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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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Hangover Devastation 
I'm hurt.

but I'm mapping.

is anyone else doing something, making progress, in need of more time? 
Hmm Yeah 
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 
 
Laptop Has Fallen 
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 
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! 
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 
Sent. 
 
I'd be in for quick 100 brushes in 1024. (And generally that 1024 idea, I'd simply restrict myself further then). 
 
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). 
 
Yeah, 1024 is actually a pretty large chunk of Quake real estate. 
Not Really 
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. 
 
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 
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.. 
 
Oooh, I'd LOVE 512x512. 
 
less talk and more mapping ladies!!! 
512x512 
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 
Most awesome. 
 
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. 
 
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. 
 
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. 
Condense To 1024^3 
Condense an original id Quake map into a 1024x1024x1024 version of the same map. Squish, shrink and contort an entire map to fit in that space. 
 
Your 'no room over room' description takes away every benefit the engine has.

well yes, that's the challenge. 
Okay 
done
it sucks more than the last one, and it took longer...
but it doesn't leak! so its taking a few minutes to compile here.... 
Oh 
Also it is quoth. forgot to mention in news submission. and also you should just jump repeatedly during on the initial lift - seems to get me a bit every time, but not sure why. didn't do that before full compile and I'm not gonna go back to fix that shit up now. 
I Won't 
be able to participate this week, because I am going out of town the 25th through the 28th. Next week I might be able to do two though! 
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