Not This Week...
#2698 posted by generic on 2009/06/15 18:32:06
the theme evokes some good ideas, but I just don't have time for it :(
#2699 posted by Zwiffle on 2009/06/15 18:35:03
I'm working on one, but yeah, it's cutting into my other projects. I should have it done by Friday, just have to add monsters and gameplay.
Cool
#2700 posted by Drew on 2009/06/16 00:09:18
We have 2 then, cause I'm going to do mine thursday.
I'd love to get some more speedmap celebrities...
AKA Negke
... would make for a nice little break from whatever apparently huge project you're working on.
Probably Not.
#2701 posted by negke on 2009/06/16 13:02:53
But you never know...
Theme Idea
#2702 posted by Zwiffle on 2009/06/17 15:41:15
medieval themed spaceship - negke
Hangover Devastation
#2703 posted by Drew on 2009/06/19 16:32:21
I'm hurt.
but I'm mapping.
is anyone else doing something, making progress, in need of more time?
Hmm Yeah
#2704 posted by Zwiffle on 2009/06/19 16:35:24
I'm going out of town tonight until Sunday, so Sunday is when I'll be able to send my map to whoever needs my map.
Ok
#2705 posted by Drew on 2009/06/19 18:41:44
Laptop Has Fallen
#2706 posted by Drew on 2009/06/21 06:11:15
will not be getting up any time soon.
neither will sm153, as far as I can tell.
I am sorry that it has come this has happened.
I love you all.
Brush Slinging Ahoy
#2707 posted by gb on 2009/06/21 23:32:41
I might be inclined to make another ugly map, only less ugly, but only if 2-3 people join
I might be up for a 100 brush event, too. But not alone.
Perhaps even a doom-like 1024 event - the player must not leave an area of 1024x1024 units, and no room over room.
Theme suggestion: Blood sacrifice.
??1?
Reanimated!
#2708 posted by Drew on 2009/06/22 05:13:32
Nevermind my last post! I have solved my issues, and I am awaiting any maps that people want to send in!
Zwiffle, you still gonna make it?
Negke, did you fulfill my fantasies?
Gb, should I wait a day or two for your contribution?
Drew
#2709 posted by Zwiffle on 2009/06/22 07:12:02
Sent.
#2710 posted by Spirit on 2009/06/22 09:42:22
I'd be in for quick 100 brushes in 1024. (And generally that 1024 idea, I'd simply restrict myself further then).
#2711 posted by negke on 2009/06/22 12:02:06
Drew: Nope.
gb: We did that with SM127. Turned out 1024 was too much space - 512 is better and also removes the need for a 'no room over room' rule (which would be silly for a Quake map).
#2712 posted by JneeraZ on 2009/06/22 12:32:11
Yeah, 1024 is actually a pretty large chunk of Quake real estate.
Not Really
#2713 posted by RickyT33 on 2009/06/22 12:34:48
You guys are losing it man.
Think of the base panel textures, 128x128.
So your allowed 4x4 of those!??!?! = 512x512
Or 8x8 of those? 1024x1024
A room 8 panels by 8 panels isnt very big.
#2714 posted by JneeraZ on 2009/06/22 12:47:34
OK, I just built a test map and assuming that you were allowed to build vertically, 1024 should be enough room to do stuff.
Now, 512 would be trick...
Ricky
#2715 posted by negke on 2009/06/22 13:17:53
Take a look at Spirit's map to see how large a 1024� cube is, and efdat's map for a nice execution that still leaves room for more. Don't think in 128x128 rather than 64*64. Of course, 1024 (and below) isn't much considering the dimensions of regular maps, and might well serve as a contest theme (which is probably what gb was getting at), but in relation is not as challenging for Quake as it is for Doom. Also speedmap-wise..
#2716 posted by Spirit on 2009/06/22 13:23:17
Oooh, I'd LOVE 512x512.
#2717 posted by Trinca on 2009/06/22 14:06:41
less talk and more mapping ladies!!!
512x512
#2718 posted by starbuck on 2009/06/22 14:39:30
would be good for forcing innovative gameplay. I'm imagining 'crimson room'-style clue-finding, moving walls, lots of small traps to avoid, that kind of thing.
Alternatively you could compromise and restrain the player inside a 512x512 room, but allow other things to move in - monsters teleporting, whole bits of scenery, etc.
For a more silly application, I once made a speedmap that was kinda space invaders/asteroids themed. It trapped you in a box and scrolled spaceships and asteroids by you, and you got a score based on how many of them you hit. I'd be interested in seeing someone do cool things with that idea.
http://www.quaddicted.com/filebase/sm66_pack.zip
if you're interested.
Also, I should speedmap again.
Ahaha
#2719 posted by negke on 2009/06/22 14:44:01
Most awesome.
#2720 posted by gb on 2009/06/22 19:28:02
Take a look at Spirit's map to see how large a 1024� cube is
That's why I suggested no room over room. I don't think that's so silly. No real bridges, no ledges with room under them, no deep water, no multiple storeys.
But if you guys like a 512x512 tower better... the problem is, with these "tower allowed" maps, you can go high instead of wide. That's what I wanted to prevent.
I don't really want to build a tower map, neither 512x512 nor 768x768. I want a horizontal restriction, and no multiple levels over each other allowed.
There was a tower contest already.
Drew: No, release that one - I'm in for the next one then.
#2721 posted by gb on 2009/06/22 19:29:51
Also, I found the tower maps so cramped that they weren't fun to play anymore. 1024 is good. Like Ricky says. It allows you to make corridors wider than 48 units :-P
1024 is also better for the ... size inclined among us.
#2722 posted by negke on 2009/06/22 19:49:52
Oh, I didn't mean 512*512*unlimited. It would have to be ^3, of course. Such a theme is meant to offer a technical challenge (like 100b) and while building a good map inside 1024^3 isn't as easy, the size still allows for getting away with less intricate brushwork.
Your 'no room over room' description takes away every benefit the engine has. I'd rather play a cramped map than a 2D one. 512 is an extreme example, but should be feasible for a speedmap, whereas 1024 would be better suited for a turtlemap event.
I wouldn't mind doind another (albeit private) 1024 Doom compo, though.
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