 Weekly
#3550 posted by Orbs [80.57.99.232] on 2013/06/18 20:50:31
might be a bit to often, in my case i read the news, have work during the week and slowly let inspiration come until the genie comes out of a bottle, then in the weekend i have to choose between things, and quite often i realise i dont have enough time to do all i want, this weekend it was finaly good weather so no chance :)
 I Wanted To...
#3551 posted by The Happy Friar [74.32.98.249] on 2013/06/19 04:21:47
but I found out about it ~2 days after it started, then it took me 2 days to realize I need a .wad file for Trenchboom to access Quake textures. :( I did finally get a .wad file though! :)
 My Brain Has Been Tired
#3552 posted by RickyT33 [85.189.154.188] on 2013/06/20 16:58:37
This week I have mostly been populating an e-commerce site with hundreds of different types of car tyres. Needless to say, I haven't felt like mapping. Or gaming. Or going near a computer. But I'll be back on it soon.....
#3553 posted by Spirit [80.171.128.52] on 2013/06/20 19:07:49
That reminds me of the beginnings of Quaddicted. Learn to script!
#3554 posted by necros [99.227.215.224] on 2013/06/20 20:16:32
Yeah, if a task looks boring as fuck, it can usually be scripted. Huge time saver when you get used to doing it because it'll be the first thing you start thinking about when you get a boring task.
 Not
#3555 posted by FifthElephant [82.12.230.210] on 2013/06/22 04:21:00
Had time due to starting my new job and then going on holiday.
 Can I Start A Speed Map Theme?
#3556 posted by The Happy Friar [74.32.96.52] on 2013/06/27 20:55:17
Is there a certain way to do this?
#3557 posted by necros [99.227.215.224] on 2013/06/27 21:00:07
Speedmapping is as informal as it gets.
Just say you'd like to host a session, say what the theme is and provide a date and email for submission. :)
 It Wouldd
#3558 posted by FifthElephant [82.12.230.210] on 2013/06/27 21:16:15
be interesting to see someone use a theme in a way not intended.
Like say making a tech-looking map using a gothic or metal theme, or a gothic style base map.. :)
 Sounds
#3559 posted by Drew [216.252.90.83] on 2013/06/27 21:23:35
like about half of Negke's product
 Ok, Cool.
#3560 posted by The Happy Friar [74.32.96.52] on 2013/06/28 06:13:08
Theme: dungeon
due date: 7/5/13
e-mail me at the_happy_friar_planet@yahoo.com
subject: speed mapping
#3561 posted by necros [99.227.215.224] on 2013/06/29 20:38:21
man, i started doing a map and then realize just how rusty i am with trenchbroom. :(
 Dungeon It Is.
#3562 posted by Drew [216.252.87.7] on 2013/06/30 06:33:56
Will be very busy this next week with work, and moving, and preparing for a teaching assignment... So what I'm saying is I'm probably in.
But no promises.
 Fifth:
#3563 posted by Orbs [80.57.99.232] on 2013/06/30 18:03:28
I tend to interpret themes as wide as i feel like, and i realy liked (i think) negke's interpretation of "spaceship" (no clue wich speedmap session it was)
 Completly Counter Logical To Me
#3564 posted by Orbs [80.57.99.232] on 2013/06/30 18:06:58
to post a date mm-dd-yy, i was liek wtf that deadlien is a month ago:)
 Yank Style, I Think.
#3565 posted by Drew [216.252.87.7] on 2013/07/01 03:11:55
It's like inches, rather than metric - they're just quirky that way.
Am I right?
 Yeah
#3566 posted by The Happy Friar [74.32.96.52] on 2013/07/01 13:03:34
cm is kinda quirky. ;)
I do write my dates a lot as yy-mm-dd because years ago I worked for a guy from Poland and he said he did it that way so when you view files in DOS or Win95 it's always in date order.
Only 4 days left and I'm still learning trenchboom!
 Nice
#3567 posted by Cocerello [80.174.120.146] on 2013/07/03 19:28:02
I was hoping for a new speedmap session.
You'll get from me at least one map for this session, the one i did for sm173 survival horror, and probably one more dungeon themed.
I do prefer the date for this to be on mondays, as i can submit it even if i have problems with internet on my computer, but it won't hurt to have one on a sunday.
 Internet At Home Down
#3568 posted by Drew [132.205.103.68] on 2013/07/03 21:39:41
but I should probably bite the bullet and just make this one into a proper map - or at least a turtlemap.
 (between Now And When It Gets Back Up)
#3569 posted by Drew [132.205.103.68] on 2013/07/03 21:41:31
doubt it will actually happen though!
 Do You Mean....
#3570 posted by The Happy Friar [74.32.96.52] on 2013/07/04 00:40:00
You would rather have the submission date be a Monday or the announcement date a Monday?
 Date Format Should Be
#3571 posted by Spiney [91.179.174.132] on 2013/07/05 10:41:31
yyyy-mm-dd-hh-mm-ss
anything else just doesn't make sense :P
 Yup Spiney
#3572 posted by mfx [78.55.251.33] on 2013/07/05 14:06:48
thats right...
and should avoid future confusion.
 Ok......
BUT WHAT TIMEZONE! :D
And is that 24 hour clock or 12 hour clock????
:D
 Drew...
#3574 posted by generic [67.235.193.108] on 2013/07/06 15:43:48
Proper map...
Make it so.
:)
 24h Analog Clocks Should Be Standard :P
#3575 posted by Spiney [91.176.134.219] on 2013/08/27 15:02:14
 All That War-wankery And They Don't Even Use "military Time"...
#3576 posted by Spirit [80.187.111.88] on 2013/08/27 18:39:07
some day the third world might even adapt the metric system.
#3577 posted by Trinca [81.84.241.156] on 2013/12/11 21:18:48
Hi good people, what about a Carnage map to break the abstence?
 Not That I Can, Good Man...
#3578 posted by generic [184.5.54.138] on 2013/12/12 12:53:19
but what do you mean by Carnage?
 I Suppose ...
#3579 posted by Cocerello [193.144.61.240] on 2013/12/13 13:07:01
that it is related to how in most of speedmaps there is combat against large groups, or fast paced combat, but it is Trinca the only one that can answer that.
About the main topic, as long as it is before Christmas Eve, i can join a speedmap session.
#3580 posted by skacky [90.0.77.27] on 2013/12/13 17:16:18
I'd love to join a speedmap session as well, why not.
 Holiday Themed Speedmaps
#3581 posted by onetruepurple [91.240.47.30] on 2013/12/13 17:38:15
For day 18?
#3582 posted by Trinca [81.84.241.156] on 2013/12/13 20:31:48
sounds good
 Disregard The Holiday Theme
#3583 posted by onetruepurple [91.240.47.30] on 2013/12/14 11:14:27
SM173
Theme: Quake The Way Id Did
Due: Dec 18th
#3584 posted by Spirit [80.171.155.61] on 2013/12/14 11:29:53
If you want this for the unfilled date in the advent calendar, please make it the 17th... Otherwise it would get in too late.
Someone would need to write a snippet about speedmapping. Preferably someone who has no other post in the calendar.
 I Like That Quake The Way Id Did Theme
#3585 posted by skacky [90.0.77.27] on 2013/12/14 13:05:05
 Qtwid
#3586 posted by FifthElephant [213.205.229.9] on 2013/12/14 14:13:35
Would be better as a longer project and compiled as a full episode. (My plan was to release an episode at a time or all at onceas they did with the doom version)
#3587 posted by digs [95.105.64.215] on 2013/12/14 15:40:30
I can't translate "Quake The Way Id Did" to russian. Please write more (clearer)
 Digs
#3588 posted by spy [95.56.202.107] on 2013/12/14 16:05:22
just think of the "Beyond Belief" pak , its "quake the way id did".
ie. the map that could easily fit to the original game. Misaligned textures, square rooms etc. Basically all of the maps from 96-97.
#3589 posted by negke [31.18.185.130] on 2013/12/14 16:24:13
Not necessarily misaligned textures - it doesn't have to look bad on purpose! Just simple(r) or straightforward brushwork, not excessive detailing or overly modern designs.
#3590 posted by Johnny Law [67.188.0.203] on 2013/12/14 19:29:16
The DTWID project went a little crazy analyzing the styles of the different mappers... layout, geometry, texturing, items, monster placement. I wouldn't say that a QTWID project needs to go down the same rabbit hole, but it was interesting!
 Quake The Way Id Did - Digs
#3591 posted by FifthElephant [82.24.73.240] on 2013/12/14 19:57:43
is when you make a map in the style of the original game.
 So?
#3592 posted by Cocerello [193.144.61.240] on 2013/12/16 21:10:40
#3593 posted by skacky [90.0.62.20] on 2013/12/16 21:19:20
I started one with the Quake the way id did theme. It's a runic map in the style of episode 3.
#3594 posted by digs [95.105.75.170] on 2013/12/17 15:21:43
#3595 posted by skacky [90.0.62.20] on 2013/12/17 15:42:57
Mine should be out in a few hours. Just some fine-tuning and one or two rooms to do.
 And Here It Is.
#3596 posted by skacky [90.0.62.20] on 2013/12/17 18:31:03
I took the Quake The Way id Did theme: http://www.quaketastic.com/files/single_player/speed_maps/sm173_skacky.zip
This is also my first released map for Quake.
 Heh, Demo
#3597 posted by DaZ [80.47.90.231] on 2013/12/17 19:22:03
https://dl.dropboxusercontent.com/u/33279452/daz_sm173skakcky.rar
Didn't see that coming :D
Cool map though, got tons of infighting to occur on the next run through. Found the quad secret but no luck on the second.
 Skacky
#3598 posted by negke [31.19.79.221] on 2013/12/17 19:29:39
That's not a speedmap, nor 'the way id did'. But it looks really nice and I think you should release it as standalone instead!
#3599 posted by negke [31.19.79.221] on 2013/12/17 19:30:20
Oh, and congrats on your first q1sp. Keep em coming!
 Re: Speedmap
#3600 posted by skacky [90.0.62.20] on 2013/12/17 19:43:36
Well I made it in only 2 days, though I'm pretty new to this concept here. I decided to do some more detailing compared to the original maps (I roughly have twice as many brushes). Not sure about releasing it standalone though, it's very small.
Nice demo, DaZ. Too bad you got squashed by that trap, heh. They are a lot more forgiving in McGee's maps but I decided to make it faster this time. If you're fast enough you can lure the Fiend waiting behind the triangular door inside and get out, killing it in the process, but it's hard to do.
#3601 posted by DOOMer [94.233.40.216] on 2013/12/17 21:10:55
I'm almost finished my card for sm173 which started 2 days ago. Upload it tomorrow, December 18th, afternoon.
 Skacky
#3602 posted by FifthElephant [82.24.73.240] on 2013/12/18 00:02:17
 About The Final Bit
#3603 posted by skacky [90.0.62.20] on 2013/12/18 04:51:07
It's true it's not very good compared to the rest. I think a wind tunnel leading to the arena would have been a better solution, so you can't really escape and abuse the Shamblers (though I would need to put some cover, like a central altar or something).
You were so close to discovering the second secret too, it can be heard somewhere.
#3604 posted by FifthElephant [82.24.73.240] on 2013/12/18 11:37:21
The final arena should have maybe locked you into the room with the shambler, no need for wind tunnels. (1 wind tunnel wouldn't have fit in with the theme IMO)
I was looking for the secret near the end but I thought you could jump across to the left room where the zombie fight arena occurs. I think that would have been a nice place for a secret (you can reach with a jump I just tried it). I wasn't really looking to do a lava dip so late in the map, I thought it might have been under an earlier lift though since it felt a bit weird to have lava under that lift.
Great map, I agree with Daz, this could have easily been a separate release.
#3605 posted by skacky [90.0.62.20] on 2013/12/18 13:22:32
The wind tunnel idea was because this map was meant as a something that could fit in Quake's episode 3, and two maps use these (e3m4 and e3m5, although e3m4 only uses one and it's hidden). I still feel like the ending room comes in too abruptly with this small corridor.
I may re-release it in the coming days with a modified ending, standalone this time, and probably with a secret area in the arena. A Thunderbolt hidden there could come in handy for the final bit.
 Oh!
#3606 posted by Hrimfaxi [89.150.173.209] on 2013/12/18 13:31:10
As other has said, very nice little map Skacky!
And your right that the ending needs some modification.
I will look forward to your next version and next map, may it be soon!
 Quake The Way Id Did...
#3607 posted by FifthElephant [82.24.73.240] on 2013/12/18 14:02:47
would have been a good project, didn't really get any responses for a collaboration like I was expecting.
I have almost finished the first map in the project too, just a couple of tweaks to make (only took me a week on and off)
#3608 posted by DOOMer [31.180.157.207] on 2013/12/18 14:07:42
#3609 posted by Mandel [80.217.89.46] on 2013/12/18 17:08:50
Neat maps by skacky and digs. On DOOMer's map I got stuck in a secret area and couldn't get out which was annoying.
#3610 posted by Spirit [80.171.96.108] on 2013/12/18 17:25:15
will we get a sm137_pack.zip?
#3611 posted by DOOMer [31.180.157.207] on 2013/12/18 17:30:18
@Mandel
What kind of secret area you could not get out? In 2 of 3 exit by opening the wall-door shots.
#3612 posted by Mandel [80.217.89.46] on 2013/12/18 17:36:13
It was one by a watery area. inside the secret there were bars which weren't open, but seemed to block entrance to another room with some goodies. I didn't see any way out because the map was dark!
#3613 posted by DOOMer [31.180.157.207] on 2013/12/18 18:00:17
There need to shoot in one place on the wall for the opening of another hiden corridor. Bars and button behind them - not functional, just a decorations.
I updated archive with my map, fix some monsters placement in solid and fix one entity.
http://cacodemon.doomer.org/quake/sm173_doomer.zip
 Someone
#3614 posted by Drew [98.124.27.72] on 2013/12/18 21:30:22
Make a newspost about this SM so I don't forget to dl and play it when I eventually have time! And you know, so more people play it generally!
please.
 Let Me Do It
#3615 posted by Cocerello [193.144.61.240] on 2013/12/18 23:36:52
And while i am on it, i'll add my map to the pack.
 Done
#3616 posted by Cocerello [193.144.61.240] on 2013/12/19 12:00:16
I will upload my demos later.
 How About.
#3617 posted by onetruepurple [93.105.236.244] on 2014/05/26 17:00:34
"Revisit your favorite theme"?
 Return To Castle Koohoo
#3618 posted by ijed [200.73.66.2] on 2014/05/26 17:07:50
 I Want, I Will
#3619 posted by digs [145.255.3.62] on 2014/05/26 19:12:46
I can only alter my map or any?
 Deadline?
#3620 posted by spy [5.251.35.188] on 2014/05/27 16:32:55
and what the theme?
return to castle cuckoo
 Koohoo!
#3621 posted by ijed [200.73.66.2] on 2014/05/27 17:47:51
 I Know About Koohoo
#3622 posted by spy [5.251.35.188] on 2014/05/27 17:54:23
but my favorite dream is to make an insane/horror level
something like visiting an abandoned asylum to search for a longlost friend &)
hence the name "return to castle cuckoo"
 Shit It's Been In The Last Thief Game Already
#3623 posted by spy [5.251.35.188] on 2014/05/27 17:58:08
 Deadline?
#3624 posted by Cocerello [193.144.61.242] on 2014/05/29 12:08:33
 Cocerello
#3625 posted by digs [145.255.0.89] on 2014/05/29 16:07:29
Theme?
 Cuckoo's Castle
#3626 posted by Cocerello [193.144.61.242] on 2014/05/29 17:13:17
Spy said
#3627 posted by digs [46.191.182.251] on 2014/05/30 04:14:18
 If There Is No Deadline Stablished ...
#3628 posted by Cocerello [193.144.61.240] on 2014/06/02 17:16:06
... i suppose i can put one.
SM 175:
Theme : Cuckoo's (Koohoo's) castle.
Deadline : 9th of June, 10:00 a.m.(GMT).
 Cocerello
#3629 posted by digs [94.41.39.116] on 2014/06/02 17:53:13
I already do
 Do Another
#3630 posted by Drew [70.53.201.226] on 2014/06/02 17:56:48
or three more!
 What Drew Said
#3631 posted by Cocerello [193.144.61.240] on 2014/06/02 18:44:00
Or better, do a mini episode with several 100 minute speedmaps.
For the puny mortals, the deadline.
 It's Been In The Last Thief Game Already
#3632 posted by spy [147.30.1.254] on 2014/06/02 19:22:35
fuck my english
there are two unpropely titles for a future themes
"It's Been In The Last Thief Game Already "
"fuck my english"
"there are two unpropely titles "
fuck
 Unpropely
#3633 posted by spy [147.30.1.254] on 2014/06/02 19:23:42
goddammit
 I'm Doing
#3634 posted by ijed [200.73.66.2] on 2014/06/05 19:32:02
A Koohoo map for the 9th.
#3635 posted by FifthElephant [82.24.73.240] on 2014/06/06 02:43:25
I think the speedmap them should be "rekt"
#3636 posted by digs [95.105.62.195] on 2014/06/06 03:18:47
@FifthElephant: What's "rekt"?
 Wrecked
#3637 posted by killpixel [98.211.184.167] on 2014/06/06 05:14:48
satirical/sensational/phonetical spelling thereof...
...I think.
#3638 posted by FifthElephant [82.24.73.240] on 2014/06/06 09:34:24
Yep
 I Too Am Doing A Map
#3639 posted by Scampie [72.12.65.92] on 2014/06/06 22:32:54
and making it a weekend project thing instead of a 1 hour map like I usually do
 !!!
#3640 posted by Drew [70.53.201.226] on 2014/06/07 20:21:45
I am excited about this.
 Sm175_digs
#3641 posted by digs [95.105.20.34] on 2014/06/08 10:47:20
 And The Other Three?
#3642 posted by Cocerello [193.144.61.242] on 2014/06/08 12:08:41
#3643 posted by digs [95.105.20.34] on 2014/06/08 12:10:09
no. Only one
 I Made A Demo.
#3644 posted by skacky [90.0.182.14] on 2014/06/08 12:15:16
Skill 3, all kills, no deaths.
Holy crap that was intense, and beautiful.
https://www.dropbox.com/s/76sc3ew58v5mdkk/skacky_sm175digs.zip
 Digs,
#3645 posted by FifthElephant [82.24.73.240] on 2014/06/08 12:24:50
that's one of the best speedmaps I've played in a while, sorry no demo. I did it first time on normal though.
 Digs
#3646 posted by sock [190.31.183.84] on 2014/06/08 13:27:51
Holy Fuck that was a gorgeous speedmap, route choices, lovely combat sets, plenty of funny infighting (spawns vs hell knights) and such a lovely design style. More of this please!
 Sorry
#3647 posted by ijed [190.22.43.200] on 2014/06/08 22:36:05
Looks like mine will be late since I forgot to email it to myself.
 Hahaha
#3648 posted by Drew [70.53.201.226] on 2014/06/08 23:03:30
 Sm175_scampie
#3649 posted by Scampie [72.12.65.92] on 2014/06/09 00:48:22
http://scampie.net/files/maps/sm175_scampie.zip
made over fri/sat/sun, bigger than your usual speedmap, could potentially release it as a full map with some more cleanup (especially in the rocky bits)
skill settings are supported, most of you will likely want skill2
 Don't Worry, Ijed
#3650 posted by Cocerello [193.144.61.242] on 2014/06/09 00:52:04
There is still 10 hours till the deadline.
 Scampie
#3651 posted by digs [92.50.131.158] on 2014/06/09 05:29:14
#3652 posted by skacky [90.0.182.14] on 2014/06/09 07:39:07
Amazing map Scampie, with super cool designs and encounters. The maon room is great and the last arena is really cool! The shamblers are well used too. This session keeps delivering!
Skill 3, all kills, 2/4 secrets, no deaths.
https://www.dropbox.com/s/rtf3xnvvg6rdoo6/skacky_sm175_scampie.zip
 Sm175_doomer
#3653 posted by DOOMer [178.35.156.70] on 2014/06/09 10:19:27
#3654 posted by skacky [90.0.182.14] on 2014/06/09 13:10:21
#3655 posted by Spirit [92.196.111.98] on 2014/06/09 14:01:56
Only played Doomer's map so far because I am waiting on the pack. Used Engoo with "Low" resolution pixel paradise. Great map, felt like a good old mid/early 90s game. I'd love to play many episodes with maps like this.
#3656 posted by DOOMer [178.35.156.70] on 2014/06/09 14:47:52
I'm updated my map, i fix water level in the secret room (thanks Digs).
#3657 posted by sock [190.31.183.84] on 2014/06/09 14:52:16
I have a speedmap for this session as well, started it yesterday, but I need some more time to finish it today.
 Wow
#3658 posted by Drew [70.53.201.226] on 2014/06/09 15:01:41
Guess I'll wait til the pack comes out, so as to have what will apparently be a series of awesome experiences, judging by above comments!
 Mine's Dead
#3659 posted by ijed [200.73.66.2] on 2014/06/09 15:22:33
No time today.
 Scampie
#3660 posted by mfx [85.181.154.241] on 2014/06/09 15:42:14
 Doomer
#3661 posted by mfx [85.181.154.241] on 2014/06/09 15:46:02
 Digs
#3662 posted by mfx [85.181.154.241] on 2014/06/09 16:18:15
Nicest map so far, here are demos. Tough one.
 Mine's
#3663 posted by Cocerello [193.144.61.242] on 2014/06/09 18:37:27
will be in an hour or two.
#3664 posted by FifthElephant [213.205.233.56] on 2014/06/09 19:28:33
Wondering if I should make one now just to get on the bandwagon
 Why Not?
#3665 posted by Cocerello [193.144.61.242] on 2014/06/09 21:55:33
Probably no one will mind waiting one more day for this pack. But don't take too much, or Sock's entry will grow into a proper release from a speedmap.
 Finally ... My Map
#3666 posted by Cocerello [193.144.61.242] on 2014/06/09 22:09:09
http://www.quaketastic.com/files/single_player/speed_maps/sm175_cocea.7z
Made it too big and had to cut it down by half, so there is some minor parts that don't make sense, but it is completely playable.
I'll wait for the pack to play the rest of entries.
 Scampie Bug
#3667 posted by Barnak [65.94.232.122] on 2014/06/10 04:22:32
Scampie's map is buggy as hell. I falled under the floor, and the monstrers were are messed up, during the first half. I wasn't able to return on solid ground, even after using the noclip command.
This map could be great, but the bug is killing it totally, texan style !
I'm playing in nightmare mode with QuakeSpasm on OS X.
 What?
#3668 posted by Scampie [72.12.65.92] on 2014/06/10 11:54:12
I have no idea what could be wrong or why, it works fine in Quakespasm on Windows and no one else had an issue... do you have a demo? are you playing with any mod on that could also be breaking it? I'd love to know what is wrong so I can fix it
#3669 posted by sock [190.31.183.84] on 2014/06/10 12:36:07
I just need to finish off some lighting and entities in my pixel map, it should be ready later on today for the map pack.
 This Fucking Guy.
#3670 posted by onetruepurple [93.105.42.159] on 2014/06/10 13:41:28
 I Also Need Time
#3671 posted by Cocerello [193.144.61.242] on 2014/06/10 15:06:52
I made a second one, so, please, if you can wait some hours, i can promise you that i can deliver you a way better map than the first one I already released.
Also if no one has played my first map, i'll take some minutes for some bugfixing in the first map and link the two of them together.
*Fifhtelephant, are you going to release one you too?
 T-t-t-turtlemaps
#3672 posted by Spirit [92.196.98.200] on 2014/06/10 16:04:28
 Spirit
#3673 posted by digs [95.105.75.99] on 2014/06/10 16:08:19
Yes. I'm not interested to make real speedmap. It was fun 10 years ago. Now we have become accustomed to better quality maps. Maybe it makes sense to change the concept speedmap?
 Yeah I'm Working On Something Nice :)
#3674 posted by FifthElephant [82.24.73.240] on 2014/06/10 16:29:00
Obviously I've had to catch up on E3 and game of thrones but I'm bashing a level together now that should be done in a few hours hopefully.
This is probably going to be a nice pack :)
 #3673
#3675 posted by onetruepurple [93.105.42.159] on 2014/06/10 16:51:55
Seems to me that we already have.
 Non-solid Ground (Barnak)
#3676 posted by Mandel [80.217.68.131] on 2014/06/10 17:13:43
This sounds like the DirectQ issue, but since you're using QuakeSpasm, I don't know...
In DirectQ it's common (at least for me) for the gound to sink beneath the visible brushes after playing for a while. It's an engine problem rather than the map, and I know MH spent some time trying to find it. As I remember it, MH said it was actually a problem with Quake rather than DirectQ in particular. It just seems to appear sooner with DirectQ. Possibly it could happen in QuakeSpasm as well. Anyway...
Use noclip to get out of the ground, make a savegame, restart the engine, and start playing from the savegame.
 Firstly
#3677 posted by Drew [24.114.88.79] on 2014/06/10 18:32:30
Scampie making an impure not-actually-a-speedmap proves conclusively that the paradigm has shifted. What would Xen say?
 Secondly
#3678 posted by Drew [24.114.88.79] on 2014/06/10 18:35:31
Fuck you guys these are amazing maps. And fuck you in advance sock.
#3679 posted by Scampie [72.12.65.92] on 2014/06/10 18:54:44
whenever it was that I tried to get speedmapping rolling again, I specifically tried to make the interpretation of what a 'speedmap' is a lot more open.
we are not all teenagers with tons of free time anymore, and Quake may not be the only thing we all want to do with our time. letting the timing be open allows people to make whatever they have the time to make. if you only want to make a 1 hour map, great, if you want to spend the week, fine! they are both pretty speedy compared to a standard map that people take a month+ to make.
the goal of speedmapping shouldn't even really be about the limitation of time, despite the name, but about driving creativity and experimentation. if the time limitation helps in those regards, then great, self apply what fits for you. plus, speedmapping allowing designers to not care if they aren't putting their best foot forward. no one should feel like they have to make a showcase map when speedmapping.
maybe we should just rename this to a 'mapping jam'
 Great Maps
#3680 posted by ijed [200.73.66.2] on 2014/06/10 19:56:24
 Mapping Jam +1
#3681 posted by ijed [200.73.66.2] on 2014/06/10 20:50:09
 Post The Pack, You Nobs
#3682 posted by negke [31.18.93.198] on 2014/06/10 21:04:20
 Barnak
#3683 posted by ericw [172.219.249.35] on 2014/06/10 21:27:08
I tested briefly (up to the first silver key) and didn't see anything weird with Scampie's map on Quakespasm OS X. If you could post more info/demos/screenshots/saves etc. that'd be great.
excited to play this pack!
 Negke
#3684 posted by Cocerello [193.144.61.242] on 2014/06/10 23:25:25
Can't, there are at least 3 mappers that still have to submit their maps, Fifth, Sock and me.
 I'd Finish Mine
#3685 posted by onetruepurple [93.105.42.159] on 2014/06/10 23:42:41
If the deadline got extended to the 16th or something.
 That Would Surpass A Turtlemap
#3686 posted by Cocerello [193.144.61.242] on 2014/06/10 23:43:55
 A Bit
#3687 posted by onetruepurple [93.105.42.159] on 2014/06/10 23:44:46
But this has been a very busy couple of weeks.
Plus I'm shit at blocking out.
 I'm Really
#3688 posted by FifthElephant [82.24.73.240] on 2014/06/11 00:11:33
busting my balls to finish this map in the next hour.
Probably will be done by then actually. Just doing some small testing.
 My Speedmap Is Here
#3689 posted by FifthElephant [82.24.73.240] on 2014/06/11 01:48:41
 You're Doing It All Wrong...
#3690 posted by generic [184.5.48.227] on 2014/06/11 02:12:50
But it feels so right ;) You guys are finally starting to map at my pace!
Will there eventually be an all encompassing pack? Please let me know.
#3691 posted by FifthElephant [82.24.73.240] on 2014/06/11 02:25:22
Played 'em all so far... shaping up to be a good pack!
 SM175
#3692 posted by sock [190.31.183.84] on 2014/06/11 04:13:43
Here is my map entry for the pack. Enjoy.
 If No One Else ...
#3693 posted by Cocerello [193.144.61.242] on 2014/06/11 10:04:50
... says that have a map near completion in the next hours, I'll upload the mappack.
 Demo For Sock's Map
#3694 posted by skacky [90.0.182.14] on 2014/06/11 13:51:50
https://www.dropbox.com/s/l0kkv1tomo8p3rg/skacky_kaahoo.zip
Skill 3, all kills, 4 secrets, no deaths.
<skacky> amazing map sock
<skacky> I was a bit confused with the gold key door
<skacky> but other than that it's stunning
<skacky> really cool encounters everywhere, excellent design
<skacky> the strength rite room was brutal but so much fun!
<skacky> and that scrag massacre, excellent
 Don't Wait For Me
#3695 posted by onetruepurple [93.105.236.128] on 2014/06/11 15:52:07
#3696 posted by skacky [90.0.182.14] on 2014/06/11 16:12:11
Finish your map you twat.
 Sock !
#3697 posted by Barnak [65.94.233.176] on 2014/06/11 16:51:47
Your map is absolutely SUPERB ! Thanks dude !
You should do some more of that style. Realy great !
 Sock!
#3698 posted by mfx [85.182.62.26] on 2014/06/11 21:59:26
Nice lighting, "classic" layout is well done, your aesthetics are again suberb! Indeed!
Here is a demo of me derping and dying, but i had fun! Thank you!
 5th!
#3699 posted by mfx [85.182.62.26] on 2014/06/11 22:07:10
Your map is quite nice in terms of layout and ambush setup. Could use more highlighting, some text on doors and keysymbols and such stuff.
But what do i know..
Here is a demo. Playing again now, i died terribly 1st time:)
 Sock + DMSP
#3700 posted by Barnak [65.94.233.176] on 2014/06/11 23:20:20
What command should we enter at the start process to use the DMSP mod and Sock's mod at the same time ?
I would like to add some frenetic action mess on this map, with more monsters to hug and love.
 Feedback
#3701 posted by sock [190.31.183.84] on 2014/06/12 02:30:13
@Skacky, thanks for the demo, a pleasure as always seeing you destroying a nightmare selection of monsters. :)
@mfx, it was cool to see you try the puzzle side of the map first. It feels like you play with a keyboard! crazy! :)
@Barnak, you can just drop the map file in your dmsp directory, the map works fine with a vanilla quake setup. I included a pak file because it has a skybox and I wanted to make sure people setup wateralpha. Why no one has implemented a worldspawn key for wateralpha in modern quake clients is crazy.
 DMSP
#3702 posted by Barnak [65.94.234.132] on 2014/06/12 03:41:09
Ok, it's working, thanks. But the results are weird at best. Many monsters are spawning at some unattainable or unreliable spots.
And I'm unable to reproduce the no_floor issue with Scampie's map.
My issue was strange : it never occured to me before.
#3703 posted by digs [46.191.190.210] on 2014/06/12 16:02:51
How about a new Speedmapping by June 22 ?
 Haha
#3704 posted by Cocerello [62.174.23.126] on 2014/06/12 18:11:08
Play the current one first.
 Now Seriously ... Good Idea You Had There, Digs
#3705 posted by Cocerello [193.144.61.242] on 2014/06/13 14:42:54
Proposals for theme:
- Colorblind. Can be very crazy.
- Remake of the first map you ever did. Tronyn proposed this at Quaddicted months ago and i think can be interesting.
- DoE and ring of invisibility. A bit of a clone of sm169's theme, but it is also the two things that have been used at mapping the least.
#3706 posted by digs [89.189.142.173] on 2014/06/13 15:31:51
I suggest the theme: illusions
 Theme.
#3707 posted by Scampie [72.12.65.92] on 2014/06/13 16:15:17
Doom
 #3706
#3708 posted by Cocerello [193.144.61.240] on 2014/06/13 17:32:41
If that is the theme i have one already, that did 14 years ago, it is a DM one. Is this what you were thinking when you say illusions?
 Cocerello
#3709 posted by digs [89.189.142.173] on 2014/06/13 17:48:30
Haha. Not necessarily imply func_illusionary for theme "illusion". We could show more imagination than just use this entity.
 Theme:
#3710 posted by ijed [200.73.66.2] on 2014/06/13 18:13:30
Infighting
 Theme:
#3711 posted by negke [31.18.93.198] on 2014/06/13 18:18:49
Speedmaps, not turtlemaps.
 Negke
#3712 posted by digs [89.189.142.173] on 2014/06/13 18:23:17
What's speedmap? 100 minutes? It's drearily
#3713 posted by Cocerello [193.144.61.240] on 2014/06/13 18:26:38
That would be hard and challenging. Apart from some examples (sm175) where there are some turtlemaps, most are in the middle, neither 100 minutes map or a full week map. For example mine took two days (16 hours the first (8 spent on the damn caves and surrounding the valley terrain brushes) and 6-8 for the second).
#3714 posted by negke [31.18.93.198] on 2014/06/13 18:40:28
I often took longer than two hours myself, but always did the map in a single session. If anything, this should be the compromise.
 What I Mean Is
#3715 posted by negke [31.18.93.198] on 2014/06/13 18:53:38
These more sophisticated maps would be better off as a small-scale community project rather than a speedmap pack. Although it might as well be a case of motivation and expectation. A different premise - doing a bigger "speedmap" feels like less pressure than a small "normal" map even if both would be pretty much the same.
 True
#3716 posted by Cocerello [193.144.61.240] on 2014/06/13 19:46:57
A community project is something good, but as far as i see, in this community, the things closer to that are chain speedmaps and huge episodes projects (nehahra). Isn't it?
What you were considering as a comunity project? Something like sm175, made into an small episode or just by adding an start and end map, but better organized and with communication between the members to make the maps similar?
 FYI
#3717 posted by FifthElephant [82.24.73.240] on 2014/06/13 20:34:02
my last speedmap for sm175 was done in a single session. Granted that session was like 8 hours long at least (with food breaks).
100 minutes is crazy, I'm sure I could do it but it would be a pile of crap ;)
 Lava
#3718 posted by spy [37.150.13.5] on 2014/06/20 21:44:47
the next theme for the SM is lava!
 Lava
#3719 posted by DOOMer [31.180.144.18] on 2014/06/21 14:30:03
When deadline?
 When Will There Be A Next Speedmapping Sesion?
#3720 posted by Breezeep_ [100.1.255.141] on 2014/07/03 21:47:32
 Sorry ROQ
#3721 posted by Drew [70.55.66.130] on 2014/07/03 22:51:12
Map Jamming has suddenly, but also completely, destroyed the speedmapping tradition which flourished for so many years in this community.
Any 'speedmaps' that might be made will inevitably be so only in name.
That being said I suggest the next speedmap theme be "Honey jam runoff".
#3722 posted by FifthElephant [82.24.73.240] on 2014/07/03 22:55:41
I doubt speedmapping has been killed off by the mapping jam. If anything speedmapping is probably going to be speedier, like it used to be.
 (joking)
#3723 posted by Drew [70.55.66.130] on 2014/07/03 23:14:25
 SM176
#3724 posted by onetruepurple [93.105.236.141] on 2014/07/03 23:15:23
"Finish OTP's shitty jam half-entry"
 Nah
#3725 posted by ijed [200.73.66.2] on 2014/07/03 23:54:10
If we did that we wouldn't be able to take this piss.
 So
#3726 posted by ijed [200.73.66.2] on 2014/07/03 23:54:33
When are you going to finish?
 Sm 176 Announcement
#3727 posted by Drew [76.68.225.18] on 2014/08/22 01:50:07
As the jam has stopped flowing, I thought I'd suggest a good old fashioned speed map event.
The theme is 'quantity over quality' as in a previous session, but as per usual is totally optional.
Send your maps to my email by Aug. 28th.
 ... WHO'S WITH ME!?
#3728 posted by Drew [76.68.161.60] on 2014/08/23 20:15:54
 #3728
#3729 posted by DOOMer [94.233.96.206] on 2014/08/23 20:22:59
I'm will start my sm_176 map tommorow.
 So ...
#3730 posted by Cocerello [80.174.120.200] on 2014/08/23 20:32:45
No theme this time?
Well, i have the map i did for sm170 around somewhere, maybe i could submit it for this session.
I won't tell you for sure if i submit it. After submitting the last two without betatesters and unfnished, i won't submit this one if i am not sure it doesn't have any major issues.
By the way, Drew, as you probably know, in this events, at least half of the people that submit something at the end, haven't said a thing in the thread (i don't know about Terrafusion).
 I Am With You Always...
#3731 posted by generic [184.5.52.210] on 2014/08/24 13:46:50
...even if I don't submit shit anymore :(
You go, Drew!!!
 Thanks Generic
#3732 posted by Drew [24.114.108.160] on 2014/08/24 17:45:51
Thats nice Generic, but what I really want is for you to submit to me.
Coco, there is an optional theme - quantity over quality.
Doomer, good to know, hope you have fun with
It!
 Quantity Over Quality
#3733 posted by Cocerello [80.174.120.200] on 2014/08/24 20:36:52
It's one of the rules for speedmapping events, but if i think about it, that is also probably the rule we break the most in speedmapping, so i can see why you put it out and say that it is optional, apart from the fact that the theme on speedmaps by tradition was always optional, we just got accustomed to follow it.
Looking at it from a different perspective it can lead to an hordish combat map or a big with almost no detail map, and make that the theme. Hmmm ... maybe i'll do another one, now that i have a theme the ideas pop in my head way faster.
And lastly, ..., i am sorry for you, but i am not the Coco, i ain't going to eat you no matter how much you call me like that :)
 For More Inspiration
#3734 posted by Drew [76.68.161.60] on 2014/08/24 21:32:49
Look at the original quantity over quality SM pack. Xen did a really nice one for that.
 Go Map!
#3735 posted by ijed [190.22.92.29] on 2014/08/24 23:27:51
 Perfect Theme For Me!
#3736 posted by mfx [78.48.187.127] on 2014/08/24 23:34:28
 I'm Glad You Think So!
#3737 posted by Drew [76.68.161.60] on 2014/08/25 04:38:54
Hope you find some time to whip something big and shitty up!
 I Whipped Something Big And Shitty Up Last Night/this Morning
#3738 posted by Drew [76.68.161.60] on 2014/08/25 09:51:44
https://www.dropbox.com/s/cotc6u7ln68gws2/fitz0000.tga?dl=0
Crappy non-permanent link that OTP and others will hate, because I am lazy and also, like, whatever. It's 4 am.
I'll try to find time to make another one for the 28th, but we'll see!
 Errrr
#3739 posted by Cocerello [80.174.120.200] on 2014/08/25 10:25:15
You said
Send your maps to my email by Aug. 28th.
so i thought you did to avoid granularity in the release and show all together to the community.
 Whoops
#3740 posted by Drew [76.68.161.60] on 2014/08/25 12:12:14
Send your maps to my email by Aug. 28th but feel free to post pictures of your maps - like I did above - whenever you like.
Sorry for the lack of clarity there. It's just a screenshot.
 Ops
#3741 posted by Cocerello [80.174.120.200] on 2014/08/25 12:43:23
No need for clarity this time, it was me that jumped to conclusions too fast and thought it was the map, as screenshots are uncommon in this thread.
Looks good, depending of the layout and the side from which the player enters, those dogs will need a trigger_monterump. From just that sceeenshot i think it strays a bit from the theme, not that mine is better in that regard.
By the way, i played sm67_xen. It is good, and probably the one that matches the theme in sm67 the most. The idea of using setpieces and modules to make a speedmap isn't new for me, but it is always a good reminder as a different type of way to achieve quality.
#3742 posted by DOOMer [94.232.205.47] on 2014/08/25 21:21:51
@Drew, you can use http://i.imgur.com/ for screenshots instead Dropbox.
Screenshot of the my sm176 map. I'm completed base layout yesterday and started make light today. On this moment map isn't contains any monsters on map.
http://i.imgur.com/TxnIQn8.jpg
 Neat!
#3743 posted by mfx [78.49.251.59] on 2014/08/25 21:29:13
#3744 posted by metlslime [159.153.4.50] on 2014/08/25 22:53:50
map02 remake, nice.
 Following The Trend
#3745 posted by Cocerello [80.174.120.200] on 2014/08/25 23:15:57
http://www.quaketastic.com/files/screen_shots/q70v05b.jpg
This is the one i did for sm170 and couldn't release back them. MY first speedmap, by the way.
My betatesters have a different opinion and liked the crystals, but for me they still don't look like the light is coming from within them, mainly because the bottom is still dark, but i hate this map and want to avoid working on it as much as possible, so the changes if there are some will be minor, very minor.
#3746 posted by metlslime [159.153.4.50] on 2014/08/25 23:32:52
try making the crystals use fullbright colors or using an external BSP for them so that you can light them correctly.
 Metlslime
#3747 posted by Cocerello [80.174.120.200] on 2014/08/26 00:05:56
I know, those are the only two options i saw when thinking about a possible solution back then. But those are off limits of what is considered speedmapping, so i desisted on using them for this map. Anyway, thanks for the information.
I'll use them if i need crystals on a proper map.
Currently it uses a system of 6-10 lights per crystal, depending on the length of the crystal. It's mainly because of the issue about delay 2 lights having an overbright area in the area closest to them in white light instead of the one given by the _color key. That causes that i need 4-8 colored lights to mask that white zone.
Made dozens of tries on a test map with other delay values to eliminate those extra lights but the look is bad. The good point is that thanks to that i have a map with a room filled with many types of lighting that come from crystals for future maps.
I heard that TyrUtils have the option for delay 5 lighrs, Which are the same as delay 2, but without that overbright area. I'll add that option to the other two.
 Made Another One.
#3748 posted by Drew [76.68.161.60] on 2014/08/26 20:08:47
will hold off on screenshot
 SM 176 Submissions Due At Midnight
#3749 posted by Drew [76.68.161.60] on 2014/08/28 19:49:17
Eastern time.
 Japan Time?
#3750 posted by Cocerello [80.174.120.241] on 2014/08/28 20:10:56
 Arghhh!!
#3751 posted by mfx [92.227.228.89] on 2014/08/28 20:13:52
not goin to make it, had stuff in the way....
#3752 posted by DOOMer [31.180.178.103] on 2014/08/28 21:02:02
@Cocerello
Probably this
https://en.wikipedia.org/wiki/Eastern_Time_Zone
@Drew
I'm will send my map to you in the some next hours.
 Mfx
#3753 posted by Cocerello [80.174.120.241] on 2014/08/28 21:41:15
Do a speedmap, instead of a turtlemap.
 Done And Sent
#3754 posted by Cocerello [80.174.120.241] on 2014/08/29 02:04:44
hope i did in time.
* DOOMer, then it is USA eastern time. It was incomplete like that.
#3755 posted by Drew [76.68.161.60] on 2014/08/29 04:46:24
MFX, or anyone, if you need a day or 2 just go for it. I won't release right away anyway.
 Say That Before!!!!!!
#3756 posted by Cocerello [80.174.120.241] on 2014/08/29 09:37:44
I slept less hours this night to submit it on time, because it took way more hours to compile than what i expected.
 Ups
#3757 posted by Cocerello [80.174.120.241] on 2014/08/29 13:41:22
While re-reading my last message i noticed that it looks a bit intimidating. That was never my intention. I am not angry at you, Drew, not at all, rest assured.
 Okey Dokey
#3758 posted by Drew [76.68.161.60] on 2014/08/29 15:42:43
I have maps from Cocerello and DOOMer. Any silent stragglers who still need another day? If not I will package and release this evening.
 Hi
#3759 posted by Zwiffle [24.241.228.118] on 2014/10/18 18:34:38
When is the next speedmap?
 Three Hours Before The Zer Jam Deadline
#3760 posted by Lunaran [99.112.162.57] on 2014/10/18 18:53:44
 Go Jam You Both.
#3761 posted by onetruepurple [46.77.124.105] on 2014/10/18 20:03:02
Posted on my Galaxy Young while on the shitter.
 Hi
#3762 posted by Drew [72.143.234.221] on 2014/10/22 05:17:37
soon.
 And By Soon I Mean Some Time In The Next Year.
#3763 posted by Drew [68.148.86.57] on 2014/10/22 08:28:17
 Sm107 Is A Missing Pack ?
#3764 posted by konstructor [151.16.208.246] on 2014/11/11 21:22:38
Also sm107 is missing from what I see !
DO you know why ?
#3765 posted by negke [31.18.93.198] on 2014/11/12 18:29:49
Every once in a while a number is skipped to make room for the badass chainmap that we're not working on.
That, or some hiccup happened. A SM107 map by generic is included in the SM109 pack.
 Yay!
#3766 posted by generic [172.56.26.51] on 2014/11/12 20:38:54
 ..thank
#3767 posted by konstructor [151.16.180.151] on 2014/11/13 02:39:07
ok thank for the info.
Now I can say that I really got everything of Quake1 mapping scene.. now I can start playing ! (gulp#!#)
I have a 10gigabyte folder full of Quake goodness !
#3768 posted by Zwiffle [24.241.228.118] on 2015/02/21 14:57:18
Does anyone want to do some speedmapping today?
 No Thanks I'm Good.
#3769 posted by czg [83.253.6.253] on 2015/02/21 15:12:21
 CZG
#3770 posted by Zwiffle [24.241.228.118] on 2015/02/21 15:19:44
I love you but your speedmap-phobic stance is a real turn off.
 Make Up A Theme
#3771 posted by FifthElephant [82.24.73.240] on 2015/02/21 20:18:16
Drum up some enthusiasm! You get a better response if you be more assertive :)
 Perhaps A Theme
#3772 posted by FifthElephant [82.24.73.240] on 2015/02/22 02:19:06
with limited textures? Say 4 textures?
Something minimal, like a sky texture, a bright texture (for lights), and a dark texture and a lighter texture (for contrast)...
For example -
http://imgur.com/bnY9b4c
 Theme Suggestion
#3773 posted by ijed [190.22.20.37] on 2015/02/22 04:57:30
Use Dirtmapping.
#3774 posted by FifthElephant [82.24.73.240] on 2015/02/22 10:50:28
Pretty much all my maps will be dirtmapped now forever.
 Yes
#3775 posted by ijed [186.79.222.80] on 2015/02/22 18:02:16
It pretty much makes everything look better.
 So
#3776 posted by Zwiffle [24.241.228.118] on 2015/09/26 17:33:44
what's up with this thread
 Zwiffle Is In Da Haus!
#3777 posted by negke [31.16.58.169] on 2015/09/26 19:35:56
It turned out people can't speedmap, so instead they now jammap - and so should you!
#3778 posted by JneeraZ [174.109.106.46] on 2015/09/26 20:39:36
Speaking of that... when's the next jam?
#3779 posted by Scampie [72.12.65.92] on 2015/09/26 20:52:18
I would recommend a Nov or Dec Jam for... reasons.
 Scamps Is Right
#3780 posted by FifthElephant [82.24.73.240] on 2015/09/26 23:42:30
I'm so tied up right now that I have ended up missing a Jam for the first time.
#3781 posted by JneeraZ [174.109.106.46] on 2015/09/26 23:55:24
Right in the middle of the holiday season ... brilliant?
#3782 posted by Scampie [72.12.65.92] on 2015/09/27 00:36:13
I'm merely suggesting that there may or may not be something released by then with cool new toys, which would be great for some jam mappery.
Holidays are a bit of an annoyance for sure though.
#3783 posted by JneeraZ [174.109.106.46] on 2015/09/27 00:43:41
Ahh, I see ... yes ...
#3784 posted by Scampie [72.12.65.92] on 2015/09/27 00:45:59
Perhaps as a good stopgap someone could organize a simple weekend 'retrojam' to happen in Oct? Pick a weekend and just make some basic maps in a day or two.
 Reasons = October Isaac Release?
#3785 posted by ijed [190.22.73.50] on 2015/09/27 02:20:01
#3786 posted by necros [66.249.83.224] on 2015/09/27 03:38:58
Another Halloween map pack?
#3787 posted by Lunaran [24.180.199.42] on 2015/09/27 03:56:27
remix end.bsp
 Lun
#3788 posted by negke [31.16.58.169] on 2015/09/27 10:34:27
 So
#3789 posted by Cocerello [213.60.80.32] on 2015/09/27 15:41:19
speedmap sessions are officially dead and now is the reign of jams ...
I'm gonna miss them. Well, when i get my health, time and a computer back i'll try to promote them, or at least make some packs myself, as speedmapping is the thing that drove me for mapping the most in these last years.
 E4 Retrojam???
#3790 posted by onetruepurple [213.227.95.2] on 2015/09/27 17:34:31
 Everyone Threatens E4
#3791 posted by FifthElephant [82.24.73.240] on 2015/09/27 17:43:01
but no-one ever dares to do it ;)
#3792 posted by JneeraZ [174.109.106.46] on 2015/09/27 18:19:47
Would be OK ... make ugly, random maps that make no sense. Done. :P
#3793 posted by mfx [78.55.74.239] on 2015/09/27 18:31:30
You forgot the "shit your pants" factor.
 E4
#3794 posted by Kinn [31.54.196.82] on 2015/09/27 19:20:01
Don't be so quick to write off E4. There's something about it that still freaks me out. Probably the deep shadows, wandering fiends, and periods of silence broken only by the sound of monsters teleporting around, triggered by god knows what.
 #3792
#3795 posted by onetruepurple [213.227.95.2] on 2015/09/27 19:24:39
You are a luddite.
#3796 posted by Lunaran [24.180.199.42] on 2015/09/27 21:56:21
e4 remakes needs to be a proper jam, not a weekend thing.
 I Don't Want An E4 Jam :(
#3797 posted by Zwiffle [24.241.228.118] on 2015/09/27 23:20:56
 I Would Argue
#3798 posted by onetruepurple [93.105.177.10] on 2015/09/27 23:29:14
That while they're not random and ugly, a tight deadline would definitely help in recreating the production values of the original E4 maps.
#3799 posted by Kinn [31.54.196.82] on 2015/09/27 23:43:10
I would say don't try to emulate the E4 production values, but try to capture the oldskool gameplay. The environment is the real enemy in E4 - lots of tricks, traps, and shadows. It really puts me on edge.
 Fuck I Love E4.
#3800 posted by onetruepurple [93.105.177.10] on 2015/09/27 23:44:50
Let's do this. How does Oct 9 to 11 sound?
 You Fuckers
#3801 posted by Zwiffle [24.241.228.118] on 2015/09/27 23:55:52
#3802 posted by Scampie [72.12.65.92] on 2015/09/28 00:58:19
Zwiffle: Episode 4 is pretty diverse, you can do basically anything as long as it's kind of dark and there are power ups.
It's a weekend mapping thing, E4 inspired maps sounds simple and open enough of a theme.
#3803 posted by Lunaran [24.180.199.42] on 2015/09/28 02:23:55
so don't call it e4.
call it "dark and deadly."
the dark and deadly jam.
 Dark And Sticky Jam?
#3804 posted by ijed [190.22.73.50] on 2015/09/28 03:40:25
 By Xmas I Will Have A Computer
#3805 posted by Drew [68.148.86.57] on 2015/09/28 04:07:08
And a bit of time to make speed maps with you Zwiffle
 The Jam Of Elder Magic
#3806 posted by metlslime [67.169.151.72] on 2015/09/28 07:10:35
 Blah
#3807 posted by onetruepurple [46.77.124.206] on 2015/09/28 10:00:41
I like Retro Jam 4: Episode 4
Quake is dark and deadly more often than not.
 E4 Map Title Inspired
#3808 posted by Jon [81.128.178.178] on 2015/09/28 12:46:15
E4 jam where you ignore the real E4 and instead just work from the level titles. "The Nameless City" could own.
 Python2
#3809 posted by Spirit [194.95.79.3] on 2015/09/28 13:47:53
exec """\nfrom random import choice, randint\n\ndef funfunfun():\n scampiesuxx = ("Sewage","Elder","Nameless","Pain","Azure","Hell","Maze","World","Tower","God")\n negkerulez = ("System","Shrine","Palace","Hell","Maze","World","Tower","God","Atrium","City","Agony")\n spiritistehleader = ("of Despair","of Hate")\n maybeormaybenot = choice(("The ", ""))\n suxxx = choice(scampiesuxx)\n kkk = choice(negkerulez)\n \n while(suxxx == kkk):\n kkk = choice(negkerulez)\n \n if randint(0,5) == 0:\n jem = " "+choice(spiritistehleader)\n else:\n jem = ""\n \n return (maybeormaybenot+suxxx+" "+kkk+jem)\n \nfor x in range(12):\n print(funfunfun())\n"""
 Dammit
#3810 posted by Spirit [194.95.79.3] on 2015/09/28 13:49:35
exec """\nfrom random import choice, randint\n\ndef funfunfun():\n scampiesuxx = ("Sewage","Elder","Nameless","Pain","Azure","Hell","Maze","World","Tower","God")\n negkerulez = ("System","Shrine","Palace","Hell","Maze","World","Tower","God","Atrium","City","Agony")\n spiritistehleader = ("of Despair","of Hate")\n maybeormaybenot = choice(("The ", ""))\n suxxx = choice(scampiesuxx)\n kkk = choice(negkerulez)\n \n while(suxxx == kkk):\n kkk = choice(negkerulez)\n \n if randint(0,5) == 0:\n jem = " "+choice(spiritistehleader)\n else:\n jem = ""\n \n return (maybeormaybenot+suxxx+" "+kkk+jem)\n \nfor x in range(12):\n print(funfunfun())\n"""
 I Give Up, Stupid Func Is Messing Too Much With Input...
#3811 posted by Spirit [194.95.79.3] on 2015/09/28 13:50:32
The Sewage System of Hate
Elder God
Nameless Hell
God System
The Nameless World
The Elder Palace
World City
The Hell Maze of Hate
Azure World
The God Palace
The World Tower
Tower Atrium
Maze Tower
Tower Agony
The Maze City
The World Atrium
The Sewage Palace
Nameless Maze
The God Shrine
Pain Agony of Hate
Elder City
Sewage System
Sewage City of Despair
The Pain Atrium
#3812 posted by JneeraZ [174.109.106.46] on 2015/09/28 13:51:44
THAT might be interesting ...
#3813 posted by JneeraZ [174.109.106.46] on 2015/09/28 13:52:12
Not that spew, what Jon said.
 (spiritistehleader)
#3814 posted by mfx [77.180.71.103] on 2015/09/28 14:00:33
 Hnnnnnggg
#3815 posted by FifthElephant [178.103.152.154] on 2015/09/28 14:09:31
Damnit... Such avoid theme. Won't have the time for it
 Sewage City Of Despair
#3816 posted by negke [31.16.58.169] on 2015/09/28 14:09:32
Kinda like Berlin?
Although I like E4, I'm not really interested/inspired to do a E4 jam at the moment - besides, "E4" seems too unspecific as a theme anyway. Also, Zwiffle must map, so we have to take all steps necessary to enable him!
 You Can Use Codepad For Your Sewage
#3817 posted by primal [81.175.152.198] on 2015/09/28 14:41:10
 Sorry For Bumping...
#3819 posted by Breezeep_ [108.53.84.156] on 2015/11/13 22:01:55
...But will there ever be another speedmapping session? Because I would be interested in participating on IRC if it comes around.
#3820 posted by JneeraZ [12.252.11.134] on 2015/11/13 23:37:50
I have a webcam now and might be interested in mapping something small-ish. I apologize for having a webcam in advance.
 .
#3822 posted by digs [46.191.233.86] on 2016/04/02 18:26:15
How about new speedmapping event?
 SpeedDigs Of Map.
#3823 posted by Shambler [92.28.130.0] on 2016/04/02 18:32:29
 I Would Like To Speedmap
#3824 posted by Zwiffle [24.241.228.118] on 2016/04/02 18:55:38
Learn me some TB2 + AD at the same time
 Zwiffle
#3825 posted by digs [46.191.233.86] on 2016/04/03 07:22:40
I did not know with AD. I spend a lot of time to study it. I think need use original Q
 Digs
#3826 posted by DOOMer [95.72.3.128] on 2016/04/03 09:13:38
I could make next week a little something for vanilla Quake gameplay? not AD. Have any ideas about themes?
#3827 posted by distrans [122.148.17.10] on 2016/04/03 11:46:21
Spoons
 Distrans
#3828 posted by digs [46.191.233.86] on 2016/04/03 14:02:00
Spoons? I can not imagine what I can do
 Theme
#3829 posted by digs [46.191.233.86] on 2016/04/03 14:58:07
How about surrealism?
 Escheresque Theme
#3830 posted by Shamblernaut [121.45.232.68] on 2016/04/03 15:06:16
 Shamblernaut
#3831 posted by digs [46.191.233.86] on 2016/04/03 15:11:51
Nice idea. I like It
 Shamblernaut
#3832 posted by DOOMer [77.51.174.245] on 2016/04/03 17:12:33
Interesting. I like ait theme.
 Shamblernaut
#3833 posted by FifthElephant [86.4.213.148] on 2016/04/03 17:54:07
 Go!
#3834 posted by digs [46.191.233.86] on 2016/04/03 18:44:38
I am start theme "Escheresque". Dead line next weekend
 More Escher
#3835 posted by negke [31.16.58.85] on 2016/04/03 18:53:20
 Negke
#3836 posted by digs [46.191.233.86] on 2016/04/03 19:16:32
There's only one map corresponds to the chosen theme. I think we will do it in good quality
 What About...
#3837 posted by generic [67.235.205.53] on 2016/04/03 23:13:18
maps based off of the Quaddicted twitter feed?
There have been a few nice screenshots posted there recently.
 So
#3838 posted by Cocerello [213.60.80.32] on 2016/04/06 16:05:54
Escher it is. Interesting!
Good idea on changing the title of the thread for people noticing. At first didn't catched it and thought it was discussion for a new jam pack.
I am having problems thinking of gameplay for that theme, but it is progressing. Probably bacause of not being able to map for the past two years. It is going to be good for mapping rehabilitation.
 Sm177
#3839 posted by digs [46.191.208.174] on 2016/04/10 19:39:22
My map.
http://digspt.ru/quake/sm177_digs.zip
There is a problem with Darkplaces. For:
"angles" "90 0 0"
there is a reversal of the object in the wrong direction. In other engines displayed normally.
Who else makes the map for this event?
 Digs
#3840 posted by Barnak [70.26.248.183] on 2016/04/10 20:24:21
Cool map ! This map is very imaginative and innovative ! I felt very disturbed by the architectural orientations.
This theme is pretty "Quaky", in some way. There should be more often of these "twisted" and fucked up dimensions, in Quake.
My criticisms : Maybe the light is too strong all across the map. Use some fog, maybe ?
Try a version with a VERY STRONG fog.
#3841 posted by necros [172.98.67.117] on 2016/04/10 21:18:56
digs, does 89.9 or 90.1 fix it? you might be able to trick darkplaces while not affecting other engines.
 I Am Dropping From This
#3842 posted by Cocerello [213.60.80.32] on 2016/04/10 21:25:16
I forgot to check if the idea i have is possible in Quake first, so now i have to change lots of things on it.
I expect to have it in around 24 hours, so it will be released later. I don't know if as a speedmap or not, time invested on it will decide.
 Sad
#3843 posted by madfox [84.84.178.104] on 2016/04/10 21:27:01
the deadline is this weekend digs!
I'm just half way there!
 MadFox And Digs
#3844 posted by Barnak [70.26.248.183] on 2016/04/10 21:48:36
Take your time.
I suggest to push the deadline for a few days (a week ?).
Digs, your trees suck. (trees in Quake1 always suck anyway). I suggest that you change them for trees without any leaf. Or some weird evil twisted sculptures instead.
Please, add more details !
 Seeing That Thread Made Me Want To Refresh My Mapping Skill
#3845 posted by Daya [92.142.129.13] on 2016/04/10 23:19:09
...since I've been stuck with a single map of Schlossher for months, but with the deadline being today, blech...
#3846 posted by Rick [75.65.153.192] on 2016/04/10 23:52:16
I guess a mapping deadline is a lot like planned game release dates.
#3847 posted by FifthElephant [86.4.213.148] on 2016/04/11 00:23:27
Mapping deadlines tend to shift on amateur projects a lot worse than commercial IMO.
 Ok
#3848 posted by digs [46.191.208.174] on 2016/04/11 03:11:21
I think we can take a few more days. MadFox how much time you need to complete?
Cocerello, we will wait for you.
Trees is difficult. I'm not sure what I can come up with something.
Necros: I'll try your idea
Barnak: I have tried to make the fog, but I did not like
 Necros
#3849 posted by digs [46.191.208.174] on 2016/04/11 03:34:58
No, it does not work. I tried different combinations, "90.1 0 0", "270 0 180" and so on. But all in vain
 Digs, ... And Trees
#3850 posted by Barnak [70.26.250.89] on 2016/04/11 03:41:14
About trees, try some strange useless machine-like sculptures. Two boxes and a few pipes...
 My Map Is Pretty Rudimentary
#3851 posted by Shamblernaut [121.45.232.68] on 2016/04/11 04:29:06
but I'm still a day or two off a playable release.
#3852 posted by mankrip [187.126.184.143] on 2016/04/11 04:32:57
Trees are indeed difficult, and are one of the things I'm still not sure on the most efficient way to render.
But there are many types of trees, some easier than others.
 Trees
#3853 posted by Barnak [70.26.250.89] on 2016/04/11 04:41:21
You guys should start a topic about making nice trees for Quake1. Design, rendering, style, etc.
 >> Who Else Makes The Map For This Event?
#3854 posted by DOOMer [89.109.222.204] on 2016/04/11 06:36:41
I will release my map for this SM event today evening. It remains to complete the placement of the monsters and finish some visual details.
 Digs, Your Trees Look Good
#3855 posted by [94.222.25.34] on 2016/04/11 11:30:13
Don't change anything aesthetically. Your map looks amazing, and the trees suit it perfectly.
#3856 posted by digs [145.255.30.34] on 2016/04/11 11:34:16
Thank you, unknown human. :)
 Shamblernaut
#3857 posted by Cocerello [213.60.80.32] on 2016/04/11 11:52:11
don't worry about making it good and polished, its an speedmap, it should be short, hasty in construction, and rich in ideas, so rudimentary is good.
Usually when one gets to spend more than 6-8 hours on them they lose their speedmap flavour. For recent examples, go with sm171, sm172 and sm174 and avoid things like sm175 and sm176.
Also, making it short and hasty makes it easier to complete maps and lowers the possibilities of it ending up forgotten on your hard disk, unfinished.
* Digs. OK, expect it today, but can't say when exactly, i still haven't compiled it once, so i don't know if its going to be one of those that takes half a day in compiling. I'll keep you updated.
 Digs Map.
#3858 posted by Shambler [92.22.8.11] on 2016/04/11 11:52:44
Had me loling in a good way. Really cool.
 Digs
#3859 posted by Cocerello [213.60.80.32] on 2016/04/11 23:45:00
I can't make the map in time, not soon either, so release the pack with just your map and DOOMer's, well, and Shamblernaut's if he appears.
I apologize for making you wait in vain.
 Cocerello
#3860 posted by digs [46.191.208.174] on 2016/04/12 04:20:45
No problems. We are waiting for the others
 Im Getting There.
#3861 posted by Shamblernaut [121.45.232.68] on 2016/04/12 07:14:42
My entity stuff is sorta time consuming. but it really needs to be completed wholly for the concept to work and be playable.
#3862 posted by madfox [84.84.178.104] on 2016/04/12 09:05:15
My map is half way done. To turn it into a playable map it would need at least a week or more.
I'm not a speedmapper, in fact I hate it.
 Sm177_doomer
#3863 posted by DOOMer [89.109.204.86] on 2016/04/12 10:02:46
My map for SM177
http://cacodemon.doomer.org/quake/sm177_doomer.zip
The balance may be bad (yesterday I didn't have enough time to test through many runs on the map). The map fits the event theme is probably not 100%, map by `digs it turned out much better in this.
digs. Your map is reminiscent of your earlier works from the series "Anomaly".
 Time Is Over
#3864 posted by digs [46.191.208.174] on 2016/04/12 18:24:58
I think that we wait for the map of Shamblernaut and make thread.
Others can then just give a link to them maps in the thread when finished work.
Ok?
 I Have One Done
#3865 posted by Cocerello [213.60.80.32] on 2016/04/12 18:35:29
Give me some minutes to upload it
#3866 posted by DOOMer [89.109.219.181] on 2016/04/12 18:41:52
http://cacodemon.doomer.org/quake/sm177_doomer.zip
I updated archive with my map (http://cacodemon.doomer.org/quake/sm177_doomer.zip).
@digs
I think, yes - wait for the maps of Shamblernaut and Cocerello .
 Cocerello
#3867 posted by digs [46.191.208.174] on 2016/04/12 19:08:39
of course.
I also updated my map
digspt.ru/quake/sm177_digs.zip
 Eh, It's Unlit, The Gameplay Is Rubbish...
#3868 posted by Shamblernaut [121.45.232.68] on 2016/04/12 19:33:48
as is everything else about the map.
here it is: https://www.dropbox.com/s/rbiahbdwqmzuurd/sm177_shamblernaut.bsp?dl=0
I was testing a concept to see how it would play, turns out not great.
drop down by any striped textures to walk on that plane.
 Done
#3869 posted by Cocerello [213.60.80.32] on 2016/04/12 20:05:08
I said that i was resigning on submiting something for this session, but as seeing that there was time till DOOMer and Shamblernaut submitted theirs, it thought of doing something fast, and here you have.
It was so quick to make, compared with the other i was doing, that i added support for skill levels and experimented with some tricks for replayability. You can even get different weapons depending on how you play it.
I am satisfied with it: it is not a great map and not as special as the one i was making, but i think its fun and its very speedmap-like, which was missing in most of my speedmaps.
* Important to note: its for playing with QUOTH
https://www.dropbox.com/s/5oa7wmoqcbvzw26/sm177_cocerello.zip?dl=0
By the way, wouldn't it be better to do like always from now on? Sending the maps to however proposed the session to pack them all and them publish them on a news thread. That way we avoid several issues, like having the comments spread between here and the news thread, having lots of individual files and versions for each, people having to check for each new map, and the first and last map submitted being a bit forgotten. It's nothing big, but i was curious as of why in the last 3 speedmap sessions it was done like this.
#3870 posted by DOOMer [89.109.219.181] on 2016/04/12 20:25:58
OK, guys. I'm and Digs talked and decided that I will make a package and publish the news about this event within 1-2 hours.
 Digs
#3871 posted by onetruepurple [95.160.159.80] on 2016/04/12 23:18:55
Your map reminds me of that map by Markus Klar, from 1997 or something like that... I think it was named "a fly".
 Onetruepurple
#3872 posted by digs [46.191.208.174] on 2016/04/13 04:07:28
Yes, I remember this map
 Bump For Negke.
#3873 posted by Shambler [88.111.214.216] on 2017/01/14 11:59:34
 Neggers
#3874 posted by FifthElephant [213.205.192.177] on 2017/01/14 13:44:53
 Get On It, Neggers!
#3875 posted by SleepwalkR [93.209.87.129] on 2017/01/14 18:00:31
|