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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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Whut... 
You're not seriously including my map in this are you? There isn't and exit, the collision on the terrain doesn't work properly... I mean it looks ok but it's broken! 
Well 
I can take it out if you prefer, but speedmaps aren't supposed to be finished.

Do you want me to remove it? 
Ijed 
You better not wait for my entry, was a bit optimistic....
Sorry. 
Ok 
Next time then. 
Well 
Goin release it standalone around next week or maybe earlier? 
Yeah 
Turtle it instead. It'd be nice to add some detail to mine and even the Rubicon enemies... but maybe I'll save that for a later project.

So, the pack is ready unless anyone else is finishing one - ?

Fifth Elephant - ? 
Fifth 
if you'll turtle it leave it out.
but if you are sick of it, just leave it in! 
I Get Home In 30ish Minutes. 
I'll make one! Give me till 6:10pm GMT.

Fifth - don't be daft, that's what speedmapping is all about! :)

Or just put an exit in and re-submit. 
Leave It In... 
I may come back to it, but I have a bunch of other maps that will be taking precedence. It was a fun little experiment (and it taught me that I can map quite quickly if I set my mind to it, even if I did create about a million holes and two dozen misshapen brushes in the process) 
Would Be Interesting To Make... 
a chain map btw... 1 week for the build, a unified theme and then get the whole thing stitched together somehow. 
Yeah 
I think if we're giving a week to make the chain sections we'd have to set some more limits or define what would be involved.
Eg focus on smaller areas with more detail? or larger areas with established gameplay scenarios...

Than, Xen, who else did gluing? -- any input on that aspect?

I'd be interested, obviously, but probably not in the job of gluing...


I also like the idea of releasing the chain colmponents and having a number of people taking a crack at gluing, and seeing the ways in which they differ. 
 
Vigil has been trying to get people to make Rubicon 2 themed sections for a chain map for months now. 
That Chain Idea Is Quite Nice 
Solution to fitting the single maps together could be XYsize restriction
and defining portals for the other maps to to take over. Like doorsize , thicknessand and position XYZ. 
OTP 
really?
Didn't know that.
Did he post here about that? 
If People Include .map Files 
in these kinds of speed map things then some crazy person could stick them all together... not saying I'd do it but I'm always a big fan of people including their .map files (I always do). 
Well 
I think I'll be doing something in Rubicon2, but a bit bigger than speed/turtle mapping.

Not longer than a month total though. 
Still Going 
Putting monsters in..... 
 
who cares about broken stuff in speedmaps? he/she should play some older packs then...

I liked the 100 minutes rule. 
Well I've Been Making This For About 70-80 Mins Now 
I'm just gonna give it a quick run-though.... 
Sent 
Now the waiting..... 
Submitted 
And here's the zipfile for anyone who's very impatient: https://www.dropbox.com/s/f3sw5am2rrsa3vr/sm169.zip 
Demos For The Impatient 
http://www.quaketastic.com/upload/files/demos/rickysm169_ijed.zip (for ijed)

http://www.quaketastic.com/upload/files/demos/rickysm169.zip (everyone else, these all had quoth enabled in my game, even though only Drew used it) 
Thanks 
I added your screenshot to the zipfile btw. 
Ricky 
Mine supports skill settings - you were on normal :)

Also noticed a recurring WC bug with the enforcer orientation at the end. They're supposed to face you and the shambler not, to provoke an infight-endfight.

Ah well. 
 
Drew - Best looking of the bunch, had secrets as well. Had to do a circuit of the atrium to get the NG when I was on full nail ammo, which felt weird. The end was a surprise, although the quad helped.

FifthElephant - Nice, shame about the collision issues. I liked the crampy labyrinth. A quick fix for the rock pillars would have been making them func_wall, which should have fixed the hull generation.

jackfapoff - (No idea if that's your proper name, sorry) Nice, although a step on every tower so the monsters could get out would have been good. Could have done with more ogres or vores sniping the player from up high as well.

GTG, more comments later. 
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