.
#831 posted by necros on 2004/11/16 12:26:23
impulse 9.
noclip into the water.
god.
lightning gun.
shoot.
;)
Necros:
#832 posted by - on 2004/11/16 13:55:13
you forgot impulse 255, that's very important for a delicate situation like this.
SM91: Black Coffee
#833 posted by Zwiffle on 2004/11/16 14:29:11
This week I thought it'd be fun to speedmap in the same style of one of my favorite DM maps: Black Coffee by Drannerz. Not my favorite because of gameplay or anything, just mood, style, layout and architecture. So...
Theme: Black Coffee (SP or DM)
When: Saturday, November 20th, 2004, 3:00 PM Central
Where: gamesurge.irc.net, #speedq1
If you even attempt this most daring of challenges, then brownie points for you. If you attempt AND complete it, then send it on over to zerglingxx@ameritech.net or zerglingxx@operamail.com so I can strap everything up in one nice package.
If you plan on participating but not on Saturday, let me know beforehand so I don't go ahead and release my map by its lonesome. It hates being alone. :(
I should have the .wad in Q1 format by end of the week, probably later today.
DRANZDM6.wad
#834 posted by Zwiffle on 2004/11/16 14:34:44
SM91
#835 posted by Zwiffle on 2004/11/20 17:40:03
Two maps, one by me, one by FMB superstar Mike Woodham who made an AWESOME map. Couple really great moments in there. PLAY NOW YOU MONKEY PEOPLE.
http://speedq1.spawnpoint.org/files/sm91_pack.zip
Hey Zwiffle...
#836 posted by - on 2004/11/20 19:27:10
maybe it's about time to submit a news story about the last few weeks or so of speedmap packs to let everyone know that it's still going and show off the stuff. Would be good to get all the links to the last few weeks of packs together.
Right, Scampie...
...btw, this week's maps ROCK! Thanks, guys.
Both Maps
#838 posted by Megazoid on 2004/11/21 15:27:10
Are excellent. Took me loads of tries on both (good sign). Nice work guys.
I Thought
#839 posted by mwh on 2004/11/21 17:46:24
sm91_zwiffle was a bit "fighting optional". Still pretty cool, though it probably suffered from being compared to sm91_fmb, which was just absurdly good for a speedmap :)
Not So Speedy Map
#840 posted by Mike Woodham on 2004/11/21 17:57:34
Copy of original ReadMe file...
Prefabs of arches taken from Dranzdm6
Wad from Dranzdm6
Prefab build: 15 minutes
Other walls: 75 minutes
Lighting: 60 minutes
Monsters: 30 minutes
Buttons etc: 35 minutes
Compiles: 20 minutes
Playtesting: 30 minutes
It's no good, I cannot do anything in 100 minutes.
I've now got a headache and a HOM effect that I have no time to deal with.
Not To Worry
#841 posted by Hrimfaxi on 2004/11/21 18:08:06
A lot of speedmaps in the past has taken a lot longer that 100 mins. Some of mine took more like 300 mins and I'm aware that this applies to other maps as well.
I wanted to make a map this week as well and sat down friday to make it. Well the map grew and grew so saturday morning I continued the map and then again this sunday morning. Well now it's done, I'm waiting for vis to finish it's work (still 8 hours left) and then I will release it in this thread although I can't call it a speedmap, but it is in theme and was started as such.
So speedmaps are not always so speedy.
Mine
#842 posted by Zwiffle on 2004/11/21 18:34:53
Took about 150 minutes. Total compile/light/vis was around 5 minutes. Still, Woodham's was exceptionally good for its build time.
A Late Cup Of Cappuccino!
#843 posted by Hrimfaxi on 2004/11/22 05:26:35
As said above I made a map for the 91 speedmap pack. Well after three sessions and 19 hours of vis it is done.
Maybe I can't call it speedmap but it is a fatter, bigger brother to the two good maps in the sm91_pack.
Anyone that wants to try it can get it here:
http://www.hrimfaxi.dk/maps/cappuccino.zip
YYYYYYYYyyyaaaaaaaaaaaaaH!
Hrimfaxi! You must be joking! This map is ridicolously good! It's Fantastic! Ya rule!
Oi
#845 posted by mwh on 2004/11/22 08:14:06
I'm really busy, I've just found MacNehahra and downloaded the associated four hour movie and all these cool maps keep appearing! Bah.
OMGx0r!!!!111one!!111!!!
#846 posted by Shambler on 2004/11/22 10:09:41
Hrim, that is awesome. Great design, great gameplay. Only real problems are bugged messages (keys, buttons), and some build quality flaws. Very good as a Quake map let alone a speed-ish map.
W3rd!
Sm91_pack
#847 posted by aguirRe on 2004/11/22 10:38:44
Both are good maps but Zwiffle's had better gameplay due to Mike's having severe ammo shortage. After dying ten times in a row trying to axe the final shambler, I gave up and exited. With more shells, this would otherwise have been the better map. Mike's also had some HOMs that was causing flicker while playing.
Otherwise, nice theme and lighting. And like the others say, the 100 minute "rule" is more of a guideline; the main point is to have fun and produce something.
And Yes
#848 posted by aguirRe on 2004/11/22 10:44:55
Hrimfaxi keeps churning out quality maps with really impressive visuals.
/me runs off and loads up map ...
Bah....
#849 posted by Megazoid on 2004/11/22 10:52:30
Have to wait to get home to play this now. *mutter grumble*. Well at least I can post the news with a link to all three speed maps.
Hrim_91_cappuccino Speedrunning Potential.
#850 posted by Shambler on 2004/11/22 11:12:14
Normal route up air lift, kill/avoid ogres, multiple vore ball jump straight around to top level, down into pit for GK, back up again, GJ off something to reach top again, through tele to open bars, into next area, GJ to button and exit. May need to collect various armourages, possibly YA and Quad before going into pit for uber1337ness.
Cappuccino
#851 posted by aguirRe on 2004/11/22 13:53:43
Great map! What Shambler said, some mixed up textures (e.g. GK texes on SK door), messages and brush "holes" were the only niggles here.
Stunning use of architecture, texes and lighting to create atmospheric visuals.
Fun gameplay and good use of the pads to advance in the map. The GK pit took some attempts to survive though ...
Nice secrets and use of non-accessible areas to extend sense of place.
Can I have another cup, please?
Very Nice
#852 posted by Zwiffle on 2004/11/22 14:51:06
Some minor z-fighting problems and really easy to avoid most of the end area by jumping from the gold key area to the end gate, but overall very very nice. Very.
Hrimfaxi
#853 posted by JPL on 2004/11/23 03:56:16
I played Cappuccino map yesterday evening, and it's simply incredible!!! Overal layout is impressive, textures are awesome, and gameplay is marvelous. It shown me how much progress I have to do before mapping like this...... You know, you really should open a news thread and post it: just release the map as is... It's an excellent work !! I will look forward to your next release for sure....Thank for this pure time of fun..
Oh Boy Am I Overwhelmed!
#854 posted by Hrimfaxi on 2004/11/23 07:27:18
I've been at work for twelve hours all through the nigth, and then I log into Func_ to find all these nice replyes to my work!
Thank you very very much!
I had the feeling that some of you would like cappuccino but not that there would be so much praise.
About the key textures, I really don't know how that came about. I remember sitting and aligning the silver key tex so a some point in development it was there. Strange! Well in this map it dosn't matter that much but in a map where you can get to both kind of doors i would cause some confusion.
And yes there are som other small glitches around. This just shows how important it is to have the big proper maps beta testet, the mapper just dont see everything the way an outsider will, you sort of get blind to your own work.
What I feared the most was the light level. I was afraid that some of you would find it to dark, well that don't seem to be the cause so I must have found the right settings.
Allthough after just playing through the map once more I must say that the light in the end area are a bit more bland that the first part.
I also just realized that the lifts should have been jumppads as well. Now here I have been making jumppads for three days and the I suddenly make two lifts - doooh.
Yeah I knew that one can jump from the last GK to the end gate, but left it in for the speedrunners if anyone would try that.
A normal SP player would just cheat himself for some of the gameplay by making the jump.
I think that coveres the most of the issues you brought up.
Once again thank you to all for the responds!
Yeah Congrats Hrim
#855 posted by starbuck on 2004/11/23 08:41:55
this is definitely one of the best speedmaps ive ever played!
all round quality is the key here... gameplay was good, architecture was really impressive, lighting gave me a semi. looks more like a (good) turtlemap than a speedmap even.
|