#366 posted by - on 2004/04/02 20:11:04
yeah.
 Someone Explain...
#367 posted by Mike Woodham on 2004/04/03 01:15:45
long ago, Metlslime suggested 'maps you play thru twice'.
Aren't we normally allowed to play Speedmaps more than once then? Because if so, I need to apologise to most of the Speedmappers out there!
 What I Meant Was...
#368 posted by metlslime on 2004/04/03 01:22:48
"maps you have to play through twice"
This means that, without cheating, you can't see and do everything in a map in a single play-through.
 Mike:
#369 posted by xen on 2004/04/06 09:48:21
He means using runes & episode gates to change the gameplay of a map the second/third/fourth time round. Necros did an interesting example once, one sec while I just find it...
 Ok...
#370 posted by xen on 2004/04/06 09:54:03
twas sm47_necros
http://speedq1.spawnpoint.org/files/sm47_pack.zip
Thinking about it, you might not have to use runes... if you were to just have two routes through the map with two different exits. I've always wanted to try the rune thing though.
 I'm Familiar With Q1 Mapping (been A Few Years)
#371 posted by WyldeSnake on 2004/04/06 11:15:47
I want to get into the speedmapping just so I can get re-acquainted with it, and actually get good at it this time :)
GtkRadiant...I spent a whle getting that running some time ago, and it was pretty nice. I used to map with QuArK, usin the basic compile tools. I'll have to poke around and get my stuff back. I might have it on a CD somewhere...
Odd thing is, I still have Quake installed after 5-1/2 years, but all the tools for modding it are missing :-o
Necros: It's infinitely more fun to speedmap, or speedmodel as I'm more familiar with, when you're doing it with other ppl at the same time. I like the rush of the competition, to try and get done before the other guy(s) and have a blast doin it. I'm a longtime vet of www.3dfightclub.com, and that started off fun as hell, modelling joysticks and mechabeavers in 15 minutes or less. Even if it looked like crap, the fun was had in just tryin to get it done and having a good laugh at the results :)
 Arg, I'll Stop Dblposting Soon Enough
#372 posted by That damn noob again on 2004/04/06 11:18:14
I'll try to make it to the mapping session. I'll be at my parent's for the weekend, but I should be able to steal some time on one of their PCs and map :)
#373 posted by - on 2004/04/06 11:33:50
If I run the 'maps you play through twice' theme, it won't require the use of episode gates and runes and such. That's an acceptible interpretation of the theme, but I'd say layouts that double back, or just using a teleport to make the player restart at the beginning and play through again are both cool too.
 Sounds Fun
#374 posted by WyldeSnake on 2004/04/06 11:43:11
I got an idea for it already :) I can't wait to get a crack at this
 Yeah...
#375 posted by metlslime on 2004/04/06 14:06:25
the rune thing necros did was the inspiration, but i can think of a number of ways to do it.
 Sm47_necros
#376 posted by Mike Woodham on 2004/04/06 15:07:07
Mmmm, I think I might be missing something here.
I like the idea of going through maps more than once (I actually posted about this before) but necros map textures did not allow me to play through :-) I'm a pipe and cardigan sort of person!
So, can someone point me towards an explanation of runes and episode gates?
 Hmmmm
#377 posted by Shambler on 2004/04/06 15:27:19
Shambler's mini proper maps theme could work, but seems like something people want to see for playing, not a theme that really inspires mappers to do fun things, which is what speedmapping is about. </Q>
No. I didn't expect them to be particularly playable and enjoyable, I thought it would be an entertaining challenge to see how much of a proper map one could make on a miniature scale.
And metslime, I'm sure I originally suggested the 1 brush speedmap! But you agreed and supported it heh...
 Let Me Settle This
#378 posted by R.P.G. on 2004/04/06 15:34:33
...blah blah random stuff about clipping errors in maps. This leads into the following:
<scampwork> but... as I said, if you use a single brush, you're ok, so you could just use a clip brush that's a few pixels off to avoid the error in places where 1 brush architecture is not possible
<Vondur> just compile the map with -hull 1, and you might see that clipping bugg0r
<metlslime> scamp: yeah, but it'd be cool to fix the bug, too
<Shambler> 1 brush map contest
<Shambler> hmmmm
<metlslime> that sounds cool.
<metlslime> next SM i'm doing a one brush map.
<Vondur> i'll participate
I find it disappointing that neither metlslime nor Vondur have contributed a 1 brush speedmap. :(
#379 posted by - on 2004/04/06 16:51:47
Shambler: Oh! misunderstood what you mean by the theme. I thought you were talking about making (for example) czg07 and just making it a shorter/less detailed. Miniscale maps sounds like a cool idea.
 Episodegates
#380 posted by xen on 2004/04/06 16:53:14
So, can someone point me towards an explanation of runes and episode gates?
Heh... yeah should've mentioned that map is probably the most fucked up piece of Quake you'll ever play :-p
Basically... take start.bsp. When you first spawn in at the start of a game, all four episodes are available since you have no runes. If you return to the map after picking up a rune, you'll spawn in at an entity called info_player_start2 which is in a different place to the intial start point. If you enter with the first rune, then the entrance to the first entrance is blocked, and so on. Each of the four blockades are brush entities called func_episodegates, with the following spawnflags values:
1 - appears if you have the episode 1 rune
2 - appears if you have the episode 2 rune
4 - appears if you have the episode 3 rune
8 - appears if you have the episode 4 rune
...I think, someone correct me if I'm wrong.
So for instance if you pick up the first rune at the end of your map and set the changelevel to point to the same map, you'll respawn at the info_player_start2 and can use an episodegate w/ spawnflags 1 to block off or bridge certain sections that weren't available before. Has loads of options.. surprised necros has been the only one to really make use it so far.
I *think* the info_player_start2 is optional though, if it isn't there then you'll just start at at info_player start again. But don't quote me on that :-p
 Hrm
#381 posted by xen on 2004/04/06 16:55:21
When I said 'Has loads of options.. ', I should've said 'oppurtunities'.. as in ways it could be used.
 Aha!
#382 posted by Mike Woodham on 2004/04/06 17:17:59
Methinks the thot plickens.
 Shambler...
#383 posted by metlslime on 2004/04/06 18:07:07
yeah, i guess you did. All i did was fight off the attempts to allow extra brushes.
 .
#384 posted by necros on 2004/04/06 19:01:00
surprised necros has been the only one to really make use it so far.
i'm just wierd, i guess. ;)
the only real downside to it is that if there are monsters, that you can't get to on the second to last time you're there, then you'll never be able to get 100% kills, of course, that could be remedied by having a big func_door that crushes all the monsters in the areas you can't reach, or something.
 Or...
#385 posted by R.P.G. on 2004/04/06 19:09:19
Have all of the monsters teleport in. Have a trigger at the start of each section that determines where they spawn to. Of course it's not perfect, since the monster count will be the same for each area.
 Scampie...
#386 posted by Shambler on 2004/04/06 20:31:58
No, you kinda understood me right, I guess I mean somewhere in between, I mean if people wanted to do large, complex, architecture, well, good for them, but I was thinking I guess, both smaller in scale and simpler, but trying to retain "fundamental" map elements.
Some of your recent maps have been like that - one of the headshot ones in particular.
Actually thinking about it, a definite "mini" element, without being retardedly unplayable, would be cool.
 Sm74!
#387 posted by - on 2004/04/07 18:15:29
The time
9pm GMT on Saturday, 27th of March
that corresponds to 4pm EST or 9pm UK time. I think, could someone varify my UK time now that daylight savings time is in effect, or out of effect, or whatever effect it's in now that time has changed.
The place
on IRC, in #speedq1 on irc.gamesurge.net
The plan
Make a map in 100 minutes or less. or more.
The theme
Maps you play through twice. Take that however you may, various interpretations have been posted in the last 20 or so posts. You do not have to map in theme if you don't feel like it.
If you can't make the session, make a map before and email it to me at:
Scampie@spawnpoint.org
 Er...
#388 posted by - on 2004/04/07 18:16:18
10th of April I mean... blast you damn copy and paste!
 Condescending Lecture -- WITHOUT Going To University!
#389 posted by R.P.G. on 2004/04/08 10:04:47
Dear Mistar Scmapie,
While most of the USA switched to daylight saving time at 02:00 on the morning of Sunday, April 4th, the UK switched to daylight saving time at 01:00 on the morning of Sunday, March 28th. As a result, there is presently a five-hour difference between the east-coast USA and the UK, just like there is for fifty of the other weeks in the year.
However, because the UK and USA are on daylight saving time, this means that the UK is one hour ahead of GMT (GMT +1) and the USA is four hours behind GMT (GMT -4). So if the speedmap were to be held on the 10th of April at 16:00 and 21:00 in the USA and UK respectively, then it would take place at 22:00 GMT (10pm).
This concludes Dr Nincompoop's time lesson for the day.
 Ohmigosh I Am Soooo Stupod
#390 posted by R.P.G. on 2004/04/08 10:08:11
So if the speedmap were to be held on the 10th of April at 16:00 and 21:00 in the USA and UK respectively, then it would take place at 22:00 GMT (10pm).
Obviously, if I had actually done the math, I would have said that the speedmap would take place at 20:00 GMT (8pm).
20:00 + 01:00 = 21:00 mmkay?!
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