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#23 posted by Gender on 2018/07/04 20:09:34
More of those maps please!
Amazing what people can do in just 1 week. Liking the Mayan theme a lot. Are there more maps of that type?
Koohoo
#24 posted by Qmaster on 2018/07/04 20:29:20
#25 posted by Spud on 2018/07/05 18:04:45
Played this instead of lighting off fireworks and sleeping in late. Here's some skill 2 demos.
Artistical: Shame the rising blood pool didn't quite work out as expected. Slaughter arena area was easier than expected, and had a couple surprisingly fun bits like grabbing a Pent and being free to grenade jump with quad damage off the enemies all over the place. As Mclogenog mentioned the 'return to blood' part was iffy. Missed the secret, may have missed kills but may just be the Rotfish bug.
Breezeep: Green! Thought I went backwards at the start and did things in the wrong order, and literally fell backwards into the only secret I found. Underwater area is claustrophobic as hell with all the zombies and no Biosuit and constantly hoping to find an air bubble and not finding one until the other side. Side note: thank you for including water alpha in the map's worldspawn, way too often do maps feel like they're supposed to have transparent water surfaces but the author just assumes the player always has it set as <1 anyway.
JCR: Really nailed the Mayan theme and the distinctly un-Quakey music helped. Lots more Zombies to gib with a gloriously overpowered weapon/powerup combo, getting the LG so early and with so many cells looks like an offering from above but doesn't feel out of place. Not sure what the usage for the second quad is supposed to be. Platforming is annoying as hell going downwards but much easier going up.
Negke: what. Also I may or may not have broken this map in various spots due to climbing up the walls instead of going through the halls like I was supposed to. And one of the silver key doors didn't work.
Koo Koo Kachoo...
#26 posted by Barnak on 2018/07/05 19:07:06
Breezeep's map is my favorite in this pack. Great atmospheric map. Doesn't feel "jam" at all.
#27 posted by Tribal on 2018/07/06 18:48:05
Two blind playthroughs:
Negke's map:
https://www.youtube.com/watch?v=RYN5HY93DM4
Really good and atmospheric, but too dark in some places :/
JCR's map:
https://www.youtube.com/watch?v=jBENGizzI2E
Amazing architecture and cool "classic tomb raider" feeling. When i opened the zombies' open area i thought that i somehow missed the grenade launcher, so i spent a pretty good time backtracking searching for it and thinking in restart the map XD but when i found it later and went back to kill the rest of the zombies. My only complain is the lack of vores in this map. It would be awesome if at least two or three of them were in that huge open area, on top of some pillar shooting purple balls at the player =D There's so much cover in that area that would be perfect to avoid some vores' balls =D
Nice Stuff.
#28 posted by Shambler on 2018/07/06 23:34:35
https://www.twitch.tv/videos/281600216 38:45 onwards, just did negke and jcr, both good in their own way, JCR a bit crude but some fun set-ups and funny combat, negke nice refined style although I found the textures a little bit wearing. Got artistical and breezeep to do later.
#29 posted by Poorchop on 2018/07/07 01:35:32
I'm still surprised that Breezeep managed to make that map in the allotted time. It has some really excellent brushwork and great vertical game play.
The bottom line about Artistical's map was that it was really fun, from the multiple ogre assault on the stairs to the final showdown. It was cool that he included a piece of Mayan culture as part of the main progression and apparently there was some legitimate Mayan architecture in there. The final fight was unique in that I have not yet played a map with something similar, but it did remind me of Serious Sam with the Mayan theme, the huge arena, and an enormous horde of monsters.
jcr's map is his best work yet. I enjoyed Mire Prison but he has improved considerably since then. I liked the atmosphere of the map with the fitting music and the large, open areas with the spikes below. The little bit of platforming at the beginning was good. The lightning gun massacre section was also a lot of fun. Even with the lightning gun, I never really felt too overpowered. There were still some tricky encounters like the knight and scrag assault on the narrow bridge.
negke's was the only true speedmap here I guess and it was good for what it was. Personally I'm glad that there was an extension because it meant that the maps ended up being really polished.
#30 posted by Tribal on 2018/07/08 05:35:59
Here is my playthrough of Breezeep's map =D
https://www.youtube.com/watch?v=qpzpxcWz4dQ
Pure awesomeness! The amount of detail in this map is absurd! I loved it! But the searching for zombies in the underwater part is just cruel! XD
And now... about the Artistical's map... i already played once, but i couldn't kill all the enemies (i finished the level missing 8 monsters), and i hate to leave breathing things behind XD
I searched the map for the secret and found a button in that little temple near to the fishes, but it seems i need another button to trigger the secret and i can't find it :P
I also nocliped around the map and i found 8 scrags waiting for a teleport... :/
Where is the other button? Anyone knows? It will trigger the last scrags? I need to know!
@Tribal
#31 posted by Poorchop on 2018/07/08 10:14:35
I think that the button is glitched. I never found a second one either but I was able to hit it twice in order to unlock the secret. I tested in 3 different source ports in order to verify that it wasn't a bug in the port that I had initially used. I just hit the button on the side of the temple, waited a few seconds, then hit it again when it popped back out and it counted twice.
Also what settings are you using in your video? The map looked much more vibrant than when I played. I'm guessing that you upped the contrast?
Last Two.
#32 posted by Shambler on 2018/07/08 23:04:15
Artistical and Breezeepical. Art's was quite neat but I couldn;';t get the final arena to work. Breezeep's blatantly wasn't a speedmap but it was very nice and stylish.
Another top semi-speed pack ;)
@Poorchop
#33 posted by Tribal on 2018/07/09 17:41:15
Oh, yeah... you're right. Thanks =D
But it only reveals a red armor, the 8 scrags doesn't show up... i don't know how to make them appear :/
About the settings... i searched the values in my config and it is: contrast "1.3" and gamma "0.85"
I hope this helps
#34 posted by anonymous user on 2018/07/11 17:04:25
Please give us more of this. :)
Reading about time, what is the 'regular' time for speedmapping?
The Time Doesn't Matter.
Originally it used to be just 100 minutes, then a couple hours, then a few days over a weekend, then a week, then maybe 24 hours (this happened twice, and both only last year), then a week again.
In my opinion, speedmapping means "make a speedmap" i.e. a distinctly short and not-top-quality map, and not "make a map in X amount of time".
#36 posted by Tribal on 2018/07/11 17:50:11
Here is my playthrough of "I, Xolotl" by Artistical.
https://www.youtube.com/watch?v=ERDsZjGVz70
Sorry for taking so long to post this, but i played this map so many times trying to find how to trigger the last 8 scrags (no success)... but, at least, i found the second button to reveal the secret red armor =D (you can see it at 15:00)
Thank you, Artistical, for this awesome map =D
#37 posted by muk on 2018/07/11 18:14:23
then maybe 24 hours (this happened twice, and both only last year)
not "make a map in X amount of time".
perhaps these two thoughts combined is why those "events" were referred to as "24 hr jams" and not speedmapping jams?
:qthink:
There Is No Speedmapping Jams
#38 posted by Cocerello on 2018/07/13 07:23:54
to begin with, but speedmapping packs or sessions, and jams on the other.
I don´t understand what it is the problem in calling jams jams, and why there is this recent need to call them speedmaps like if jams could only happen when a dozen people join, we had no problem even though speedmaps have been more than 100 minutes for years and everyone knew what each was so there is no point in all of this.
This is becoming more and more confusing with time, both for mappers and players, as one doesn't know anymore what it is going on when someone says speedmapping and what to expect, with ghost speedmap packs out there and with this one which is called both speedmap and jam: just decide between one of the two.
Well, all of this weirdness aside, i will see if i can find time to play then, this jam/turtle maps and negke's speedmap looks interesting, so congrats to the mappers.
There Is No Speedmapping Jams
#39 posted by Cocerello on 2018/07/13 07:24:45
to begin with, but speedmapping packs or sessions, and jams on the other.
I don´t understand what it is the problem in calling jams jams, and why there is this recent need to call them speedmaps like if jams could only happen when a dozen people join, we had no problem even though speedmaps have been more than 100 minutes for years and everyone knew what each was so there is no point in all of this.
This is becoming more and more confusing with time, both for mappers and players, as one doesn't know anymore what it is going on when someone says speedmapping and what to expect, with ghost speedmap packs out there and with this one which is called both speedmap and jam: just decide between one of the two.
Well, all of this weirdness aside, i will see if i can find time to play then, this jam/turtle maps and negke's speedmap looks interesting, so congrats to the mappers.
Jams
Jams=maps
SM=maps
turtle=maps
24=maps
It's raining maps FFS.
;)
#41 posted by ww on 2018/07/13 23:29:57
The limit should be 3-4 hours max with pressure to finish the map whether you think it's great or not. Giving people 1 week or even 2/3 days and a theme is asking too much restraint from the mapper.
I say call another speedmap and let us fix this mess once and for all.
I'll Allow It.
Hmmmm...
#43 posted by distrans on 2018/07/14 13:09:52
...I've been involved in three speed mapping events. One, SM57 was strict because of the nature of the theme (third season of quake), and future SM ventures rested on it being timely. SM82 was also done with a strict initial timeline (can't remember how long) but the difference here was the gluing together of the various sections...that took ages, but was expertly finalised. My last speed map was started within hours of the deadline and wasn't available until after the pack was published. Thankfully, SM161_distrans got to be listed alongside the other great 50 brush offerings.
Speedmapping is a many-headed beast.
As a musician, jamming implies working with other people. But. this sense is lost in Quake mapping. The "Jam" is more about an individual mapper exploring the architectural, thematic, textual and dimensional limitations of a given resource set. The 'jam' is longer, of course, as the parameters are usually multiplied way beyond that of a speedmap.
00rt, was an attempt at a pure fusion of jam and speed...but we don't speak of...
#44 posted by anonymous user on 2018/07/14 15:01:24
Mandatory "Travail Jam when?"
Far Too Broad Anon...
#45 posted by distrans on 2018/07/15 12:42:54
...perhaps "Beyond the gate!" Mappers try to envision what was beyond the Redback's door in neg!ke's secret mini-episode.
@Tribal
#46 posted by Poorchop on 2018/07/16 03:59:53
Nice job finding that second button. I checked in the water on my first play through and I didn't notice it.
#47 posted by Redfield on 2018/07/18 05:54:49
There are some cool maps in this lot. It is also nice to see some new textures in this moldy green style. Long live Koohoo.
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