#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'
Barnak
#3683 posted by
ericw on 2014/06/10 21:27:08
I tested briefly (up to the first silver key) and didn't see anything weird with Scampie's map on Quakespasm OS X. If you could post more info/demos/screenshots/saves etc. that'd be great.
excited to play this pack!
Negke
#3684 posted by
Cocerello on 2014/06/10 23:25:25
Can't, there are at least 3 mappers that still have to submit their maps, Fifth, Sock and me.
I'd Finish Mine
If the deadline got extended to the 16th or something.
That Would Surpass A Turtlemap
#3686 posted by
Cocerello on 2014/06/10 23:43:55
A Bit
But this has been a very busy couple of weeks.
Plus I'm shit at blocking out.
I'm Really
busting my balls to finish this map in the next hour.
Probably will be done by then actually. Just doing some small testing.
My Speedmap Is Here
You're Doing It All Wrong...
#3690 posted by
generic on 2014/06/11 02:12:50
But it feels so right ;) You guys are finally starting to map at my pace!
Will there eventually be an all encompassing pack? Please let me know.
Played 'em all so far... shaping up to be a good pack!
SM175
#3692 posted by
sock on 2014/06/11 04:13:43
Here is my map entry for the pack. Enjoy.
If No One Else ...
#3693 posted by
Cocerello on 2014/06/11 10:04:50
... says that have a map near completion in the next hours, I'll upload the mappack.
Demo For Sock's Map
#3694 posted by
skacky on 2014/06/11 13:51:50
https://www.dropbox.com/s/l0kkv1tomo8p3rg/skacky_kaahoo.zip
Skill 3, all kills, 4 secrets, no deaths.
<skacky> amazing map sock
<skacky> I was a bit confused with the gold key door
<skacky> but other than that it's stunning
<skacky> really cool encounters everywhere, excellent design
<skacky> the strength rite room was brutal but so much fun!
<skacky> and that scrag massacre, excellent
#3696 posted by
skacky on 2014/06/11 16:12:11
Finish your map you twat.
Sock !
#3697 posted by
Barnak on 2014/06/11 16:51:47
Your map is absolutely SUPERB ! Thanks dude !
You should do some more of that style. Realy great !
Sock!
#3698 posted by
mfx on 2014/06/11 21:59:26
Nice lighting, "classic" layout is well done, your aesthetics are again suberb! Indeed!
Here is a demo of me derping and dying, but i had fun! Thank you!
5th!
#3699 posted by
mfx on 2014/06/11 22:07:10
Your map is quite nice in terms of layout and ambush setup. Could use more highlighting, some text on doors and keysymbols and such stuff.
But what do i know..
Here is a demo. Playing again now, i died terribly 1st time:)