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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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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. 
Cocerello 
No problems. We are waiting for the others 
Im Getting There. 
My entity stuff is sorta time consuming. but it really needs to be completed wholly for the concept to work and be playable. 
 
My map is half way done. To turn it into a playable map it would need at least a week or more.

I'm not a speedmapper, in fact I hate it. 
Sm177_doomer 
My map for SM177

http://cacodemon.doomer.org/quake/sm177_doomer.zip

The balance may be bad (yesterday I didn't have enough time to test through many runs on the map). The map fits the event theme is probably not 100%, map by `digs it turned out much better in this.

digs. Your map is reminiscent of your earlier works from the series "Anomaly". 
Time Is Over 
I think that we wait for the map of Shamblernaut and make thread.
Others can then just give a link to them maps in the thread when finished work.
Ok? 
I Have One Done 
Give me some minutes to upload it 
 
http://cacodemon.doomer.org/quake/sm177_doomer.zip

I updated archive with my map (http://cacodemon.doomer.org/quake/sm177_doomer.zip).

@digs
I think, yes - wait for the maps of Shamblernaut and Cocerello . 
Cocerello 
of course.

I also updated my map
digspt.ru/quake/sm177_digs.zip 
Eh, It's Unlit, The Gameplay Is Rubbish... 
as is everything else about the map.

here it is: https://www.dropbox.com/s/rbiahbdwqmzuurd/sm177_shamblernaut.bsp?dl=0

I was testing a concept to see how it would play, turns out not great.

drop down by any striped textures to walk on that plane. 
Done 
I said that i was resigning on submiting something for this session, but as seeing that there was time till DOOMer and Shamblernaut submitted theirs, it thought of doing something fast, and here you have.

It was so quick to make, compared with the other i was doing, that i added support for skill levels and experimented with some tricks for replayability. You can even get different weapons depending on how you play it.

I am satisfied with it: it is not a great map and not as special as the one i was making, but i think its fun and its very speedmap-like, which was missing in most of my speedmaps.


* Important to note: its for playing with QUOTH

https://www.dropbox.com/s/5oa7wmoqcbvzw26/sm177_cocerello.zip?dl=0


By the way, wouldn't it be better to do like always from now on? Sending the maps to however proposed the session to pack them all and them publish them on a news thread. That way we avoid several issues, like having the comments spread between here and the news thread, having lots of individual files and versions for each, people having to check for each new map, and the first and last map submitted being a bit forgotten. It's nothing big, but i was curious as of why in the last 3 speedmap sessions it was done like this. 
 
OK, guys. I'm and Digs talked and decided that I will make a package and publish the news about this event within 1-2 hours. 
Digs 
Your map reminds me of that map by Markus Klar, from 1997 or something like that... I think it was named "a fly". 
Onetruepurple 
Yes, I remember this map 
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