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My usual speedmap-speedmap.

The archive for the 10th Anniversary Speedmapping Contest entries and discussion.

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nikosv
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Subject: My usual speedmap-speedmap.

Post Posted: 22 May 2011, 20:11

Image

As usual, I begin the contest late due to timing with school. At least I've got the layout planned. Let's see what I can do with the time that remains.
Last edited by nikosv on 26 May 2011, 21:57, edited 2 times in total.
Current Project: None. WTFs2 had to go to sleep, RIP.

I still sometimes sculpt PS2-style terrain by hand with Blender 3. Some passions always linger.

User avatar salsaSkaarj
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Subject: Re: My usual speedmap-speedmap.

Post Posted: 22 May 2011, 21:01

LOL_PEANUTS wrote:...
Let's see what I can do with the time that remains.

Maybe add a vertex or 2? :D

nikosv
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Subject: Re: My usual speedmap-speedmap.

Post Posted: 22 May 2011, 21:07

Image

Well, I'm at 306 polys at the moment. Only just started sculpting from the plans. I'll be posting frequent development logs (daily at least), given my time constraints.
Current Project: None. WTFs2 had to go to sleep, RIP.

I still sometimes sculpt PS2-style terrain by hand with Blender 3. Some passions always linger.

Z-enzyme
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Subject: Re: My usual speedmap-speedmap.

Post Posted: 22 May 2011, 22:22

Wwwoooooohaaaa I can already see the epicness of that map!! Man, you're a shure winner!

UB_
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Subject: Re: My usual speedmap-speedmap.

Post Posted: 22 May 2011, 22:56

Your first speed map back in 2008 was really good so I'm waiting for this one.
ImageImage

User avatar TheIronKnuckle
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Subject: Re: My usual speedmap-speedmap.

Post Posted: 23 May 2011, 00:19

first pic is a winner
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nikosv
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Subject: Re: My usual speedmap-speedmap.

Post Posted: 23 May 2011, 02:53

Lots of responses from such little content! Polycount has tripled since I last posted, by the way. Expect the same effort as I put into the six-hour contest.

Edit, 1:27a EST: First day's work complete. The terrain sculpt is going quite well. I'll have the base brush complete in two days— three tops.

Image
Current Project: None. WTFs2 had to go to sleep, RIP.

I still sometimes sculpt PS2-style terrain by hand with Blender 3. Some passions always linger.

User avatar Legendslayer222
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Subject: Re: My usual speedmap-speedmap.

Post Posted: 23 May 2011, 10:14

Most anticipated entry 8)

User avatar TheIronKnuckle
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Subject: Re: My usual speedmap-speedmap.

Post Posted: 23 May 2011, 14:28

few words on what's going on with those placeholder tess cubes? i'm interested in your method
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User avatar Darkon
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Subject: Re: My usual speedmap-speedmap.

Post Posted: 23 May 2011, 16:24

Ok.. this is... ehm... a run from start to finish, with holes and traps, lots of movers and stuff everywhere. Falling in will "warp" you thru a tunnel and drop you off at the start again. :P
Never trust a Dutchman in a tulip fight.

nikosv
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Subject: Re: My usual speedmap-speedmap.

Post Posted: 23 May 2011, 16:44

TheIronKnuckle wrote:few words on what's going on with those placeholder tess cubes? i'm interested in your method

Those are intersected prefab cube arrangements. It's just so I have less individual brushes to worry about when I'm sculpting the base terrain. This is the first time I'm doing it this way, and it's working out really well so far.

I'll likely intersect the entire thing into one brush when I'm done with it, unless mapping veterans can give me better advice.
Current Project: None. WTFs2 had to go to sleep, RIP.

I still sometimes sculpt PS2-style terrain by hand with Blender 3. Some passions always linger.

User avatar salsaSkaarj
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Subject: Re: My usual speedmap-speedmap.

Post Posted: 23 May 2011, 21:49

nice.

Keep it up and add another vertex or 2. (I like your interpretation of adding a vertex or 2 :tup: )

User avatar Jet v4.3.5
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Subject: Re: My usual speedmap-speedmap.

Post Posted: 23 May 2011, 21:56

Intersecting them together is good to a point, but don't make an entire cave system one brush. Breaking it up into smaller sections (where each separate tessellated brush is a separate room/tunnel before intersection), and then deintersecting large but sectioned parts of the whole cave system together, if need be. I personally break my terrain up into parts, but that's just me. Avoiding a large, higher-poly brush like what a whole cave system would be is likely a bad idea.

Caves look awesome for how long they took you to make. Great work.
Image
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nikosv
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Subject: Re: My usual speedmap-speedmap.

Post Posted: 24 May 2011, 07:27

Day two is finally over— most productive day I've had in ages. This terrain is turning out to be huge. The red square brush is 16384x16384. Hopefully that will translate to a long playthrough. 'Night.

Image
Current Project: None. WTFs2 had to go to sleep, RIP.

I still sometimes sculpt PS2-style terrain by hand with Blender 3. Some passions always linger.

User avatar ividyon
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Subject: Re: My usual speedmap-speedmap.

Post Posted: 24 May 2011, 13:32

Huh. So many colors! I don't understand!
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