Doom3 Speedmapping Any1?
#772 posted by doom3 speedmapping any1? on 2004/10/18 22:36:39
doom3 speedmapping any1?
#773 posted by - on 2004/10/18 23:09:11
this is the Q1 speedmapping thread Speedy.
I know I don't want to d3speedmap, seeming as it'll be almost pointless to even bother with all the extras you'd need to do to get a 'proper' map. To just get a 'working' map out of it, there's nothing more that d3 offers that speedmappers can't do better in q1 or q3.
Personally
#774 posted by Zwiffle on 2004/10/18 23:36:31
I don't care if you make a Q1 speedmap or a D3 speedmap, either of those choices are fine by me. But, just remember not everyone here has Doom3, but pretty much everyone has Quake.
Poor, poor RPG. :(
My Doom3 Speedmap
#775 posted by Kinn on 2004/10/19 03:27:50
would consist of a small .txt file, describing the progress I had made after 100 minutes of learning various editor features.
You'd probably have to wait until the 5th or 6th speedmap, before I submitted an actual .bsp
But, yeah anyway, I don't have Doom3 yet (still waiting for the lottery win that will allow me to buy a new computer).
Planet Quake
#776 posted by Megazoid on 2004/10/19 09:49:10
Jube has kindly pimped this weeks Q1 speed mapping on PQ. Just a question though - time zones (I bloodly hate them).
3:00 PM Central time = 9:00 PM GMT (UK time) right?
Megazoid
#777 posted by Zwiffle on 2004/10/19 13:07:09
Aye, 3 central is 9 gmt.
/me googles ubiquitous.
Speedmap
#778 posted by Zwiffle on 2004/10/23 19:30:28
Short map, I think it's pretty easy tho. Beat it first try, so good luck.
http://speedq1.spawnpoint.org/files/zwiffleSM1.zip
Nice
#779 posted by aguirRe on 2004/10/24 12:02:51
but with severe ammo shortage; I had to axe the vore ...
Nice
#780 posted by Shambler on 2004/10/24 12:56:12
but with slight ammo shortage; I had to run past the vore ...
Etc
#781 posted by Shambler on 2004/10/24 14:22:10
<Shambler> zwiffle nice one with the speedmap
<Shambler> good style an all
<Shambler> although 20 more nails / shells and the vore and shamblers at once would have been sweet
<Zwiffle> ty
<Zwiffle> i thought i went overboard with detail
<Zwiffle> so the map became really really small
<Shambler> as would have a bonus uber-l33t doom3 map, free titties, and something to make my head feel better
<Shambler> zwiff, i like that, small but quality
Speedmap
#782 posted by Zwiffle on 2004/10/25 17:21:43
Well, since everyone who said they'd make a map for SPeedmap did (SARCASM, YOU LIARS MEGAZOID AND SCAMPIE) I thought I would just start hosting again, and if i'm the only one who makes a map oh well.
So:
Theme: "Tricky"
When/Where: Saturday, October 30th, 2004, 3:00pm central (GMT - 6) in #speedq1 on Gamesurge.net.
How to do the dohicky: Send maps to zerglingxx@ameritech.net if/when you're done with em.
Oi.
SM88
#783 posted by Zwiffle on 2004/10/31 11:52:21
Hrimfaxi sent me a very, very awesome map for SM88. Very tough, haven't beat it yet. Download the pack just for this map, it's better than his last speedmap IMO.
I have to apologize for my map, I spent a lot of time on this wierd maze-elevator map that I could never get to work right, so I had to make a cheap "tricky" map in 30 minutes.
http://speedq1.spawnpoint.org/files/sm88.rar
File is in .rar format, so if you have problems I can re-upload it to .zip format if anyone needs it that way. Have fun!
Sm88_hrimfaxi
#784 posted by necros on 2004/10/31 12:16:08
was interesting. beatable and somewhat fun for 3 minutes.
Actually...
#785 posted by Megazoid on 2004/10/31 19:27:30
I did send you a map last week, but it got rejected by that email address you gave. I'm not unhappy with that as it happens, because my results were total shit.
Hrimfaxi = Cool
#786 posted by Megazoid on 2004/10/31 19:34:11
Hrimfaxi was fun. Took me 3 times to do it, which is about what I like as a skill level. Nice one.
Next Event?
#787 posted by Fobbah on 2004/10/31 23:27:40
Havnt ever tried speed mapping before but i'll give it a go next time someone runs one
Awesome...
...indeeed! Whatta fight! Kudos, Hrimfaxi!
Zwif, we're waiting for the maze/elevator thing in one of the next SMs....
Hrimfaxi's Map Was Nice
#789 posted by Shambler on 2004/11/01 06:04:54
Cool style. Nicely done.
Very easy tho. Went first go, leaving behind 25 health and 250 nails.
Let me guess you poor fools tried to kill all the pit monsters yourself the first time you were down there...
...
#790 posted by necros on 2004/11/01 09:58:39
Let me guess you poor fools tried to kill all the pit monsters yourself the first time you were down there...
i did that. easy as pie. ;)
Fun Maps
#791 posted by aguirRe on 2004/11/01 16:42:43
although Hrim's is the obvious winner. Tough start but the twin floor room was surprisingly easy due to infighting (always fun to watch).
Minor nitpick: I'd prefer more shells than the abundance of nails. I always try to make do with the trusty DBS before using heavier equipment and here I ran out before the final showdown.
Btw, was the design/theme inspired by fmb100 or something else?
Thanks!
#792 posted by Hrimfaxi on 2004/11/02 02:36:14
Well it's only a speedmap but I'm glad anyway that you liked it!
AguirRe: Well The map wasn't inspired of FMB100, at least not on a conscious level, But there are a connection to that map because I used the terrain generator Mike used on FMB100.
I fiddled a lot with the generator last week, and as a matter of fact started another map Tuesday in order to get the speedmap out of the way before Saturday. But after 4 hours I realised that this wouldn't be a speedmap! So I stopped and finished the map the next day after 4 more hours.
I then started a full vis of the map and..... well it's still vising. At the moment it says:
Full: 81.20%, Elapsed: 96h 49 m, Left: 39h 26m, Total:136h 16m, 71%
----- 8-/
Thank you very much for the ability to stop the vis and start it again. I had to stop it Saturday in order to vis the speedmap - that one took around 7 hours.
Oh boy That generator really makes the vis tool work.
About the shells/nails. Well I could say that the theme was tricky so for you the tricky part was to use the nailgun instead of the SSG 8-), but the truth is I just tossed some ammo into the map and that was it!
I *Did* Wonder
#793 posted by aguirRe on 2004/11/02 06:09:45
if that terrain was handmade or otherwise ...
I'm glad the RVis AutoSave feature helps you, please just remember not to interrupt it when the progress bar has been going for a long time. It's then processing a very slow portal and if you cut it off, it'll have to restart that portal.
If you wish, you can also use the -priority 0 option to put the vis process in the background while doing other things (e.g. vising another map).
Sort Of Handmade!
#794 posted by Hrimfaxi on 2004/11/02 07:24:35
Even if it is called a terrain generator it dosn't auto generate a landscape.
You have to rise or lower the parts of the map by hand. So you sort of sculpt the landscape with the curser, and got to have an idea of what you want in the end.
And yes I sat starring at the progress bar awaiting the right moment to stop the process when a portal was finish. 8-)
I Thought You Were
#795 posted by necros on 2004/11/02 12:21:00
supposed to import a grayscale image of the terrain with white being 100% height and black being 0%...
No Not In This One.
#796 posted by Hrimfaxi on 2004/11/02 12:36:01
It's quite like an ordinary map editor.
But instead of manually selecting the different brushes you want to manipulate, you just point and the editor selects the area you can work on.
In the menu you can select different sizes of the work area, tools for smooting and flattening, rise and lowering, making "noise" if the map is to smoote and other tools.
It's actually wery fun and easy to use.
Try it Mike posted the link in the FMB100 thread.
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