 Fatty Suggested:
#1 posted by starbuck [137.222.30.31] on 2003/09/15 05:36:54
Upside-Down Cake
Each competitor builds a structure that's playable when flipped upside down. E.g. A room full of pipes and crates where you first navigate across the floor, then end up having to navigate the ceiling. Of course, one might end up walking on the walls as well...
(Spawned from an idea I had for a late SM47 entry, but gave up as it was taking too long. C/f the centerpiece of Marcus Klar's The Fly for the inspiration.)
 Kell Suggested:
#2 posted by starbuck [137.222.30.31] on 2003/09/15 05:39:45
The Quake Blade ( SP )
the map must be based, in some way, on the Quake logo itself. It can take the form of a brush-built decorative feature, the floorplan of an area of the map, a funky doorway or some other ingenius incorporation of the 'nail through crescent' symbol. Textures using the Quake symbol are allowed but are not in themselves sufficient to qualify: the symbol must be created architecturally.
Examples are: the shadow clue in e1m5 - Gloom Keep http://www.signsofkoth.co.uk/stuff... the arcane lightning conductor at the end of one of hip3m1 - Tur Torment in Scourge Of Armagon http://www.signsofkoth.co.uk/stuff...
the floor of the RL pit in q3tourney2 ( yeah, I know it's Q3A; it's just an example ) http://www.signsofkoth.co.uk/stuff...
May have already been done, I don't know :/
My 2/-
 Elek Suggested:
#3 posted by starbuck [137.222.30.31] on 2003/09/15 05:42:19
Dead Simple
How about a variation on the classic Doom map. Not a blatant copy, but maps following in the idea.
 Underworldfan Suggested:
#4 posted by starbuck [137.222.30.31] on 2003/09/15 05:43:20
Alice!
Speedmaps following an "Alice" theme, as per that little Q1SP map, Stamppot. [i think i got the name right]
 Lots Of Quick Ideas By Me
#5 posted by starbuck [137.222.30.31] on 2003/09/15 05:45:55
Chthon/Shub Theme
All maps must contain at least one chthon or shub
sm50: the next chainmap!
Speaks for itself i think, and would round off the first 50 speedmapping sessions nicely (though timeconsuming)
I can't fuckin move
Entire map must fit inside a 1024x1024 box, (or whatever size is chosen) meaning that gameplay will have to be more innovative (or more shit) and the map will be more detailed.
New pants please
The speedmaps should put a focus on pure scariness... the more it makes you jump, the better! Plus, 'moody' lighting covers shoddy architecture pretty well!
I'll get my boat
You guessed it, im thinking of maps that contain a boat-ride.... through a submerged temple perhaps, or on a modern hovercraft around a swampy base
 Unthemed
#6 posted by Scampie [66.231.198.213] on 2003/09/15 06:52:57
 The Gift Of Flesh, Was In Fact Life's Curse
#7 posted by leviathan [68.163.105.53] on 2003/09/15 07:45:50
Another chainmap sounds quite appealing
 Err
#8 posted by R.P.G. [24.136.233.9] on 2003/09/15 11:25:47
I like the idea of just having the mapper involve water in the gameplay somehow. Not as restrictive or time consuming. Some of the others sound good (primarily the Quake blade and having the map fit in a 1024x1024 box, IMHO). Some also sound they'd be way too complicated.
 The Previous Chainmaps
#9 posted by aguirRe [62.127.47.208] on 2003/09/15 12:02:12
were very good, it would certainly be a nice "milestone" with another one.
 Hohummm...
#10 posted by Auhsan [62.82.209.139] on 2003/09/15 13:02:07
water oriented maps sound good to me (a boat ride can be a part of it). Quake blade seems good too.
 More Notes & Ideas:
#11 posted by underworldfan [128.195.84.154] on 2003/09/15 13:58:21
Alice! [again] i know RPG [i think it was him?] said something before about wanting to get the textures from American Mcgees game but not being able too.
its just a wish of mine to see more alice/q1 maps.
"Uphill"
The whole map right from the start the player is going up a slope [it can be level sometimes] just never down.
"Fiend maps"
Maps containing only fiends.
"retracting maps"
Start off in a big area.
Then next part of map [teleport to?]
is the same area only smaller [outside cut off]
and so on, like a series of smaller and smaller circles/squares until you reach the core/center.
This allows you just to build one area the just cut bits off and off to make a series of new areas, each one linked by a hallway/teleport.
 A Chainmap...
#12 posted by Harb [82.35.26.95] on 2003/09/15 14:56:25
What would the rules be for a speed-chainmap??
A set texture wad (agreed upon before), and twenty minutes per mapp0r, before they pass the map on to the next person?
 Hmm....
#13 posted by Wazat [144.38.206.8] on 2003/09/15 15:05:50
Got an idea that everyone will hate me for (probably too hard to do in a time limit, but at least it won't take code changes):
Perhaps a theme where the player continually revisits a single room, each time having completed some objective that moves brushes in/out/around the room and totally reorganizing it, making the room look quite different every time the player returns. Objectives could include killing monsters, visiting an area, hitting a button, grabbing a key, etc. Perhaps the player grabs a key, and the floor of that room moves down or iron bars raise from the floor, making the key door inaccessible (thus requiring another objective to be fulfilled before the door can be reached again).
That failing, I'm quite drawn to the idea of not having any theme, as mentioned above. Just let the mappers create whatever they want within the timelimit. It should produce a very interesting variety of results.
 Re: Harb
#14 posted by starbuck [82.33.91.64] on 2003/09/15 15:24:15
you might want to check out sm28 or sm32 if you haven't already, they were made by speedmappers each making a small section in a pre-defined theme, in a time limit (usually more than a usual speedmap). Then someone has to join all the sections together to make a proper map, and then sort out the gameplay/lighting. Time-consuming, yes, but sm32 is good as a 'real' map, so its worth it
 Or Sm36 Or Course
#15 posted by starbuck [82.33.91.64] on 2003/09/15 18:46:07
mind like a sieve
 Re: Wicked Screensaver
#16 posted by metlslime [64.124.188.211] on 2003/09/15 19:48:01
I like the "water" theme. It's broad enough for each mapper to do something different, but since water is generally underused in maps, we're likely to see a style of map that we rarely see.
Another theme that might work is similar to the boat ride idea: "train ride" -- the map has to have as its primary feature some kind of ride on a func_train.
 The Water Theme Is Interesting...
#17 posted by underworldfan [128.195.84.154] on 2003/09/15 21:18:51
i agree.
Islands in water...etc...A "venice" type level?..sounds good...
 Hehe
#18 posted by Wazat [144.38.206.8] on 2003/09/15 21:30:25
It'd be neat to make a level based on riding a train, moving from car to car killing monsters. You could even make use of func_monsterjump to send monsters flailing off the edges into a trigger hurt if they get too brave. :)
Or any QC method of alowing the player to shoot/push enemies off the edge.
 Sort Of What I Had In Mind
#19 posted by R.P.G. [24.136.233.9] on 2003/09/15 21:42:10
Islands in water...etc...A "venice" type level?..
In particular, I was thinking of some of the Super Mario Bros/World levels where you're in a sunken (or half-sunken) galleon. Some spots have air pockets where normal gravity applies, and other spots are filled with water where you can swim around. This idea was probably also used in other "classic" side scrollers (such as the DKC series) and I also seem to remember a Quake DM level that had a similar concept.
The train idea seems interesting, but it also seems like it would generate a lot of maps that were pretty similar. It might also take too long to rig up the func_train ents. But then maybe some malfunctioning func_trains could yield interesting and fun results.
 I'd Go With Water.
#20 posted by necros [172.169.44.208] on 2003/09/15 22:35:46
trains aren't really that much fun... basically just a ride, you know? and since quake doesn't do rotating brushes, it would be very limited in what you could do.
the water thing sounds like a really good idea, on the other hand. it looks like an opportunity for a lot of original stuff.
 Something Like....
#21 posted by Quaketree [208.59.199.233] on 2003/09/15 23:03:50
the sewer level in Serious Sam (the 1st one).
 Or...
#22 posted by distrans [131.172.4.44] on 2003/09/15 23:36:47
Titanic, by Hanz
 And...
#23 posted by R.P.G. [24.136.233.9] on 2003/09/15 23:44:07
Not to be confused with Titanic, by James Cameron.
 I Vote For The Water Theme
#24 posted by Harb [82.35.26.95] on 2003/09/16 07:29:33
natch
 Alice Floats My Boat
#25 posted by Morfans [217.137.131.36] on 2003/09/16 08:44:33
I agree with UWF. What this world needs is more Alice maps!
Or, failing that, "dead simple" stylee maps.
But what do I know about anything...
 A Venice Type Map *would* Be Cool...
#26 posted by Wazat [144.38.206.100] on 2003/09/16 15:00:14
Or the one with air pockets dispersed conservatively around the level.
On a related note, I've always wanted to do a mod where the entire level is under water, and the only way to breath is to kill enemies and collect their air tanks, or find fill up points or health packs to fill up on. That'd take QC code though.
And to do it without QC - a deathmatch game where the player always drowns, and is just trying to get points before that happens - could be very gimmicky. Though possibly fun...
 .
#27 posted by pushplay [24.86.74.102] on 2003/09/16 16:39:21
Someone could design some QC ahead of time that everyone uses.
 Nah
#28 posted by starbuck [82.33.91.64] on 2003/09/16 17:02:17
i'd like to keep speedmapping as free of QC as possible...it just confuses things, like lots of custom engine malarkey. I'm pretty sure scampie is of the same opinion too.
 Water.
#29 posted by Shambler [82.38.193.37] on 2003/09/16 17:07:03
Good idea. Simple enough that any idiot can do something (and no doubt you all will =)), open-ended enough to not be ridiculously restrictive, yet distinctive enough to be definitely a theme.
 Btw,
#30 posted by Wazat [144.38.206.8] on 2003/09/16 17:11:43
Is speedmapping inherently single player? Or will we have a DM map theme sometime?
 Eh
#31 posted by NotoriousRay [209.163.111.106] on 2003/09/16 17:44:42
i still like the idea of 'disorientation' which was a broader theme encompassing the 'upside-down rooms' idea ala 'thefly'
 ,
#32 posted by Wednesday [66.185.84.71] on 2003/09/16 18:44:30
"a deathmatch game where the player always drowns"
like this?
http://www.somethingawful.com/cran...
 Lol
#33 posted by Wazat [144.38.206.8] on 2003/09/16 18:55:10
yea, that puts it into perspective.
 ...
#34 posted by underworldfan [128.195.84.154] on 2003/09/16 21:14:33
i love cranky steve. i based my reviewing style on his :P
#35 posted by Scampie [66.231.198.213] on 2003/09/16 23:56:11
-ish maps.
I was going to use this for sm51, but it'd be a suitible sm50 theme as well.
also, no qc, ever. speedmapping is about making fun little maps as fun personal challenges for the mappers involved, not jerk off fests for coders.
 Scampie Hates Coders
#36 posted by Wazat [144.38.206.212] on 2003/09/17 11:41:44
The -ish maps would be interesting.
 The Water Theme...
#37 posted by xen [82.32.34.171] on 2003/09/17 12:49:09
...was done in sm29. Mind you sm29_xenon was probably THE worst thing i've ever done (first ever map in worldcraft incidentally), so I wouldn't mind improving on it. Time increase would be appreciated too, just for this once; I know it defeats the object of speedmapping, but it would be nice to have something good to play at the end.
-ish maps would be kinda hard to pull off within the limit... i'm unsure about it.
#38 posted by metlslime [64.124.188.211] on 2003/09/17 13:34:24
I kind of like the -ish idea.
 -ish Is Good
#39 posted by czg [80.202.31.97] on 2003/09/17 15:03:38
pikk
 Yah
#40 posted by NotoriousRay [209.163.111.159] on 2003/09/17 15:10:43
-ish maps are a good idea, but would they have to be standard id-ish maps? no rubicon-ish, etc.?
 Ish?
#41 posted by Kell [82.41.48.161] on 2003/09/17 15:24:19
by -ish does this mean architectural features/layout in a different texture theme? Or same textures/features but a totally new layout? Or maybe swapping DM and SP about, like doing a SP SM with an octagonal central room and gray-city-bricks a-la dm6?
/me is conf00zled
 I Think...
#42 posted by metlslime [64.124.188.211] on 2003/09/17 15:33:51
the -ish maps all had layouts that are 90% or more like the original map, but with a totally different visual theme.
 Hmm
#43 posted by starbuck [82.33.91.64] on 2003/09/17 15:36:38
i read it as remaking a map with the same layout (basically) with a different theme. It sounds a bit hard to me really, with any kind of tight time limit
 Mmm
#44 posted by R.P.G. [24.136.233.9] on 2003/09/17 16:55:36
rich_bar-ish
 Well,
#45 posted by metlslime [66.135.131.132] on 2003/09/18 05:52:30
at least you don't have to think of a layout.
 It's Getting Close, Lets Make It Official
#46 posted by starbuck [137.222.30.31] on 2003/09/18 06:35:33
Official Theme
Since the speedmap is only 2 days away, I think its time to choose. Therefore we're going to go with the water theme because it got the greatest support, and is simple and easy to implement.
The timelimit will be extended; 150 minutes sounds about right. However, i think it'd be nice to start earlier because of this, personally... i think the other UK peeps would agree that it'd be getting a bit late otherwise (ending at 1:30 AM even if everyone finishes on time). So i'd like to know how moving the session back say 2 hours earlier would suit everyone?
(8pm GMT on Saturday, 20th September
that corresponds to 9pm UK time, or 4pm EST)
 Water Theme...
#47 posted by Vigil [193.229.6.165] on 2003/09/18 14:11:16
Gets my vote. Not that it matters anymore...
 Sm51 -ish Maps
#48 posted by Scampie [216.220.241.97] on 2003/09/18 16:23:23
I'm going to call it 'map with an obviously stolen layout, with architecture/theme/weapons/monster... changed much or little as the mapper wishes'. It's only 100 mins, not like anyone's going to copy a map brush by brush... and if they can, more power to them with their skillz.
Any map is fair game, as long as it's well known. Also, you're not allowed to do one of your own maps.
 Hehe
#49 posted by Wazat [144.38.206.113] on 2003/09/18 16:39:20
Grab the original ID1 .maps and start aligning textures. You'd still be pressed for time though. ;)
#50 posted by Scampie [66.231.198.213] on 2003/09/18 17:47:17
the textures in the stock maps are neither unaligned nor aligned, they are set PRECISLY how id intended them!
 Ok, No Replies
#51 posted by starbuck [82.33.91.64] on 2003/09/19 18:24:40
ill presume there is no problem with the earlier time (he says, and then no one turns up)
 I See No Problem With This...
#52 posted by Scampie [66.231.198.213] on 2003/09/19 18:33:36
but it may be wise to wait and release the pak Sunday so if regulars who are used to the normal time, or non irc people want to email you or me a map and aren't in the correct times, they'll still go in.
 Yeah Lets Do That
#53 posted by starbuck [82.33.91.64] on 2003/09/19 18:35:28
 Speedmapping Session 50!
#54 posted by starbuck [82.33.91.64] on 2003/09/19 18:47:24
our next speedmapping session will take place soon! It's the big 50th event, so hopefully we can get a good turnout.... if you haven't speedmapped before this is a great time to try it out!
The time
8pm GMT on Saturday, 20th September
that corresponds to 9pm UK time, or 4pm EST
This is earlier than usual so it isnt too late for the majority of people
The place
on IRC, in #speedq1 on gamesnet.net
The plan
Make a map in 150 minutes or less.
That's a longer time-limit than usual so we can get some less crappy maps this time :)
Also it's easier for first time mappers.
The suggested theme is to make a map containing water in some way. How the map uses water is up to you.
You don't have to follow the theme but it's more fun when you do :). You can make a map for singleplayer, deathmatch, or miscellaneous. I hope to see you there, it'll be fun!
Oh and I'll release the pack on sunday, in case of people missing the deadline due to being busy at the time of the session, etc. So if you want to make a map before or after the session, just email it to me at starbuck@planetquake.com
#55 posted by Scampie [66.231.198.213] on 2003/09/19 21:53:12
or email it to me, scampie@spawnpoint.org, I'll get together with Starbuck before the pack goes together and we'll get everything tied up proper.
 Sm50 Starts In 30 Mins
#56 posted by Scampie [66.231.198.213] on 2003/09/20 15:31:27
#57 posted by xen [82.32.34.171] on 2003/09/21 15:01:49
I've emailed mine to jon but I think he's having net problems/is busy or something. Don't release it until he gets back on. decided to work on a second map too seeing as they're not all together yet :D
 K Got It
#58 posted by starbuck [82.33.91.64] on 2003/09/21 15:36:44
ta
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