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Speedmapping!

by Aardappel on 11/21/2002 17:39, 78 messages, last message: 01/20/2003 01:08, 43568 views, last view: 12/09/2021 06:26

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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#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.

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#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.

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#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).

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#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 :)

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#77: Lucky Speedmap 7

by pushplay on 01/11/2003 03:56

I hope everyone remembers to show up this time.

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#78: Speedmap 7

by pushplay on 01/20/2003 01:08

The results are in:

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

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