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Speedmapping Pack 162
Been a while, but here is a new SM pack with three single player maps by gb, negke and Zwiffle.

gb's map follows an oldschool DOOM theme, negke's takes place in a worn-down back alley, and Zwiffle presents a tribute to Tronyn-style.

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screens look good! 
Holy Shit 
I love the theme of negke's map. What wad were the textures from? Kingpin? 
all three are good. neg, was that really a speedmap though? cause it could have almost been a regular map. o.o couldn't figure out about the secret and there's two exits? still, good work with kingpin btw. wish we saw more kingpin maps.

gb: fun run and gun. couldn't figure out if i was supposed to kill shub or not. also couldn't play in rmq for some reason... the engine wouldn't load (unable to start correctly, 0xc000007b... never seen that before.)
had a hard time with the last fight. i was looking at shub and the arena and didn't notice the two shamblers until they were in lightning range. :S then i had to run away before i picked up the nails and it was rough. found the quad though, which helped a lot.

zwiffle: tribute to tronyn style indeed. :P thank god for the pent at the shamblers... but i would have needed another one for the second huge pack of shamblers. :P 
Liked Em All 
I finished all the maps no problem, though I was worried I wouldn't in Zwiffs until I stumbled into the pent! I like the idea of having a tronyn style SM pack, actually - horde combat with large canyons and castles. or oil rigs, I guess...

Never found the quad in GB's map, but had a good time with it anyway, distracted the shambs with the scrags and then LG'd them in a row!

perhaps unsurprisingly, I liked Negke's best. I'm never surprised anymore, but the rounded and kind of 'complete' nature of almost every SM you've done is pretty unique!

sorry no demos - might try to do some later

oh, RT23 - did you end up finishing that one you said you were gonna work on? 
> couldn't play in rmq for some reason... the engine wouldn't load (unable to start correctly, 0xc000007b...

oh shit, my maps don't even run in rmq anymore.

Anyway, negke: Really nice map, the choice of texture and spending at least 5 minutes planning makes this a winner. Ran out of ammo at the SK, godmoded and chainsawed everything, nice shambler appearance on the rooftop... exploding box didn't explode under rmq, HAX!

Zwiffle: I laughed. Well done. Nice tower and zombie area.

I feel an urge to go and do more DOOM style maps. I tried to mimic DOOM's sector based / lower, middle, upper texture per linedef characteristics. Somewhat. Most DOOM mappers undoubtedly do better DOOM maps than I do. 
Oh Also 
I played in RMQ and it was fine 
Re Gb's Map, AND Explobox... 
it wasn't your map. i got that error with id1 progs. 
gb: Definitely a Doom vibe there, with the odd shapes, small corridors and blinking light. Boxed, though. :( Fun; lots of supplies, no critical situation. Only found the Quad after the fight was over.

Zwiffle: Proper Tronyn style. Fun, too. Fortunately there was enough ammo and artifacts. The second horde of shamblers was hard even with the Quad. Nicely done.

Mine turned out to be VERY tight on ammo. Sorry about that. You have to make almost every shot count and be quick to pick up the backpacks on the roofs before they disappear; or find the secret. With RMQ, it shouldn't be a problem?! necros: like I said, I got carried away and took the whole afternoon. The kingpin set is nice to work with. Imagine a chainmap in that style (remember the "city" themed idea I had recently). 
City Theme 
would be great 
I'd be up for that. 
City Community Map 
For some time now I was planning on proposing a community map event similiar to chainmapping, but with everybody working on a single map instead of individual parts that eventually are connected by someone. A map that rotates between the participants. The idea was to create a small map as the starting point and post it (so as to have something to start with in order to spur interest), then have people 'sign up' in the thread and work on it for a couple of hours or days, then post the result for the next one on the list to continue. First and foremost expanding it architecturally - brushwork and special gameplay setups. General gameplay to be addressed in a secondary run.

If there's interest in a city theme, my speedmap could act as the base, for example. 
Great Pack 
Loved all three of the maps! I had to godmod the last pack of shamblers in zwiffle's map, i even ran out of sng ammo with the quad; i may have been Doing It Wrong™. Visually, i found negke's map the most appealing.

Any chance that the .map sorce will be released for the other two maps? 
neg: that sounds like fun tbh. like someone just comes in, picks up the map, does a few changes and then re-ups it for the next person? 
sounds like the ill-fated 00rt project.

depending on the progress i make with my rmq map over the next week, i might be interested in making a small contribution somewhere down the line.. if the idea gets off the ground.

+ cheers for the speedmaps guys. took two attempts on zwiffle's but nailed it second time round! 
necros: Yes, pretty much like that. Though it has be clear who works on the map and when, so that there aren't two people working on it at the same time. It might also be best if the latest version (as well as any older snapshot) was uploaded and hosted at a central place, by the same person, for consistency.

Probably no need to make strict rules, but it kind of goes without saying participants would have to expand the map in a sensible way, not deleting half of the stuff the other guys did and retexture the rest or something.

What's great about the Kingpin set/theme is that it offers enough variation for everyone (the city guys anyway) - alleys, backyards, grimey stuff, but also cleaner business district textures and the like. Plus the whole blocky=beautiful thing. 
jt_: The map source for my map is available on my quake site.

Btw. wasn't distrans working on a city/realism-themed (quite possibly KP-textured) SP map, too? Not to mention his DM map of the same theme. Got to take a look at it.. 
neg, since it's a city, an alternative to everyone working on the same map would be to have like a city layout, and everyone builds a specific building like how oblivion modders split up terrain and have everyone work on different parts. 
It would certainly work well with the city theme. But then it would be more or less a regular chainmap again, wouldn't it? The basic idea behind the event I suggested is that the map sort of grows organically or evolves - with every participant being inspired by what's already there and what the person before built. 
oh heh, yeah you're right. -_- didn't realize i was just suggesting the same thing in different words. :P

i've got a few kingpin things i could donate too, btw. 
Depending on how many people sign up and what specific rules for gameplay (which monsters to use, how zany can we get? city-void?) and coupled with the fact that I have a bit more time now, I might be interested. It might be best to let a mapper have a day with the map before passing it on simply because it keeps the project going. 
Speaking of city-void, I had some old idea about that as well. Might have posted it here somewhere, but no idea in which thread.
At one point I wanted to make a city floating in the void (somewhat Dark City style) with KP textures and quest-based gameplay. Like grunts and enforcers in skip cages which you'd have to approach, then endure some blah scripted mission objective and go kill monsters or solve puzzles for weapons or events. Exploration all the way. Eventually you would have earned enough street cred (_counters) to be allowed to the upper quarters/corrupt heart of the city/twisted botanic garden/space port/whatever to do the boss fight and reach the exit.

You know, one of those ideas that sounds great in your head and on paper, and have lots of potential for imagination, but take a shitload of procrastination energy to keep from materializing... ;) 
negke's was awesome, couldn't make use of Quad secret though because when I found it I already killed everything. Awesome layout and cool little bits though, ace map.

gb's was totally awesome but I couldn't play it in rmq (I downloaded the demo but couldn't run it because of couldn't load gfx.wad warning, which I always forget how to fix) but playing in normal Quake was a bunch o funz.

Zwiffle's was too hard, and I never killed all the monsters in it, I just grabbed the pent and quad and tried to run through to the end, leaving an army of angry shamblers and hell knights behind me. How lame. 
Negke, right? I'm not seeing it. 
I'd Like To Work On The City Map If We Get It Going 
next month, when semester is finished

I know you're going for more realistic city, but a void-city would be cool too. harder to make this type of community map in that style though, I'd imagine.
count me in if we do this.

all the maps worked in RMQ for me. weird. 
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