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Posted by Scampie [66.231.199.96] on 2004/01/27 02:13:25
Well, Quake 1 speedmapping has a home now! The place for new and old speedmap packs, plus turtlemaps! http://speedq1.spawnpoint.org/ "But!" you say, "You can't make news updates about new sites, Scampie! That's just lunacy!" Well never fear! We also got some good stuff in the 'Special Edition' section! An expanded version of SM57_Pulsar which is totally awesome, and a mini-episode of RPG expanded maps, all coming from our 'Four Seasons of Quake' megatheme we had a month or so ago. Check the maps out!

RPG Is Seksi
#1 posted by czg [80.202.31.45] on 2004/01/27 03:01:37
^^;
Cool
#2 posted by metlslime [66.135.128.76] on 2004/01/27 03:05:48
Some things i'd like to see:
- Seperate text files outside of the zips for each pack.
- Bigger thumbnails, or actual fullsize screenshots.
P.S. Any hope of salvaging all of the old screenshots from the previous speedq1 site?
....
#3 posted by starbuck [82.33.90.202] on 2004/01/27 07:57:00
2 good points there, i think.
I'd definitely like to see screenshots of all the maps in each pack, but it's a lot of work, and as Scampie said before, it does eat up bandwidth. Maybe if we made the screenshots smaller it'd be alright... i'd be happy to do the menial task of transferring them all over to html templates.
Yeah.
#4 posted by Scampie [216.220.241.97] on 2004/01/27 08:21:26
.txts are an easy addition.
I decided on the image size becuase it allowed a good amount of info in the text, fit in the design, and didn't eat my bandwidth.
Screenshots of every single speedmap will take... an ok sized chunk of space, and will be a drain on bandwidth. See, most people will just browse the screens all the time... and rarely accually download the maps. Not really worth it. And besides, screenshots are merely decoration on the site anyway, people aren't downloading the speedmaps becuase of what they look like.
But whatever, if people really want them, We can add them, I do still have all the old speedmap site's shots, so I can definatly save them.
ANYWAY...
How 'bout them expanded maps? RPG of course did a good job, he had a good base for his maps, but the additions and expansions to Pulsar's map really makes it a good solid q1sp, really a good example of what a speedmap can turn into. I'll get Than's special editions maps added tonight, forgot about those last night, and I'll add any future special editions of speedmaps anyone chooses to do.
Personally...
#5 posted by Morfans [217.137.131.16] on 2004/01/27 10:34:49
I think the expanded maps are good enough to warrant a news item of their own.
Really enjoyed playing them. Well done RPG and Pulsar!
Liked the site, too. Easy to find stuff which was really the whole point of you doing it so well done to you too. As one of the few modem users left on the planet I say the less screenshots on main pages the better. :-)
Scampie
#6 posted by R.P.G. [24.136.235.190] on 2004/01/27 10:48:58
Why does it say Quake Condensed has four maps when in fact it has five?
SM57_Pulsar_SE
#7 posted by R.P.G. [24.136.235.190] on 2004/01/27 11:32:29
Good job on the second edition, Pulsar. Some cool Vondurian architecture in there, as well as a few gameplay surprises. A good challenge without being overwhelming or too difficult, and a decent finale. Good job on the lighting, too; it's difficult to light large rooms like that and have it come out nice.
Morfans:
#8 posted by Scampie [216.220.241.97] on 2004/01/27 11:47:48
The news item is mostly the maps, with the site riding in with them. They'll get plenty of exposure as is anyway :D
_w00t
#9 posted by underworldfan [128.195.64.98] on 2004/01/27 12:23:24
good to see!
did you know i linked to this site 6 days ago when i updated my site about turtlemap 3? :o
Pulsar
#10 posted by Vondur [217.70.16.165] on 2004/01/27 12:55:42
very nice map indeed! solid and true quake-ish architecture and details. a pity it has 'speedmap' stick on it though ;)
Errr...
#11 posted by Shambler [82.38.192.33] on 2004/01/27 15:01:15
"But!" you say, "You can't make news updates about new sites, Scampie! That's just lunacy!"
I think you can, Scumpie! Especially when it's a new site promoting mapping (even at it's most reviled aspect) and providing a service to the FPS community.
I of course, will be boycotting it =).
Roar!
#12 posted by necros [66.185.84.208] on 2004/01/27 15:03:56
it rox!
And Anyway...
#13 posted by metlslime [64.124.188.211] on 2004/01/27 15:23:26
the rule is more for people who announce a new site that has no actual content. The speedmap site already has a bunch of old stuff, so it's immediately useful to people.
Oh
#14 posted by PuLSaR [80.80.111.240] on 2004/01/27 16:43:59
glad you liked the map.
It was the map where I practiced my skills in detailing and lighting for my future large map. So the lighting came out very good to me.
I'm also interested if it's possible for speedrunning. I know speedrunners can make impressive things with GL.
And the only one architecture element that is taken from Vondur are columns in the room with elevator in the center. They are from Solarfall. The rest is mine :)
And I also found some bugs in my map: the gold key disapears after restarting map (using "restart" command) and some more little bugs.
So use "map" command to restart the map.
Am I Correct In Saying...
#15 posted by underworldfan [128.195.64.98] on 2004/01/27 18:53:54
that both vondur and pulsar hail from the land of russia?
hence maybe some [small] explanation for some-detected similarites? =)
Uwf
#16 posted by PuLSaR [80.80.111.240] on 2004/01/27 19:05:25
yes, you are correct.
But I simply like Vondur's maps and probably it has a little influence on me. Maybe that's because I discovered custom map scene from his maps (but only a long time after that I found he was from russia too)
Sm57_PuLSaR_se
#17 posted by Megazoid [62.252.32.6] on 2004/01/27 22:17:47
On the issue of speedrunning with this map (sm57_PuLSaR_se), it's kind of a one trick deal. I'm really no expert in this field, but a quad GL jump to the roof, and it's in the bag. I got 35 seconds on easy and 52 secs on nightmare. I'm sure that upstart Morfans could better those scores. ;)
Nightmare demo (Dzip): http://freespace.virgin.net/megazo...
Nightmare demo (zip): http://freespace.virgin.net/megazo...
By the way, is this map now a full SP release? I'm wondering if I should stick it in the news on my site.
Pulsar
#18 posted by nitin [138.217.8.41] on 2004/01/28 06:39:18
Very nice work, I like it a lot. Nice visuals especially lighting and brushwork. Gameplay was a bit easy though as you had way too much ammo (played on normal), especially nails.
Nitin
#19 posted by PuLSaR [80.80.111.167] on 2004/01/28 16:08:32
the map is designed for playing on hard skill. It's not as hard but all ammo is balanced mostly for this skill.
megazoid: thanx for demo :) it was fun
Oh And
#20 posted by PuLSaR [80.80.111.167] on 2004/01/28 16:10:59
if you want let's think about it as about full sp release
Quake Condensed
#21 posted by biff_debris [24.158.204.102] on 2004/01/28 21:00:37
Is a wonderful little set of maps, and a modest tribute to the game itself. I think RPG used the different themes quite well, and had me thinking of the first times I played Quake not so very long ago =D
There, you happy Renal Putting Gopher? ;)
The Lair Of DOOMestic Animals
#22 posted by Megazoid [62.252.32.6] on 2004/01/28 21:23:56
if you want let's think about it as about full sp release
Okay, added it to my news section :)
Pulsar/ Rpg
#23 posted by nitin [138.217.8.41] on 2004/01/29 00:47:23
pulsar, yeah but you should still balance it on normal if it's a proper release.
RPG,
nice stuff, very reminiscent of id stuff and well made. But they're too short and easy to be anything more than just nostalgia maps. Best by far (build quality wise) was the end map which was quite cool.
:D
#24 posted by MisYu [213.76.244.129] on 2004/01/29 07:26:56
www.multiplayerquake.com
:D :D :D :D :D :D :D :D :D :D :D :D
MPQ
#25 posted by xen [82.32.34.150] on 2004/01/29 07:34:45
LOL!
Nitin
#26 posted by R.P.G. [24.136.235.190] on 2004/01/29 10:12:04
But they're too short and easy...
Yes, the shortness is certainly a factor, but... too easy? I must be getting soft in my old age.
Also, yes I quite agree with you about the end map. That style was fun to work with. Thanks for the comments.
Megazoid
#27 posted by hanz [193.229.6.165] on 2004/01/29 14:21:50
The red armor isn't necessary even on nightmare run. I got 31 secs by not taking it and by not killing the first two ogres.
Speaking Of Speedruns
#28 posted by R.P.G. [24.136.235.190] on 2004/01/29 15:38:11
Even though you can complete the map in under two minutes while playing normally, RPGSMSE4 has some speedrunning potential. There are several route choices in that map.
Hanz
#29 posted by Megazoid [62.252.32.6] on 2004/01/29 15:41:39
I know, but that would take skill I don't possess. I did't take the red armour on the easy run. You got a demo by the way?
:)
Rpg
#30 posted by nitin [138.217.8.41] on 2004/01/29 19:17:08
played on normal, dont knwo if you tweaked that or only tweaked hard like Pulsar.
Pulsar Speedruns
#31 posted by lodis [213.112.228.89] on 2004/01/30 06:19:11
http://hem.bredband.net/b211256/sm...
23 on easy
28 on nightmare
improvable by a few seconds each.
as for rpgsmse4. 23 secs, but I've tried a route which would give 21 or something like that. haven't got time to fix that as I'm off to the countryside.
Err...rpg4
#32 posted by lodis [213.112.228.89] on 2004/01/30 07:26:28
I had 5 mins...so here's rpg4 in 021. improvable by a few secs, didn't have enough time to make a good looking run :(
http://hem.bredband.net/b211256/rp...
Re:
#33 posted by R.P.G. [24.136.235.190] on 2004/01/30 10:36:13
nitin: Yes, I tweaked all skill settings. The strange thing is that most of the testers played on normal, so it seems like I would have found out if it was too easy. *shrug*
lodis: Cool! With bunnying that looks like it's a quicker route than getting a boost from the knight.
Rpg
#34 posted by lodis [213.112.228.9] on 2004/02/01 11:54:29
you can always add a grenadepush from the knight or just time a grenade right and still have enough health for the last gl-jump :)
Lodis
#35 posted by R.P.G. [24.136.235.190] on 2004/02/01 13:45:42
Hmm... are we talking about the same thing? Looking back, what I said was ambiguous. What I meant was using the damage from the knight to jump up onto the ledge/stairs, instead of running around and pressing the button to activate the stairs.
But yes, getting a boost by bouncing a grenade off a monster is always an option.
Ehm
#36 posted by lodis [213.112.228.9] on 2004/02/01 16:05:22
first off, there's only a knight on nightmare skill so that idea won't work for easy skill.
and I tried, it's slower :)
my route with an extra grenadeboost would be the optimal route. I think.
as for the other levels...
1: good for bunnying, I just wish the maker had added some kind of armour so you could survive a barrelboost from the gold key to the exit. without that shortcut the level is a bit too straight forward speedrunning-wise
2: will be fun for running. someone will manage to get straight over to the exit-teleport with ogre grenades or fiend boosts.
3: too straightforward, too easy.
5: no point in running this map is there....
Played The Extended Editions
#37 posted by aguirRe [62.127.47.39] on 2004/02/03 10:52:28
and I thought both paks were very good, especially PuLSaR's. I found it well lit, nice oldskool architecture/textures and gameplay challenging in a fun way.
Great maps, guys! I hope other speedmaps also get a similar treatment, there are a lot of potential material.
Way To Go RPG!
#38 posted by Blitz [24.218.135.18] on 2004/02/04 14:00:46
I had fun playing your maps -- they were balanced with good ammo for the following levels. I got too frustrated on the last one, but that's ok because those were 5 good speedmaps each with varying and well thought out themes.
I like my bosses spread out across level, not hanging out having a party in one! Anyway good stuff KUGW.

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