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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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Not necessarily misaligned textures - it doesn't have to look bad on purpose! Just simple(r) or straightforward brushwork, not excessive detailing or overly modern designs. 
 
The DTWID project went a little crazy analyzing the styles of the different mappers... layout, geometry, texturing, items, monster placement. I wouldn't say that a QTWID project needs to go down the same rabbit hole, but it was interesting! 
Quake The Way Id Did - Digs 
is when you make a map in the style of the original game. 
So? 
Is there a speedmap session? �which theme? �Both? I began to make a Holiday themed one, but i can make another with no problem.

I see that all the days for the Advent Calendar have been taken, so i suppose it isn't for 17. �18? 
 
I started one with the Quake the way id did theme. It's a runic map in the style of episode 3. 
 
 
Mine should be out in a few hours. Just some fine-tuning and one or two rooms to do. 
And Here It Is. 
I took the Quake The Way id Did theme: http://www.quaketastic.com/files/single_player/speed_maps/sm173_skacky.zip

This is also my first released map for Quake. 
Heh, Demo 
https://dl.dropboxusercontent.com/u/33279452/daz_sm173skakcky.rar

Didn't see that coming :D

Cool map though, got tons of infighting to occur on the next run through. Found the quad secret but no luck on the second. 
Skacky 
That's not a speedmap, nor 'the way id did'. But it looks really nice and I think you should release it as standalone instead! 
 
Oh, and congrats on your first q1sp. Keep em coming! 
Re: Speedmap 
Well I made it in only 2 days, though I'm pretty new to this concept here. I decided to do some more detailing compared to the original maps (I roughly have twice as many brushes). Not sure about releasing it standalone though, it's very small.

Nice demo, DaZ. Too bad you got squashed by that trap, heh. They are a lot more forgiving in McGee's maps but I decided to make it faster this time. If you're fast enough you can lure the Fiend waiting behind the triangular door inside and get out, killing it in the process, but it's hard to do. 
 
I'm almost finished my card for sm173 which started 2 days ago. Upload it tomorrow, December 18th, afternoon. 
Skacky 
About The Final Bit 
It's true it's not very good compared to the rest. I think a wind tunnel leading to the arena would have been a better solution, so you can't really escape and abuse the Shamblers (though I would need to put some cover, like a central altar or something).

You were so close to discovering the second secret too, it can be heard somewhere. 
 
The final arena should have maybe locked you into the room with the shambler, no need for wind tunnels. (1 wind tunnel wouldn't have fit in with the theme IMO)

I was looking for the secret near the end but I thought you could jump across to the left room where the zombie fight arena occurs. I think that would have been a nice place for a secret (you can reach with a jump I just tried it). I wasn't really looking to do a lava dip so late in the map, I thought it might have been under an earlier lift though since it felt a bit weird to have lava under that lift.

Great map, I agree with Daz, this could have easily been a separate release. 
 
The wind tunnel idea was because this map was meant as a something that could fit in Quake's episode 3, and two maps use these (e3m4 and e3m5, although e3m4 only uses one and it's hidden). I still feel like the ending room comes in too abruptly with this small corridor.

I may re-release it in the coming days with a modified ending, standalone this time, and probably with a secret area in the arena. A Thunderbolt hidden there could come in handy for the final bit. 
Oh! 
As other has said, very nice little map Skacky!

And your right that the ending needs some modification.
I will look forward to your next version and next map, may it be soon! 
Quake The Way Id Did... 
would have been a good project, didn't really get any responses for a collaboration like I was expecting.

I have almost finished the first map in the project too, just a couple of tweaks to make (only took me a week on and off) 
 
I'm finished my sm173 map.
Small base map.

http://cacodemon.doomer.org/quake/sm173_doomer.zip 
 
Neat maps by skacky and digs. On DOOMer's map I got stuck in a secret area and couldn't get out which was annoying. 
 
will we get a sm137_pack.zip? 
 
@Mandel
What kind of secret area you could not get out? In 2 of 3 exit by opening the wall-door shots. 
 
It was one by a watery area. inside the secret there were bars which weren't open, but seemed to block entrance to another room with some goodies. I didn't see any way out because the map was dark! 
 
There need to shoot in one place on the wall for the opening of another hiden corridor. Bars and button behind them - not functional, just a decorations.

I updated archive with my map, fix some monsters placement in solid and fix one entity.

http://cacodemon.doomer.org/quake/sm173_doomer.zip 
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