#2738 posted by gb on 2009/06/29 02:52:00
mine is done.
Tomorrow?
#2739 posted by Drew on 2009/06/29 06:16:20
I started mine but only put about 20 minutes into it. I'll do a quick retool tomorrow morning before work and send that off to you.
I don't think anyone else is taking part this time.
pussies.
#2740 posted by gb on 2009/06/29 16:11:34
Sure, that's fine.
If you'd like more time, we could simply skip this one.
Where are all the others?
There Are None.
#2741 posted by Drew on 2009/06/29 19:32:35
there never will be.
because they are all big 'real map' making manginas.
i'm sending you some mail right now.
#2742 posted by gb on 2009/06/29 19:45:36
Oh if we could at least make a 33 speedmap megawad. Megapak I mean.
Not going to happen, huh.
How about that 512x512x512 contest? Would the people be more inclined to participate?
Theme Suggestion
#2743 posted by Zwiffle on 2009/06/29 19:59:19
"Speedrun" - set your map up with the possibility of multiple routes for speed runners in addition to regular gameplay.
Well...
#2744 posted by Drew on 2009/06/29 20:16:01
I probably won't be able to make the next event. Won't rule it out completely but I seriously doubt it.
Zwiffle - there was a speedrun session years ago, and it was pretty good.
I personally don't think I'd stay on theme with that one. I just never speedrun, so it would be hard to map for. Also, isn't the fun of speedrunning finding ways to work around the 'rules' of the map?
SM22
#2745 posted by Drew on 2009/06/29 20:17:31
#2746 posted by gb on 2009/06/29 20:22:37
I don't really have an idea how to make a map enjoyable to speedrun. It often seems speedrunners just like the simpler, cruder, or weirder maps. Plainly for trickability. Actually making a map with that in mind would be quite a challenge for me.
It should have several possible routes? Be relatively open?
#2747 posted by gb on 2009/07/01 01:43:53
?
Anyone Up For The Speedrun Theme?
#2748 posted by gb on 2009/07/01 19:47:58
Gb
#2749 posted by Zwiffle on 2009/07/01 19:52:42
o/
The Stream
#2750 posted by ijed on 2009/07/01 20:16:57
Speedrunning Theme.,
#2751 posted by Shambler on 2009/07/02 00:26:51
The trick is, I think, to make a map that is fun and has lots of running possibilities, but without overdesigning it for specific tricks and obvious routes. It's much more rewarding as a running to have possibilities to play around with and options to try and work it out for oneself, rather than having shortcuts and routes handed on a plate. Thus:
Dos:
Open mapping with space to move.
Normal map progress made by moving upwards or over gaps or similar.
Variety of useful monsters (ogres, vores, fiends, blers, spawn).
Some "trickier" explosives, gl or barrels.
Slopes if they fit in naturally.
Clean mapping with not much to snag a player.
A reasonable amount of health.
Plenty of monsters but not in cramped spaces.
Don't:
Too much health/armour/pent/eyes to make infinite boosts or general running too easy.
Really obvious "go this way" shortcuts.
RL, too easy.
GL too early unless lots of hard trick potential.
Quad.
#2752 posted by gb on 2009/07/02 18:28:09
Yeah. I think the hard part is to build shortcuts without serving them on a plate.
If the theme is "speedrunning", well, hmm, there goes my disguise already, as a mapper :-P
I can't do it this time unless we have Saturday as the total deadline, since I'll be travelling from Sunday on.
Who
#2753 posted by Zwiffle on 2009/07/02 23:59:29
Do I send my speedmap to this week if no one else can participate?
#2754 posted by gb on 2009/07/03 01:50:01
OK...
Theme: Speedrunning
Deadline: Saturday
Send to me, mail in profile.
I'll do one.
No Go
#2755 posted by gb on 2009/07/04 20:28:11
Sorry, I can not make it. RL doesn't leave me any time.
Sorry Zwiffle. You may spank me now.
Yeah Rocket Launchers Don't Leave Me Time Either
#2756 posted by meTch on 2009/07/05 01:38:07
jk ;}
...I'm too slow to make a speed map
Probably Not Gonna.
#2757 posted by Drew on 2009/07/05 21:29:03
I mean, I could. theoretically. but I doubt it.
#2758 posted by Trinca on 2009/07/06 19:30:03
i started something :\ but i dont if i will finish :p
#2759 posted by Trinca on 2009/07/06 20:00:28
dont "know" if
oh well already lost 30 minutes on it... so I will make it!!!
anyone?
Entering RADIANTLEVEL
#2760 posted by negke on 2009/07/06 21:54:57
I made a map. It's tiny and bleh and doesn't really qualify as a speedmap since it took forever. Reason is I made it in Radiant (=my first map!)- in order to finally get familiar with a modern editor and because I can't reboot at the moment thanks to VIS. Going to send it to gb.
Radiant feels like a solid editor, but it definitely has some quirks. Selecting stuff (brushes/entities) is kind of awkward once there's something above the object in question - I ended up selecting those things in the Camera window - is there better way for the 2D modes?
It wasn't needed in this map, but the Region thing seems more complicated than necessary, too. I reckon this will make for some woes in the future.
Is there a way to have the mdls displayed? For I found the entity box display to be suboptimal.
What sucks most is that Radiant is so picky about non-standard (non-predefined) entities - for example, when making a brush-based info_notnull, the brush is discarded and the entity moved to the origin of the map. Cloning brush ents is dangerous, too, as not only one might end up with 'bbox merging' but also rogue ents when deleting them.
So, Radiant people, any tips?
Won't Make It This Week.
#2761 posted by Drew on 2009/07/06 22:13:23
maybe next week.
Negke:
#2762 posted by metlslime on 2009/07/06 22:57:44
in 2D view, you always select the closest brush, unless there's an entity, then it will select the entity no matter if there's a brush closer.
I do most of my selecting in the camera view.
Sometimes if i want to select a group of things, i draw a brush around them in the 2D view and choose "select complete tall" to select everything fully inside that rectangle -- 'partial tall' will include objects that are partially outside the brush you drew, and 'inside'/'touching' are the equivalent functions but where the height of the initial brush matters ('tall' commands will ignore the third dimention. Note that the third dimention is whichever one is not visible in your current 2D view, so "complete tall" with a side view would select an invinitely long area, not an invinitely tall area.)
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