#3656 posted by DOOMer on 2014/06/09 14:47:52
I'm updated my map, i fix water level in the secret room (thanks Digs).
#3657 posted by sock on 2014/06/09 14:52:16
I have a speedmap for this session as well, started it yesterday, but I need some more time to finish it today.
Wow
#3658 posted by Drew on 2014/06/09 15:01:41
Guess I'll wait til the pack comes out, so as to have what will apparently be a series of awesome experiences, judging by above comments!
Mine's Dead
#3659 posted by ijed on 2014/06/09 15:22:33
No time today.
Scampie
#3660 posted by mfx on 2014/06/09 15:42:14
Nice map! Here�s a demo of me dying.
Finished it on the 2nd run tho;)
Doomer
#3661 posted by mfx on 2014/06/09 15:46:02
Nice vibe in your map!
Neat layout, always busy. Here�s a demo .
Digs
#3662 posted by mfx on 2014/06/09 16:18:15
Nicest map so far, here are demos. Tough one.
Mine's
#3663 posted by Cocerello on 2014/06/09 18:37:27
will be in an hour or two.
Wondering if I should make one now just to get on the bandwagon
Why Not?
#3665 posted by Cocerello on 2014/06/09 21:55:33
Probably no one will mind waiting one more day for this pack. But don't take too much, or Sock's entry will grow into a proper release from a speedmap.
Finally ... My Map
#3666 posted by Cocerello on 2014/06/09 22:09:09
http://www.quaketastic.com/files/single_player/speed_maps/sm175_cocea.7z
Made it too big and had to cut it down by half, so there is some minor parts that don't make sense, but it is completely playable.
I'll wait for the pack to play the rest of entries.
Scampie Bug
#3667 posted by Barnak on 2014/06/10 04:22:32
Scampie's map is buggy as hell. I falled under the floor, and the monstrers were are messed up, during the first half. I wasn't able to return on solid ground, even after using the noclip command.
This map could be great, but the bug is killing it totally, texan style !
I'm playing in nightmare mode with QuakeSpasm on OS X.
What?
#3668 posted by - on 2014/06/10 11:54:12
I have no idea what could be wrong or why, it works fine in Quakespasm on Windows and no one else had an issue... do you have a demo? are you playing with any mod on that could also be breaking it? I'd love to know what is wrong so I can fix it
#3669 posted by sock on 2014/06/10 12:36:07
I just need to finish off some lighting and entities in my pixel map, it should be ready later on today for the map pack.
This Fucking Guy.
I Also Need Time
#3671 posted by Cocerello on 2014/06/10 15:06:52
I made a second one, so, please, if you can wait some hours, i can promise you that i can deliver you a way better map than the first one I already released.
Also if no one has played my first map, i'll take some minutes for some bugfixing in the first map and link the two of them together.
*Fifhtelephant, are you going to release one you too?
T-t-t-turtlemaps
#3672 posted by Spirit on 2014/06/10 16:04:28
Spirit
#3673 posted by digs on 2014/06/10 16:08:19
Yes. I'm not interested to make real speedmap. It was fun 10 years ago. Now we have become accustomed to better quality maps. Maybe it makes sense to change the concept speedmap?
Yeah I'm Working On Something Nice :)
Obviously I've had to catch up on E3 and game of thrones but I'm bashing a level together now that should be done in a few hours hopefully.
This is probably going to be a nice pack :)
#3673
Seems to me that we already have.
Non-solid Ground (Barnak)
#3676 posted by Mandel on 2014/06/10 17:13:43
This sounds like the DirectQ issue, but since you're using QuakeSpasm, I don't know...
In DirectQ it's common (at least for me) for the gound to sink beneath the visible brushes after playing for a while. It's an engine problem rather than the map, and I know MH spent some time trying to find it. As I remember it, MH said it was actually a problem with Quake rather than DirectQ in particular. It just seems to appear sooner with DirectQ. Possibly it could happen in QuakeSpasm as well. Anyway...
Use noclip to get out of the ground, make a savegame, restart the engine, and start playing from the savegame.
Firstly
#3677 posted by Drew on 2014/06/10 18:32:30
Scampie making an impure not-actually-a-speedmap proves conclusively that the paradigm has shifted. What would Xen say?
Secondly
#3678 posted by Drew on 2014/06/10 18:35:31
Fuck you guys these are amazing maps. And fuck you in advance sock.
#3679 posted by - on 2014/06/10 18:54:44
whenever it was that I tried to get speedmapping rolling again, I specifically tried to make the interpretation of what a 'speedmap' is a lot more open.
we are not all teenagers with tons of free time anymore, and Quake may not be the only thing we all want to do with our time. letting the timing be open allows people to make whatever they have the time to make. if you only want to make a 1 hour map, great, if you want to spend the week, fine! they are both pretty speedy compared to a standard map that people take a month+ to make.
the goal of speedmapping shouldn't even really be about the limitation of time, despite the name, but about driving creativity and experimentation. if the time limitation helps in those regards, then great, self apply what fits for you. plus, speedmapping allowing designers to not care if they aren't putting their best foot forward. no one should feel like they have to make a showcase map when speedmapping.
maybe we should just rename this to a 'mapping jam'
Great Maps
#3680 posted by ijed on 2014/06/10 19:56:24
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