Well
#3435 posted by mfx on 2013/04/22 16:44:32
Goin release it standalone around next week or maybe earlier?
Yeah
#3436 posted by ijed on 2013/04/22 16:47:52
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
#3437 posted by Drew on 2013/04/22 16:52:58
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.
#3438 posted by RickyT33 on 2013/04/22 17:24:04
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
#3441 posted by Drew on 2013/04/22 17:55:30
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
#3443 posted by mfx on 2013/04/22 18:07:54
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
#3444 posted by Drew on 2013/04/22 18:17:47
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
#3446 posted by ijed on 2013/04/22 18:50:30
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
#3447 posted by RickyT33 on 2013/04/22 18:51:59
Putting monsters in.....
#3448 posted by Spirit on 2013/04/22 19:22:12
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
#3449 posted by RickyT33 on 2013/04/22 19:25:11
I'm just gonna give it a quick run-though....
Sent
#3450 posted by RickyT33 on 2013/04/22 19:42:02
Now the waiting.....
Submitted
#3451 posted by ijed on 2013/04/22 19:50:03
And here's the zipfile for anyone who's very impatient: https://www.dropbox.com/s/f3sw5am2rrsa3vr/sm169.zip
Demos For The Impatient
#3452 posted by RickyT33 on 2013/04/22 21:17:38
Thanks
#3453 posted by ijed on 2013/04/22 21:55:28
I added your screenshot to the zipfile btw.
Ricky
#3454 posted by ijed on 2013/04/22 23:04:43
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.
#3455 posted by ijed on 2013/04/22 23:28:52
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.
Moderated!
#3456 posted by RickyT33 on 2013/04/22 23:32:22
Ijed..
I made the rock pillars func_walls in one version. Still got bad collision problems. I have found that most collision issues disappear when it compiles without the "reached occupant" error, unfortunately there are so many leaks that I just would never have had time to plug the holes
I didn't like the rubicon set at first but I have to admit it grew on me after I worked with it. Maybe I'll do a proper one in the future. ;)
Speedruns
#3458 posted by Orbs on 2013/04/22 23:52:53
http://members.upc.nl/verorber/sm169.rar
and a demo toget thumbs up,unfortunatly you dotn see that in the demo i forgot that the intermission screen in a demo is not the same while actualy playing,soif you want to get that thumbs up you will still have to beat it on nightmare (on easy the thumb stays down :P)
my favorite of the pack was drew's, ijed looked cool to but i could only get it to run in rmq, and that runs awefull for me to awefull to do a double grenadejumpto that goldkey :)
#3459 posted by Drew on 2013/04/23 05:18:43
hmm
ricky your demo cuts out for me after you die...
oh well...
Orbs... wow, haha! I walked right into that one!
Should I have made the biosuit the secret, instead of the MH?
Also, does fog not automatically set in for everyone else in mine?
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