News | Forum | People | FAQ | Links | Search | Register | Log in
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.
First | Previous | Next | Last
More Escher 
Negke 
There's only one map corresponds to the chosen theme. I think we will do it in good quality 
What About... 
maps based off of the Quaddicted twitter feed?

There have been a few nice screenshots posted there recently. 
So 
Escher it is. Interesting!

Good idea on changing the title of the thread for people noticing. At first didn't catched it and thought it was discussion for a new jam pack.

I am having problems thinking of gameplay for that theme, but it is progressing. Probably bacause of not being able to map for the past two years. It is going to be good for mapping rehabilitation. 
Sm177 
My map.

http://digspt.ru/quake/sm177_digs.zip

There is a problem with Darkplaces. For:
"angles" "90 0 0"
there is a reversal of the object in the wrong direction. In other engines displayed normally.

Who else makes the map for this event? 
Digs 
Cool map ! This map is very imaginative and innovative ! I felt very disturbed by the architectural orientations.

This theme is pretty "Quaky", in some way. There should be more often of these "twisted" and fucked up dimensions, in Quake.

My criticisms : Maybe the light is too strong all across the map. Use some fog, maybe ?

Try a version with a VERY STRONG fog. 
 
digs, does 89.9 or 90.1 fix it? you might be able to trick darkplaces while not affecting other engines. 
I Am Dropping From This 
I forgot to check if the idea i have is possible in Quake first, so now i have to change lots of things on it.
I expect to have it in around 24 hours, so it will be released later. I don't know if as a speedmap or not, time invested on it will decide. 
Sad 
the deadline is this weekend digs!
I'm just half way there
MadFox And Digs 
Take your time.

I suggest to push the deadline for a few days (a week ?).

Digs, your trees suck. (trees in Quake1 always suck anyway). I suggest that you change them for trees without any leaf. Or some weird evil twisted sculptures instead.

Please, add more details ! 
Seeing That Thread Made Me Want To Refresh My Mapping Skill 
...since I've been stuck with a single map of Schlossher for months, but with the deadline being today, blech... 
 
I guess a mapping deadline is a lot like planned game release dates. 
 
Mapping deadlines tend to shift on amateur projects a lot worse than commercial IMO. 
Ok 
I think we can take a few more days. MadFox how much time you need to complete?
Cocerello, we will wait for you.

Trees is difficult. I'm not sure what I can come up with something.

Necros: I'll try your idea

Barnak: I have tried to make the fog, but I did not like 
Necros 
No, it does not work. I tried different combinations, "90.1 0 0", "270 0 180" and so on. But all in vain 
Digs, ... And Trees 
About trees, try some strange useless machine-like sculptures. Two boxes and a few pipes... 
My Map Is Pretty Rudimentary 
but I'm still a day or two off a playable release. 
 
Trees are indeed difficult, and are one of the things I'm still not sure on the most efficient way to render.

But there are many types of trees, some easier than others. 
Trees 
You guys should start a topic about making nice trees for Quake1. Design, rendering, style, etc. 
>> Who Else Makes The Map For This Event? 
I will release my map for this SM event today evening. It remains to complete the placement of the monsters and finish some visual details. 
Digs, Your Trees Look Good 
Don't change anything aesthetically. Your map looks amazing, and the trees suit it perfectly. 
 
Thank you, unknown human. :) 
Shamblernaut 
don't worry about making it good and polished, its an speedmap, it should be short, hasty in construction, and rich in ideas, so rudimentary is good.
Usually when one gets to spend more than 6-8 hours on them they lose their speedmap flavour. For recent examples, go with sm171, sm172 and sm174 and avoid things like sm175 and sm176.

Also, making it short and hasty makes it easier to complete maps and lowers the possibilities of it ending up forgotten on your hard disk, unfinished.

* Digs. OK, expect it today, but can't say when exactly, i still haven't compiled it once, so i don't know if its going to be one of those that takes half a day in compiling. I'll keep you updated. 
Digs Map. 
Had me loling in a good way. Really cool. 
Digs 
I can't make the map in time, not soon either, so release the pack with just your map and DOOMer's, well, and Shamblernaut's if he appears.

I apologize for making you wait in vain. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.