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Speedmap Pack 58
Here it is! The final pack in our '4 Seasons of Quake' Megatheme!

The Elder World's dark arcane might slowed most of the mapper's progress, and drove many of them insane with it's sheer vague terror, but 4 mappers persevered and brought us 5 maps this week!

Authors this week were: Rpg (who made 2 maps, 1 of which was in theme, the other in sm55's idbase theme), Starbuck, Xenon, and Myself.

Grab the pack here:
http://speedq1.spawnpoint.org/files/sm58_pack.zip
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Xen, You Make Some Good Points 
I never intended, originally, until I OVER interperted his remark 'make sense, please' (it had an undertone of passive aggression to it that perked my interest), to note anything beyond the man knew how to appreciate a good layout. But my quote selection wasn't that selective, I just went back to my favorite maps to see what he wrote originally, but you are right, you can't ignore the qualifications he gives in the reviews and draw an accurate picture. 
A Little More On Bmp2map 
I love these little utilities, though I have always been dissapointed in the various model formats to map (asc2map, vrl2map, 3ds2map) ones. If one worked even half way well, most of my mapping would be conceived in Blender and Wings3d and only translated over to either GtkRadiant or Hammer (incidentally, you can export to DXF in it) for the finishing touches and processing.

When I first played around with bmp2map one test I did was to translate the layout maps (easily available on-line) from the first DungeonMaster game and I stacked them into one map which compiled without a problem.

So its a fun little utility and could possibly be useful; esp. for speed mappers. 
... 
emphatic emphatic lolz 
Headthump: 
those programs are pretty much destined to suck, becuase map files are fundamentally a different kind of data than what most modelling progs produce (convex volumes vs. polygonal meshes) 
Metlslime 
Absolutely correct. If you examine a .map file, a simple cube even, and a .map file converted to a .raw or .asc of that cube, it is easy to see how different they are organized in mathematical terms. No getting around that, it is true. I'm just stuborn about finding new ways of doing things to the point of redoing a complex conncave surface by calculator and hand because it wasn't working out in the editor. That's just me butting my head with reality. 
So Inertia... 
When exactly did you come off the medication? 
 
TOO BAD if you load it in regular WC, or try to compile it with any Quake supporting QBSP, this alignement isn't retained.

Riot's Qonverge fixes this problem. And the link, ummm, is, err... 
HERE 
Anyway... 
Is there a speedmhappening scheduled this weekend? 
Speedmapping Pack 59 
THE SPEEDMAP WILL TAKE PLACE ON SUNDAY
NOT SATURDAY AS PER USUAL


The time
8pm GMT on Sunday, 30th November
that corresponds to 9pm UK time, or 4pm EST

The place
on IRC, in #speedq1 on gamesnet.net

The plan
Make a map in 100 minutes or less.
No theme! Make whatever the hell you want.

If you can't make the session, make a map before and email it to me at starbuck@planetquake.com

Sorry about the change in plan, but I'm busy on Saturday again. 
R P G 
Thanks for that link. I like Hammer/Worlcraft as an editor. The handling of vertices is slightly better than Radiant IMHO. 
 
The plan
Make a map in 100 minutes or less.


http://home.no/nekholm/pics/funny/forumpics/bsflag.gif 
Hey, Some People Do! 
that obviously doesnt include you or me though 
How About Rising The Time Limit? 
Uh, if many of the speedmappers already use a lot more than 100 minutes for the job, then how about rising the time limit to, e.g. 200 minutes? You could be more honest with yourself ;). Or would 200 minutes sound like a too large project to take on spontaneously? So 100 minutes is actually just a psychological thing, to make it feel like a small amount of work. 
I Think You're Right 
more people will commit to 100 minutes of mapping than to a longer stretch. 
Nah Keep It Like It Is 
Basically I normally aim to have the layout of the map finished within the timelimit.. and just spend the extra time making it all good.

Btw sm59 won't be til next week since no-one other than me and starbuck turned up.. decided to work on something else instead :-p 
Indeed 
we won't change the timelimit unless there's problem with it, and everyone seems to be cool with it now anyway.

Yeah, guess we'll have to try sm59 again next week, but it'll be on saturday then i promise :D 
 
Timelimit will never be changed, 100 mins is already the 'expanded' timelimit from 1 hour that it used to be.

I've already mentioned my reasons for not enforcing it heavily. Only way people will start staying within it's limits is if the mappers themsealves choose to stay in time. 
Another Great Pack 
this was. There was some confusion in RPG's 1st map regarding the pentagrams and the zombies that were heard but never showed up (bug?).

Also, imagine my surprise when I in Xen's map managed to grenade jump to what I thought was a secret platform of ammo.

When I fell down in the closed pit containing nothing but four fiends in a grope session, well, let's say we weren't formally introduced before getting intimate ...

I actually thought this was an intricate trap until I realized that it was supposed to reveal the fiends at a later stage instead. Best map in the pack! 
ARGH 
at least last speedmap you noticed my speedmap aguirRe, guess now that I compiled with -tjunc you don't care about me no more :( 
Yours Were Very Nice 
too, especially the shambler-fest at the end. A bit tricky if you don't get the stuff in the right order ...

And yes, I noticed now that it was only Starbuck's map that seemed to have the dreaded tjunction sparkles.

Thanks for listening and for hosting the near-weekly speedmap events that definitely contribute to keeping the Q1 community alive! Or at least a bit noisy ...

As someone once said, "Jazz is not dead, it just smells funny ...". 
Sm59!!!!!!!!!!!!!!!!!! 
im going to run another unthemed sm59 session this saturday at the usual time, see 'General Abuse' for more info. 
Also 
i'll add -tjunc to my compile.bat file, thanks 
Scampie, Starbuck 
while you're at it, why not upgrade your compiler/tools to the ones found at http://user.tninet.se/~xir870k
... 
i already use your light, and i have to use DuBSP, but i'll try the modified rvis 
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