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Speedmap Pack 58
Here it is! The final pack in our '4 Seasons of Quake' Megatheme!

The Elder World's dark arcane might slowed most of the mapper's progress, and drove many of them insane with it's sheer vague terror, but 4 mappers persevered and brought us 5 maps this week!

Authors this week were: Rpg (who made 2 maps, 1 of which was in theme, the other in sm55's idbase theme), Starbuck, Xenon, and Myself.

Grab the pack here:
http://speedq1.spawnpoint.org/files/sm58_pack.zip
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Wajey 
Well lets be honest. Speedmapping is pretty much no longer a 'get a map done in under 100 minutes' job.. but the longer time spent on them (about 5 hours in mine, scampie and starbuck's anyway) works a treat. I really enjoyed participating, taking the extra time to create a map I was actually totally happy with... and look forward to expanding on it in the future.

Scampies had loads of potential... the outside section was very atmospheric, and the small inside section was well made too for what was there... great trap also :-)

Starbuck's owned, had a great layout and theme, as well as some neat watery bits.

RPG's was a lil too short and easy for my liking but was very well made and looked great. Atmospheric too!


The e4 theme rocks when used properly.. it's the most quakey out of all the episodes imho; just had shabby architecture & gameplay. 
Bleh 
An explanation as to why sm58_rpg1 sucks a bit: I didn't have time to do most of the stuff I wanted to, and what I did have time to do is buggy and I couldn't fix it. Wait for the special edition for some l33t mappage.

An explanation as to why sm58_rpg2 sucks a bit: It was actually a 90 minute speedmap instead of 100. I would have gone longer and done better detailing, but I had to stop so I could get the maps to scampie by 4pm. The special edition should be grittier thanks to some slightly different textures. 
Reviews 
Xen's was nice. The green bricks seemed slightly more in theme with E2, though, and I don't think the lighting had enough contrast for an E4 map, but it was certainly good stuff and still had some dark atmosphere. The jokes and parodies of E4 messages were fun, too. :)

scampie's started off pretty good. The moving bit was f0nky (in a good way), but I wouldn't really call it a trap. Ending was blah--unless you sprint into the room and get all the goodies, you're as good as dead; and I normally don't make it a habit of sprinting into rooms with 5 shamblers and 16 spawn.

Starbuck's had huge proportion as usual, and nice 3D work for a speedmap, but the visuals were too simple for my taste. The constant use of the same brick wall texture was too much, as well. Gameplay was pretty good, but the ending could have been a little harder. 
Um... 
there were only 4 spawns in that room... but I agree my ending sucked. Was well overtime and just wanted to finish it. I'll be expanding/rebalencing this map in the coming weeks. I'm very happy with the start and how the gold key 'trap' turned out, plus I want to implant the original end of e4 with the jumping vores.

I enjoyed all the maps this week, RPG's being a bit short, but otherwise well done. Xenon's was excellant and full of e4 referances, but the halls get a bit repetitive. Starbuck still has issues with scale, but it was a great tip of the hat to The Nameless City, despite the fact that the layout moved upwards instead of down into the depths. 
Those Bricks... 
...should've been the cracked and old brown ones from early E4 and.. upper parts of DM1 also I think. I don't remember any of the other episodes having them anyway... If they were green then it's probably some kind of GL texture fuckup I guess? 
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