home home

downloads files

forum forum

docs docs

wiki wiki

faq faq

Cube & Cube 2 FORUM


Speedmapping!

by Aardappel on 11/21/2002 17:39, 78 messages, last message: 01/20/2003 01:08, 48394 views, last view: 05/05/2024 05:17

I used to do a lot of speedmapping in the quake community which was a lot of fun. The aim: make a DM map (or sometimes SP) map, maybe with a certain theme, in 100 minutes.

Cube with its speedy editing and lack of compilation is perfect for speedmapping, and I don't know why we didn't do this before.

So lets find a time when most people can be on irc together for 100 minutes. if succesfull we plan on doing this weekly. Again, the idea is simple:

- show up on irc 10 minutes beforehand and tell the organizer you are ready to participate. If you participate you are expected to be familiar with the basics of the cube editing process.

- the organizer (me) comes up with a theme that has to be followed. This may include a certain style of geometry, layout, textures, gametype etc. Noone can check if you aren't simply modifying or reusing bits from maps that you already had, this relies on the honesty of the participants.

- after 100 minutes time is up, you MUST now dcc the organizer your map within 5 minutes or so. No excuses ("I need to texture this, place lights blah blah"), if your map is unfinished after 100 minutes then so be it. It is up to you to manage your time and make sure you have placed all needed entities and done playtesting if needed. You name your map "smXX_YYYY" where XX is the number of the speedmap contest (e.g. "01"), and YYYY your name (e.g. "aard"). The map may only require a .cgz/.cfg, no extra custom media.

- organizer collects maps and makes the pack available for download online.

- we all play them together (optional :)

There is no rating, this is not a contest, we're just trying to have fun. If your map is prettier than the others without cheating this just buys you bragging rights :)

Maybe later we'll do some coop editing speedmapping, but this will require more preparation.

Go to first 20 messagesGo to previous 20 messages    Board Index   

#59: another batch of speedmaps!

by Aardappel@home on 12/15/2002 23:48

wouter.fov120.com/files/cube/sm03.zip

theme futuristic, type DM

reply to this message

#60: Very nice.

by VerbalC on 12/16/2002 00:07

Very nice indeed.
These are 3 well made maps. I recommend checking them out.

For screenshots of each and download... http://cubestuff.cjb.net/


Good job guys.

reply to this message

#61: ..

by SirLiveAlot. on 12/16/2002 08:03

For screenshots of each and download(mirrored style). http://www.deathillustrated.com/sirlivealot/

Image there stolen from http://cubestuff.cjb.net/ (hope ya don't mind)

reply to this message

#62: Re: another batch of speedmaps!

by SleepwalkR on 12/16/2002 09:45, refers to #59

That link would even be clickable if you added http:// to it (shit, I guess my parser is going to go ballz up now). Yeah, lazy bastards I know =).

reply to this message

#63: Speedmapping 3

by VerbalC on 12/22/2002 05:15

Just a quick reminder...

Speedmapping 3: SUNDAY 12-22-02 9 CET /8 GMT/ 3 EST

Be there!

reply to this message

#64: me play

by Shockie on 12/22/2002 07:26

i might get an early night and get up at say 3:30 am, map from 4 till 5:30 (or whatever) then go back to bed =)

reply to this message

#65: Re: Speedmapping 3

by pushplay on 12/22/2002 07:49, refers to #63

Actually, this will make speedmap #4.

reply to this message

#66: Re: Speedmapping 3

by VerbalC on 12/22/2002 08:08, refers to #65

Whoops, you're right...got 3 on the page too. Oh well..

reply to this message

#67: Re: Speedmapping 4

by Piglet on 12/22/2002 12:49, refers to #66

should see you there :)

reply to this message

#68: Re: Speedmapping 4

by Piglet on 12/22/2002 23:11, refers to #67

YET another enjoyable speedrunning session (i just wish they all could be sp)

reply to this message

#69: Re: Speedmapping 4

by pushplay on 12/22/2002 23:21, refers to #68

The results are in: http://members.shaw.ca/pushplay/cube/maps/sm04.zip

My site will have to do until the pack gets its proper home on fov120. The theme was alien homeworld and I think everyone did a great job.

reply to this message

#70: My first go

by VerbalC on 12/23/2002 00:15

Today was my first run at both speedmaping and single player mapping. Not a very pretty combination. :)

I learned that monsters face the way you face when you place them, which I didn't know until I was done with it. So now 90% of the monsters are facing the wall doing nothing hehe.

Next time I will know a tad bit more about single player mapping.

I had alot of fun with it though and look forward to more. :)

reply to this message

#71: Re: Speedmapping 4

by Aardappel|home|holland on 12/23/2002 13:18, refers to #69

sorry I couldn't be there, I had troubles with my modem (and still have).

I just downloaded and played sm04, and I must say I very pleased... 5 fun to play maps, some maps decent sp maps in their own right.

It is quite clear people are improving in "speedmapping", congratulations to all :)

reply to this message

#72: Speedmapping 6

by pushplay on 01/06/2003 00:27

The results for sm06 are up.

http://members.shaw.ca/pushplay/cube/maps/sm06.zip

Despite the depressing turn out. The theme was alien underground.

reply to this message

#73: sm05

by spentron@home on 01/06/2003 05:25

I don't think sm05 was ever posted here. It's the same loc except 05. Pushplay's blue one was very neat stylistically. I think piglet's would be cool in DM, although DMSP gets you in the "trap" ...
Tried mine on DMSP and worked out surprisingly good actually, tight ammo makes it tough. I actually finished once in my cage trap, which was funny.

reply to this message

#74: Re: sm05

by pushplay on 01/06/2003 07:19, refers to #73

I think the cage is a little harsh. Bad game/level design is often indicated by people feeling that they saw some move comming but were unable to do anything about it. Sometimes it's hard to tell the difference between a crappy game and being crappy at a game.

The cage could be better executed if there was a way to get out of the cage, which perhaps was a difficult manoeuvre or takes some time to do.

reply to this message

#75: Re: #74

by spentron@PP on 01/06/2003 22:54

Re: the cage (sm05_spentron), well it was tricks and traps theme. In retrospect, the thing to do would have been to put a rocket and quad in the cage, thereby making it in some ways desirable or competitive, with escape also possible round that karmic wheel.

But the big problem with the cage was making it at all likely to end up in it, although the hidey-hole near the water is rather unforgiving.

A bigger problem, probably, is the loop around the quad and its teleport/dest. I'm clueless with regards to DM. In fact, I hate many well-regarded DM levels (which are to me like trying to DM in Tictac).

reply to this message

#76: Re: #74

by Piglet on 01/06/2003 23:14, refers to #75

sorry i missed last sundays speedmapping (getting back late from a weekend break), should be around next week though :)

reply to this message

#77: Lucky Speedmap 7

by pushplay on 01/11/2003 03:56

I hope everyone remembers to show up this time.

reply to this message

#78: Speedmap 7

by pushplay on 01/20/2003 01:08

The results are in:

http://members.shaw.ca/pushplay/cube/maps/sm07.zip

reply to this message

Go to first 20 messagesGo to previous 20 messages    Board Index   


Unvalidated accounts can only reply to the 'Permanent Threads' section!


content by Aardappel & eihrul © 2001-2024
website by SleepwalkR © 2001-2024
53864861 visitors requested 71640007 pages
page created in 0.022 seconds using 10 queries
hosted by Boost Digital