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Posted by - on 2003/12/06 18:37:36 |
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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SM176
"Finish OTP's shitty jam half-entry"
Nah
#3725 posted by ijed on 2014/07/03 23:54:10
If we did that we wouldn't be able to take this piss.
So
#3726 posted by ijed on 2014/07/03 23:54:33
When are you going to finish?
Sm 176 Announcement
#3727 posted by Drew on 2014/08/22 01:50:07
As the jam has stopped flowing, I thought I'd suggest a good old fashioned speed map event.
The theme is 'quantity over quality' as in a previous session, but as per usual is totally optional.
Send your maps to my email by Aug. 28th.
... WHO'S WITH ME!?
#3728 posted by Drew on 2014/08/23 20:15:54
#3728
#3729 posted by DOOMer on 2014/08/23 20:22:59
I'm will start my sm_176 map tommorow.
So ...
#3730 posted by Cocerello on 2014/08/23 20:32:45
No theme this time?
Well, i have the map i did for sm170 around somewhere, maybe i could submit it for this session.
I won't tell you for sure if i submit it. After submitting the last two without betatesters and unfnished, i won't submit this one if i am not sure it doesn't have any major issues.
By the way, Drew, as you probably know, in this events, at least half of the people that submit something at the end, haven't said a thing in the thread (i don't know about Terrafusion).
I Am With You Always...
#3731 posted by generic on 2014/08/24 13:46:50
...even if I don't submit shit anymore :(
You go, Drew!!!
Thanks Generic
#3732 posted by Drew on 2014/08/24 17:45:51
Thats nice Generic, but what I really want is for you to submit to me.
Coco, there is an optional theme - quantity over quality.
Doomer, good to know, hope you have fun with
It!
Quantity Over Quality
#3733 posted by Cocerello on 2014/08/24 20:36:52
It's one of the rules for speedmapping events, but if i think about it, that is also probably the rule we break the most in speedmapping, so i can see why you put it out and say that it is optional, apart from the fact that the theme on speedmaps by tradition was always optional, we just got accustomed to follow it.
Looking at it from a different perspective it can lead to an hordish combat map or a big with almost no detail map, and make that the theme. Hmmm ... maybe i'll do another one, now that i have a theme the ideas pop in my head way faster.
And lastly, ..., i am sorry for you, but i am not the Coco, i ain't going to eat you no matter how much you call me like that :)
For More Inspiration
#3734 posted by Drew on 2014/08/24 21:32:49
Look at the original quantity over quality SM pack. Xen did a really nice one for that.
Go Map!
#3735 posted by ijed on 2014/08/24 23:27:51
Perfect Theme For Me!
#3736 posted by mfx on 2014/08/24 23:34:28
I'm Glad You Think So!
#3737 posted by Drew on 2014/08/25 04:38:54
Hope you find some time to whip something big and shitty up!
I Whipped Something Big And Shitty Up Last Night/this Morning
#3738 posted by Drew on 2014/08/25 09:51:44
https://www.dropbox.com/s/cotc6u7ln68gws2/fitz0000.tga?dl=0
Crappy non-permanent link that OTP and others will hate, because I am lazy and also, like, whatever. It's 4 am.
I'll try to find time to make another one for the 28th, but we'll see!
Errrr
#3739 posted by Cocerello on 2014/08/25 10:25:15
You said
Send your maps to my email by Aug. 28th.
so i thought you did to avoid granularity in the release and show all together to the community.
Whoops
#3740 posted by Drew on 2014/08/25 12:12:14
Send your maps to my email by Aug. 28th but feel free to post pictures of your maps - like I did above - whenever you like.
Sorry for the lack of clarity there. It's just a screenshot.
Ops
#3741 posted by Cocerello on 2014/08/25 12:43:23
No need for clarity this time, it was me that jumped to conclusions too fast and thought it was the map, as screenshots are uncommon in this thread.
Looks good, depending of the layout and the side from which the player enters, those dogs will need a trigger_monterump. From just that sceeenshot i think it strays a bit from the theme, not that mine is better in that regard.
By the way, i played sm67_xen. It is good, and probably the one that matches the theme in sm67 the most. The idea of using setpieces and modules to make a speedmap isn't new for me, but it is always a good reminder as a different type of way to achieve quality.
#3742 posted by DOOMer on 2014/08/25 21:21:51
@Drew, you can use http://i.imgur.com/ for screenshots instead Dropbox.
Screenshot of the my sm176 map. I'm completed base layout yesterday and started make light today. On this moment map isn't contains any monsters on map.
http://i.imgur.com/TxnIQn8.jpg
Neat!
#3743 posted by mfx on 2014/08/25 21:29:13
#3744 posted by metlslime on 2014/08/25 22:53:50
map02 remake, nice.
Following The Trend
#3745 posted by Cocerello on 2014/08/25 23:15:57
http://www.quaketastic.com/files/screen_shots/q70v05b.jpg
This is the one i did for sm170 and couldn't release back them. MY first speedmap, by the way.
My betatesters have a different opinion and liked the crystals, but for me they still don't look like the light is coming from within them, mainly because the bottom is still dark, but i hate this map and want to avoid working on it as much as possible, so the changes if there are some will be minor, very minor.
#3746 posted by metlslime on 2014/08/25 23:32:52
try making the crystals use fullbright colors or using an external BSP for them so that you can light them correctly.
Metlslime
#3747 posted by Cocerello on 2014/08/26 00:05:56
I know, those are the only two options i saw when thinking about a possible solution back then. But those are off limits of what is considered speedmapping, so i desisted on using them for this map. Anyway, thanks for the information.
I'll use them if i need crystals on a proper map.
Currently it uses a system of 6-10 lights per crystal, depending on the length of the crystal. It's mainly because of the issue about delay 2 lights having an overbright area in the area closest to them in white light instead of the one given by the _color key. That causes that i need 4-8 colored lights to mask that white zone.
Made dozens of tries on a test map with other delay values to eliminate those extra lights but the look is bad. The good point is that thanks to that i have a map with a room filled with many types of lighting that come from crystals for future maps.
I heard that TyrUtils have the option for delay 5 lighrs, Which are the same as delay 2, but without that overbright area. I'll add that option to the other two.
Made Another One.
#3748 posted by Drew on 2014/08/26 20:08:47
will hold off on screenshot
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