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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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Darn Netsplits... 
I am still online, damn netsplit cut czg and I off from everyone else.

Stupid quakenet. 
Idea 
maybe its too soon, but there should be a chapters speedmapping session, and then maybe a zerstorer themed session. Unless that would dilute the purity of speedmapping. 
Tron 
what server are you using? 
Irc.quakenet.org 
The netsplit fixed itself after a couple of minutes anyway. 
Irc.quakenet.org 
that just forwards you to your country's / nearest server. You can see that from the status window motd texts etc.
That server might have problems which you can avoid by manually connecting directly to some other server, like irc.uk.quakenet.eu.org
or irc.de.quakenet.eu.org, depending where you live. 
P.S. 
sm69 was actually started back around sm30 or sm35, as a speed chainmap organized by rpg. After a while he had it stiched together, and then he and i passed it back and fourth a bit. I joked that we should call it sm69, but the joke was that that number was way too high compared to the numbers we were seeing each week. Then 68 and 70 came and went, and now 69 doesn't sound so futuristic anymore. 
Four Maps...get Them Now! 
The product of an impromptu speedmapping session four of us engaged in tonight. :)

http://www.chimpans.se/blah1.zip 
Tron 
You should submit it as news :D 
P.P.S. 
SM69 was actually started way back around February of 2001 as a chainmap pack, organized by RPG. It was to be a pack of two maps, with two authors per map. After July came and I was the only one to actually have made anything, I abandoned it for a long time until picking it up again and deciding to finish it as a speed chainmap. After a while I had it stitched together, and metlslime and I passed it back and forth a bit. metlslime joked that we should call it SM69, but the joke was the number was way too high compared to the last speedmap pack which had been released at least one year prior (I think the last one was around 45). Then scampie tried to convince me to rename it, got all huffy about it, and skipped number 68 in the series in a childish fit of envy. And now 69 doesn't sound so futuristic anymore. 
BTW 
If anyone wants the SM40 .maps (maybe to add them to the speedmapping archive) you can get them here:
rpg.spawnpoint.org/files/mirrors/sm40_q1.zip

And if anyone wants the SM40 contest results (maybe to add them to the speedmapping archive) you can get them here:
rpg.spawnpoint.org/files/mirrors/sm40contest.zip 
I Copied That From The Browser; How Did It Miss The Http://? 
Is This A Contest? 
so, who wan sm94 ?) 
Wow, Guys... 
...way better than sm94!!! Speed's totally rocks, even though I can't seem to finish it (what should happen after the vores on the upper floor? I get stuck in a room where you drop after the last vore... nothing happens). Moz and Tron seem to have picked my idea (or do they?)of making a map follow the other, doubling the pleasure...
Voodoo's just the short little sweetie at the end of the meal... LOved the texes.
Thanks, too good for a monday night... 
Exit 
what map do you guys usually put into trigger_changelevel? 
Bambuz 
I like to either put the name of a map someone else is going to work on (ie sm94_bam) or a map that's already been made that everyone should have (ie e1m1rmx) or start (ie start) or end (ie end). 
SM95 Pack 
Donde esta? 
It's Up 
At the speedq1 site, moderators haven't confirmed the news yet tho. 
Judgement 
Ok, this iss approximately how I remember, I might be wrong on many points:

zwiffle's was nice and clean and polished, except too little ammo, some a bit hard jumps, and that hidden windpush was harder to find than necessary, I kept jumping there and falling behind the push. I liked the idea and layout of the whole thing.

headthump's map was awful frameratewise but otherwise quite hectic. The ogres very high on platforms just suck when you have the super shotgun, likewise fiends in a pit - you just keep standing and shooting with the button floored - it takes quite long. :( I ended up taking shortcuts / avoiding fights by jumping to funny places from the slopes and not killing the end enemies or the shambler. Had no ammo or health anyway. Funny shapes, some small texturing errors. There was a bug at the silver door, it was very hard to get up from the stairs there. And in other stairs too, you had to jump.

rpg's map was a bit more polished but the stairs-enemy-stairs thing was gameplay wise a bit boring. Oh, there's a vore - well I can shoot him and then go back behing the corner. rinse and repeat. Everybody's placing vores like this! Why??

Tron's map was nice. About time mappers gave the freaking rocket launchers to the player!
I liked this one the best.

I wonder how much time went into these - some maps were so big and still quite detailed. Quite skilled guys you are.

And btw, I hope making the map float in void is not becoming too much of a fashion! 
SM96 
The thing: "The Room" - (ripped from Silent Hill 4 :D )
The Other Thing: #speedq1, gamesnet
The Last Thing: Saturday, June 18th, 2005, at 3:00 pm Central time
Another Thing: Be there and be square. 
I've Never Played Silent Hill 4 
or anything from that series, what is the tie in with 'the room' theme? 
 
The full title of Silent Hill 4 is

"Silent Hill 4: The Room"

I got the idea from that. That's all. :) 
Okay, 
that may be fun. I'll google the heck out of it from here and see if it spawns a few ideas.

I hope the entire game wasn't one room, those things can cost some serious money! 
Ok... 
...looks like the kingpin textures would be useful for this session. 
Wooohooo 
Box Rooms here we come! 
Zwiffle 
Seems to be a very nice idea for a speedmap, ultra open ended. I even have an idea for one now, i just have to find the time do make it ( definetly an out of session one if it works out ). 
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