#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"
My Entry For SM194
#4154 posted by
Esrael on 2019/03/24 23:53:46
Hi guys!
Not sure where I'm supposed to submit my entry for the SM194 event, but I uploaded it to Quaketastic:
Download link
Screenshot (Do people usually even provide screenshots for map jams, let alone speedmapping events!)
This is my first ever contribution to a mapping event. My slow mapping speed prevents me generally from participating to any events, but this event happened to align so conveniently with my situation that I just had to participate! The grid 64 rule really helped me lower my standards enough to map faster and settle for less. I still ran out of time, though! xD
Update:
The session has ended and the pack is almost ready to go.
Only waiting for Mugwump to send over 10Mb .bsp with a 18Mb skybox and a music file.
Just A Note
I probably won't be hosting any speedmap sessions while Jam X is alive... but don't let that stop you from trying yourself!
SM195? Exploration / Nonlinear
#4157 posted by
Mclogenog on 2019/05/01 02:27:54
Talked a bit in the Quake Mapping discord about a speedmap event themed around nonlinear levels and exploration (no combat).
There was also some interest in using JCR's jumpboots mod from the modding jam.
If folks are up for that, the speedmap would start a week or so after Mapjam X releases. (there are a few bugs with the mod we're trying to sort out first.)
#4158 posted by
Mclogenog on 2019/05/01 02:58:34
I got word that there's some interest in a knave speedmap after mapjam X ends, and also that this Exploration / Nonlinear thing may be better suited to a jam (maybe call it explore jam 3).
Will post more info in the mapjam thread once details are sorted out (and once mapjam x is out).
So, I am un-calling dibs on sm195 :P
SM195: Gotta Go Fast
#4159 posted by fairweather on 2019/05/01 16:58:39
Theme: None. Paramount Pictures does recommend you go quickly, however- so a 24 hour time limit has been given.
Progs: ID1.
Texture wad: Anything goes.
Deadline: May 2nd, 3PM GMT (func time).
Submit in this thread, or at me on Discord.
fairweather#6969