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Speedmapping!

by Aardappel on 11/21/2002 17:39, 78 messages, last message: 01/20/2003 01:08, 43551 views, last view: 12/08/2021 23:48

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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#19: Re: ok, that didn't work out

by Piglet on 11/25/2002 19:19, refers to #17

both dates/times sound good to me :)

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#20: Re: ok, that didn't work out

by Piglet on 11/27/2002 21:31, refers to #19

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

by spentron@PP on 11/27/2002 22:17

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

by pushplay on 11/27/2002 23:38, refers to #21

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

by Shockie on 11/28/2002 07:27, refers to #17

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

by Aardappel on 11/28/2002 10:25, refers to #20

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

by pushplay on 11/28/2002 19:12

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

by Skaus on 11/28/2002 23:27

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!

by Gom Jabbar on 11/29/2002 18:25

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

by Piglet on 11/29/2002 20:53, refers to #26

if you have problems remembering, why not just set an alarm (its what i'll do)

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#29: Re: sounds good

by Skaus on 12/01/2002 00:33, refers to #28

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?

by Drakker on 12/01/2002 06:35

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

by inertia@lazytologin on 12/01/2002 19:05

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

by Aardappel@home on 12/01/2002 23:26

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

by spentron@PP on 12/02/2002 17:48

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

by Piglet on 12/02/2002 17:51, refers to #33

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...

by Aardappel@home on 12/02/2002 20:35

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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#36: ..

by underworldfan on 12/02/2002 21:16

good job guys!

SP maps next week, right? :)

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#37: Re: Should've had a Clock

by pushplay on 12/03/2002 02:14, refers to #33

There's some interesting technique in that map. You're red pit of God-knows-what is freaky, and your curved beams in the ceiling are excellent. I've wanted to do something similar to that for a while now, but I didn't realise that you could fake your way through it. Good job.

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#38: Re: #37

by spentron@home on 12/03/2002 04:10

Thanks! As I mentioned, I've had some time to figure out what works with this space thing, and the theme fell right into it. Sort of a "flip side" of my SP map, things that wouldn't work there.

As to the "water", I thought, humm, DM, cfg, no custom textures, what can be done? (See a few other possible textures commented out in the cfg.) ... Looking at some of these other textures, the water effect is more complex than I had previously noticed.

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