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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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underground area looks like it could be cool. maybe the slime in my section should be replaced with water so you can swim around or something.

also, i'm planning on trying to build some stuff seperate and then i'll nab the map next week and paste the additions in and poke it into place. just throwing that out there... if anyone wants to try that too. that way you don't feel pressured to do something when you get the map, you can just reserve it when you feel comfortable to add something in.
just trying to keep options open. 
 
What's the policy on changing areas already in there? Or is it loose? 
Yeah, I Was Thinking About That Earlier. 
i think a lot of it is down to being respectful of other's stuff but at the same time, i don't think every brush should be treated like it's glued into place.

let's put it this way-- the more brushes are in an area, the less it should change. if it's an empty building then feel free to move it around or whatever. if it's a room that's done, with doors, lights, etc etc, then add to it, or modify it slightly.

mapper discretion, really.

a rough example, take negke's original map. don't delete the core parts, but moving or deleting the outer wall is ok if you were to expand it.

but deleting one of the two buildings in the center to replace it with your own would be not cool.

dunno if any of that helps.

if all else fails: don't be a dick! :D 
Otoh 
maybe it would be better to be super strict about this?

"don't delete or change anything unless you originally put it there"

Probably Doesn't Need To Be Super Strict 
I think your second last post sounds good, necros.

With sections like negke's which are more or less completed ideas, it makes sense to stick to making smaller changes - maybe changing where you enter/exit the area, tweaking details or weapons/monsters to balance the level. The only changes I made there were putting a different texture on the old exit door and stacking some boxes in front of it.

on the other hand, when you have areas that are only sketched out, I think a lot of the fun will be seeing how other people interpret and finish them.

btw: necros, you built the initial new area in an hour 0_0? Man, that's crazy! It looks really great. I spent 3-4 hours on the few little details I added. what editor are you using? 
Yeah 
i prefer the first method too. things will change as the map grows and adhering to strict rules will just get in the way.
besides, we're not assholes here (heh...) and if someone does do something dumb, we can just skip it. :P

it may have been a little longer than an hour, i wasn't keeping track or anything. neg's initial map is pretty inspiring.

i'm using sikkpin's qe3 (which is based off the original qeradiant code. similar in many ways to gtkr1.4. 
 
Keep in mind my map is supposed to be a backyard or back alley with a garages (one anyway) and garbarge dumbsters (imaginary). So the architecture behind the exit gates should be wide enough that a car fits through, a path to connect to a road nearby somewhere. This is what I would change first in necros' part. 
 
so what's the status today? did you make any changes zwiffle? or should i work off of eric's version? 
Oh 
No I totally forgot with all the Portal 2 Potato Sack scam thing over the weekend. Sorry! I got swept up in Portal 2 20-minutes-early fever =/ 
So 
With QExpo 11 on the way, I was thinking of doing a weekly turtle map event with the goal of releasing very quick Quake episodes for the QExpo. I don't know how feasible that is or who all is interested - it is a lot of work with not a lot of time. Not counting this week (starting this upcoming Saturday) we'll have 8 weeks until QExpo on June 19th. So of course the maps don't have to be full, normal releases, but a nice bunch of map packs sounds feasible.

Who all is interested? 
 
if will be a speedmap event I will join, is the least I can give after almost 2 years of lazy :( 
I Might Be Interested 
in doing a kind of speedmap episode.
definitely not TM quality.

I'll have something for qexpo, I think, anyway 
I Might... 
...be able to finish 1 turtle map in 8 weeks :) 
 
Then you're doing it wrong D:< RAARGJ RAARGH ARARARGHHHH


Better than nothing. :) 
Much. 
 
Decided To Install WC 3.3 
so I could map quickly (instead of learning Radiant), and have been messing with the Rubicon2 set - I don't know if I can make a speedmap with this, I get too caught up in details like, immediately! 
Just Noticed Post 18 
 
Zwaffle 
This sounds intriguing. Doesn't have to be "a couple" of episodes, one would be good already. Basically a speedmap pack with interlinked maps and a bit more polish than usual.

Drew: Indeed. Tbh, it would have been surprising if nobody had come up with the idea before. Seems like it didn't work out, though. Speaking of which, what's the status of the city map - did anyone continue working on it? Or did Zwiffle's clochard francais attitude thwart it? 
 
French tramp attitude?

I never really touched the map, I basically skipped my turn when the Portal 2 ARG happened and forgot about it, so I figured Necros was working on it.

Also, I think I'm going to do a slower turtle map thing, since there are 8 weeks I figure 2 weeks per map can come up with a nice 4 map episode, seems more doable imo. 
 
Seems doable, yes. But how likely is it that you (or any participant) will actually keep working on the maps at a steady-enough pace etc. Planning ahead for four maps sounds quite ambitious and may eventually go over one's head (feel like work maybe). Unless you're really talking about slightly more refined speedmaps. 
 
Pretty much just slightly more extravagant speedmaps, yeah. I would skimp on details and refinement for the sake of quantity up to a point, but otherwise they would be bigger, badder speedmaps more or less, with plenty of flaws. 
 
Alright. Though I suggest aiming for three maps then and spending time for the fourth on detailing and minimizing the flaws. Skill settings, too. And if a few other people did at least one map, a small episode should be realistic. 
Testers 
Would help a lot as well if anyone wants to sign up for testing these maps. 3 maps + skill levels would be tough to fine tune without testers! 
Func_city 
totally haven't touched that thing since zwiffle weekend.

been swept up in my own stuff this last week or so. finishing up maps for release and just couldn't work up any excitement over the city map. :P 
Crossposted 
i'll test 
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