The Previous Chainmaps
#9 posted by aguirRe on 2003/09/15 12:02:12
were very good, it would certainly be a nice "milestone" with another one.
Hohummm...
#10 posted by Auhsan on 2003/09/15 13:02:07
water oriented maps sound good to me (a boat ride can be a part of it). Quake blade seems good too.
More Notes & Ideas:
Alice! [again] i know RPG [i think it was him?] said something before about wanting to get the textures from American Mcgees game but not being able too.
its just a wish of mine to see more alice/q1 maps.
"Uphill"
The whole map right from the start the player is going up a slope [it can be level sometimes] just never down.
"Fiend maps"
Maps containing only fiends.
"retracting maps"
Start off in a big area.
Then next part of map [teleport to?]
is the same area only smaller [outside cut off]
and so on, like a series of smaller and smaller circles/squares until you reach the core/center.
This allows you just to build one area the just cut bits off and off to make a series of new areas, each one linked by a hallway/teleport.
A Chainmap...
#12 posted by Harb on 2003/09/15 14:56:25
What would the rules be for a speed-chainmap??
A set texture wad (agreed upon before), and twenty minutes per mapp0r, before they pass the map on to the next person?
Hmm....
#13 posted by Wazat on 2003/09/15 15:05:50
Got an idea that everyone will hate me for (probably too hard to do in a time limit, but at least it won't take code changes):
Perhaps a theme where the player continually revisits a single room, each time having completed some objective that moves brushes in/out/around the room and totally reorganizing it, making the room look quite different every time the player returns. Objectives could include killing monsters, visiting an area, hitting a button, grabbing a key, etc. Perhaps the player grabs a key, and the floor of that room moves down or iron bars raise from the floor, making the key door inaccessible (thus requiring another objective to be fulfilled before the door can be reached again).
That failing, I'm quite drawn to the idea of not having any theme, as mentioned above. Just let the mappers create whatever they want within the timelimit. It should produce a very interesting variety of results.
Re: Harb
#14 posted by starbuck on 2003/09/15 15:24:15
you might want to check out sm28 or sm32 if you haven't already, they were made by speedmappers each making a small section in a pre-defined theme, in a time limit (usually more than a usual speedmap). Then someone has to join all the sections together to make a proper map, and then sort out the gameplay/lighting. Time-consuming, yes, but sm32 is good as a 'real' map, so its worth it
Or Sm36 Or Course
#15 posted by starbuck on 2003/09/15 18:46:07
mind like a sieve
Re: Wicked Screensaver
#16 posted by metlslime on 2003/09/15 19:48:01
I like the "water" theme. It's broad enough for each mapper to do something different, but since water is generally underused in maps, we're likely to see a style of map that we rarely see.
Another theme that might work is similar to the boat ride idea: "train ride" -- the map has to have as its primary feature some kind of ride on a func_train.
The Water Theme Is Interesting...
i agree.
Islands in water...etc...A "venice" type level?..sounds good...
Hehe
#18 posted by Wazat on 2003/09/15 21:30:25
It'd be neat to make a level based on riding a train, moving from car to car killing monsters. You could even make use of func_monsterjump to send monsters flailing off the edges into a trigger hurt if they get too brave. :)
Or any QC method of alowing the player to shoot/push enemies off the edge.
Sort Of What I Had In Mind
#19 posted by R.P.G. on 2003/09/15 21:42:10
Islands in water...etc...A "venice" type level?..
In particular, I was thinking of some of the Super Mario Bros/World levels where you're in a sunken (or half-sunken) galleon. Some spots have air pockets where normal gravity applies, and other spots are filled with water where you can swim around. This idea was probably also used in other "classic" side scrollers (such as the DKC series) and I also seem to remember a Quake DM level that had a similar concept.
The train idea seems interesting, but it also seems like it would generate a lot of maps that were pretty similar. It might also take too long to rig up the func_train ents. But then maybe some malfunctioning func_trains could yield interesting and fun results.
I'd Go With Water.
#20 posted by necros on 2003/09/15 22:35:46
trains aren't really that much fun... basically just a ride, you know? and since quake doesn't do rotating brushes, it would be very limited in what you could do.
the water thing sounds like a really good idea, on the other hand. it looks like an opportunity for a lot of original stuff.
Something Like....
#21 posted by quaketree on 2003/09/15 23:03:50
the sewer level in Serious Sam (the 1st one).
Or...
#22 posted by distrans on 2003/09/15 23:36:47
Titanic, by Hanz
And...
#23 posted by R.P.G. on 2003/09/15 23:44:07
Not to be confused with Titanic, by James Cameron.
I Vote For The Water Theme
#24 posted by Harb on 2003/09/16 07:29:33
natch
Alice Floats My Boat
#25 posted by Morfans on 2003/09/16 08:44:33
I agree with UWF. What this world needs is more Alice maps!
Or, failing that, "dead simple" stylee maps.
But what do I know about anything...
A Venice Type Map *would* Be Cool...
#26 posted by Wazat on 2003/09/16 15:00:14
Or the one with air pockets dispersed conservatively around the level.
On a related note, I've always wanted to do a mod where the entire level is under water, and the only way to breath is to kill enemies and collect their air tanks, or find fill up points or health packs to fill up on. That'd take QC code though.
And to do it without QC - a deathmatch game where the player always drowns, and is just trying to get points before that happens - could be very gimmicky. Though possibly fun...
.
#27 posted by pushplay on 2003/09/16 16:39:21
Someone could design some QC ahead of time that everyone uses.
Nah
#28 posted by starbuck on 2003/09/16 17:02:17
i'd like to keep speedmapping as free of QC as possible...it just confuses things, like lots of custom engine malarkey. I'm pretty sure scampie is of the same opinion too.
Water.
#29 posted by Shambler on 2003/09/16 17:07:03
Good idea. Simple enough that any idiot can do something (and no doubt you all will =)), open-ended enough to not be ridiculously restrictive, yet distinctive enough to be definitely a theme.
Btw,
#30 posted by Wazat on 2003/09/16 17:11:43
Is speedmapping inherently single player? Or will we have a DM map theme sometime?
Eh
i still like the idea of 'disorientation' which was a broader theme encompassing the 'upside-down rooms' idea ala 'thefly'
,
#32 posted by Wednesday on 2003/09/16 18:44:30
"a deathmatch game where the player always drowns"
like this?
http://www.somethingawful.com/cranky/index.php?review=53
Lol
#33 posted by Wazat on 2003/09/16 18:55:10
yea, that puts it into perspective.
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