[RELEASE] MINI MAP PACK "A collection of ten maps made in 90 minutes each one."
#31 Posted 31 January 2012 - 03:36 AM
I'm going to leave it in all it's glorified original condition for now.
This post has been edited by Marked: 31 January 2012 - 03:40 AM
#32 Posted 31 January 2012 - 07:03 AM
#33 Posted 31 January 2012 - 07:08 AM
Mikko_Sandt, on 31 January 2012 - 07:03 AM, said:
Were those any good?
#34 Posted 31 January 2012 - 11:11 AM
Speedcty.zip (73.7K)
Number of downloads: 308
Took about that 1.5 hours and should take you no more than 2-3 minutes.
Norvak, on 31 January 2012 - 07:08 AM, said:
Yeah!
This post has been edited by Mikko_Sandt: 31 January 2012 - 11:11 AM
#35 Posted 31 January 2012 - 12:51 PM
Mikko_Sandt, on 31 January 2012 - 11:11 AM, said:
Took about that 1.5 hours and should take you no more than 2-3 minutes.
Yeah!
Nice one it took me about 2:30 minutes, added to first post. If we keep making this kind of maps sure we can release a whole mini episode soon
#36 Posted 31 January 2012 - 01:10 PM
#37 Posted 31 January 2012 - 02:17 PM
Norvak, on 31 January 2012 - 12:51 PM, said:
rasmus thorup, on 31 January 2012 - 01:10 PM, said:
Episode? Map pack mod? I reckon we might be able to put all the mini maps into a single map, and link the sections together, with teleports if necessary. It would certainly be a lot less hassle for the player. I don't know about everyone else, but my map only has about 800 walls, which is less than 5% of the limit.
Edit: Hmm I just realized there'd be a continuity problem with weapons carrying over. Never mind then.
This post has been edited by Micky C: 31 January 2012 - 02:18 PM
#38 Posted 31 January 2012 - 03:46 PM
#39 Posted 31 January 2012 - 04:02 PM
#40 Posted 31 January 2012 - 05:48 PM
Playtime is roughly 2 minutes. 32-bit recommended!
catandmouse.zip (3.01K)
Number of downloads: 281
#41 Posted 31 January 2012 - 09:12 PM
Edit: if there's going to be a map compilation, let me know so I can do a quick fix; it seems one of the cracks doesn't have a tag. I didn't have any time left over for playtesting, I'm just glad it worked out as well as it did first run. I would also include a short .txt file.
This post has been edited by Micky C: 31 January 2012 - 10:11 PM
#42 Posted 01 February 2012 - 04:26 AM
Micky, I just discovered strange energy reflecting other dimension or something like that wow thats make me laught too loud
#43 Posted 01 February 2012 - 04:27 AM
I'd definitely like to do some more but it's kinda difficult coming up with ideas.
#44 Posted 01 February 2012 - 04:56 AM
this a little strange for me with this time limit now
#45 Posted 01 February 2012 - 07:05 AM
Micky C, on 31 January 2012 - 09:12 PM, said:
Edit: if there's going to be a map compilation, let me know so I can do a quick fix; it seems one of the cracks doesn't have a tag. I didn't have any time left over for playtesting, I'm just glad it worked out as well as it did first run. I would also include a short .txt file.
Don't worry Micky, sure there will be time for fix stuff if we release a pack or something. I think LeoD idea to make this project a weekly/monthly base for example. In my case I consider this like a very fun, adictive and productive exercise (from a mapper's view point)
Arwu, on 01 February 2012 - 04:56 AM, said:
this a little strange for me with this time limit now
Well if someone uses more time, is up to him. Like every act when no one is watching: copying on an exam, parking in a prohibited place, warizing software etc. you know....
BTW Loke that map was really fun.
This post has been edited by Norvak: 01 February 2012 - 07:06 AM
#46 Posted 01 February 2012 - 07:56 AM
This post has been edited by Mikko_Sandt: 01 February 2012 - 07:56 AM
#47 Posted 01 February 2012 - 09:06 AM
This post has been edited by The Mighty Bison: 01 February 2012 - 09:06 AM
#48 Posted 01 February 2012 - 09:22 AM
Norvak, on 01 February 2012 - 07:05 AM, said:
Mikko_Sandt said:
Thanks.
The idea came from one of my maps I did for the Doom 64 EX port which itself was an idea of the "Cat and Mouse" map from Doom 64. Not terribly original but nonetheless it was an refreshing experience working on a time limit.
The Cyberdemon, as with the Overlord as you said, also tends to get stuck on corners which kinda ruins the immersion.
#49 Posted 04 February 2012 - 01:54 PM
I still think that time limit is a strange rule, one person in 1 hour can map much more than other person in 3 hours, regardles of skills and experience...
I created my map <2 hours, sorry.. but thats true ;p
these many enemies in view so turning models off might be a good idea, I do not tested well it.. Should work in Duke plus with realistic moving (thats why I'm addedsome strange flat platforms
Attached File(s)
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rooftops.zip (7.82K)
Number of downloads: 276
#50 Posted 04 February 2012 - 02:57 PM
Arwu, on 04 February 2012 - 01:54 PM, said:
I still think that time limit is a strange rule, one person in 1 hour can map much more than other person in 3 hours, regardles of skills and experience...
I created my map <2 hours, sorry.. but thats true ;p
these many enemies in view so turning models off might be a good idea, I do not tested well it.. Should work in Duke plus with realistic moving (thats why I'm addedsome strange flat platforms
Well, I like your concept.
Too late? Not for creating something, I think. Besides, my average build time for a map is four weeks, and three month testing and tweaking, I would not even try to attempt to do anything in two hours. Thus; cheers and keep going!
#51 Posted 04 February 2012 - 03:52 PM
I don't really think we'll be getting many more mini maps. Perhaps after the Mighty Bison makes his, we'll get them all and put them into a single pack and upload them to MSDN and CGS for reviews.
#52 Posted 04 February 2012 - 04:11 PM
Arwu, on 04 February 2012 - 01:54 PM, said:
Eh, we have had a billion different CBPs with different rules. This CBP is a 1.5-hour CBP. The 1.5-hour restriction is the "catch" of this CBP and probably the reason why so many participated in the first place and in such a short time. If you don't like the rule, there are always other CBPs that may better suit your taste.
#53 Posted 05 February 2012 - 06:45 AM
Quote
the reason is, that player must first kill boss before taking elevator ;P (yes, there a better methods maybe
Mikko_Sandt wrote:
Quote
Yeah, it is harder to fill with details but not much harder only much more work..
I put these many enemies only for more fun and maybe a little to extend play time, map can be completed without them in maybe 30 seconds
#54 Posted 05 February 2012 - 09:58 AM
Micky C, on 04 February 2012 - 03:52 PM, said:
Yeah, I'll get around to making mine. I just haven't been able to sit down for a full hour-and-a-half.
#55 Posted 05 February 2012 - 12:21 PM
Micky C, on 04 February 2012 - 03:52 PM, said:
Please leave mine out of the pack if you make one. My map's unfinished "lameness" doesn't need to be spread around any further than it already has.
This post has been edited by Marked: 05 February 2012 - 12:22 PM
#56 Posted 05 February 2012 - 07:46 PM
The Mighty Bison, on 05 February 2012 - 09:58 AM, said:
Hmm, remember this?
The Mighty Bison, on 30 January 2012 - 10:30 AM, said:
It doesn't have to be done all in one block, I took a break while building my mini map.
Having just finished Red 2 for the first time, I'm going to make another mini map with a mine/underground cavern theme. If all goes well it should be up in a few hours. I might use classic textures, TROR, and polymer lighting to save time.
#57 Posted 06 February 2012 - 01:52 AM
I've finished my next map; Micky's Mini Mine. It was designed with classic textures and polymer, and uses polymer lights and TROR. It hasn't been tested with the HRP, although I imagine it could look good with the normal and specular mapping. The framerate has been a respectable 30 fps for me throughout the entire level. The story is "After a mysterious light-emitting crystal was discovered in the ground, the entire mine has gone silent, and it's up to Duke to neutralize any potential threat he may come across, and get the hell outta there."
I'd like to say I did this in one and a half hours, but honestly, I took a break halfway through at about 35 minutes, and forgot to continue the timer when I came back. When I realized this, I tried to finish everything off as quickly as I could, so the official time is "hopefully not over by too much". Edit: And the expected play time is 4-5 minutes.
Attached File(s)
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Micky's Mini Mine.zip (17.66K)
Number of downloads: 263
This post has been edited by Micky C: 06 February 2012 - 01:54 AM
#58 Posted 06 February 2012 - 02:47 AM
#59 Posted 06 February 2012 - 07:59 AM
Micky C, on 05 February 2012 - 07:46 PM, said:
What can I say, I'm a busy college student with a job. I haven't mapped in years. I also had sleeping problems last week. It's getting made. I'm using every minute of the time that I have.
This post has been edited by The Mighty Bison: 06 February 2012 - 08:00 AM
#60 Posted 06 February 2012 - 09:12 AM
Micky C, on 06 February 2012 - 01:52 AM, said:
I've finished my next map; Micky's Mini Mine. It was designed with classic textures and polymer, and uses polymer lights and TROR. It hasn't been tested with the HRP, although I imagine it could look good with the normal and specular mapping. The framerate has been a respectable 30 fps for me throughout the entire level. The story is "After a mysterious light-emitting crystal was discovered in the ground, the entire mine has gone silent, and it's up to Duke to neutralize any potential threat he may come across, and get the hell outta there."
I'd like to say I did this in one and a half hours, but honestly, I took a break halfway through at about 35 minutes, and forgot to continue the timer when I came back. When I realized this, I tried to finish everything off as quickly as I could, so the official time is "hopefully not over by too much". Edit: And the expected play time is 4-5 minutes.
*snip*
I had some difficulties finding the shotgun at the beginning so I mostly ran around with the pistol and the ripper while engaging in a one-on-one brawl with the protector drone. Otherwise I liked it and surprisingly it ran quite well in Polymer so it seems to be completely playable on a ATI card.
EDIT: Took me about 6 minutes to complete.
This post has been edited by Loke: 06 February 2012 - 09:13 AM