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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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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! 
 
so what's the plan? 
I Don't Know 
why don't you do this session? 
OK 
Deadline: This weekend.

Theme: Improve Safety

However you interpret that.

Send maps to me (mail in profile).
I'll zip them and upload to quaketastic on Monday.

Get mapping. 
I Had An Idea For That Theme 
but its too much of a pain for me to make right now.

instead I'll make a shitty unthemed map. I think I'll have one for you. 
So 
is unthemed map allowed? 
Unthemed Maps Are Always Allowed. 
AFAIK. 
Theme Suggestion 
Improve Unthemed Map Safety

go map ;) 
I Actually Think Its A Good Theme 
I just want to make something simple, cause my last speedmap got out of control and I wasn't able to really finish it properly. won't happen this time. 
 
Unthemed would have been my theme choice #2, since I feel much like Drew and basically just want to do something quick...

throw in some protection for the monsters :-P or for the player. One of my ideas was to take House of Chthon and correct those pesky buttons. :-)) 
 
Drew, how's it going?

My map is practically finished, brushwork, monsters, items etc., just need to do a few triggers and a lift, and blammo.

Mine's pretty small, usual gameplay, but hopefully nicer looks and needs Quoth (or any mod that supports SPAWNED, heh). Can't be arsed to build spawnboxes anymore. I'll upload the pack tomorrow if you send me one. 
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