Speedmapping! |
by Aardappel
on 11/21/2002 17:39, 78 messages, last message: 01/20/2003 01:08, 43557 views, last view: 12/09/2021 02:32 |
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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.
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#16: Re: sunday |
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by Piglet
on 11/24/2002 15:19, refers to #15
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Ok, i'll probably see you there
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#17: ok, that didn't work out |
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by Aardappel
on 11/25/2002 10:34
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We need longer advance notice I think. I want to make this a weekly gig at the same time each week, tentatively sundays 9 CET / 8 GMT / 3 EST, as that is a good time for most people on the planet on average. Let me know if people have big problems with this.
For trying it earlier, tentatively lets try and get together on wednesday, same time. Anyone?
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#18: .. |
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by Gom Jabbar
on 11/25/2002 19:09
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You're talking of 9 PM cet there, ain't you?
As for wednesday I prolly won't have time since I have a meeting that afternoon which could last rather long and I dunno if I'm that enthusiastic to map afterwards.
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#19: Re: ok, that didn't work out |
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by Piglet
on 11/25/2002 19:19, refers to #17
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both dates/times sound good to me :)
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#20: Re: ok, that didn't work out |
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by Piglet
on 11/27/2002 21:31, refers to #19
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hmm it seems wensday's fallen through, hopefully we can get enough for next sunday though (if only the cube community was a little larger!)
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#21: Re: ok, that didn't work out |
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by spentron@PP
on 11/27/2002 22:17
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The Sunday time happens to be the only one that can possibly work... although I need more mapping like a hole in the head.
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#22: Re: ok, that didn't work out |
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by pushplay
on 11/27/2002 23:38, refers to #21
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I'll still be swamped, but I think I can squeeze in 2 hours of mapping on Sunday.
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#23: Re: ok, that didn't work out |
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by Shockie
on 11/28/2002 07:27, refers to #17
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hmm, 8pm GMT
* quick maths *
8pm + 8hours =
9, 10, 11, 12, 1, 2, 3 ,4AM!
4AM!!
uh no, im not mapping at 4AM!
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#24: Re: ok, that didn't work out |
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by Aardappel
on 11/28/2002 10:25, refers to #20
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ok, so sunday it is now. Please all be there promptly!
shockie: yup this is catering to europeans and americans... hard to find a time that also pleases the aussies :)
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#25: timing |
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by pushplay
on 11/28/2002 19:12
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So if it's held at 8pm GMT, and I'm at timezone -7, that would make it 1pm for me. That's a good time, I'll be there.
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#26: sounds good |
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by Skaus
on 11/28/2002 23:27
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9pm for me if my calculations are correct. Now it's only an issue of remembering; in other words, don't expect to see me ;)
We could change times every other sunday or something so the Aussies gets a chance to throw their shrimps at the barbie. Would probably mean less participation, but it'd be more fair..
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#27: SHITE! |
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by Gom Jabbar
on 11/29/2002 18:25
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Hmm, I hate it but I'm prolly unable to enter the speedmapping on sunday. I'm off for the weekend and don't know at what time I'm back... :(
HF anyways,
Gom
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#28: Re: sounds good |
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by Piglet
on 11/29/2002 20:53, refers to #26
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if you have problems remembering, why not just set an alarm (its what i'll do)
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#29: Re: sounds good |
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by Skaus
on 12/01/2002 00:33, refers to #28
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hmm.. could do that. I got tied up anyway, so i couldn't come. Ah well, next week again ;)
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#30: Team speedmapping? |
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by Drakker
on 12/01/2002 06:35
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Eventualy team speedmapping could be fun. Also, when its coopedit, the manager can jump from team to team to see the maps progress. It will also make bigger and more detailed maps.
I'm affraid I wont have enough time to participate, but during the xmas holidays, I'd gladly enter.
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#31: 555 |
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by inertia@lazytologin
on 12/01/2002 19:05
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unfortunately us USians get screwed on the time of these things =] i can\'t really do it unless its in the evening; oh well, have fun
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#32: first speedmap is over |
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by Aardappel@home
on 12/01/2002 23:26
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lots of people (i.e 7 or so) showed up, but only 3 managed to enter on time, and here are the results (temp url):
wouter.fov120.com/sm01.zip
the theme was: floater (i.e. lots of sky), textures: TECH, mode: DM, size: newmap 6
next week, lets have some more serious people!
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#33: Should've had a Clock |
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by spentron@PP
on 12/02/2002 17:48
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For what it's worth, my speedmap +40 minutes (+5 tweaks) is posted on my page ( http://spentron.web1000.com/cube ) ... actually, it looks pretty good and should be playable (I will admit a slight unfair advantage as I've been working on a SP floater lately). I haven't made it through yet at DMSP skill 2 but I didn't try very hard.
No clock, no ALT-TAB, could've sworn it was only a little over an hour ...
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#34: Re: Should've had a Clock |
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by Piglet
on 12/02/2002 17:51, refers to #33
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i managed to finish (just) in time, but i couldnt get online (phone line was in use grrr...) , if anybodies intrested in the result i'll put it up on my page.
Piglet
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#35: ok... |
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by Aardappel@home
on 12/02/2002 20:35
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wouter.fov120.com/files/cube/sm01.zip
I added spentron & piglets maps to the set, now 5 maps for a total of 13k download! you can't go wrong with that ;)
Very original efforts, nice work guys :)
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