Sm89_pulsar
#806 posted by PuLSaR on 2004/11/07 07:39:26
Well, it's done.
But it doesn't fit the theme good (read 'I think it doesn't fit the theme at all')
But here it is:
http://quakemaps.nm.ru/maps/sm89_pulsar.zip
Also it is mailed to Zwiffle, cuz there may be problems with my site
Sm89_pulsar
#807 posted by Zwiffle on 2004/11/07 10:33:41
Awesome map. I saw you clip-brushed some of the ledge at the start, but you can easily jump across the patio areas. From there it's just avoiding certain death, but I'd like to see some speedruns of that. Sweet job, Pulsar.
Heh
#808 posted by PuLSaR on 2004/11/07 10:43:02
I tryed few times to jump across there, but I didn't reach the another side. Probably I just absolutely suck as a speedrunner ;)
Tough But Fun
#809 posted by aguirRe on 2004/11/07 10:54:06
and good-looking maps. Zwiffle's was too bright and had too little ammo though; I had to slowly axe the shambler or sneak by with 8 health.
PuLSaR's was just spot-on. I also tried to walk the ledges but was clipped off. Jumping across seems possible, but it short-circuits the map so it's pretty pointless except for running.
Keep it up, guys!
Yeah!
#810 posted by Hrimfaxi on 2004/11/07 13:51:12
Two small nice maps.
I had the same problem as aguirRe with Zwiffle's map - no ammo! So I gave myself the luxus of 100 nails by cheating!
PuLSaR's map - well what can I say just perfect for a short blast!
It looks like speedmapping is taking off once more.
Both Maps Available Here -
#811 posted by Megazoid on 2004/11/07 19:37:20
http://www.quaketerminus.com/speed/sm89_maps.zip
It's the least I can do. Both maps are a good crack - thanks for making them ;)
Hi...
#812 posted by distrans on 2004/11/09 01:58:03
...sm82?
Sm90
#813 posted by Zwiffle on 2004/11/10 15:12:25
Theme: Babylon
When: Saturday, November 13th, 2004, at 3:00 PM Central
Where: gamesurge.irc.net, #speedq1
I Dare Someone To Do A Babylon 5 Theme
#814 posted by pushplay on 2004/11/10 20:37:06
That Would Be..?
#815 posted by necros on 2004/11/11 01:14:51
sci fi?
Babylon 5 Map
#816 posted by LTH on 2004/11/11 08:06:48
Made entirely of garibaldi biscuits!
Of The Rouge Maps
#817 posted by HeadThump on 2004/11/11 10:56:57
Tempus Fugit is representative of that style, right?
Ermmm
#818 posted by Zwiffle on 2004/11/13 15:45:32
Email to: zerglingxx@ameritech.net
or zerglingxx@operamail.com
Sm90_zwiffle
#819 posted by Zwiffle on 2004/11/13 18:35:52
Garden
#820 posted by Megazoid on 2004/11/13 19:59:43
Zwiffle has not soiled his reputation with this map.
You know soiled... cos it's a garden. Anyway. Ah, this is gravel, okay? Gravel. This is uuh... that's more gravel. Okay, oh, this is a shell. That.. to me, this is just me talking. It looks like a helmet for a mouse. Now, that sounds crazy, right? But, if you ask the mice about it they don't say nuttin'.
Nice
#821 posted by aguirRe on 2004/11/14 05:04:21
textures and theme, but lighting was very digital and gameflow a bit tedious (only one route and the underwater passage wasn't very obvious). Enough ammo to do the trick, but I still exited really low on health.
Ummm?
#822 posted by Shambler on 2004/11/14 05:40:45
What exactly is one supposed to do about the underwater Spawn?
...Nice Stuff, Zwif...
...I, for one, found gameplay and flow amusing with a little bit o' backtracking (so to speak, to get the YA). Maybe I agree with Aguirre about lightning and I just didn't like the way you texed the yellow key door... Anyway, no one can complain much about nothing since you're the only one carrying the banner of speedmapping, supplying weekly doses of new scenery to us ol' Q freaks. Keep 'em coming I say. And thanks.
Shambler
#824 posted by Zwiffle on 2004/11/14 09:46:31
I, for one, shoot them.
AguirRe
#825 posted by Zwiffle on 2004/11/14 10:29:21
What do you mean by lighting being digital?
I can't really defend the tedious gameplay comment, I tried to make it a bit more circular with some secrets (anyone find the lightning gun + ammo cells?), but I agree the underwater passage was a bit tucked away.
With Digital
#826 posted by aguirRe on 2004/11/14 12:13:09
I meant in an on/off sort of way, or too high-contrast. You have strong sunlight directly from zenith next to pitch-black (no minlight level) areas. With sunlight at a lower angle and utilizing outdoor/indoor minlight, brushwork becomes less flat and more 3D.
Tedious was perhaps a too strong word, but I felt limited in movement as there was only one way through it. I found the LG and it was pretty much essential for me to pass the first shambler ...
The passage would just need some bubbles to indicate its presence, otherwise it was fine.
I also want to say thanks for keeping up the SM tradition, hopefully more mappers can contribute further on.
About The Lighting
#827 posted by HeadThump on 2004/11/14 13:36:00
I find this to be a useful rule of thumb, the more complex the geometry the more stark you can get away with making your shadows when enhancing its 3-Dimensionality, and counterwise, the simpler the geometry the more you may want to soften the shadows to achieve the illusion of depth.
Of course, it isn't a matter of right and wrong. Schools of art approach shadowing differently. The Spanish Masters used highly contrasting shadows to give a stark feel to their work and the Dutch Masters used soft, 'foggy' shadowing for the affected mood of their art.
Hahaha.
#828 posted by Shambler on 2004/11/14 15:27:26
So....there's 3 or more spawn down there, you can't see jack shit because of the water, and they're all bouncing about furiously trying to get up to you. So the only way to do it is stand on the edge, randomly shooting down. And then, they explode in your face.
No, sorry, it simply doesn't work.
I Didn't Say
#829 posted by Zwiffle on 2004/11/14 15:34:38
shoot randomly, I said shoot THEM. As in, THE SPAWN. :O
...Shambler...
...jump in the water, shoot the fishes, wake the spawns, shoot the first one, it'll take off the 2nd exploding inside the tunnel... done. No health lost in the process. ;))
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