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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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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. 
Moderated! 
 
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 
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 :) 
 
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? 
Drew 
I used Fitz Mark V 
Yeah Maybe 
or dont have the portal at the megahealth, it only uses 16 health (without armor) to get it f you woudl have to swim up again it woudl use a lot more + no shortcut 
Ricky 
derp--thanks for the demo!
Orbs, thanks for the feedback. thought of it/added it last minute. 
Gah 
I made a little map yesterday based on stuff discussed on irc, but then derped on a hack and stopped. Turned out the solution was too simple for me to notice. So here it is, basically a Fuck you Scampbler gimmick. 
 
 
how the fuck 
He's A Witch! 
 
Neg... 
I have no idea how you made the giant bucket map thing... that's insane. 
For The Next Theme 
How about some inverse world map? 
Explain! 
.... 
OK 
I thought of 2 options:

- You make a map, and then you rotate it 180�, with the ceiling at the bottom and the floor at the top.

- You make the map with this in mind, trying to make some architectures that look weird if inverted. It would look like the home of Cthulu. 
... 
isn't there a teleporter trick which lets you flip the player over? You could complete a level one way up, then get to the end, flip upside down, and then come back along the ceiling! 
But ... 
... you need to flip the map, not the player. Even if the player flips, he is on the floor, walking with the head. 
I Doubt It.. 
I think you can do that in Unreal by having two rooms with a portal at the top of each... but I don't think you can do it in Quake... 
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