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				Inf_speed1 - Quake 3
				Posted: Thu Jul 20, 2006 1:03 pm
				by Infernis
				Below you'll find my attempt at a speedmap. The geometry was done in exactly one hour and 8 minutes. But I needed some extra time because the map was too dark. I didn't count the time I needed to zip everything up due to some compiler issues. For some odd reason I can't compile an .aas file. Oh well, TW saved the day. Anyway let's keep it at one hour and thirty minutes.
With this, I also fulfilled a promise long overdue, to dONKEY and Stjartmunnen, of me making a speedmap. Anyway, you can download it 
here. Not to forget, a screenie below:

 
			
					
				
				Posted: Thu Jul 20, 2006 5:24 pm
				by pjw
				Fun little speedmap. It's amazing what you can do in a short period if you put your mind to it. I was never able to manage the one hour thing, although I have a number of "quickie" maps that were made in one sitting.
On this one, I think I may have gone with YA instead of RA, and maybe thrown something in the water (health?) just for a audio cue, but still, good job. 

 
			
					
				
				Posted: Thu Jul 20, 2006 5:39 pm
				by ALMighty
				Damn, that's impressive for 1 hour. Impressive and inspiring. I like how it feels, the verticality combined with the cold colours is great. Good job!
			 
			
					
				
				Posted: Thu Jul 20, 2006 9:53 pm
				by Infernis
				Thanks guys!
I'm getting some positive feedback on this. Maybe I should add some weaponmarkers, try PJW his suggestion and optimise it a bit. Think it could make a fun 1v1?
			 
			
					
				
				Posted: Thu Jul 20, 2006 9:58 pm
				by ALMighty
				Infernis wrote:Think it could make a fun 1v1?
I'm positive you could. If you can do this in 1 hour, image what you can do in 2... or even 3.  :icon25:
 
			
					
				
				Posted: Thu Jul 20, 2006 9:59 pm
				by Infernis
				A bit small though. Would have to add rooms and then the whole concept of speedmapping is lost.
			 
			
					
				
				Posted: Thu Jul 20, 2006 10:16 pm
				by ALMighty
				Infernis wrote:A bit small though. Would have to add rooms and then the whole concept of speedmapping is lost.
Yeah, that is true. I think it could be great if you worked more on it making it bigger, but of course maybe you'd rather start a new map. 

 
			
					
				
				Posted: Thu Jul 20, 2006 11:17 pm
				by Infernis
				I've got a near finished alpha lying on the shelve, gathering dust. Created for a project that will take me forever. Maybe I'll use that to make a fullblown map featuring this set. Besides, by the time the project is finished, no one will remember the map I make now  :icon25:
			 
			
					
				
				Posted: Fri Jul 21, 2006 1:19 am
				by Salinga
				
			 
			
					
				
				Posted: Fri Jul 21, 2006 3:55 pm
				by Fjoggs
				pjw wrote:Fun little speedmap. It's amazing what you can do in a short period if you put your mind to it. I was never able to manage the one hour thing, although I have a number of "quickie" maps that were made in one sitting.
On this one, I think I may have gone with YA instead of RA, and maybe thrown something in the water (health?) just for a audio cue, but still, good job. 

 
Placing health in water for sound-cues sounds sorta redundant doesn't it? 
 
Looks good infyboi!
 
			
					
				
				Posted: Sat Jul 22, 2006 12:56 pm
				by Todtsteltzer
				Fjoggs wrote:Placing health in water for sound-cues sounds sorta redundant doesn't it? 

...
 
I guess pjw talked about placing health in the water to attract players to jump in. When there's nothing in the water a player won't enter it, hence no sound cue.
Got it, Fjoggy? 

 
			
					
				
				Posted: Sat Jul 22, 2006 2:36 pm
				by Fjoggs
				The map's small enough to hear the PG being picked up anyway, got it Toddy? 

 
			
					
				
				Posted: Sat Jul 22, 2006 5:11 pm
				by Infernis
				It's not about the size it's about the movement! Oh shit, sorry, wrong saying. Not that it has anything to do with me  
