#2316 posted by gone on 2008/05/19 22:20:49
take one of czg`s scrap sources and finish it :P
But Not
#2317 posted by Zwiffle on 2008/05/19 23:13:47
Teacups, that one is classic
-_-
Hey, What About Something Interesting For A Change!!!!
#2318 posted by negke on 2008/05/19 23:23:29
Holy Crap!
#2319 posted by RickyT33 on 2008/05/20 00:08:36
How About
#2320 posted by RickyT33 on 2008/05/20 00:19:30
Half-Quake anyone?
Remake a part of Half - Life using Quake/Quoth or whatever.
It is up to the mapper how he/she does it:
Use Quake textures? Half Life textures?
Use Source? Remake from scratch?
How abstract can you go? Strict? Recognisable?
One small map or two?
Collaborate?
Uh Huh
#2321 posted by Kinn on 2008/05/20 00:31:02
"...It is up to the mapper how he/she does it"
"...he/she does it"
"...he/she"
"...she"
lol.
So You're In The Kinn Darling?
#2322 posted by RickyT33 on 2008/05/20 00:36:31
Then (idiot Crawls Back Behind Rock)
#2323 posted by RickyT33 on 2008/05/20 00:37:01
#2324 posted by gb on 2008/05/20 04:06:32
uh OK, unthemed sm session then? ;-P
Ricky, I must publicly admit I only played the beginning of HL, since it runs like a dog on Linux. I'm sure I have like a huge cultural deficit there, but I just don't care enough. I did read walkthroughs and reviews etc though so I have some idea what it is like.
I'd be fine with a remake or parody of another game though, in general. Problem is I probably played more console games than PC games in the past 10 years. Most of those would be impossible to recreate in Quake, like all those Resident Evil/TR clones and Final Fantasy ripoffs...
Diablo 1? Should be doable, atmosphere, dungeon construction etc, healing shrines etc... even town portal... only part we can't do is the selling and buying... and spells...
The dungeon should be pretty easy to reproduce. The town would just be decorative, although we could have funny messages and even a tavern. And a healing fountain. All in comicky speedmap style of course.
I sense a soul in search of answers...
here's another idea: Since we never saw "the wizard" in Quake, maybe do something with him?
I really want to map with the blue wizard textures... let's build the Wizard's Lair and use one of those flying things from Rogue as the Wiz. A Rogue speedchainmap in Ebon Fortress/Manse theme, with bookshelves, pentangles, blood and everything, plus those flying ghost creatures. The whole "EEEEEVIL" thing.
OTOH, not everybody has the Rogue pack I guess. But a Rogue map would be something different...
until Kell and party import these monsters into Quoth (insert number here)... *g*
#2325 posted by JneeraZ on 2008/05/20 11:55:51
If someone can give me the basic run down on a speed map (like what the concept is and what the rules are) I'd like to participate. I'd like a more generic theme though. The last one, 'hate', is sort of up my alley.
Maybe 'suffering' or 'light' or something like that.
Well I've Only Ever Done That One...
#2326 posted by RickyT33 on 2008/05/20 12:02:34
...but the idea is probably how you would imagine:
Make a map in a few hours - release it! There's no real rules I dont think, just dont be asking for extensions unless it's because you thought you were gonna have time to start, but something happened and it fell through.
Speeds said to me that some speedmaps are made in 2-3 hours!! Mine took two evenings sat infront of my computer, probably 8-10 hours total. After that I left it until Gb's was ready.
I mean I dont see anyone kicking your ass if you spend 20+ hours on a speedmap, but you might hear someone say "not a real speedmap" or something ;-P
All we need to do is pick a theme and a finishing date, an we're off!
Oh yeah - sm141 - Gb and I tested eachother's maps, we sent eachother demos :-)
Heh - "light" Could Be Good...
#2327 posted by RickyT33 on 2008/05/20 12:05:10
...with Quoth flashlight!
I mean I think the theme suggestions can be taken very loosely, just do whatever...
In Good Old Days...
#2328 posted by gone on 2008/05/20 12:39:54
The idea was born among the q3 mappers and carried over it q1. The speedmapping was a real event - people gathered online and started mapping at the same time. Making DM maps. The time was limited to 60 (later 100 minutes) maybe with some extra 20 minutes for fixing. Then all the maps got collected, packed, put up on a server and played.
The maps had to be made from scratch and the use of prefabs was seen as cheating.
Later on it switched to sp maps and more time was allowed (as sp maps are harder to make)
And even if some people couldnt get online to map at the same time and the pack was collected in few days, the 'offline' mappers honorably kept the rules making their maps from scratch and in the limited ammount of time.
Some years later it degraded into something you cant call 'speedmapping', more like 'turtle mapping' (which also comes from q3 scene - where people were making full maps in 1 week time)
#2329 posted by JneeraZ on 2008/05/20 12:41:26
OK, well, I took a look at SM141 and I think I'd be up for something like that. Simple, blocky-ish maps with some quick kill gameplay.
I'm in for the next one!
#2330 posted by JneeraZ on 2008/05/20 12:42:26
Although, realistically, it needs to happen within the next 2 weeks or I'm only going to have limited time to work on it. The rest of the summer is "ship Gears2" time.
Make The Rmx Map Plz!
#2331 posted by gone on 2008/05/20 12:46:52
wink-wink
#2332 posted by JneeraZ on 2008/05/20 12:59:43
Yes, I'm working on that as well. A speed map is, from what I can gather, a 8-10 hour commitment.
Back In The Old Days...
#2333 posted by than on 2008/05/20 13:03:51
speedmaps were made in one hour.
Then it was increased to 100mins and then there were turtlemaps and speedchainmaps etc.
Of course, speedmaps are still made fairly quickly, but I think the problem was participation in the weekly events was slowing down as people weren't often able to get into IRC and map at the right time.
Maybe we should have a proper oldskool speedmapping event where we do actually log onto IRC sometime and do it like we used to.
Then again, I'm in a crap timezone for speedmapping now :/
#2334 posted by gb on 2008/05/20 13:26:27
Willem: cool!
I'd also like a one week timeframe. I think I can finish in under 10 hours now, too, the last one really took longer than I expected but I didn't want to release a map with half the monsters missing, because that would suck, and what good would it be?
Brushwork indeed only took 5 hours. I underestimated the time needed for monster placement etc., simple. And then I decided to do it right instead of rush it.
When you look at today's normal maps, 12 hours for a speedmap really still is quick. Very quick.
#2335 posted by Spirit on 2008/05/20 13:34:12
Maybe we should have a proper oldskool speedmapping event where we do actually log onto IRC sometime and do it like we used to.
Yes, please. It's called speedmapping for a reason.
12 hours is not speedmapping...
How can it be a speedmap when it takes more than a day?!
#2336 posted by JneeraZ on 2008/05/20 14:09:05
I have some little ideas I'd like to try out and small speed maps would be a great place to express them. I'll need more than an hour, however.
#2337 posted by gb on 2008/05/20 15:01:50
well, it is speedmapping when you compare it to 7 months or whatever real maps take today. This isn't "the old days." This is the post-warpspasm era.
I'd also rather play a fun map than a demonstration of how fast you can knock something together just to prove it. I want to have fun playing it, too. Knocking up "something" in 60 minutes is an academic exercise, not more. It should be fun to play. I admit it doesn't take 111 monsters to have fun, but cut me some slack plz Spirit, it was my first damn released map (hey, welcome, newbie! Thanks!) and my first speedmap. Next time I'll hire a Japanese with a stopwatch.
that's my pov. I think 8-10 hours are reasonable. I wouldn't want to play something with a spikeshooter and 10 dogs.
Ricky, we need to train much harder and drink much less absinthe. We're damn slackers. Besides, Willem will be watching this time. ;-)
How about "Slackers" as a theme? Or "grunge".
Jesus
#2338 posted by Spirit on 2008/05/20 15:37:16
My "first released map" was a speedmap too (sm111). And it was crap. And damn fun to create in ~90 minutes. I learned a lot from that one.
To me speedmapping is about enjoying oneself. I always considered speedmapping as a nice opportunity to explore new things, experiment, create wild maps. I don't see any motivation to spend too much time on a speedmap as a) speedmaps aren't exactly real releases, b) speedmaps aren't exactly supposed to be balanced or great and c) if I want to spent so much time on mapping then I'll do a proper map instead.
Post-warpspasm? What exactly did/does Warpspasm change? The public interest in it has been underwhelming from what I know.
Not the old days? What old days? I can't see any important new trends that make all maps better? And NO, making a map huge and empty and use min/sky lighting is not good. Did you look at the stuff in early speedmapping packs? There are some incredibly nice things in there.
#2339 posted by JneeraZ on 2008/05/20 15:40:22
I like 'grunge'. Let's do that.
Just Call It 10-hr Mapping :)
#2340 posted by gone on 2008/05/20 15:42:49
|