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Map Jam 9 Released - Contract Revoked Theme
After long weeks of mapping Map Jam 9 is finally released. We have 15 incredible maps from the following authors, including one very special guest:

Bloughsburgh
Breezeep
DelusionalBear
dumptruck_ds
G1ftmacher
Haunter
Ionous
Kell
Mukor
Naitelveni
NewHouse
onetruepurple
PuLSaR
ShoTro
skacky

Screenshot
Download 1
Download 2

Quoth 2.2 is required to play this jam! You can download Quoth here

Don't forget to record demos and share your experience with the authors.
Enjoy!
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Great Playthrough Zwiffle 
You may want to look around the start map carefully though.

#134: Do you have the latest versions of Quakespasm/Mark V? If not, update. 
Easy Victory On Shotro... 
This may have been reported already, but I have encountered a glitch, seemingly with the change level trigger on Shotros map. It seems the player is supposed to gather a series of runes in order to progress. I collect the first rune from the Chthon battle and jump in the void and the map ends, 14/200 some odd kills.

My demos are here. Note: I found the Chthon battle impossible, endlessly killed or knocked into the lava, so the 2nd demo picks up after the fight and then the map ends almost right after.

http://www.quaketastic.com/files/demos/redfield_shotrodems.zip

There also seems to be a lot of unfortunate bleeding of rooms through the skybox but I'm not sure if that is fixable. Otherwise the really trippy vibes and crazy Austin Powers teleporter were cool. 
Still Getting Some Errors 
I have Preach's Quoth 2.2 full release. I have the latest QS. I am missing several CD tracks apparently, but I do have the .ogg music files installed in id1. I'm pretty sure .ogg should work with QS. I'm also not able to load Mandel's demo due to a host_error when I load it: missing model *203. 
 
That last message is because Mandel's demo was recorded on the old version of the map bundled with the first release. 
Ah 
Good thinking. What's up with the CD tracks then? I've noticed CD tracks missing on a lot of maps I play, but I can still hear global ambient noise. I guess that's built into whatever theme is set for the map in worldspawn? I forget how that works in Quake. 
 
I'm not too sure. The tracks should be placed inside id1/music and named trackXX.ogg (or mp3), from 02 to 11. Jam 9 features two new tracks inside quoth/music, named track13 and track128 respectively. 
Going To Resume Streaming 
Starts in twenty minutes. Continuing forward, with Mukor's map on deck.

https://www.twitch.tv/ionous 
@skacky 
Yup, that's how my files look. Maybe the message is wrong and it does actually read them? Not sure. 
Sevin 
The particular maps that don't play a track, delusional bears comes to mind, are because the author did not specify a track. It defaults to track 0 and nothing plays as track 0 is data and does not exist. You see this in the console. You can simply command it to play a track of your own at this point. 
Ok 
Gonna go through the maps real quick and see which maps give me CD errors. To clarify, this is the error message I get: "CDAudio_Play: Bad track number xx". 
Demos For The Whole Family! 
breezeep
dbear
dumptruck
giftmacher
haunter
ionous
kell
mjb
mukor
naitelveni
newhouse
otp
pulsar
shotro
skacky

All of the demos have been recorded using QuakeSpasm 0.92.1 (Aug 23 2016) and been compressed through 7-Zip 15.14 (x64)'s LZMA2 method. I've played the maps following the filename order - maps from the original package was used for the first seven, and the ones from the updated package was used for the rest (since the update came right in the midst of my session). All demos are more-or-less complete first-runs on skill2: expect wandering for secrets, gazing for screenshots and dying here and there.

Have to mention that ShoTro's is an exception - not a first run since it took sometime to get the idea behind the map, not a complete run since I couldn't find a newly opened-up area after getting hold of the second rune and going for the third run.

Comments will follow. 
Redfield 
The ones with track 0 errors also give an additional error about how it couldn't find track 0; makes sense.

Breezeep: track 6
DelusionalBear: track 0
Dumptruck: track 1 (track 1 is not audio)
Haunter: track 7
Ionous: track 4
Kell: track 11
Giftmacher: track 0

OK, you get the point. On some of them - like track 4 and track 7 - I still hear music, but track 11 in Kell's map just sounds like the ambient noise. I'm confused. 
Music 
Some of the authors may deliberately not specify a track because they may assume the player is going to have there itunes (or whatever those kids use today) playing anyways.

Dumptrucks map uses a new track that must be in your jam9/music folder. It is track 128. It is a very good original track by Mugwump.

It seems from your error messages you aren't using Quakespasm. I don't know how music works in your engine of choice, but if installed correctly Mugwump's track will play on Dumptruck's map, at least in Quakespasm. 
Mugwump's Track Is Track13, Not 128 
track128 is an original composition by dumptruck_ds. 
Redfield 
I did check out the new music tracks already, they are both very cool and sound appropriate for Quake. Which map uses track 12?

I am using Quakespasm 0.92.1. I am hearing track 128 in dumptruck's map. 
Oh 
Meant track 13, not track 12. 
That... Cannot Be Revealed... 
 
My Bad 
Sorry, dumptruck_ds your track 128 is very good. Mugwump's track is also excellent. If by track 12 you mean track 13 (Mugwumps) that track is a secret - Hint, Hint... 
Jam9_secret It Is 
 
 
@erc thank you for the demos 
Very Nice Demos Erc 
You're the only one so far to have found that first Megahealth secret, despite how obvious it is. :D
Also excellent demo of the other map. Well played. 
Thanks Man 
Yes, you found the reference. I love this piece of architecture, it's so simple yet so brutally evocative. I knew I wanted this in my map with all the Quoth corpse entities at hand! 
Kell's Loop Hole 
I was able to replicate the trick exposed by #129 posted by Mandel, on Kell's map. It's pretty easy to finish the map in about 20 secs or so by jumping directly to the big central portal !

Kell, I suggest that you flip that portal in an horizontal position, with a vertical offset so we can't jump directly to it, using the low gravity. At the end, you could trigger some partially destroyed floating stone bridge to the center, just under the portal (with a hell lot of scraggs to annoy the player), and make the player be sucked into the portal.

I think that a "horizontal" portal would also be better looking, floating on top of everything, instead if its current central vertical position. 
Here's A Demo 
11 seconds on jam9_kell. 
Final Demos - Great Work All 
Ok last of my demos are here:

Pulsar - jam9_pulsar: Extremely impressive vista of floating gothic castle. Also loved the interior with the giant mouth. Had a lot of fun secret hunting on this one.

Skacky - jam9_skacky: Huge and detailed map, with great interconnected layout. Huge ending battle that forced me to do some more secret hunting to beat it. You can see some foolish deaths in the demos. Great map.

Skacky - jam9_secret: A great floating castle in the void. The ending was insane but their were powerups everywhere and I found the Quad. Fun stuff.

Skacky - start map: A massive start map for these 15 maps, actually gets me lost and I just used the console to play the maps in order, but still impressive.

Demos: http://www.quaketastic.com/files/demos/redfield_jam9demosC.zip

Thanks everyone for all these maps. I have demos for the rest of the maps, but you will have to hunt for them in previous posts if you missed them. I'm sorry my reviews are only like 1 sentence, but I hope you see how I enjoyed them from the demos. Also thanks to dumptruck and Mugwump for making new music, and skacky for organizing the whole thing!

Redfield 
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