Huh...
#2348 posted by metlslime on 2008/05/20 21:23:57
i completely missed the part where speedmaps went from 2-3 hours to 8-10. I remember noticing that people stopped doing them together at the same time on IRC, and started doing them "sometime during the week" -- but i assumed they were still only devoting the allowed 2-3 hours.
So is 8-10 hours spread over a week the standard practice now or just a one-time thing for the most recent speedmap session?
One of the purposes of the short time span of ~2 hours was more people would be willing to participate if the commitment was that small.
It sounds like you guys should be calling these Turtlemaps and embracing the 1-week timelimit if that suits your mapping desires more, so that real speedmaps can still happen once in a while without people's expectations being that they have to devote a week to it.
Yeah
#2349 posted by Zwiffle on 2008/05/21 05:12:40
2-5 hours is more like it for when I used to speedmap, and I guess now that I'm free on weekends I should participate. I'll try if there's actually a meeting in #speedmap or whatever anymore.
#2350 posted by JneeraZ on 2008/05/21 11:56:50
This clearly takes practice. I spent a few hours last night on an idea that i had- just rough sketching the level. No monsters or lights or entities beyond a player start ... and it's nowhere near done. Not sure how you get anything useful done in 2-3 hours but maybe I'm just not focused enough. No, in fact, I'm sure that I'm not. Heh.
Willem
#2351 posted by than on 2008/05/21 14:37:41
I found the drag copy function in Worldcraft (hold shift and drag a brush to copy it to wherever the mouse pointer is moved to) immensely helpful when speedmapping. Dunno if you already have a feature like that in toetag, but if not, you should consider it. Seriously great.
Actually, Max has a similar shift drag operation that duplicates polys and extrudes edges, so if you use that at work you will know how helpful it can be.
You Can Make A Much Shorter Map
#2352 posted by bambuz on 2008/05/21 15:01:54
#2353 posted by JneeraZ on 2008/05/21 15:31:45
than
I have the Radiant style duplication in ToeTag: select stuff, hit SPACE, makes a duplicate - drag it where you want it.
It's not the construction that's the problem. The problem is more coming up with the flow of the map in such a short period of time. Thinking up cool combat scenarios and stuff is not my speciality under severe time constraints. :P
I Don't Think
#2354 posted by bambuz on 2008/05/21 15:34:27
sm141 is a representative sample, both maps are longer than speedmaps often are. I don't say they're bad, just saying that you're not doing blasphemy if you make a shorter map.
I understand often this thing tries to get out of hand with ever more elaborate maps and thus the time limits were introduced.
All said in good spirit.
#2355 posted by JneeraZ on 2008/05/21 15:36:21
Fair enough. That's good to hear, actually. I can reign in my goals a little then...
Willem...
#2356 posted by metlslime on 2008/05/22 04:21:26
download some of the older SM maps, they are usually either short, or have sloppy brushwork, or are unlit :)
Cardo
#2357 posted by bambuz on 2008/05/23 01:29:16
forced me to do a speedmap on irc. Where do I send it?
I spent a few hours, though the last hour or so was battling with a red armor that I replaced with a yellow one instead then. Stupid Ogier.
By participating in this session I make you rest look really good.
Also
#2358 posted by bambuz on 2008/05/23 01:31:57
it's a very small dm map
Bambuz:
#2359 posted by metlslime on 2008/05/23 04:48:09
by any chance, were you naming it item_armor_inv instead of item_armor_Inv? That's the one classname in quake that has a capital letter in it. I had the same problem once, long ago.
Bambuz
#2360 posted by negke on 2008/05/23 09:17:21
Just upload it to the Shub-hub and post the link here.
Btw. it's item_armorInv - capital, but no underscore.
I Wanna Be In The Sm142 Pack
#2361 posted by bambuz on 2008/05/23 12:34:13
so I'll email it to someone whoever is gonna make that. It's a tiny zip since I used only about 6 textures. But it's really lousy anyway.
Thanks for the help on the armor, I'll edit the game file.
This Weekend
#2362 posted by Spirit on 2008/05/30 18:12:42
timelimit: 90 minutes
theme: "netherworld assembly line"
sendto: me
deadline: 60 hours from now (so you can squeeze those 90 minutes in your schedule at some point), that means I will compile the zip monday morning european time.
People Will Definately Cheat
#2363 posted by RickyT33 on 2008/05/30 18:21:22
#2364 posted by Spirit on 2008/05/30 18:42:09
Well, you are speedmapping for your very own fun. No-one can force you to do "by the rules". Don't take it too serious.
Finding a time to meet via IRC would be a tedious task.
I Made One More
#2365 posted by bambuz on 2008/06/02 01:49:56
sent it to Spirit again.
If someone else ogranizes, tell me to mail them to me.
It's a bit netherworld assemblylinish in a sense.
Speedmapping Today?
#2366 posted by Zwiffle on 2008/06/07 16:48:29
Or this weekend?
Or hmm?
Next Speedmap Theme
#2367 posted by Lunaran on 2008/06/10 21:15:07
should be "Quake Lake."
And It Is
#2368 posted by Spirit on 2008/06/14 10:12:18
sm143
timelimit: 90 minutes
theme: "Quake Lake"
sendto: me
deadline: Monday morning european time.
(add fog if you feel like it supports your imagination)
Let's Make That Next Monday
#2369 posted by Spirit on 2008/06/16 08:51:47
Hulk Salvage
#2370 posted by ijed on 2008/06/21 17:52:24
With the spacehulk competition having burned up in the atmosphere I've got a low-brush map half complete and I'd guess there's a few others floating about.
I'm thinking to finish it by more or less next weekend and kick it out the door, just in the interests of not fannying about.
If anyone wants to mail me their maps as well I'll bundle them up and post the link in one shot.
Why Not
#2371 posted by Zwiffle on 2008/06/21 18:21:38
pool all the map scraps together and make a chain map thingie out of it. Haven't had one of those since RPG's last map iirc.
Hm
#2372 posted by ijed on 2008/06/21 19:15:31
It'd be cool, but wouldn't work for mine because of the way I'm spawning stuff in and managing coop starts etc.
Next time?
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