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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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You can't mean me. 
OK THEN 
I liked one of the themes Cocerello posted in his list sooo...

THEME: Islands.

DUE DATE: The pack will be released Monday May 20th, post it here or email me or whatever before then. 1 week map, 1 day map, 100 minute map... whatever you'd like to do. 
ALSO 
it's sm170, please name your map sm170_YOURNAME 
Meh. 
Alright first idea goes to the bin

-its a lot of work (atleastfor me)
-with my experience with the coloseum i made the other week i probably hit some limits with the way i construct buildings with tons of arches
-just found out there already is some fort boyard videogame anyway
-sun is shining lets go outside! 
Make An One Hour SM 
That's the best if you don't have time or motivation. And, who knows, it can get fun later and you regain motivation to expand it. ;)

I'll be waiting to see your amazing works. 
Hmm... 
...Have Portal of Praevus' Tibetan textures ever been used in Quake? 
QUESTIONS??? 
Okay I'll see if I can get something together. Never done a speedmap before so I have a few questions.

Islands or Island? In other words, at least two? Or is a singular island something allowed?
Due Sunday (19th) at Midnight? Or Monday (20th) at noon, or when??
Time limit: Self imposed!?!? hrm, okay. Is the intention to have the map completed in all one chunk of time or just made before the due date?
And .bsp title sm170_Qmaster in my case.

Rules?:
Start from scratch or can I use existing stuff from my ideas.map?
Standard progs.dat, standard quake only?
Readme file required? Or just a brief description that Spirit will put in an sm170.txt?

Oh and http://speedq1.leveldesign.org/ is a dead link. 
The Theme Is Ireland 
so add as many leprechauns and clovers as you like... ;) 
 
Island or Islands, doesn't matter (themes are not the most strictly enforced things)

Due Monday whenever I wake up and put the pack together.

Timelimit is whatever you want. Basically the stance I'm taking is that "Anything under a week counts as 'speedmapping'".

The idea is that you should start from scratch. Use standard Quake, or at least a very common mod like Quoth... the pack will only include .bsp, .map, and .txt files. You can include a textfile if you want, and you can include the .map source if you want, neither are required.

Speedmapping is just to encourage people to map and try cool things. Not being that strict about all the rules!

...and yeah, leveldesign.org was my website 6-so years ago when I ran the speedmapping events then... it's long dead... that likely should be edited out of the header here. 
Oh... To Expand 
Timelimit is whatever you want. Basically the stance I'm taking is that "Anything under a week counts as 'speedmapping'".

This is intended so that people can put something together whenever they want and around their schedule. If you have the whole week free and want to spend the whole time making an amazing speedmap, go for it (though, maybe you should just release it as a proper release!), if you want to spend 20 minutes a night for the week, or just 100 minutes on saturday, those are fine too! In the end, the idea is just "GO MAP". 
Islands 
Here's The Demo 
Pack 
http://www.quaketastic.com/upload/files/single_player/speed_maps/sm170_pack.zip

2 maps, sm170_digs and sm170_scampie

negke promised me a map today, but apparently fucked up :_( 
171! 
to keep things rolling:

Theme: BIG

Due: Monday, May 27th 
171 "Due: Monday, May 27th" 
Phew good, I haven't even started! I've been too busy mapping. 
Will Give Try To Make A Little Time. 
always a good theme, that one.
Although I'm working a FUCK TON the week before that, so no promises whatsoever. 
Time For Bed.. 
planned a bit longer route & some more secrets but at somepoint the bugs and errors started pouring in and it became a rescue mission. Tried to keep it easy but still somewhat of a not to frustrating challenge. And the secrets are for those who like to up the challenge a bit. (the free void teleport makes one very easy to do cheap, but else some might find the basic challenge to frustrating)

http://members.upc.nl/verorber/sm170_orbs.bsp 
Demos 
Difficulty 
anyone tried mine? eager to know if this easy enough for the masses :P 
Not Yet 
Will try to get to it to it, a d post the demo along with the others 
Orbs 
I try'd. Very difficulty for me 
Well 
I finished it. Fun. Reaching the exit seems to be 5% success rate though. 
Btw 
Orbs I couldn't finish your previous map with the quoth stuff in one run. Had to use save games actually. Did you complete it legitimately in your demo? I'm impressed. 
 
i can't make it up the first ramp jump. :( 
Orbs 
I can get to the third jump pad but the map feels sadistic. You are an amazing player (love watching your demos) but as a designer you just punish players with little reward. I crashed into the first ramp for ages and then I realized I had to jump before the edge which is not how people jump. The second jump is easy because it is just skipping but the third I have no idea. After about 5 minutes of frustration I gave up. 
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