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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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Sm89_pulsar 
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 
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 
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 
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! 
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 - 
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... 
...sm82? 
Sm90 
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 
 
That Would Be..? 
sci fi? 
Babylon 5 Map 
Made entirely of garibaldi biscuits! 
Of The Rouge Maps 
Tempus Fugit is representative of that style, right? 
Ermmm 
Email to: zerglingxx@ameritech.net
or zerglingxx@operamail.com 
Sm90_zwiffle 
Garden 
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 
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? 
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 
I, for one, shoot them. 
AguirRe 
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 
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 
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. 
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 
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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