Meh.
#3488 posted by Orbs on 2013/05/12 14:46:23
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
#3489 posted by Cocerello on 2013/05/13 13:34:00
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...
#3490 posted by erc on 2013/05/18 16:07:30
...Have Portal of Praevus' Tibetan textures ever been used in Quake?
QUESTIONS???
#3491 posted by Qmaster on 2013/05/18 21:46:03
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... ;)
#3493 posted by - on 2013/05/19 00:45:49
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
#3494 posted by - on 2013/05/19 00:49:59
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
#3495 posted by digs on 2013/05/19 18:44:54
Here's The Demo
#3496 posted by spy on 2013/05/20 13:35:18
Pack
#3497 posted by - on 2013/05/20 22:11:56
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!
#3498 posted by - on 2013/05/20 22:15:22
to keep things rolling:
Theme: BIG
Due: Monday, May 27th
171 "Due: Monday, May 27th"
#3499 posted by Qmaster on 2013/05/20 22:37:13
Phew good, I haven't even started! I've been too busy mapping.
Will Give Try To Make A Little Time.
#3500 posted by Drew on 2013/05/21 00:54:30
always a good theme, that one.
Although I'm working a FUCK TON the week before that, so no promises whatsoever.
Time For Bed..
#3501 posted by Orbs on 2013/05/21 01:30:52
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
#3502 posted by Orbs on 2013/05/21 23:06:46
Difficulty
#3503 posted by Orbs on 2013/05/22 18:40:23
anyone tried mine? eager to know if this easy enough for the masses :P
Not Yet
#3504 posted by Drew on 2013/05/22 18:48:33
Will try to get to it to it, a d post the demo along with the others
Orbs
#3505 posted by digs on 2013/05/22 19:32:07
I try'd. Very difficulty for me
Well
#3506 posted by Mandel on 2013/05/22 21:23:40
I finished it. Fun. Reaching the exit seems to be 5% success rate though.
Btw
#3507 posted by Mandel on 2013/05/22 21:26:47
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.
#3508 posted by necros on 2013/05/22 21:56:29
i can't make it up the first ramp jump. :(
Orbs
#3509 posted by sock on 2013/05/22 22:07:40
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.
#3510 posted by Spirit on 2013/05/22 22:42:43
It seems like one has to jump at the point of the arrow. I did not make it up that vertical part with enough speed. http://www.quaketastic.com/upload/files/demos/sm170_orbs-May-22-2013-223140-SpiritQuaddict.dz (10002 I guess, should play in bengt's glquake).
#3511 posted by necros on 2013/05/22 22:52:26
to make the third jump, you have to do the air control trick where you jump, press the strafe key in the direction you want to turn and then smoothly turn your camera in that direction as well.
if you turn the camera smoothly (but quickly) enough, you preserve all your forward velocity along your new direction.
0Rbs.
#3512 posted by Shambler on 2013/05/22 22:55:10
No. Although I get the principle.
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