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Posted by negke [82.83.38.154] on 2007/01/29 08:53:48

Two small SP maps by generic and Omus.
Screenshots:
http://speedq1.leveldesign.org/ima...
http://speedq1.leveldesign.org/ima...
Download:
http://speedq1.leveldesign.org/fil...

Praise The Lard
#1 posted by efdat [217.184.224.214] on 2007/01/29 11:06:28
omus: very atmospheric - i like that! a ng would have been nice.
generic: a flying shambler? a neat treat of a map. liked the intermission.
both: what is inverted about your castle/ruin?
Nice But Short
#2 posted by negke [82.82.169.144] on 2007/01/29 13:50:26
omus' looked cool with the fog but felt a bit deserted with only few monsters in a fairly large space. generic's shambler was somewhat ineffective because of size of his platform (easy to dodge his lightning). no obvious inversion in both - better come up with some eloquent philosphical excuse. ;)
Um..
#3 posted by [131.227.112.168] on 2007/01/29 14:18:39
It was meant to be inverted in the upside-down sense. Maybe it wasn't that obvious.
Heh
#4 posted by Spirit [213.39.203.215] on 2007/01/29 16:15:43
I just wasted half an hour speedrunning on Omus' map. Got it down to 24:39, but at least 23 should be possible.
Nice maps!
No Excuse...
#5 posted by generic [156.75.192.109] on 2007/01/29 16:19:43
But mine was on time and done in a couple of hours which is an inversion of how I usually do things ;)
I was going to have the player teleported around the flying shambler and at varying angles in the end, but I couldn't be arsed.
Speedrun
#6 posted by lodis [85.226.4.225] on 2007/01/29 16:49:30
got 22.5 pretty easily, so 21 shouldn't be too hard. 20 secs...maybe.
Maps
#7 posted by than [220.47.251.83] on 2007/01/29 18:04:47
both a bit short, but quite fun, though very easy.
I thought fighting out from the centre of Generic's map was the inversion, but then I ended up back in the middle again, so that was that theory scuppered.
I vote we do the inverted castle theme for a speedchainmap in the future, because it sounds cool.
#8 posted by Fantatier [88.70.23.77] on 2007/01/29 22:02:54
Nice maps!
Title Goes Here
#9 posted by Megazoid [81.168.42.247] on 2007/01/29 22:44:05
Both maps fun, and both puzzling.
Generic: I probably played this an extra 3 times because I couldn't understand why I was just finishing. I killed that shambler bastard in the end (he was mocking me).
Omus: Just so happened I was using DarkPlaces so I enjoyed the fog. Nice brush work. Absolutely no idea how you are suppose to play it, but I got 100% without cheats. Cool, and fitted the theme.
#10 posted by Trinca [87.196.158.234] on 2007/01/29 23:15:50
nice maps guys ;)
How About
#11 posted by inertia [134.53.176.37] on 2007/01/29 23:32:36
labyrinthine inverted moebius strips?
#12 posted by Omus [131.227.231.78] on 2007/01/30 03:17:04
generic: could you have used a smaller platform for the shambler or would he have just fallen off?
spirit/lodis: wouldn't mind seeing a demo of those runs!
Omus
#13 posted by Spirit [213.39.204.222] on 2007/01/30 09:49:45
http://spirit.enjoys.it/spirit_sm1...
It rather sucks. :D
Omus
#14 posted by lodis [85.226.4.225] on 2007/01/30 10:47:13
http://hem.bredband.net/b211256/de...
Inertia
#15 posted by R.P.G. [65.188.147.21] on 2007/01/30 19:27:09
I'd rather see non-euclidean variations such as the klein bottle.
Hmm. Do you think aguirRe can modify his compilers and engines to support 4-D mapping?
R.p.g.: They Already Can Handle (3+1)D:
#16 posted by efdat [217.184.227.194] on 2007/01/31 10:20:38
try creating a func_train with speed = 298.000 km/s, place event_lightning at its start/end points, place 1 info_player_start on the railway embarkment and 1 info_player_coop in the train itself... who do you think will see the e_lightnings in sync? =)
#17 posted by Omus [131.227.112.165] on 2007/01/31 11:29:31
Those were fun to watch, I'll build my next map with speedrunning in mind.
efdat - assuming 1 inch per unit I make that 11802852677 units/second :P which would require a modified engine (double precision integers) :P .
Efdat
#18 posted by R.P.G. [65.188.147.21] on 2007/02/01 01:39:37
Are we including network lag in the calculations?
Omus: You're Right,
#19 posted by efdat [217.184.224.222] on 2007/02/01 09:47:57
so i was wrong in thinking this was a quake-mod:
http://www.einsteinmobil.de/images...
@r.p.g.: those aren't lags: they are realistic simulations of the "tunnel effect" \o/
Omus...
#20 posted by generic [71.1.3.211] on 2007/02/01 14:01:36
Yup, the shambler drops off of a smaller platform. Still, I probably could have have tweaked the geometry a little better or even placed a couple of clips around his head to keep him up there. Nice map, BTW :)
Thanks, all, for the comments.
Efdat
#21 posted by R.P.G. [65.188.147.21] on 2007/02/01 17:01:00
I know, but you have to be connected to a network for info_player_coop, so there will be some network lag introduced into the equation.
I was trying to take the piss. I guess I'm not British enough.
@r.p.g: I Took A Piss, Too =)
#22 posted by efdat [134.169.158.17] on 2007/02/01 18:31:07
let's just say: t = (t' + v*x'/lag˛)
*grinNIN*
Efdat
#23 posted by Barnak [70.53.193.46] on 2007/03/19 06:15:31
efdat, you're wrong. It's
x = lag*(x' - v*t')

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