's textures? i'm making an open source game and would like to have these. ty. 
Heh 
Think again about "open source" and "commercial game textures". 
Alice Mcgee... 
isn't she married to Sir Ian "Storm" Romero? 
Alice Textures 
think again about "john lennon" and "imagine no posessions". 
I'd Rather Think About A Guy Named Gus 
and his battle with a severe bout of projectile leprosy.

Ah yeah...that's the ticket. 
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