No Cos I'm Rushing To Get Mine Done You Utter Cunt
#4125 posted by
Shambler on 2019/03/03 11:45:55
Or You Know...
#4127 posted by
Danz on 2019/03/03 13:20:12
you could make another speedmap after finishing the first one.
Update.
The pack's almost ready to go with
15 big greasy whoppers. Just waiting for an update from one of the mappers fixing a critical bug.
You can have a taste in the meanwhile:
https://cdn.discordapp.com/attachments/327853801514074113/553010123392679948/unknown.png
[7:18 PM] Grim_Fandang0: Speedmaps whith grid limit set to 64
[7:18 PM] Grim_Fandang0: or 32
[7:19 PM] Grim_Fandang0: for practice
[7:19 PM] Grim_Fandang0: I mean lower limit
[7:19 PM] Danz: ah, the McGee style.
[7:26 PM] ionous: @Grim_Fandang0 a fine notion.
[7:26 PM] Ing-ing: 64 grid lmit would be kind of funny, considering how cumbersome it would be to work with
[7:41 PM] ww: build everything on 1 grid then scale it up by 64
[7:42 PM] fairweather??: Snap it
[7:42 PM] fairweather??: Speedmap in Bals 193 theme :smugchan:
[7:43 PM] ww: sm194: Bals Balls :basketball_player:
[8:01 PM] ionous: 64 unit minimum sounds good.
[8:03 PM] Grim_Fandang0: now question is... when?
[8:05 PM] ww: now. Deadline in 64 minutes
[8:05 PM] Grim_Fandang0: 64 hours
[9:49 PM] ionous: @Grim_Fandang0 I’m announcing something next week, so this week would a good opportunity to get something in before then. My time is limited, but I’d still try to throw something together.
[9:50 PM] Ing-ing: Oh right, remember that 64 grid also means entities, oh boy, that will be fun
[9:51 PM] Ing-ing: What better way to hate the quake collision code making things one unit larger in practice.
(...)
[10:41 PM] Grim_Fandang0: someone post this on func_msgboard
[10:43 PM] onetruepurple: how long?
[10:46 PM] Grim_Fandang0: till Sunday? so busy people can participate during weekend too
[10:46 PM] Danz: sm194: Map like McGee
[10:46 PM] onetruepurple: McGee used grid 32 though didn't he
[10:46 PM] Danz: most of the time, yeah. For the general layout
[10:47 PM] Grim_Fandang0: sm194: "Greater than McGee"
[10:47 PM] Danz: BigMacGee
I guess this is it then:
SM194: BigMacGee.
Theme: Make a map on grid 64.
Progs: ID1.
Texture wad: Anything goes.
Deadline: March 24th, 23:59:59 GMT (func time).
Meanwhile Danzadan's Mapping Is Straight From The Year 3019
Also Featuring
#4134 posted by
digs on 2019/03/20 03:52:36
If I use a clip-tool, I can cut the brush to any shape.
#4136 posted by
ww on 2019/03/20 06:48:34
All vertexes should be on 64 grid. So danz and digs are disqualified.
Ww
#4137 posted by
digs on 2019/03/20 07:10:34
Can we use the func_* to change the architecture at the time of the game, as shown by the onetruepurple?
#4138 posted by
ww on 2019/03/20 08:39:51
I'm not making the rules, go for it. The mo funk the mo better.
@ww
#4139 posted by
Danz on 2019/03/20 13:01:48
all my vertices are on grid. ;)
in editor
Here's A List Of Some Type Of General Rules From Khreathor.
#4140 posted by
Danz on 2019/03/20 13:09:56
Taken from Discord:
Grim_Fandang0: I would say, non 64 grid entities are allowed, kinda lame to not be able to light it properly because light entities are to far from walls
Danz: @Grim_Fandang0 what's the verdict on trigger and clip brushes? Only grid 64 or any grid?
Grim_Fandang0: I would say 64
u]|[KK]|[o: What about rotations? Only verts snapping to grid or rotations allowed?
Grim_Fandang0: verts must snap to grid
Grim_Fandang0: of course rotation hacks are allowed
Grim_Fandang0: but when I open your map file I want to see geometry snapped to grid 64
#4141 posted by
khreathor on 2019/03/20 13:40:52
All above is right, but if you do everything on a grid 64, you'll get bonus points :)
What Are The Rules, Really?
#4142 posted by
Thulsa on 2019/03/21 12:54:18
Hi. I was wondering: what are the unwritten rules of speedmapping jams/events? Stuff that everyone knows, unless they haven't been part of the community for ever. Skimming this thread gave me the following baseline but I'm not really sure if it's accurate. And as I'd like to get (back) into mapping, I feel like speedmapping is what I have the time to do.
1. Events have theme (which can be "no theme" too) that people have to adhere to.
2. Theme typically comes with a set of limitations (only this wad or only these kinds of textures, everything on a grid, etc.) but it's not absolutely necessary.
3. Limitations can be bent (sometimes) but fewer kudos are awarded for doing so.
4. Interval between even announcement and deadline tend to be a few days or so.
5. Organizer gathers entries and publishes them as a pack.
6. Redoing speedmaps from other people from other events is OK.
7. Finalizing complex, RC-quality maps is not OK.
Does it sum everything up or am I wrong on something? I'm also wondering about the, uhm, expected quality. I assume that the bar is pretty low, correct?
Thanks in advance for your responses. :)
Hello.
To answer your questions: yes.
@thulsa
Welcome back to mapping. No need to rely solely on speedmapping to actually map. You could "remix" one of your favorite maps from the original game.
And another option is go back and try older speedmapping events on your own with a self imposed deadline. i.e. sm189 Doom textures.
Good luck.
@dumptruck_ds
#4145 posted by
Thulsa on 2019/03/21 17:12:11
I wouldn't remix original maps now that I've seen you on your YT channel fixing brushes on one of them. With my OCD I'd spend all the time ironing all of the existing kinks and add nothing instead. :S Unless by "remix" you mean "recreate with a twist" and not "build upon".
Either way once I'm done with all the FreeCAD work that I have on my plate, I'll attempt at building something from scratch by randomly selecting theme
like this.
Yup I meant "recreate with a twist"