Wads For Speedmap
#666 posted by starbuck on 2004/07/24 15:58:25
first, i converted the textures from willi hammes' Tenebrae testmap into a quake wad with baked on lighting
http://www.spawnpoint.org/wads/willi-test.zip
also, here is the wad i used in my old abandoned q1sp oxymoron, its based on the lundoom set but its more practical for q1sp use in particular.
http://www.spawnpoint.org/wads/oxymoron.zip
Sounds Interesting HeadThump
good luck and make sure you finish it! :P
Thanks!
#668 posted by HeadThump on 2004/07/24 18:13:42
It is an interesting level to work on because you see hints of modern 3d design but due to the inherent limitations of the engine they are not fully concieved.
#669 posted by Zwiffle on 2004/07/24 18:38:53
ok thx for letting me know, so that leaves me and starbuck then. also, headthump, in case you weren't aware, that first paragraph was pure sarcasm i have absolutely no qualms about you taking an extra day on your speedmap.
Sm86
#670 posted by Zwiffle on 2004/07/24 19:51:48
Jeez Zwiffle
#671 posted by jacek on 2004/07/24 22:51:03
This is your first time hosting a speedmap session, and you're the only one who made a map? I'm sorry I wasn't able to stay.
Err
I dont think offical speedmap packs should be released/done at all if only 1 person maps. 3 or 4, preferably 4, is the bare minimum IMO. Otherwise, just call it your own speedmap and release it yourself apart from the offical packs.
Or, you could have just saved this map to be included in the next pack, assuming it wasn't just you again and involved others.
#673 posted by jacek on 2004/07/25 10:49:31
I would suppose that's up to the person running the event.
And damned nice map, Zwiffle. I don't get how you do this stuff in speedmaps.
Better One Than None
#674 posted by aguirRe on 2004/07/25 12:02:27
and goodlooking too, although it *was* a bit short ...
SM87 - Bzzzztttt
#675 posted by Zwiffle on 2004/07/29 01:37:35
When: July 31st, 2004 @ 3:00pm Central
Where: Gamesurge.net, #Speedq1
Why: So I won't feel lonely :(
Theme: Bees
..
#676 posted by jacek on 2004/07/29 22:48:09
Bees?
#677 posted by Zwiffle on 2004/07/30 00:31:18
Do not question the theme of speedmaps.
. .
#678 posted by HeadThump on 2004/07/30 01:45:50
Bees!!!
The Death Of Speedmapping...
#679 posted by Shambler on 2004/08/01 10:48:51
Hey Zwiff, nice one for taking over. Good luck with it, but if it doesn't work, don't worry too much, it's tedious shit trying to organise everyone and maintain their motivation.
Hey Scamp & Starb, nice one for running it for so long, as much as speedmaps were almost all a bag o' shite, it was still fun seeing some regular event and enthusiasm going on.
Basically, if that's the end of it, GG all round.
SM87
#680 posted by Zwiffle on 2004/08/02 00:14:16
http://speedq1.spawnpoint.org/files/sm87_maps.zip
Both Jacek and I made maps. Jacek's is a small but really really tough map, mine is an underworld deathmatch map that can support 8 players.
Eh...
#681 posted by jacek on 2004/08/02 00:15:47
I downloaded the file, and there are two sm87_jacek.bsp in there...
...???
Hmm Really?
#682 posted by Zwiffle on 2004/08/02 00:17:50
ok well hold on i'll fix it !!
Ok Should Be Fixed
#683 posted by Zwiffle on 2004/08/02 00:20:36
give it a try
Apart From
#684 posted by aguirRe on 2004/08/02 11:17:40
overbright lighting and the very small size, Jacek's wasn't so bad. Challenge was OK on Normal.
Yeah, I Was
#685 posted by jacek on 2004/08/03 14:02:17
kind of worried about the lighting. It seemed a bit too bright, but I didn't think to fix it for some reason. Also, I'm not very good with scale in speedmaps as of yet. It seems larger to me in the map editor than it actually turns out to be.
Zwiffle's I thought was very impressive, although a bit dark, which served to help the theme in some areas but also threw me off a lot in others. Overall it was well built, a great map.
SM88
#686 posted by Zwiffle on 2004/08/04 15:54:28
SM88 - Land of the Giants
When: Saturday, August 7th, 2004 - 3:00pm central
Where: GameSurge.net, #speedq1
Why: No Doom3? Well there you go.
I will not be there this Saturday, but I have already made a map for it in advance. (I will be playing Doom3, woot.) So if you are going to map for it you can send me your .bsp at ZerglingXX@ameritech.net and I'll get to it sometime over the weekend.
Doom3
#687 posted by jacek on 2004/08/07 00:31:13
is going to kill just about everything that I enjoy doing at this time in my life, as there will be no one else doing it. You all have fun with it, though. I'll still be here, with my computer that lags on Quake...
Hey...
#688 posted by Shambler on 2004/08/07 05:01:10
I'll still check out the Quake shit - Doom3 will be great I'm sure, but I've played a fair few newish games and they are cool but I still like seeing the Quake maps and stuff, it has that old skool interest which hasn't gone away for me for 6 years yet...
Until they bring out a full and accurate remake of Quake in Doom3 or comparable engine, that is...=)
I Want To See
#689 posted by Kinn on 2004/08/07 05:43:19
A shambler in the Doom3 engine - with a FUR SHADER.
Actually, not to threadjack, but I thought about Quake4 the other day, and thought how cool it might be to somehow combine both Quake1 and Quake2 into the same storyline.
Kinn
#690 posted by Kell on 2004/08/07 10:50:02
How cool? I mean...at all?
But yeah, I would like to see a high-detail shambler. The design of its mouth using contemporary polycounts is something I've thought about before.
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