Irc.quakenet.org
#951 posted by bambuz on 2005/06/06 11:14:20
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.
#952 posted by metlslime on 2005/06/06 12:12:53
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!
#953 posted by Tron on 2005/06/06 12:32:15
The product of an impromptu speedmapping session four of us engaged in tonight. :)
http://www.chimpans.se/blah1.zip
Tron
#954 posted by Zwiffle on 2005/06/06 12:58:34
You should submit it as news :D
P.P.S.
#955 posted by R.P.G. on 2005/06/06 14:08:15
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
#956 posted by R.P.G. on 2005/06/06 14:11:03
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://?
#957 posted by R.P.G. on 2005/06/06 14:11:59
Is This A Contest?
#958 posted by bambuz on 2005/06/06 15:38:53
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
#960 posted by bambuz on 2005/06/08 09:26:20
what map do you guys usually put into trigger_changelevel?
Bambuz
#961 posted by Zwiffle on 2005/06/08 09:28:59
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
#962 posted by R.P.G. on 2005/06/12 11:58:08
Donde esta?
It's Up
#963 posted by Zwiffle on 2005/06/12 13:30:23
At the speedq1 site, moderators haven't confirmed the news yet tho.
Judgement
#964 posted by bambuz on 2005/06/12 15:09:00
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
#965 posted by Zwiffle on 2005/06/14 13:28:05
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
#966 posted by HeadThump on 2005/06/14 13:54:48
or anything from that series, what is the tie in with 'the room' theme?
#967 posted by Zwiffle on 2005/06/14 20:49:42
The full title of Silent Hill 4 is
"Silent Hill 4: The Room"
I got the idea from that. That's all. :)
Okay,
#968 posted by HeadThump on 2005/06/14 21:07:33
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...
#969 posted by distrans on 2005/06/14 22:55:39
...looks like the kingpin textures would be useful for this session.
Wooohooo
#970 posted by Shambler on 2005/06/15 01:05:16
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 ).
You Rule! Zwif
#972 posted by HeadThump on 2005/06/15 19:43:22
I found this in my info search . .
http://db.gamefaqs.com/console/ps2/file/silent_hill_4_plot_a.txt
much more interesting than box maps (ninety degree angles - ugh!)
I'll spend tomorrow avoiding getting any real work accomplished and just scribble maps in my notebook.
Zwiffle,
#973 posted by HeadThump on 2005/06/19 11:28:30
were you able to get a speed map session this week-end?
I had a motherboard meltdown of my machine devoted to Quake :(, so no contribution this week,
Yes
#974 posted by Zwiffle on 2005/06/19 13:22:14
They haven't posted news yet, so blame Von and/or metl, inattentive bastids.
SM97
#975 posted by Zwiffle on 2005/06/20 20:07:27
SM97 - "Nowhere to hide" with a subtheme "We Miss You CZG"
Time: 3:00 pm Central, Saturday, June 25th, 2005
Where: #speedq1, quakenet
Woot! A few more weeks until Speedmapping day or something.
|