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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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SM206: Prototypes 
We have some newcomers to the scene, so let's give them an opportunity to map!

Complete a map that only uses textures from Khreathor's Prototype 1_2 wad http://khreathor.xyz/site/prototype/

id1 progs, no custom music.

Send me the results at AndrewYoder@live.com by Monday 00:01 Central European Time.

Don't crunch on this. The prototype wad should help you all focus on gameplay without worrying so much about visuals (which always take the most time). Just find a few hours over the next couple days to make a map for fun :) 
SM207: Ceremonial Speedmaps 
The undeniable classic. The golden standard of wizard maps. The meat and potatoes of Q1SP. czg's unforgettable Ceremonial Circles is the theme for this speedmap session.
Keep it simple. Green wizard theming, re-use of space and a lot (maybe too many) ogres on perches.

DEADLINE: Monday April 6 00:00 PST
COUNTDOWN: https://www.tickcounter.com/countdown/1884348/sm207

PROGS: ID1

TEXTURES: ID1 and similar texture sets, green wizard.

SUBMISSIONS: Email to frwthr[DOT]design[AT]gmail[DOT]com, or message me on Discord @ fw#1312 
SM208: Caves, Canyons & Crevices 
Deep underground with cracks of light from above. What dwells below the surface? A hidden temple, lava-tubes, forbidden tomb, unspeakable caverns and/or a subterranean lake. Descend into darkness with organic shapes of stone and the unknown!

START: Friday April 17 00:00 PST
DEADLINE: Monday April 20 00:00 PST
COUNTDOWN: https://www.tickcounter.com/countdown/1911236/sm208

PROGS: ID1

TEXTURES: Designer choice. I suggest Makkon.

SUBMISSIONS: Email to choldenjr[AT]gmail[DOT]com, or message me on Discord @ ChrisHolden#3955 
SM209: GIMME YO TRAPS JAM! 
Have you always longed to piss off the player in a really creative way, this is your chance. Pull the floor beneath their feet, make the room shrink, have the lava rise.

The gist of this JAM is all about traps and game-play revolving around ambushes and nifty placed enemies to surprise the player. Think you can do it?

Play with their expectations in a spectacular way.

Since Arcane Dimensions has lots of stuff that can be used in such way it will be required for this run.

START: Friday May 15 00:00 UTC
DEADLINE: Thursday May 28 00:00 UTC
COUNTDOWN: https://time.is/UTC

PROGS: Arcane Dimensions 1.71
http://www.simonoc.com/files/ad/ad_v1_70final.zip
http://www.simonoc.com/files/ad/ad_v1_70patch1.zip
comes with FGD for TB, JACK and GTK

NAMING: SM209_***author***

TEXTURES: You may do whatever you like, even Prototype.

SUBMISSIONS: Discord Submissions ish#9729 https://discord.gg/efRQCS 
If 
i make a map for id1, will it work the same on AD or will there be differences, apart from the non-lit items and the weapons? I have never played AD and getting to play one of those huge AD maps now on a hurry is like a chore. 
You Have An Email Address To Submit Maps To As Well? 
 
Cocerello 
Most, if not all, things will work as normal. id1 map hacks are verboten (and not really necessary) though as AD was extensively rewritten under the hood. 
I Remember 
Sock writing that he tried to keep the code as it is so hacks and other things that are considered normal by the community still work, but that's all, and i do not know if he ended up keeping it that way. 
SM210 Overgrown 
SM201 theme is overgrown. Go wild!

Deadline: august, 31 monday, 6pm CET


NAMING: SM210_ author

TEXTURES: go wild!

SUBMISSIONS:
N a i t e l v e n i#6641
naitelveni@gmail.com 
SM210 Overgrown 
MOD used: Copper 
SM211 Moving Parts 
posting this on behalf of naitelveni who neglected to post here

Use func trains, platforms and other ways to create interesting gameplay scenarios.

START: Friday January 22 17.29 UTC
DEADLINE: Sunday January 24 24:00 UTC
PROGS: Copper
https://www.quaddicted.com/reviews/copper_v1_15.html

NAMING: sm211_author
TEXTURES: You may do whatever you like, even Prototype.
SUBMISSIONS: naitelveni@gmail.com

COUNTDOWN TIMER
https://www.timeanddate.com/countdown/generic?iso=20210124T235959&p0=1440

GET THE LATEST FGD http://lunaran.com/files/copper.fgd 
Sm212 Dm Remix 
sm212-dm-remix

Choose a deathmatch map from the original game (dm1 - dm6). Now remix it for single player! Feel free to use the original map sources as a base to speed things up. Or use the theme and create something new that evokes the original map in a clever way. Players should at least recognize the "vibe" of the original inspiration.

This event will use a mod (see below). A basic start map will be created, so set your trigger_changlevel "map" key to "start".

START: NOW!
DEADLINE: 11 April 2021 9pm CEST (UTC+2)
PROGS: SMP 2021.1 - a custom speedmapping progs with trigger spawn monsters & kill count fixed.
DOWNLOAD: http://www.quaketastic.com/files/single_player/mods/speedmapping_progs_2021.1.zip
NAMING: sm212_authorname
TEXTURES: anything that fits the theme!
SUBMISSIONS: lango.lan.party@gmail.com or dumptruck_ds#3116 via Discord
COUNTDOWN: https://www.tickcounter.com/countdown/2497505/sm212

Quake Map Sources:
https://rome.ro/news/2016/2/14/quake-map-sources-released

Examples of DM remixes from than:
https://www.quaddicted.com/reviews/dm5rmx.html
https://www.quaddicted.com/reviews/dm6rmx.html
https://www.quaddicted.com/reviews/dm7rmx.html 
Discord Channel 
Here's the sm212 channel at QM. https://discord.gg/PMm3tZqn 
A Fine Idea 
I won’t have time for. Good luck with it though. 
Sm213 Low Gravity 
sm213-low-gravity

Make a single player, low gravity map with the latest version of the SMP mod. You can set your level's gravity amount in the worldspawn. "Ziggurat Vertigo" (e1m8) was set to 100 but your map can be anything below 800 as long as it's bouncy, floaty and gib-filled! Make Sir Isaac Newton proud, GO MAP!

This event will use the SMP mod (links below). The latest version allows for custom gravity settings and suspending items in mid-air. Please read the readme for details and check out the video linked below if you need more info. A basic start map will be created, so set your trigger_changlevel "map" key to "start". Please add 3 coop starts and 8 deathmatch starts for mulitplayer.

Please make sure your map is tested in Quakespasm since Quakespasm-Spiked can occasionally break map compatibility in some gameplay setups.

START: NOW!
DEADLINE: 15 August 2021 9am CEST (UTC+2)
PROGS: SMP 2021.8 - a custom speedmapping progs with trigger spawn monsters, items, start map fix, custom gravity and more.
DOWNLOAD: https://github.com/quake-mapping-community/smp/releases/download/2021.8/speedmapping_progs_2021.8.zip
ALTERNATE DOWNLOAD: http://www.quaketastic.com/files/single_player/mods/speedmapping_progs_2021.8.zip

NAMING: sm213_authorname
TEXTURES: Anything goes!
TRIGGER_CHANGELEVEL: set to start
SUBMISSIONS: lango.lan.party@gmail.com or dumptruck_ds#3116 via Discord
COUNTDOWN: https://www.tickcounter.com/countdown/2688059/sm213

SMP video from dumptruck_ds
https://youtu.be/42A1PCt1jwE 
Sm213 Bug Fix 
Found a Megahealth bug in 2021.8 thanks to Henry A. Updated links for SMP here:

DOWNLOAD: https://github.com/quake-mapping-community/smp/releases/download/2021.9/speedmapping_progs_2021.9.zip
ALTERNATE DOWNLOAD: http://www.quaketastic.com/files/single_player/mods/speedmapping_progs_2021.9.zip

If you are suing Chrome you may need to right-click and open the Quaketastic link in a new Incognito Tab. 
Checking In On Sm213 
Anyone doing a map here that has not contacted me? 4 hours 23 minutes left to go. 
SM214 Prototypes 2 
sm214-prototypes-2

Similar to last year's jam sm206-prototypes. Complete a map using only textures from Khreathor's Prototype 1_2 wad http://khreathor.xyz/site/prototype/

Great newcomers and fun for all! This time with a theme, Vertical space! Consider designs that travel up or down, overlapping areas, multi-tier rooms or just do whatever you want because it's prototypes!

One week long jam focused on gameplay without worrying about visuals (which always take the most time). A few hours over the next week to make a map for fun.

Please make sure your map is tested in Quakespasm as Quakespasm-Spiked can occasionally break map compatibility in some gameplay setups.

START: NOW!
DEADLINE: 6 September 2021 9am US/Pacific
PROGS: SMP 2021.9 - a custom speedmapping progs with trigger spawn monsters, items, start map fix, custom gravity and more.
DOWNLOAD: https://github.com/quake-mapping-community/smp/releases/download/2021.9/speedmapping_progs_2021.9.zip
ALTERNATE DOWNLOAD: http://www.quaketastic.com/files/single_player/mods/speedmapping_progs_2021.9.zip

NAMING: sm214_authorname

TRIGGER_CHANGELEVEL: set to start
SUBMISSIONS: choldenjr@gmail.com or ChrisHolden#3955 via Discord
COUNTDOWN: https://www.tickcounter.com/countdown/2721646/sm214 
SPEEDMAP SNACK PACK 2: SNACK HARDER 
Posting this on behalf of fairweather who is running this. (I am not involved with this so I can't asnwer questions.)

YOUR MISSION: Pick a slot and create a map in the given theme with the given weapon limitations. Levels must be able to be completed from a 'shotgun-start' and have standard Quake gameplay (keep it meat n' potatoes!).

Levels will be assembled after the deadline, meaning that all levels should be made with the fact in mind that the player can have any given weapon in each slot. For example, levels in Slot 2 (Egypt) and onwards have the capacity to have the Rocket Launcher, so keep an eye on breakable bits of your level.

Focus on something small and digestible, mappers can create several maps over the 48hrs, but very low quality maps will not be included. Keep it lean!
Do not include Shub or Cthon in your levels.
Do not include custom music or external skyboxes in your levels.

Feel free to use whatever textures you'd like that fit the themes below, I will supply basic texture wads but don't feel limited to them! The slot themes are...
- SLOT 1: Cr8 Base (shotgun, nailgun) (secret SSG / GL)
- SLOT 2: Egypt (SSG, GL) (secret RL/SNG)
- SLOT 3: Firetop Mountain (SNG, RL) (secret LG)
- SLOT 4: Knave (everything)
Weapons from previous slots are available to be used in the next slot.

Before submitting make sure...
- To give me your chosen slot.
- Your changelevel goes to Start! I will be changing the changelevel trigger via an ent file.
- The map is sealed.
- The map runs in Quakespasm.

STARTS: JAN 22 10:00 AEDT
ENDS: JAN 24 10:00 AEDT
COUNTDOWN: https://www.tickcounter.com/countdown/3017145/smsp2
FILE NAME: Anything, will be changed upon pack release by myself.
TEXTURES: Anything that fits the given slot theme.
PROGS: Copper http://www.lunaran.com/copper/
SUBMISSIONS: fw#1312 
Sm215 Quad Run 
sm215-quad-run

Make a single player, "Quad Run" map with the latest version of the SMP mod.

Merriam Webster's defines a quad run as "An unrelenting show of force using an ancient blue rune to decimate large swaths of multi-dimensional foes." As long as your map has at least one usable Quad rune, you're in business. But the more the merrier! Go nuts and make a fun map.

We encourage all beginners to join this event. Speedmapping is a great way to learn and hone your creative decision making skills. With the time limit in mind, no one is expecting a masterpiece.

This event will use the SMP mod (links below). Please read the readme for details and check out the video linked below if you need more info. A basic start map will be created, so set your trigger_changlevel "map" key to "start". Please add 3 coop starts and 8 deathmatch starts for multiplayer.

Please make sure your map is tested in Quakespasm 0.94.3 since Quakespasm-Spiked can occasionally break map compatibility in some gameplay
setups.


START: NOW!
DEADLINE: Saturday 29 January 2022 9am CET (UTC+1)
PROGS: SMP 2021.11 - a custom speedmapping progs with trigger spawn monsters, items, bug fixes, custom gravity and more.
DOWNLOAD: https://github.com/quake-mapping-community/smp/releases/download/2021.11/speedmapping_progs_2021.11.zip
ALTERNATE DOWNLOAD: https://www.quaketastic.com/files/single_player/mods/speedmapping_progs_2021.11.zip
README LINK: https://raw.githubusercontent.com/quake-mapping-community/smp/main/smp_readme.txt

NAMING: sm215_authorname
TEXTURES: No limits. Anything goes!
TRIGGER_CHANGELEVEL: set to start
SUBMISSIONS: lango.lan.party@gmail.com or dumptruck_ds#3116 via Discord
COUNTDOWN: https://www.tickcounter.com/countdown/3027696/sm215

SMP video from dumptruck_ds
https://youtu.be/42A1PCt1jwE 
Sm216 Communal Paint Bucket 
Posting on behalf of @ZungryWare#1545 from Discord
SM216: The Communal Paint Bucket

This speedmap is a bit different. You have three days to build a map, but you will make it with custom textures created by the other participants! During the first day of the event, you will make your textures and send them to @ZungryWare#1545 . The second and third days will be spent building the level with everybody's textures! Levels can be themed however you like, but you must use what's in the WAD!

To Clarify:
Friday Morning (now): Event start.
Saturday Morning: Submitted textures are packaged into a WAD and distributed.
Sunday Morning: WAD will be updated with any late texture submissions.
Monday Morning: Maps are due.

Rules:
- You may begin building the level now, but you won't know what all of the textures are until tomorrow.
- You may submit textures without building a level and vice versa. But doing both is highly encouraged!
- You may not use textures outside of the WAD to make your map.
- Textures (and maps) must be created during the event. You may reuse elements of your other textures (like edge highlighting or substance designer workflows), but the end result should be able to be reasonably considered a brand new texture for this event and not just a variant of an existing texture.
- Utility textures (trigger, clip, etc.) will already be in the WAD. Things like buttons, liquids, skies, and key indicators will not!

DEADLINE: 2/21/2022 9am PST (5pm UTC)
PROGS: SMP 2021.11 - a custom speedmapping progs with trigger spawn monsters, bug fixes, custom gravity, and more. Get it here: https://github.com/quake-mapping-community/smp/releases/download/2021.11/speedmapping_progs_2021.11.zip 
Bah 
forgot this at the end!

SUBMISSIONS: ZungrySoftEntertainment@gmail.com or ZungryWare#1545 via Discord. Submit textures as a WAD file containing your textures. 
SM226 Grisly Grottos 
Deep below Gloom Keep, buried and forgotten for aeons, the Grisly Grotto waits... For you to hastily reinterpret it. The namesake and theme for this speedmapping session is e1m4, an all-time classic from Quake's shareware episode. There are no strict restrictions on textures or anything else for this one, but I'd like the inspiration to be clear - subaqueous structures, cavernous chambers, tricky traps and whatever else you can glean from the Grisly Grotto.

For progs I've put together a modified version of Copper, featuring the diving gear from Dwell, which grants water breathing and a 30% increase in swimming speed for 60 seconds. You can download it from the Slipseer thread below or the Quake Mapping Discord. The package also includes a wad of the textures used in e1m4 (again, feel free to use other textures if you want to), and a decorative seaweed model by Lunaran.

Newcomers are encouraged to participate, as making a simple map under time constraints is a great way to learn quickly and focus your creativity.

START: Now (16/09/2023 00:01 UTC)
END: 18/09/2023 00:01 UTC (48 hours later)
TEXTURES: No restrictions
PROGS: Custom - based on Copper 1.20
NAMING: sm226_authorname
TRIGGER_CHANGELEVEL: set to start
SUMBISSIONS: Message @h4724 on Discord or post in the Slipseer thread linked below.
COUNTDOWN: https://www.tickcounter.com/countdown/4449533/sm226-grisly-grottos
SLIPSEER: https://www.slipseer.com/index.php?threads/sm226-grisly-grottos.367/

Although vanilla maps will be compatible, Copper can allow you to make your map better and faster. Please familiarise yourself with both its general changes and mapper features: http://lunaran.com/copper/mapping/ 
Speedmapping_progs 2024.2 
This is a lightweight Quake mod and devkit. It retains the core gameplay of the original game while offering popular quality-of-life features for mappers. It is also an excellent base for new QuakeC projects, as it includes a comprehensive list of bug fixes; more than other "clean code" versions of QuakeC.

DOWNLOAD:
https://github.com/quake-mapping-community/smp/releases/latest

* Fixed a bug that prevented some monsters from spawning

* Added Single Player Instagib modes (spinstagib)

Set your desired mode in the console:
gib_all - instagib everyone
gib_monsters - only monsters instagib
gib_player - only players instagib
gib_off - disables instagib

You can also enable them on the command line:
fraglimit 666 - instagib everyone
fraglimit 333 - only monsters instagib
fraglimit 999 - only players instagib
fraglimit 0 - disables instagib

* instagib sounds will randomize between appropriate built-in sounds 
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