 Why Not...
add in your custom textures from backstein? they would fit beautifully with this theme! :)
 How Much....
#2 posted by Shambler [86.25.40.147] on 2014/06/14 22:25:57
....flouncing will this involve? Bonus points for anyone who withdraws their otherwise excellent map at the last minute :P
P.S. Great idea, good luck all, looking forward to seeing any maps that come out of this.
 I Already Crossed The Rubicon
#3 posted by mfx [78.55.104.80] on 2014/06/14 23:10:32
#4 posted by sock [190.31.183.84] on 2014/06/14 23:30:33
@Fifth, yeah why not, just go ahead and use the wad pack from backstein, it should be compatible.
@Shambler, this time will be different, I am in charge of the final pack!
@mfx, your lose man! The first ever Quake Map Jam and you are missing out! Rubicon, blah that is sooooo last year! ;)
If anyone is interested please post, the more the merrier and there is no limit (well within reason) to how many (small or large) maps you want to submit. This is about creating content and having fun!
 I'll Make A Map
#5 posted by Scampie [108.61.59.19] on 2014/06/14 23:44:20
!
 I'm Interested!
#6 posted by ericw [172.219.249.35] on 2014/06/15 00:22:58
Cool idea. the timeframe is a bit daunting because I haven't finished a map in a long time, but this will be motivation to (even if it's a small map)!
 Messing With Brushes.
Here's what I have thus far. I would love to do some linked chains but I have a feeling that I wont be able to do them as nicely as CZG due to having to force integers.
https://www.dropbox.com/s/33db6rd8jd1mb88/honey1.jpg
 Looks Great!
#8 posted by mfx [78.55.104.80] on 2014/06/15 04:01:45
#9 posted by digs [136.169.213.44] on 2014/06/15 04:21:08
How to call a map? jm1_digs?
 I Don't Suppose It Matters
#10 posted by FifthElephant [82.24.73.240] on 2014/06/15 04:29:53
I think Sock is going to make a start map so he'll probably rename the file when he puts it in a .pak
 Great Idea!
#11 posted by nitin [220.244.163.153] on 2014/06/15 04:54:59
 Can Be Interesting
#12 posted by [80.174.120.52] on 2014/06/15 12:09:58
A big number of restrictions in proper releases can draw more imagination than something almost completely free-thinking in an smaller map like in a speedmapping event.
#13 posted by sock [190.31.183.84] on 2014/06/15 15:01:03
@scampie, good to hear you creating another mini map! :)
@ericw, treat this as a speed mapping session if your time is short, the maps don't need to be over detailed. Also you can check out the source maps in honey if you want some inspiration or prefabs.
@fifth, nice, don't get too lost on the room details, try to block out the game play route first.
@digs, I will rename all the maps at the end to fit in with the start map, so no one has to worry about remembering names to type in at the console.
 Yar
#14 posted by ijed [186.79.204.191] on 2014/06/15 15:58:14
Up to my midriff in Rubicon as well, but this looks like it'll be something very special.
I can donate some chain .mdls, but you'd need a custom progs to spawn them in level.
 Why Not The Honey Progs?
#15 posted by onetruepurple [93.105.236.23] on 2014/06/15 16:15:12
 Complications
#16 posted by sock [190.31.183.84] on 2014/06/15 17:43:20
One of the first things that often plagues mappers when opening the editor with a blank map is wondering what to make and deciding what details to fill the rooms with.
The reason this map jam has a theme is so that you can forget about which texture to use or what style of arch you need to create, you just need to think about fun game play setups instead. Don't get worried about trying to find the right textures or filling rooms with that special detail when the theme is there to help you.
Play the original maps in the Honey pack and use the same textures. Most of the architecture in the honey maps are freeform shapes painted with seamless bricks! You can even open the source maps to see how CZG created stuff if you are stuck for prefabs or visual ideas.
Remember don't get stuck with visuals, use the theme (textures/shapes) and simply have fun with the monsters, items and weapons setups.
#17 posted by FifthElephant [82.24.73.240] on 2014/06/15 19:23:56
I've tried to make maps in that way but it doesn't suit me.
The way I map is by making a bunch of prefabricated shapes. Then I make a test room (which is what I have done above) to see how the shapes fit. Once I've got the test room looking as close to what I want I then make the map.
Usually I will go for a walk or have an "inspiration nap". Once I wake up I make the map proper. It's a weird process but I prefer it to doing rough blocking out, I've tried doing rough blocking but I usually end up getting bored and abandon the map.
I have a really great memory for shapes and geometry, the map is planned out in my head far in advance of me starting the map.
For making Honey I think the trick will be having as much verticality as possible. I forgot how good the maps were until I played it yesterday.
 Always Interesting
#18 posted by ijed [186.9.135.71] on 2014/06/15 20:13:00
To hear someone else's process.
 Textured Curves.
#19 posted by FifthElephant [82.24.73.240] on 2014/06/15 22:21:44
I decided to use proper trim textures on the arches. I hope CZG is cool with me taking these from his map source, I doubt I would have been able to make these in trenchbroom myself.
https://www.dropbox.com/s/lkt2mchpkh5y6r8/honey2.jpg
 5th
#20 posted by mfx [78.55.104.234] on 2014/06/15 22:24:44
You can make such curves in TB. The clipper is your friend, use with care..
Shot looks good!
 Mfx
#21 posted by FifthElephant [82.24.73.240] on 2014/06/15 22:58:25
I only took the one huge arch. I made all the others using the clipper and doing some vertex editing.
If you can make these types of things in TB I haven't figured it out yet. I wouldn't mind having a full set of geometric shapes (like pipes and arched/curved corridors).
I wish it was as simple as the 2d shape builder in Unreal Ed 2. You can make some amazing shapes in no time with that thing.
 I'm Actually Making A Map!
#22 posted by skacky [90.0.62.239] on 2014/06/16 00:12:33
 As Prompted By The Above Gentleman
#23 posted by onetruepurple [93.105.236.23] on 2014/06/16 00:26:22
http://i.imgur.com/7iBq052.jpg
Trivia: this screenshot made affine break the laws of time just so he could comment!
 Just Replayed Honey
#24 posted by ijed [190.22.64.241] on 2014/06/16 03:47:56
And it reminded me why CZG is my favourite mapper.
Not my favourite pack of yours tho... time to replay Terra!
#25 posted by Yhe1 [69.198.86.190] on 2014/06/16 22:33:17
Somebody should Finish Terra, give that map pack a final map and a boss fight.
 Another Pic
#26 posted by skacky [90.0.62.239] on 2014/06/17 13:06:49
http://i.imgur.com/TpnTN3Y.jpg
The gameplay gimmick for this map works very well. It's going to be hectic.
 Oh Man
#27 posted by Drew [132.205.103.118] on 2014/06/17 17:44:17
That looks great!
#28 posted by Scampie [107.191.32.204] on 2014/06/17 20:34:32
#29 posted by skacky [90.0.62.239] on 2014/06/18 03:14:00
I compiled it. What am I doing with my life?
http://i.imgur.com/qAruWxS.jpg
 Yeah !
#30 posted by Barnak [65.94.232.232] on 2014/06/18 04:39:16
All those screenshots are looking great !
Can't wait to play them, Texan style ! ;-)
 Internet Map Legends
#31 posted by sock [190.225.198.98] on 2014/06/18 12:45:35
@scampie, wow nice atmosphere, looking forward to seeing more! :)
@skacky, WTF looks awesome! Who would have thought that CZG would inspire so many people to map! :)
#32 posted by RickyT33 [176.35.71.152] on 2014/06/18 16:00:33
Who would have thought that CZG would inspire so many people to map!
I hope that's sarcasm. Even out of you....
#33 posted by negke [31.18.93.198] on 2014/06/18 16:41:17
Who would have thought that CZG would inspire so many people to map!
Much like the "czg's anus"-themed sm pack. Some evil magic at play!
#34 posted by [68.102.134.42] on 2014/06/18 20:51:20
One for the thread :)
https://i.imgur.com/QXc42uW.jpg
I can't get the lighting to look good - help me mapping gods!
#35 posted by affine [68.102.134.42] on 2014/06/18 20:52:26
That was me above this post. So evidently you can post without putting a name and it displays your IP instead?
#36 posted by sock [190.225.198.98] on 2014/06/18 21:10:59
@affine, Wow that does look good, keep going :)
I would recommend moving the light fixture higher so that players don't bump into it when going around the wooden platform.
The lighting in the CZG honey map is strong shadow lights around the flame sconce's and light entities which are long range low value fill lights. The best thing to do is copy and paste a sconce and entities from his source map, it will have everything setup. To create the long range fill lights use wait=0.4 light=48 and remember to add colour values. (0.82 1.00 0.98)
#37 posted by affine [68.102.134.42] on 2014/06/18 21:14:09
Thank you sock! I was wondering what the wait keys were for. A couple light setups I did in fact copy/paste because I was unsure, but now I'm eager to do some experimentation.
 Pictures Before Going To Bed
#38 posted by skacky [90.0.181.42] on 2014/06/19 00:15:28
#39 posted by FifthElephant [82.24.73.240] on 2014/06/19 00:33:19
Jesus, you guys are machines.
I have barely got past what I already posted (mostly due to fucking long working hours) I should pick up the slack in the next few days though.
 All Pics
#40 posted by ijed [190.22.75.103] on 2014/06/19 00:34:51
So far make promise drip out of my screen.
I should probably buy a new one; it's starting to burn a hole in the desk.
 Incredible Direction This Thread Is Going.
#41 posted by Breezeep_ [100.1.255.141] on 2014/06/19 00:38:12
 Very Honey-styled
#42 posted by Cocerello [193.144.61.242] on 2014/06/19 00:57:07
*Skacky: even better looking than the previous ones. I would stick a step to the floor where the hell_knight is standing, or a crate, to break a bit the ground.
#43 posted by Lunaran [24.247.68.254] on 2014/06/19 01:06:43
you all need thicker fog!
 Very Nice Shots So Far
#44 posted by nitin [220.244.163.153] on 2014/06/19 01:33:08
#45 posted by FifthElephant [82.24.73.240] on 2014/06/19 01:34:59
FYI, I am using the exact same density setting as Honey except the hue is different. ;)
Or maybe I should use the same fog setting as Fatal Instinct from Quake 3?
 Damn Skacky
#46 posted by mechtech [65.190.158.200] on 2014/06/19 02:25:33
I started a map today. I'll have no time to finish it.
http://www.quaketastic.com/files/screen_shots/honmech1.jpg
http://i.imgur.com/GaHVJIr.jpg
Damn that looks good.
I'll just put the Hammer away and play yours.
 Skacky
#47 posted by mfx [193.183.99.211] on 2014/06/19 02:31:34
 Yup, Very Nice Skacky
#48 posted by Drew [174.91.195.251] on 2014/06/19 09:57:07
The only thing that is bugging me aesthetically is the 45 degree angle on the pipes, considering the curves elsewhere.
verging on the superfluous but if it was feedback you were looking for there it is.
Looking forward to all of the maps, whether turtle- or speed- or something in between!
#49 posted by Scampie [72.12.65.92] on 2014/06/19 10:58:40
#50 posted by sock [190.225.198.98] on 2014/06/19 11:50:16
@fith, there is plenty of time, the whole of next week and two weekend's worth of time to go yet! Closing date is really Monday morning.
@mechtech, lovely chain bridge! The beauty of the map jam is that you just need to create something with an exit trigger. It can be a single room or corridor that is up to you. Just stick an exit at the end of the map and create a bridge too far combat setup! :P
@scampie, very tasty, you have even gone with some different fog!
 Nice Shot Scampie
#51 posted by Drew [174.91.195.251] on 2014/06/19 13:17:38
That gets me even more excited for this! Even though I am discouraged by the lack of Zer crates...
I am way too busy and might flake out but these shots are really making me want to make a submission.
Would someone be willing to make me a HLwad so I can use my crappy WC 3.3 on my crappy computer to possibly maybe throw something together for the deadline? I can't get Jackhammer or Trenchbroom to work, and I've been unsuccesful in previous attempts to convert the textures to the HLwad format in the past (using RickyT23's method). In fact, if someone can hold my hand through that process that would be even better.
 Drew...
#52 posted by FifthElephant [82.24.73.240] on 2014/06/19 13:53:48
#53 posted by JneeraZ [199.255.40.36] on 2014/06/19 15:46:48
shacky
Really nice work! Good lighting AND you took the time to do some decent composition set up. Impressive...
#54 posted by Spirit [92.196.115.27] on 2014/06/19 15:59:07
I am tempted to attempt e1m3_honey
 Great Idea
#55 posted by Drew [24.114.92.5] on 2014/06/19 18:39:00
Please submit to your temptation.
 Map Jam
#56 posted by sock [190.225.198.98] on 2014/06/19 22:34:20
is about just creating maps, they don't need to be textured masterpieces or complete adventures with multiple skill levels and encounter balance. They can be simple rooms, long corridors or complex environments, there is no restriction, no minimum or maximum amount of level you can submit. It could even feature no monsters!
There is only one rule ... one EXIT trigger!
 /me Makes Map With 2 Exit Triggers
#57 posted by Scampie [72.12.65.92] on 2014/06/19 22:43:13
 I Will Title My Map EXIT Trigger
#58 posted by mechtech [65.190.158.200] on 2014/06/19 23:17:40
#59 posted by digs [94.41.207.230] on 2014/06/20 18:24:18
 @Digs
#60 posted by sock [190.225.198.98] on 2014/06/20 18:34:20
The Honey Yummy Metro System! :)
#61 posted by Cocerello [193.144.61.242] on 2014/06/20 21:05:40
 Some More From Me
#62 posted by skacky [90.0.181.42] on 2014/06/20 23:15:36
 Those Look Really Good Skacky!
#63 posted by Breezeep_ [100.1.255.141] on 2014/06/21 01:09:41
keep it up!
 Go Skacky
#64 posted by nitin [220.244.163.153] on 2014/06/21 02:39:11
looking great
#65 posted by Johnny Law [67.188.146.229] on 2014/06/21 05:03:19
Pretty much all the pictures in the thread so far are right up my alley.
Are some of you using brushwork setpieces directly taken from or closely based on the honey mapfile sources?
 I Miss Something In The Pack
#66 posted by Cocerello [193.144.61.242] on 2014/06/21 11:19:06
Some saint.bsp or start.bsp based maps. All of them (including mine) seem to be based mainly on honey.bsp
 Till I Saw Skacky's Latest Screenshots
#67 posted by Cocerello [193.144.61.242] on 2014/06/21 11:21:39
Good work there.
 Guys, Err, These Maps...
#68 posted by Shambler [31.54.115.21] on 2014/06/21 15:16:32
...looking fucking cool. Keep it up, all of you :)
#69 posted by skacky [90.0.181.42] on 2014/06/22 01:46:10
I seriously hope y'all jamming, 'cause two thirds of my entry are done. 8,000 brushes and 100 monsters so far. Oh and it's brutal.
http://i.imgur.com/TPZ9UVY.jpg
http://i.imgur.com/0CVUsnR.jpg
http://i.imgur.com/LmLHZfs.jpg
 DO WANT
#70 posted by Breezeep_ [100.1.255.141] on 2014/06/22 01:58:39
oh and by the way, what editor did you use?
 Skacky
#71 posted by [193.183.99.211] on 2014/06/22 02:01:06
 ^^that Was Me
#72 posted by mfx [193.183.99.211] on 2014/06/22 02:03:56
 Editor
#73 posted by skacky [90.0.181.42] on 2014/06/22 02:21:07
99% of the stuff was done with Trenchbroom. I'm using Hammer when I need to do rounded things with its arch tool (like the bridges).
 Wow Skacky !
#74 posted by Barnak [65.94.233.13] on 2014/06/22 02:50:07
Those screenshots are very nice ! Can't wait to play this jewel !
 Amazing
#75 posted by nitin [220.244.163.153] on 2014/06/22 03:42:23
 ALL OUT ATTACK GO
#76 posted by ijed [186.9.135.26] on 2014/06/22 05:16:25
 Finally Had A Few Free Hours Tonight...
#77 posted by ionous [72.130.254.47] on 2014/06/22 11:34:17
Editor shot:
http://s296.photobucket.com/user/voiceofthenephilim/media/jam1_ionous_WIP1_zpsaeb6a6aa.jpg.html?sort=3&o=0
Scheduled to work every day until contest's end, so I doubt I'll finish this, but I at least had fun starting it.
 Cut It Down
#78 posted by Cocerello [193.144.61.242] on 2014/06/22 18:42:27
if you see you cannot finish it in time, Sock said that he is OK with smaller maps, speedmaps and turtlemaps. It is better than just have it unfinished in a corner of your computer getting dust.
 #78
#79 posted by Shambler [86.27.28.43] on 2014/06/22 22:28:50
Wins func_msgboard!
 Something Broke
#80 posted by Scampie [72.12.65.92] on 2014/06/23 11:49:08
#81 posted by sock [190.225.198.98] on 2014/06/23 14:46:56
All of them seem to be based mainly on honey.bsp
The start map will be based on the village/start map with various archways for skill select and houses for each map sent. I got the impression that the saint/honey maps shared common architectural features so its fine if everyone uses the brick theme.
@skacky, awesome as always! I plan to add a small map for the pack, but no screenshots from me until after the end date.
@ionous, stop adding a couple of days before the end date, seal it, add lighting and create an exit portal. The maps do not need to have perfect ending, just a way back to start map.
@scampie, looking good, love the broken stuff! :D
#82 posted by FifthElephant [82.24.73.240] on 2014/06/23 20:23:04
I've been incredibly lazy, between playing games on the steam sale and recently playing a very hardcore session on heretic 2 (awesome game is awesome). I'm not much closer to finishing my map now than I was when I first posted.
I guess I'm going to have to crack on with the map in the next few days I have off.
#83 posted by skacky [90.0.181.42] on 2014/06/23 20:55:54
A lot can be achieved until the deadline, everything I posted was made during a week.
#84 posted by ericw [172.219.249.35] on 2014/06/23 21:08:45
I'm progressing slowly too, but on the positive side, learning trenchbroom :)
http://www.quaketastic.com/files/screen_shots/ericw_wip3.png
 #83
#85 posted by onetruepurple [93.105.236.235] on 2014/06/23 21:33:39
Said the guy who's worked on more games than I despite being younger!
 Attempting To Crank One Out
#86 posted by RickyT33 [90.204.130.79] on 2014/06/23 22:44:34
 (well That Killed The Conversation Lol)
#87 posted by RickyT33 [176.35.71.152] on 2014/06/24 14:06:25
 Screenshots Ricky
#88 posted by nitin [220.244.163.153] on 2014/06/24 14:35:44
otherwise no one believes you!
 You Do Know What You're Asking For Nitin?
#89 posted by ijed [200.73.66.2] on 2014/06/24 14:39:41
 Urban Dictionary
#90 posted by ijed [200.73.66.2] on 2014/06/24 14:41:52
http://www.urbandictionary.com/define.php?term=Cranking+one+out
Has saved me many times. For example one suggestion I had for the name of a game was 'Taint of Doom' at least until my North American colleagues pointed out what taint can be taken to mean.
#91 posted by sock [190.225.198.98] on 2014/06/24 14:48:09
@fifth, I think you are over thinking/worrying about this, just create what you can, seal it, light it and add an exit trigger. There is no pressure to make a complete map, just do what you can in the time frame setup for the map jam.
@ericw, try compiling what you go so far, it will motivate you more once you see it all lit and working in game. Don't fall into the trap of detailing and trying to make some epic editor only map.
@RickyT23, wow! post a screenshot! :)
 Ijed
#92 posted by nitin [220.244.163.153] on 2014/06/24 15:40:18
no screenie, no belief :)
 L.O.L.
#93 posted by RickyT33 [176.35.71.152] on 2014/06/24 17:17:15
Haha! No - I didn't mean that! I mean I'm attempting to create a map. Im still blocking out, so no screenies until it's sealed/lit.
But yeah - something is taking shape :P
#94 posted by Lunaran [216.188.254.244] on 2014/06/24 18:05:04
by the time this jam is toast we should have a nice spread of maps to make everyone else jelly
as long as spirit preserves them on quaddicted
i hate myself
#95 posted by onetruepurple [93.105.42.101] on 2014/06/25 00:48:23
 Still Working On It...
#96 posted by FifthElephant [82.24.73.240] on 2014/06/25 01:48:40
 KEEP GOING!
#97 posted by Breezeep_ [100.1.255.141] on 2014/06/25 04:16:46
#98 posted by digs [46.191.163.132] on 2014/06/25 15:53:46
 Looking Good Everyone
#99 posted by skacky [90.0.67.96] on 2014/06/25 17:20:15
My map is finished as far as brushwork goes. All I need to do now is setup the final fight, clip some stuff and add the exit trigger. Should be done in two hours.
 I Demand A Screenshot From Sock
#100 posted by Drew [65.93.169.61] on 2014/06/25 23:34:21
in order to (de)motivate everyone else!
 Deliver A Screenie For Us, Lord Sock.
#101 posted by Breezeep_ [100.1.255.141] on 2014/06/26 00:27:05
 Yes
#102 posted by quakis [86.22.126.142] on 2014/06/26 00:50:29
Please hang up another odd pair of your cottony goodness on the line for our beaming rays of sunshine to admire your varied and pretty patterns~ B)
 One Quake To Rule Them All !
#103 posted by Barnak [65.94.233.149] on 2014/06/26 03:15:59
Come one guys, make me proud of a Quake1 player after all these years of awesome Quakeness !
I recently purchased a 5$ game with a few common features with Quake1 (portals, moving pads, "keys" to open some doors, ...) : Qbeh-1. It's nicely looking, but overall it sucks compared to good'old Quake1 !
GEEZ ! EVEN IN FUCKIN' 2014 !? WTF !
#104 posted by JneeraZ [174.97.226.218] on 2014/06/26 12:19:49
It wouldn't have anything to do with you being 18 years younger when Quake came out and having never seen anything like it previously, would it? :) You always remember your first...
#105 posted by sock [186.108.74.228] on 2014/06/26 12:24:18
I Demand A Screenshot From Sock
I have nothing to show, I still not found any time to create a map yet, hopefully I will have some time this weekend before the deadline. From what I have seen so far, this is going to be an awesome map pack to play/explore.
 Willem
#106 posted by onetruepurple [93.105.42.222] on 2014/06/26 12:34:43
Yes we get it, you don't like Quake the way we do.
#107 posted by JneeraZ [174.97.226.218] on 2014/06/26 13:36:35
I love Quake and that actually offends me a little. That surprised me.
But I get it. Either love Quake unquestionably or keep quiet.
 Move On
#108 posted by sock [186.108.74.228] on 2014/06/26 13:45:06
@OTP, Willem, please keep this thread about the map jam and the fun of creating honey styled maps.
#109 posted by JneeraZ [174.97.226.218] on 2014/06/26 14:03:54
sock
If you're going to thread cop us, at least start with Barnak. He started it!
 Heh - I Hope You Do Find A Little Time Sock
#110 posted by RickyT33 [176.35.71.152] on 2014/06/26 15:43:57
I've spent a few hours on mine, but I've got home from work feeling pretty burned out the last couple of days, and haven't been so motivated.
My point being 'please make a map, even if just a small one, my map wont be huge and I'm sure even a small Sock map will be awesome/pak winner ;)'
And yeah, Willem GET OUT! How dare you not like Quake as much as OTP :P Also make a map (if you haven't) please :P :P :P
 I Submitted My Map
#111 posted by skacky [90.0.197.161] on 2014/06/26 16:41:53
Final stats:
Brushes: 10787
Entities: 2810
Monster count:
Easy - 106
Normal - 146
Hard/Nightmare - 151
Sheesh, that was a cool experience. Should last 15-20 minutes I'd say. Speedrunners can have some fun as well, I managed to complete it in 2 minutes on skill 1.
 I Think We Should Leave Sock Alone Now.
#112 posted by Breezeep_ [100.1.255.141] on 2014/06/26 16:42:39
 I Think We Should Leave Sock Alone Now.
#113 posted by Breezeep_ [100.1.255.141] on 2014/06/26 16:42:40
 #111
#114 posted by skacky [90.0.197.161] on 2014/06/26 17:06:16
Make that 2:15 on skill 3.
 A Bit Rough Brushvork From Me
#115 posted by DOOMer [31.180.153.142] on 2014/06/27 01:08:23
#116 posted by sock [200.45.102.95] on 2014/06/27 21:18:31
@RickyT23, yeah I can understand that, but remember your map does not need to be some epic monster hunt!
@DOOMer, wow nice shadows! :) Remember to add some hotness to the lights around the light textures. Look at the honey map source, it has some lovely light setups.
@skacky, bah! I have no intentions of running like a manic through your map. I am going to take my time and explore! :D
 Another Editor Shot
#117 posted by ionous [72.130.254.47] on 2014/06/28 03:08:22
http://s296.photobucket.com/user/voiceofthenephilim/media/jam1_ionous_WIP2_zps2f6507bf.jpg.html?sort=3&o=0
Lighting needs to be completely overhauled, entities fixed, multiple leaks stamped out, monsters and items needs to be added...but at least the architecture is done.
 Damn
#118 posted by Drew [65.93.169.61] on 2014/06/28 03:44:26
Tough to tell but that looks very clean and interesting on my iPhone.
It's pretty cool to have a fairly close concrete date to look forward to in expectation of such rad looking maps
#119 posted by skacky [90.0.197.161] on 2014/06/28 12:07:43
Looking great ionous, same with DOOMer.
 Deadline Is Tomorrow.
#120 posted by Breezeep_ [100.1.255.141] on 2014/06/28 19:46:09
 Deadline Is Monday Morning.
#121 posted by onetruepurple [93.105.42.108] on 2014/06/28 19:58:29
Learning Comprehension 101.
 Did You Mean Reading Comprehension?
#122 posted by negke [31.18.93.198] on 2014/06/28 20:32:04
Because Deadline - 29th June 2014...
 Yeah.
#123 posted by onetruepurple [93.105.42.108] on 2014/06/28 20:40:32
Maybe read post #50 with some comprehension.
 Jesus
#124 posted by Drew [65.93.169.61] on 2014/06/28 20:49:21
You are so aggressively sassy in this thread OTP.
#125 posted by negke [31.18.93.198] on 2014/06/28 20:49:45
Sock that sneaky lizard!
 Drew
#126 posted by negke [31.18.93.198] on 2014/06/28 20:50:41
Likely in order to hide the fact he isn't going to finish his jam map!
 Go Map Drew
#127 posted by onetruepurple [93.105.42.108] on 2014/06/28 21:03:16
 I Have 2 Kids Under 2 Now, Sassmaster
#128 posted by Drew [65.93.169.61] on 2014/06/28 21:08:38
So I'm gonna go nap instead.
 Not Mapping Is Unacceptable
#129 posted by skacky [90.0.197.161] on 2014/06/28 21:47:50
 Then You Have A Problem With Me
#130 posted by Cocerello [193.144.61.242] on 2014/06/28 22:30:36
I have to withdraw from this. I'll barely have time to sleep in the next days, less for mapping, even if i just put monsters in what i have done for now.
But i am consequent with #78, this map is going to be released for sure, sooner or later.
 #121
#131 posted by Breezeep_ [100.1.255.141] on 2014/06/28 22:37:08
today is the 28th for me. so I see nothing incorrect.
#132 posted by JneeraZ [174.97.226.218] on 2014/06/28 22:37:15
Wow, he missed a comment from sock buried in a reply to a different user entirely. What a dumb ass.
 And Corcerello...
#133 posted by Breezeep_ [100.1.255.141] on 2014/06/28 22:38:55
don't push yourself when you want to make a map. I don't think it's a good idea to stay up all night just to build a virtual world for a game.
 #116
#134 posted by DOOMer [85.174.40.189] on 2014/06/28 23:33:08
@Sock, thanks :)
I added some additional lights around the light textures, but the card will still be more dark than bright - so conceived :)
I'm almost finished everything. Tomorrow finish placement monsters, triggers and items.
#135 posted by skacky [90.0.197.161] on 2014/06/28 23:47:09
This jam is going to rule.
#136 posted by Scampie [72.12.65.92] on 2014/06/29 00:14:30
gonna be tight on mine. combination of biting off a bit too much and slacking.
 Extension Please!
#137 posted by RickyT33 [176.25.201.12] on 2014/06/29 03:00:53
 Test
#138 posted by Ionous at work [174.253.192.91] on 2014/06/29 12:52:27
Test
 Dilemma
#139 posted by Ionous at work [174.253.192.91] on 2014/06/29 12:59:40
So I've been called into work and have been there for seven hours. I've probably got six to go. Then sleep time, and back to work again. Leaving precious little time to finish my map. It's 99% done. All that's left is a leak that showed up during the last few compiles, despite making zero architectural changes.
What do you want to do, Sock? I can quickly email you the level when I get home, before I pass out. It's completely playable...just has one leak I don't have the time to track down. Or does anyone else want to step in and take a crack at it while I'm sleeping?
Let me know.
 Mail Me Ionous
#140 posted by mfx [85.179.29.23] on 2014/06/29 13:31:34
 I Also Offer Services To Find Your Leak
#141 posted by RickyT33 [176.25.201.12] on 2014/06/29 13:41:35
#142 posted by FifthElephant [82.24.73.240] on 2014/06/29 13:42:47
If you've made no architectural changes then I'm guessing you have an entity outside the geometry.
 One Word
#143 posted by Cocerello [193.144.61.242] on 2014/06/29 13:55:17
one single word, and what i wrote in #130 means a completely different thing than what i wanted to say: I'll be very busy in the next days due to real-life issues, so much that i'll barely have time to sleep, so i have even less for mapping. Even if i just put monsters in what i have done for now, i won't have time to complete it, so i have to withdraw from the map jam.
I don't think it's a good idea to stay up all night just to build a virtual world for a game.
Haha, good one, ... Don't worry, that will never happen again, i learned the lesson with sm173: i pulled an all-nighter to complete that map and it had critical errors and became a bit crappy.
The start map will be based on the village/start map with various archways for skill select and houses for each map sent.
That idea seems very interesting, can't wait to see it.
I'm eager to see too if you can overcome the hurdle that no one has overcome till now in Quake mapping: maintain coherence between real-life scale with the player entity and Quake's scale, if you are going to put the trigger_changelevel entities inside the houses.
I got the impression that the saint/honey maps shared common architectural features so its fine if everyone uses the brick theme.
Of course its fine, and it is highly interesting how many differences can be shown with the same style, but my concerns were more to how curious it is that most people choose to use a style closer to honey than to saint or to start.bsp.
I was surprised and pointed that out because i expected something, like for example, like sm175, where the differences in style between the mappers where way bigger.
Well, truth to be told, is that i said it too because i expected that my words would turn on a light and someone would take elements from start.bsp in their maps, or just make one inspired directly from it and got an idea that strayed a bit from CZG's ideas (houses underground, a map made fully with pipes above the slime, a ruined church in the middle of a bottomless pit, a more horizontal sewers where the liquids flow through cave parts with crates floating, for example)
About the other part, it is true that the architecture is mostly the same, but the way it is used, the layout and the main shapes of the rooms are very different. Even the underground part of start.bsp has a distinct style. With this in mind one can see where the inspiration mainly comes from.
At first i didn't notice that either, but after i played it again i noticed how really that map was built. What surprised me the most is the usage of textures, how many subtle changes of textures are in there even though CZG used so many brick different textures without it turning into a colorful-looking map.
#144 posted by FifthElephant [82.24.73.240] on 2014/06/29 15:13:25
Doubt I will finish mine. After the initial burst I did I just have been working way too much. I am still mapping today but I'm drained.
 Deadline
#145 posted by sock [201.253.252.206] on 2014/06/29 16:07:58
Is like all speedmaps, MONDAY! I arranged the final date to be a Sunday so everyone can relax and add the final touches to their map.
Send your maps to me today/tomorrow, or if you need an extra day let me know. I just need to know how many mappers are going to submit so that I can create the start map.
So far I have Skacky, Digs and me, anyone else want to confirm they are going to submit in the next couple of days?
 Deadline
#146 posted by DOOMer [85.174.16.249] on 2014/06/29 16:21:26
@Sock, I will be send my map to you at this night (or first half of the Monday, if i haven't time to finish today).
 Thanks Mfx And Ricky
#147 posted by Ionous still at work [174.253.192.91] on 2014/06/29 16:43:39
I should be home in about two hours, and will send you guys the files. Yeah Fifth, maybe it is an item. I have been adding a lot.
Sock, don't know what time zone you're in, but due to generous help you should be receiving my map sometime Monday. Or at least Monday in my time zone ( it's 0443 for me now)
 I'll Be Submitting One Too
#148 posted by ArrrCee [99.67.230.145] on 2014/06/29 17:13:37
 I'm Working On It
#149 posted by RickyT33 [176.25.201.12] on 2014/06/29 17:15:35
Really - not sure exactly when, depends how much i get done today...
#150 posted by mfx [85.179.29.23] on 2014/06/29 17:17:39
and tweak ionous map. Rich, or do you want to?
Or both? idk
I have pretty much time today and tomorrow, its raining and you know..
#151 posted by Scampie [72.12.65.92] on 2014/06/29 17:49:32
I will be submitting a map, it should be finished by tonight, but who knows! :D
 Closeness
#152 posted by sock [201.253.252.206] on 2014/06/29 18:25:28
If anyone is really close and just wants Monday to finish the map, that is fine with me. I would prefer that people submit maps rather than just leave them collecting dust on their hard drives.
I have still got to create the start map, which I plan to do Tuesday night and have a final build for Thursday after some testing to make sure it all works. (map linking)
 How Can One Relax
#153 posted by FifthElephant [82.24.73.240] on 2014/06/29 18:35:48
under this kind of pressure?! ;)
I will try and send you the file tomorrow morning if I can get it done.
 So The Deadline Is Thursday?
#154 posted by RickyT33 [176.25.201.12] on 2014/06/29 19:42:29
And we can point all of the trigger_changelevels to 'start'?
 Enemy Issue
#155 posted by ArrrCee [99.67.230.145] on 2014/06/29 20:05:54
I'm pretty much done with my map over here but I'm running into one last problem where it says that I have 3 more enemies in the map than I actually do on the intermission screen. I've hunted around, I know there isn't more that I accidentally added.
Anyone else run into this in Trenchbroom?
 Rotfish
#156 posted by onetruepurple [93.105.42.209] on 2014/06/29 20:09:32
Add two to the monster count instead of one.
 ArrrCee
#157 posted by digs [95.105.13.174] on 2014/06/29 20:10:52
How many fishes in your map?
 Fish
#158 posted by ArrrCee [99.67.230.145] on 2014/06/29 20:18:01
I have 3 fish at the moment.
 The Knowledge Is Dying Out..
#159 posted by mfx [85.179.29.23] on 2014/06/29 20:19:28
 And Since I've Posted...
#160 posted by onetruepurple [93.105.42.209] on 2014/06/29 20:21:44
I'm sorry, but there is no way I can get mine finished in time. I bit off way more than I could chew, and it will take weeks to get it out in the way I want it.
just create what you can, seal it, light it and add an exit trigger.
I could pull an all nighter and do this but it would be less cohesive than the average speedmap. (And I like sleep.)
So, expect a release in about a month, then.
 Ionous Leak Fixed..
#161 posted by mfx [85.179.29.23] on 2014/06/29 20:21:50
Now the lights, its a small map.
 ArrrCee
#162 posted by onetruepurple [93.105.42.209] on 2014/06/29 20:25:46
If it really bothers you, create one info_notnull per fish with the "use" field set to "boss_death10" and have each fish trigger it on death.
Then again, sock is probably going to use a custom progs.dat for this pack, so you could ask him to include a patch...
#163 posted by Spirit [92.196.121.49] on 2014/06/29 20:32:24
Or just use the one and only reQuiem engine which fixes that widespread bug engine-side.
 Fishbug
#164 posted by ArrrCee [99.67.230.145] on 2014/06/29 20:35:16
Huh, weird bug. Well, I'm going to package it as is. It's perfectly playable and should be fine. Thanks for the tips!
 Correct Count In DirectQ As Well
#165 posted by ArrrCee [99.67.230.145] on 2014/06/29 20:41:14
 Final Word
#166 posted by sock [181.1.94.95] on 2014/06/29 21:05:15
So The Deadline Is Thursday?
No, the deadline is monday night, I will create the start map on Tuesday, test on Wednesday and release on Thursday. Anything beyond that you will have to release on your own.
Final deadline MONDAY night!
All submitted maps must have a trigger brush (trigger_changelevel) with a parameter "map" and value of "start". Any submitted maps that do not exit back to the start map will be left out from the pack.
Also remember, could everyone add the source map to their zip files, so if anyone wants to learn/see what you did they can.
 Screens From Sewage Mouth
#167 posted by ArrrCee [99.67.230.145] on 2014/06/29 21:08:37
 So There's Going To Be A Period Of At Least Two Days
#168 posted by RickyT33 [176.25.201.12] on 2014/06/29 21:10:42
Where you will have the maps, but won't have released them, but won't accept late entries?
Eh?!
... and release on Thursday. Anything beyond that you will have to release on your own.
...deadline is Wednesday evening?
 ArrrCee
#169 posted by skacky [90.0.197.161] on 2014/06/29 21:31:31
Oh! Very original take!
 Sent Mine In
#170 posted by mechtech [65.190.158.200] on 2014/06/29 21:31:54
Very small map.
#171 posted by sock [181.1.94.95] on 2014/06/29 21:39:40
@ArrrCee, love the broken stuff in screenshot 2, very cool take on the theme, got your map thanks :)
@RickyT23, the deadline is Monday evening, anything beyond that you will have to release by yourself. I want to test the map pack and make sure it all works. I personally don't have a lot of time to do this, hence the two day delay. Just seal your map, add your exit trigger and send it.
Got maps from so far:
Skacky, Digs, Mechtech, ArrrCee, Me.
 OK, OK
#172 posted by RickyT33 [176.25.201.12] on 2014/06/29 22:23:18
I'm trying, not gonna be too far off....
 Arrrcee
#173 posted by Cocerello [193.144.61.242] on 2014/06/29 23:43:42
An original take of the honey theme indeed.
Also, rotate the texture on the face on the side of the waterfall on the first screenshot, so all the faces' texture go in the same direction.
 Finishing Off My Map Now
#174 posted by FifthElephant [82.24.73.240] on 2014/06/30 01:10:13
It's not exactly what I wanted to do for the jam but then again I'm on a horrible 60 hour shift for work this week...
Just doing some final bug testing then I'll send it.
 Because Someone Might Miss It:
#175 posted by Scampie [72.12.65.92] on 2014/06/30 01:51:55
All submitted maps must have a trigger brush (trigger_changelevel) with a parameter "map" and value of "start". Any submitted maps that do not exit back to the start map will be left out from the pack.
 Meh - Sealed This Brute. Still No Lights Or Monsters Lol
#176 posted by RickyT33 [176.25.201.12] on 2014/06/30 03:33:58
#177 posted by sock [181.1.94.95] on 2014/06/30 04:06:25
Pixel Blockout I can't believe how much hassle it took for me to setup the screen cap, cropping and merging of the 18,000 files. After movie maker melted twice on me, I eventually got a movie file!
If you think you are aware of what you are doing when recording demo's, then imagine what it is like with a screen cap program recording your every move in an editor. It was weird because I use the camera a lot to move around and had to remind myself to position the camera so it would look better recording.
Hopefully part 2 should be the finished map! :P
 Given Your Productivity
#178 posted by ionous [72.130.254.47] on 2014/06/30 04:23:25
I picture that as your real-time mapping speed.
#179 posted by Lunaran [99.112.162.57] on 2014/06/30 05:33:18
This is how a jam works: if you finish by the deadline, you release, and if you don't finish by the deadline, you still release.
Everyone's allowed to build on what they made or polish/finish/change it and re-release independently later, but you can't post in the thread over and over that you're working on something terrific and then just withdraw it and keep it a secret because you're too good to let anyone see your work in progress. This culturally prevents the all-too-likely scenario of a promising bunch of community work all evaporating at the last second and turning into a "pack" with two maps.
It's not a photo of you in the shower, it's just an unfinished level. Put an exit trigger in it and throw it in.
#180 posted by ArrrCee [99.67.230.145] on 2014/06/30 05:44:52
Thanks for the comments everyone! Glad I did something seemingly original. I don't think you'll say that once you play through it though, ha! It's a pretty normal and very short quake level. =)
Judging from everyones screenshots, I can't wait to play through all the maps.
#181 posted by ArrrCee [99.67.230.145] on 2014/06/30 05:47:12
Sock, how fast is that video? 5 hours in 5 minutes?
 No
#182 posted by [85.181.117.95] on 2014/06/30 06:33:29
Its 5 minutes in 5 minutes.
 Lunaran Is Spot On
#183 posted by skacky [80.215.172.113] on 2014/06/30 09:13:32
Also I can't wait to play all these maps.
 Will Send Mine Monday Night
#184 posted by ericw [172.219.249.35] on 2014/06/30 09:54:05
it'll be a micro-map..
Excited to see what everyone did!
 Cunts.
#185 posted by onetruepurple [93.105.236.49] on 2014/06/30 10:59:17
Don't say I didn't warn you.
 Cunts Be Warned Of Onetruepurple
#186 posted by Spirit [92.196.48.225] on 2014/06/30 11:07:28
Looking forward to this mappack!
#187 posted by sock [186.109.215.211] on 2014/06/30 13:06:59
@ArrrCee, that video is about 4-5hrs spread out over 3 sessions. That was the third version of the map, I created others but they did not have a good layout so I deleted them. Most of the video is about placing the structure and a few monster setups.
 Done
#188 posted by DOOMer [94.232.203.52] on 2014/06/30 13:55:30
I'm done my map, and sent it to Sock.
 Well I Got A Few Lights Into Mine Last Night
#189 posted by RickyT33 [176.35.71.152] on 2014/06/30 14:08:35
Stuck at work for 4 hours now. Then drive home, then I'll try and finish it. I'm on GMT/London time, so that gives me just short of 11 hours to finish! O_O
 I'm Just Starting High School, So I Don't Have A Job Yet.
#190 posted by Breezeep_ [100.1.255.141] on 2014/06/30 14:40:01
#191 posted by RickyT33 [176.35.71.152] on 2014/06/30 15:00:11
O_O
#192 posted by JneeraZ [199.255.40.36] on 2014/06/30 15:51:20
That should be fine, Ricky. You saw how fast sock works. You should be done in no time...
 Done And Send To Ionous
#193 posted by mfx [85.181.117.95] on 2014/06/30 16:04:28
Looks a bit like this...
Its not in my hands anymore...
 Oh Wow
#194 posted by Drew [65.93.169.61] on 2014/06/30 16:06:07
That looks super classy
 Thank Yoooouu..
#195 posted by mfx [85.181.117.95] on 2014/06/30 16:09:13
 Yeah That Looks Cool
#196 posted by RickyT33 [176.35.71.152] on 2014/06/30 16:32:54
 Wow Mfx That Looks Gorgeous
#197 posted by skacky [90.0.197.161] on 2014/06/30 16:37:11
#198 posted by skacky [90.0.197.161] on 2014/06/30 16:37:38
Oh lol I didn't notice it was Ionous'.
 Haha, It Was Indeed Ionous
#199 posted by mfx [85.181.117.95] on 2014/06/30 16:59:29
 Mfx
#200 posted by scar3crow [131.107.0.72] on 2014/06/30 20:05:12
That looks amazing.
 Just Sent My Map To Sock
#201 posted by Scampie [72.12.65.92] on 2014/06/30 20:29:32
 Looks Fucking Cool Scumpie.
#202 posted by Shambler [86.25.44.11] on 2014/06/30 21:11:57
Like the variety of areas and the lighting.
 Yeah Scampie
#203 posted by mfx [85.181.117.95] on 2014/06/30 21:22:44
looks huge!
 In A Non-gay Way, I Luv's You Guys ;)
#204 posted by damage_inc [69.22.64.223] on 2014/06/30 21:23:31
You see, for me... I HATED QUAKE(SP)! But NOW...
I only play just to see what you very talented peeps come up with, you're all very awesome.
I usually don't submit demo's cause typically I just wander around looking at the creativity and only fighting when, well... the monsters get in the way of my sight seeing adventure!!! Hehe
All the shots so far are wonderful, can't wait for Thursday... hello helloooo, is it Thursday yet.
Thanks everyone who mapped for this and all past releases.
- Dan
#205 posted by Drew [65.93.169.61] on 2014/06/30 21:45:01
Caves shot looks excellent Scampie! Thanks for committing.
 Looking Great!
#206 posted by ArrrCee [199.46.199.232] on 2014/06/30 22:19:54
@Mfx - Love the feel of this one, looking great!
@Scampie - Dude, that's looks epic! Especially like that sewer shot, cool broken doorway.
@Sock - Cool, I like the time lapse style when someone talented is working. Mine would be annoying because it'd be 5 minutes of me creating and deleting malformed brushes lol
 Just Watched Socks Vid
#207 posted by FifthElephant [82.24.73.240] on 2014/06/30 22:38:46
and I really struggled to follow the process. I swear if I mapped like that I would be hunting BSP holes for months.
 Sock's Video?
#208 posted by Breezeep_ [100.1.255.141] on 2014/06/30 22:46:40
where can I find that?
 Roqq
#209 posted by FifthElephant [82.24.73.240] on 2014/06/30 22:49:34
post 177
 ...
#210 posted by onetruepurple [93.105.236.49] on 2014/06/30 23:17:11
 I'm Going Full Speed, But It's Gonna Be 2 Or 3 Hours Still...
#211 posted by RickyT33 [176.25.201.12] on 2014/06/30 23:25:05
O_O
Shot's look awesome. Better than mine... You guys have ARCHES!!!
 Arches Are Only As Good As
#212 posted by scar3crow [131.107.0.72] on 2014/06/30 23:32:55
their Bunkers.
 'Probable Carcinogen' Was Submitted Last Night...
#213 posted by ionous [72.130.254.47] on 2014/07/01 00:30:59
The rundown (borrowing Skacky's format):
3407 brushes
419 entities
Monsters:
Easy, 15
Normal, 29
Hard, 38
When MFX offered to help find the leak in my original map, inspiration struck, and he asked if he could add a few things, including overhauling the lighting, making a new start area and adding some scrumptious new details. His work was great, improving the map vastly.
The final ratio of work done was probably 75/25, thus he's getting co-author credit in the readme (which I should probably start at some point...)
 There Should Be More Such Collaborations
#214 posted by Drew [65.93.169.61] on 2014/07/01 00:48:54
It's like a cute I'll homage to czg02 (cog/fat controller)
 Statz 4 Nerdz
#215 posted by Scampie [72.12.65.92] on 2014/07/01 03:27:44
"teh ratz in teh wallz"
3500 brushes (exact)
1215 entities (645 are lights)
59 textures
Monsters:
Easy: 81
Normal: 110
Hard: 122
9 secrets
Tyrann Utils v0.13
qbsp -oldaxis -transwater
6.646 seconds
vis -level4
27 seconds
light -lit -soft -extra4 -gate 10
77 seconds
#216 posted by Scampie [72.12.65.92] on 2014/07/01 03:32:53
music track 5
 Mines Gonna Be Tomorrow :(
#217 posted by RickyT33 [176.25.201.12] on 2014/07/01 03:58:42
Need sleeeeeppp.....
Also it's got 1120 brushes.....
 Map Sent In
#218 posted by ericw [172.219.249.35] on 2014/07/01 04:55:59
#219 posted by Lunaran [99.112.162.57] on 2014/07/01 05:09:47
DELICIOUS.
 Final Pack
#220 posted by sock [181.1.27.183] on 2014/07/01 13:24:02
I have 11 maps so far:
ArrrCee, Digs, Doomer, Ericw, Fifth, Ionous/mfx, Mechtech, OTP, Scampie, Skacky and Me.
Hopefully RickyT23 will send his map later on tonight and that will make for an awesome 12 jam map pack! The variety and quality of the maps is fantastic, congrats everyone. :)
I plan to create the start map tomorrow and finish off my testing (noclipping to the exit trigger brush on all maps). I have some tricky Personal Life stuff to deal with at the moment and need 1 extra day, so the pack will be ready for Friday.
If anyone wants to do some gameplay / item / monster tweaks to their maps, send me your final version on Wednesday. Same goes for any readme file updates or map waffle.
I do have plans for two more Map Jams so if you did not have the time to enter this one there will be plenty of opportunities in the future.
 Great!
#221 posted by mfx [85.181.155.67] on 2014/07/01 13:32:11
 Awesome
#222 posted by onetruepurple [93.105.42.10] on 2014/07/01 13:32:38
 Sock? Rock.
#223 posted by Spirit [92.196.115.203] on 2014/07/01 13:42:40
I am 99% sure you will take care about it but since I have played lots of random maps recently just a reminder: No map ever should have track 02 as its soundtrack.
 Yeah - Sweet - I'll Get It Done Later On This Evening.
#224 posted by RickyT33 [176.35.71.152] on 2014/07/01 14:04:57
I tried and tried last night but I just couldn't quite get it finished. Just need to finish my final area and put an exit in :)
 After Talking To Ionous
#225 posted by mfx [85.181.155.67] on 2014/07/01 14:07:44
 Mine Uses Track 10
#226 posted by skacky [80.215.160.125] on 2014/07/01 14:08:42
 ** Music Update **
#227 posted by sock [181.1.27.183] on 2014/07/01 14:18:38
@everyone, please double check you have music setup on your maps. Add a "sounds" key to the worldspawn, tracks 4-11 are valid choices. (this can be added by doing an -onlyents compile)
@mfx, yep no problem, fix as much as you want and send it to me tomorrow. If I don't receive anything I will go with the version I've got.
@rickyT23, good luck with your mapping tonight, looking forward to receiving your map tomorrow for the pack.
 I Do Not Have Soundtracks
#228 posted by digs [92.50.131.158] on 2014/07/01 14:56:45
Can I put any value for "sounds"?
 Great
#229 posted by ArrrCee [199.46.199.230] on 2014/07/01 14:58:22
@Eric - I love the dreary scaffolding. Has a great look!
@sock Nice! That'll give me time tonight to fix that water texture and to add the soundtrack tag in there.
#230 posted by sock [181.1.27.183] on 2014/07/01 14:59:03
@digs, the 'sounds' key value has to be number from 4-11 only.
#231 posted by Spirit [92.196.115.203] on 2014/07/01 15:13:45
 Spirit
#232 posted by digs [92.50.131.158] on 2014/07/01 15:16:52
Thanks
#233 posted by scar3crow [131.107.0.74] on 2014/07/01 20:17:07
This map jam is one of the coolest things in a while, I hope I have time to play some of them soon.
 Sock And Roll.
#234 posted by Shambler [86.25.44.11] on 2014/07/01 20:20:14
Fuck me that is a good turnout.
 Amazing!
#235 posted by Hrimfaxi [89.150.173.209] on 2014/07/01 20:20:59
11(maybe 12) maps in this pack!
And all the pictures we have been shown
are fantastic!
I'm really looking forward to this!
Good to see so many mappers participate!
Hope my own project will give me time to play some of them during the week end.
 What Project Is That?
#236 posted by Drew [65.93.169.61] on 2014/07/01 20:28:10
The Ikwhite thing? Update in screenshot thread please!
 Oh! Drew
#237 posted by Hrimfaxi [89.150.173.209] on 2014/07/01 22:17:10
You know, the project with ijed and mfx!
#238 posted by mfx [85.181.155.67] on 2014/07/01 22:33:27
and prefers napping to mapping.
 Obviously I Was Napping As I Posted That
#239 posted by Drew [24.114.100.134] on 2014/07/01 23:55:22
I thought hrim was skacky for some reason.
 OK, Map Has Been Emailed To Sock
#240 posted by RickyT33 [176.25.201.12] on 2014/07/02 01:11:45
Sock, if you didn't get it, something went wrong :) Let me know and I'll get it to ya somehow :)
 Houston We Have Lift Off!
#241 posted by sock [181.1.98.146] on 2014/07/02 10:05:01
I got the final map from RickyT23 and a bunch of updates from everyone else, thank you everyone, I will get on the case with the start map tonight and get this map pack out the door for the weekend!
 Hmm..
#242 posted by mfx [85.179.26.51] on 2014/07/02 10:10:39
 Yay
#243 posted by mwh [121.73.77.183] on 2014/07/02 11:39:55
looking forward to these maps.
#244 posted by mfx [85.179.26.51] on 2014/07/02 16:26:22
Mail send to Sock. Please get it.
 'Probable Carcinogen' Was Re-submitted Last Night...
#245 posted by ionous [72.130.254.47] on 2014/07/03 00:58:23
The updated rundown:
Brushes: 4406
Entities: 554
Monsters (after subtracting for rotfish tomfoorlery):
Easy: 30
Normal: 46
Hard: 54
MFX went into beast mode over the past two nights, and added a bunch of wonderful things to the map, including a new underwater section, new final fight, more delicious details and slight layout tweaks. Now it's even better!
Probably closer to a 50/50 split now on work done.
 Waiting The Release Of This
#246 posted by dooomer [61.175.224.26] on 2014/07/03 02:38:32
in eager anticipation...
Hurry up guys and gals!
#247 posted by [Kona] [121.73.104.148] on 2014/07/03 08:21:51
Hmmm. The highlights with honey was the massive vertical layouts, large architecture and fog. and gameplay.
The low points were, for me, the textures, lighting, and finer detail. The darkness hides a lot of bland one-brush walls in Honey. I love contrast but I felt Honey was just too dark, even in a pitch black room where I couldn't even see the keys on my keyboard, half the time I couldn't tell what weapon I was using because there was no lighting. Maybe Darkplaces was worse than some other engines.
Anyway I look forward to playing all these, the screenies all look good.
 Duct Tape Mod
#248 posted by Preach [77.98.165.95] on 2014/07/03 08:56:38
In regular quake there's a minimum light level applied to weapons so you can always see what's equipped, but I wouldn't be surprised if that's changed in darkplaces...
#249 posted by Spirit [92.196.38.176] on 2014/07/03 09:44:12
Did you make the mistake of playing with "RT Lights"?
#250 posted by [Kona] [121.73.104.148] on 2014/07/03 12:12:33
dunno what rt lights is...
last level of honey wouldn't even load, so perhaps not many used dp
 Why Would You Use DP
#251 posted by nitin [220.244.163.153] on 2014/07/03 12:13:52
for regular quake maps?
 Exciting Times!
#252 posted by than [126.204.193.95] on 2014/07/03 12:51:55
I kind of wanted to participate in this pack but stupidly decided I didn't have enough time, even though I have loads at the moment. I think it was partly because I only have computers that can't run WorldCraft and I convinced myself learning how to use Trenchbroom on my Mac would take too long. Doh!
Anyway, really looking forward to seeing what people have done, and also looking forward to the next Jam...
I think someone else mentioned some kind of episode 4 themed turtlemap or remake as an idea a while ago. I think that would produce some interesting ideas, since e4 was pretty ugly and flat (except the first map), but quite inventive and spooky.
#253 posted by Spirit [92.196.38.176] on 2014/07/03 12:54:44
options -> lighting -> rt world on or off?
 Than Having Loads Of Time
#254 posted by onetruepurple [93.105.236.141] on 2014/07/03 12:59:02
Is exciting news.
I'd be down for an E4 jam thing.
 Agreed
#255 posted by Drew [24.114.107.8] on 2014/07/03 14:17:01
Hope the transition to Mac/tb is smooth and your free time is uninterrupted Than!
#256 posted by Lunaran [99.112.162.57] on 2014/07/03 16:35:49
than, finish dm6rmx
 Than,
#257 posted by Breezeep_ [100.1.255.141] on 2014/07/03 16:58:17
 ** Update **
#258 posted by sock [190.139.230.98] on 2014/07/03 18:54:22
I have all the maps sorted/tested with a basic start map. I am about half way through the detail and plan to finish Friday with a download link available Saturday. If anyone is itching for some Quake goodness then check out Cartographer's Nightmare and give some feedback/demos.
#259 posted by negke [31.18.93.198] on 2014/07/03 21:00:49
Sorry sock, the deadline was 3-4 days ago. Jam pack cancelled.
 RinOfQuaddamage
#260 posted by than [153.173.30.173] on 2014/07/04 12:14:21
I'd completely forgotten about it, but I just looked at the page and it doesn't have a Mac build.
I'm OSX only at the moment, since I couldn't get Win7 install to start with bootcamp and wasn't in the mood for potentially fucking up my new computer just yet by trying to do it any other way. Also, I don't know of any Linux distros that work well on the latest Macbooks, although Clem, the leader of the Mint project seems to be doing some good work, which is great, because Mint (Mate edition) is my distro of choice (works better than Windows and Mac, just has less software that I need :/ ). Let's hope they release a Mint for Macbook update soon.
 Anticipation
#261 posted by mechtech [65.190.158.200] on 2014/07/04 17:19:49
Are we there yet?
Are we there yet?
Are we there yet?
Are we there yet?
Shut up you damn kids:)
Don't make me pull over!!
 I Know, Right
#262 posted by RickyT33 [2.219.111.16] on 2014/07/04 17:54:27
The suspense is killing me. He did say it wouldn't be today though, so.....
 KEEP HYPE!
#263 posted by Breezeep_ [100.1.255.141] on 2014/07/04 18:02:53
HYPE
HYPE
HYPE
S U S P E N S E hype
 AAAAaaargh !
#264 posted by Barnak [65.94.235.54] on 2014/07/05 00:51:22
I'm gonna die, just before the release.
Just can't wait ! C'ant wait, c'ant, c'an, c'a, c', c, , ...
#265 posted by FifthElephant [82.24.73.240] on 2014/07/05 12:19:35
I thought this was going to be out today...
I crunched like hell between my ridiculous 60 hour shift last week. I now have a bunch of spare time and I could have polished up what I had done.
 ** Update **
#266 posted by sock [181.1.102.11] on 2014/07/05 12:38:40
Sorry everyone I need to go out and finish off some paperwork today, if anyone wants to adds some polish to their maps, just send me an update by the end of the day. I know this is frustrating, but shit happens and I need to fix it!
I recommend a leaf from Daz's new book - go outside
 But...
#267 posted by FifthElephant [82.24.73.240] on 2014/07/05 12:59:00
outside is full of lions, tigers and bears... Oh my!
#268 posted by JneeraZ [174.97.226.218] on 2014/07/05 13:11:56
But all of my computers are inside ... I don't get it.
 Neat Chance To Tweak The Rest...
#269 posted by mfx [85.180.244.106] on 2014/07/05 14:27:14
 ** Update **
#270 posted by sock [186.109.150.118] on 2014/07/06 13:18:52
It never rains it just pours! I sort of have a start map but I have had no time to add any detail. I will cut and paste some stuff from the original honey start map and just release the pack in a couple of hours. Not really the ideal situation but I want to get this released today.
I received a map update from mfx/ionous yesterday.
@fifth, any map update from yesterday?
 Sorry Sock,
#271 posted by FifthElephant [82.24.73.240] on 2014/07/06 13:27:32
I haven't actually updated the map at all. I have moved back to a couple of projects I was working on pre-jam.
To get my map where I need it to be I'd need a few weeks, I suppose this is the point of jams though? Make something awesome and polish it later?
 Building Final Pack, Be Back Later On
#272 posted by sock [186.109.150.118] on 2014/07/06 13:37:21
@fifth, no worries, I understand.
 Sock
#273 posted by Barnak [65.94.232.32] on 2014/07/06 16:10:52
Take your time to build a nice start map. Add more details !
There's no hurry, and there's no point in playing a dull cubic room map without any details to look at.
Details, geometry and atmosphere are why I love Quake1.
And come on, add more details.
 Sock...
#274 posted by ionous [72.130.254.47] on 2014/07/06 16:46:15
Maybe I'm in the minority here, but the start map is one of the things I'm looking forward to most. Take your time, and make it awesome. We got two weeks to make a map. Giving yourself at least a week to do the same is not an unreasonable request...
 HONEYJA:M
#275 posted by ijed [190.22.102.161] on 2014/07/06 16:52:09
 Yes Please, Sock...
#276 posted by damage_inc [69.22.64.223] on 2014/07/06 16:52:48
Take the time needed to do your usual awesomeness for the start map. The weekends blown out so nothing to fret about now.
 Umm.
#277 posted by onetruepurple [93.105.42.236] on 2014/07/06 17:26:42
As was proved by SM175, sock doesn't need a week to make a brilliant map. Pushing the deadline just to polish up a map would be pretty ironic, too, given the context of this being a map jam.
 And That Being A Start Map
#278 posted by skacky [90.0.183.92] on 2014/07/06 17:30:42
 Follow Your Heart, Sock
#279 posted by Drew [70.55.66.130] on 2014/07/06 17:43:35
Or, alternatively, your spirit animal.
 THE JAM MUST FLOW
#280 posted by Scampie [72.12.65.92] on 2014/07/06 17:46:36
 To Hear Honey Drip
#281 posted by mfx [85.180.50.221] on 2014/07/06 18:26:36
the drips must be big. Very big.
Ever thought about that?
 Start Map...
#282 posted by Barnak [65.94.232.32] on 2014/07/06 19:00:12
Suggestion :
Make the start map with puzzles to solve (or even a few monsters to hugh ?), just to unlock the teleporters to other maps.
I think that start maps are under-used in Quake1.
Start maps just to select the difficulty ? Come on ! Put some puzzles to solve too, for the explorer from another world who discovers.
 OR
#283 posted by Spirit [92.196.54.172] on 2014/07/06 19:16:37
just slap together something worthy of a map jam instead of over-perfecting.
 OR
#284 posted by DaZ [89.168.60.49] on 2014/07/06 19:17:27
Hold onto your buttes and let Sock make a start map and upload the pack.
 I Want My Honey Jam Nao
#285 posted by skacky [90.0.183.92] on 2014/07/06 19:24:21
 JAM OR RIOT
#286 posted by Scampie [72.12.65.92] on 2014/07/06 19:30:23
 GRIP YOUR POSTERIORES
#287 posted by Lunaran [99.112.162.57] on 2014/07/06 19:37:18
 SAMUEL JACKSON
#288 posted by Drew [24.114.100.219] on 2014/07/06 19:53:39
 Which Is An Anagram For
#289 posted by onetruepurple [93.105.42.236] on 2014/07/06 19:57:37
SOCK UNLEAS JAM
 TIRED OF ALL THIS MOTHERFUCKING HONEY
#290 posted by Lunaran [99.112.162.57] on 2014/07/06 19:58:56
IN MY MOTHERFUCKING JAM
 I WANT MY HONEY BACK!
#291 posted by mfx [85.180.50.221] on 2014/07/06 19:59:22
 AND YOU'LL KNOW MY NAME IS HONEY
#292 posted by skacky [90.0.183.92] on 2014/07/06 20:02:03
WHEN I LAY MY JAM UPON THEE
 PUMP IT UP
#293 posted by Spirit [92.196.54.172] on 2014/07/06 20:18:22
 I Love The Direction This Thread Is Going.
#294 posted by Breezeep_ [100.1.255.141] on 2014/07/06 20:21:25
 Say Jam Again, SAY IT AGAIN MOTHER FUCKER
#295 posted by FifthElephant [82.24.73.240] on 2014/07/06 20:30:33
I DARE YOU!
I DOUBLE DARE YOU, SAY IT AGAIN!
 PREPARE FOR REKAGE
#296 posted by DaZ [89.168.60.49] on 2014/07/06 20:32:30
 IT
#297 posted by sock [186.109.150.118] on 2014/07/06 20:38:26
Looks like I picked the wrong week to ...
 STOP SLACKIN' START RELEASIN'
#298 posted by skacky [90.0.183.92] on 2014/07/06 20:43:02
 THE MOTHERFUCKER THAT SAID THAT SHIT
#299 posted by Ionous at work [174.253.193.176] on 2014/07/06 21:05:22
Never had to clean no fucking honey and jam off a backseat!
 @5th
#300 posted by Breezeep_ [100.1.255.141] on 2014/07/06 21:10:48
ham. there. I said it.
#301 posted by Scampie [72.12.65.92] on 2014/07/06 21:17:21
 Haha
#302 posted by killpixel [98.211.184.167] on 2014/07/06 21:19:11
Yes.
 Scampie Wins Le Thread
#303 posted by FifthElephant [82.24.73.240] on 2014/07/06 21:21:03
!!!
 PLAY IT AGAIN, JAM !
#304 posted by Barnak [65.94.232.32] on 2014/07/06 21:33:16
Heeh ! Old farts !
#305 posted by JneeraZ [174.97.226.218] on 2014/07/06 21:56:46
That's it, we're fucking switchin'. I'm making the start map, and YOU'RE pickin' up this dead niggers skull.
 ** Update **
#306 posted by sock [186.109.150.118] on 2014/07/06 22:14:03
Its being tested at the moment, will be released soon. There is no start map, I have run out of time to finish it. Everyone will have to manually load the maps instead. (full details in readme file)
Next time I will create the start map early, it was stupid of me to leave it to the last minute. I was expecting more free time this week.
 There Is No Start Map
#307 posted by Rick [75.65.159.61] on 2014/07/06 22:18:46
Surely you're joking, Mr. Sock?
#308 posted by sock [186.109.150.118] on 2014/07/06 22:22:16
@Rick, no joke, I need more time and I don't have it at the moment. Luckily most people who will play the pack will know how to set the skill level and load stuff manually. A lesson learned, next time will be better.
 Fuck A Start Map
#309 posted by Drew [70.55.66.130] on 2014/07/06 23:11:19
You've already done a lot by launching, curating and contributing to this (very successful) event. Also agonizing over the start map seems anathema to map jam vibez as laid out in post.
Anyways, a start map can be done up, the 'pak' sutured together properly, any time you like (shhh Spirit).
Thanks in advance for the hard work.
#310 posted by onetruepurple [93.105.42.236] on 2014/07/06 23:14:54
 Update For Top Of Thread
#311 posted by sock [186.109.150.118] on 2014/07/06 23:28:34
FINAL Honey Jam Map Pack - Download Readme
12 Authors - Arrrcee, digs, doomer, ericw, fifth, ionous/mfx, mechtech, otp, rickyt23, scampie, skacky, sock
* Also zap my email address, no longer needed. Hopefully negke/spirit will have a QA link later on this week.
 I Think Next Jam...
#312 posted by FifthElephant [82.24.73.240] on 2014/07/06 23:40:18
we should nominate someone to make a start map *only*. ;)
What say you?
 Hell...
#313 posted by FifthElephant [82.24.73.240] on 2014/07/06 23:41:23
I have been pissing about with making heretic 2 maps in the last 2 days (using quark, I feel like a dirty slut).
I could have done it probably! Maybe in the next couple o' days?
#314 posted by sock [186.109.150.118] on 2014/07/06 23:44:59
@fifth, next time I will allow time for it, my mistake, lesson learned.
Next map jam will be going up in a week or so.
@Func Admin, please could we keep all chat/news on the map jam 1 in this thread? I asked Vondur to update the top of this thread with the latest links, then at least everyone can post demos in one place.
 Quick Blast...
#315 posted by FifthElephant [82.24.73.240] on 2014/07/07 00:32:50
through the maps and I gotta say there's some gems here.
I really love what Ionous did with his entry. The quality of the maps is super high!
 As Lunaran Said In # 179
#316 posted by Cocerello [193.144.61.240] on 2014/07/07 00:39:19
You could have done that.
Change of topic: have to download all those gems.
 I Wonder What The Next Map Jam Will Be About...
#317 posted by Breezeep_ [100.1.255.141] on 2014/07/07 01:33:25
 Fookin' Legendary Pack Y'all
#318 posted by skacky [90.0.183.92] on 2014/07/07 01:54:57
I think ionous/mfx's was the most visually impressive. Absolutely killer architecture everywhere.
 Sock
#319 posted by Barnak [65.94.235.20] on 2014/07/07 01:55:14
About the start map, why don't you take the one you made previously ?
Just adapt it tp this release.
 Demos!
#320 posted by RickyT33 [90.221.255.158] on 2014/07/07 01:58:07
OK I played all of the maps but mine:
http://rickyt23.com/files/ricky_jam1_demos.zip
I died quite quick in ericw's map, the others I got almost to the end or I finished...
 Oh Yeah
#321 posted by RickyT33 [90.221.255.158] on 2014/07/07 01:59:19
I used Fitzquake Mark V to record the demos.
NOW SEND ME A DEMO OF SOMEONE DOING MY MAP!!!!
 My Top Maps:
#322 posted by RickyT33 [90.221.255.158] on 2014/07/07 02:01:16
1 - Skacky
2 - Scampie
3 - Sock
4 - Digs
5 - Fifth
They were all cool. I liked the map with the black fog ;)
 I Might Have Unduly Missed Ionous's Map From That Run-down
#323 posted by RickyT33 [90.221.255.158] on 2014/07/07 03:47:36
 AWESOME RELEASE !
#324 posted by Barnak [65.94.235.20] on 2014/07/07 05:56:05
You guys are gods !
This release is absolutly awesome ! The global quality of the maps is really high, I didn't expected this for a Jam party.
My favorite maps are (in random order) :
- ionous,
- scampie
- skacky
- sock (great scrags surprise party in there !)
The replayability of these maps is really great. Can't be bored with them !
THANK YOU SO MUCH TO HAVE MADE ALL THESE MAPS !
otp, the black fog is fun, but dude, what's wrong with your penis ?
Is that a texture problem ? Your penis stamped on many walls...
#325 posted by Scampie [72.12.65.92] on 2014/07/07 06:09:05
skill2 demos
Great maps everyone! I highly enjoyed them, and the jam as a whole went amazing. Been a long time since there was a fun community event like this and lots of people talking and excited for it. Thank you sock for putting it together, and for everyone for making it a fun time to map.
Ionous/mfx's map is seriously one of the best Quake environments I've seen, and it's a fun map to boot. Along with Skacky's and Sock's, if these maps were just regular releases, they'd be a 5/5 in my book. The only real shame with jam1_ionous is that the exit trigger is a bit sudden. Skacky's a great long map, with some fun uses of monster jumps and some really clever secrets. Sock's is one of his amazingly connected layouts with a bunch of fun combat and great detailing.
Fifth's map was fun and decent looking, but maybe a bit straight forward. I like the Oblivion gate at the Gold Key! Digs... this isn't in the demo because my first play was testing the pack for sock and I ran out of ammo before realizing where the zombie was! But after that the map was fun... except I died right before leaving... the silver key door is the greatest silver key door in the history of Quake though! :D
After that, I have to say that ericw's map has a great environment and I wish it had been longer, because I was really digging it... though the ammo balance could've been better! On the other hand, Ricky's felt a bit too long, the 'kill 10 shamblers' quest was neat, but I felt dragged on a bit due to the size and length of the area. Doomer had some nice look here and there, but overall the rooms seemed huge and empty, and the buttons didn't communicate well what they did. Mechtech's map I think the grenade launcher was misplaced? Sad that you get it after you get the gold key and right before the map ends. Really short map anyway. Arrrcee's map is a bit ugly construction wise, but the idea for the theme is neat. I like all the waterfalls!
As for my map... well, I wrote some stuff about speedmapping and of the construction of my map on my site if you want to read about it. I wrote the post few days ago and was waiting for the jam to post it.
Again, great maps every body! Excited for next jam, but I think I might only do a 1 or 2 day map next time.
 Oh Shit Lol I Forgot Otp
#326 posted by Scampie [72.12.65.92] on 2014/07/07 06:10:08
make sure you watch the demo for my feedback OTP
 RickyT23, Here Ya' Goes...
#327 posted by damage_inc [69.22.64.223] on 2014/07/07 06:15:50
Great map. I played on hard but died with 2 Shambie's to go. It split the demo up, sorry :(
http://www.inchoate.com/qdemo/jam1_rickyt23_demo.7z
 I Hope I Don't Steal Daz's Thunder Here But...
#328 posted by Scampie [72.12.65.92] on 2014/07/07 06:27:47
 Also, Something I Noticed...
#329 posted by Scampie [72.12.65.92] on 2014/07/07 07:40:57
the hidden theme of this pack was also: dogs
for unknown reason, so many of us used dogs in our maps!
(I know why I did, I intentionally wanted to use every enemy except fish)
#330 posted by Spirit [92.196.21.213] on 2014/07/07 10:14:28
I ended up with the gold key but not the silver key on digs map
 Shambler'd Again.
#331 posted by negke [31.18.93.198] on 2014/07/07 10:20:14
Turning the project discussion thread into a news/release thread is counterproductive. What a mess.
Hurray for the pack, though!
 That Was Me...
#332 posted by metlslime [76.103.211.139] on 2014/07/07 10:36:01
i thought it was even weirder having a news thread on the front page closed with a link to another thread.
 Daz You Suck
#333 posted by skacky [90.0.183.92] on 2014/07/07 11:04:09
Scampie found all the secrets and got all the kills. I'm going to demo all the maps later on during the day.
 Spirit
#334 posted by digs [94.41.100.137] on 2014/07/07 11:25:22
How? GL-jump?
 Digs
#335 posted by Spirit [92.196.21.213] on 2014/07/07 11:27:11
#336 posted by sock [186.108.78.193] on 2014/07/07 12:39:40
Turning the project discussion thread into a news/release thread is counterproductive. What a mess.
I wanted all the discussion and demos to be in one thread, so you can blame me. Shambler started a separate news thread and I asked it to closed so all posts could be together. The during discussion is just as important as the final waffle from everyone.
Congrats everyone, what an awesome map jam pack with some amazing quality maps. Time to plan for the next one ... :)
#337 posted by onetruepurple [93.105.42.149] on 2014/07/07 14:44:53
I wanted all the discussion and demos to be in one thread, so you can blame me.
It's func convention to have one thread for project organisation and another for release discussion. Doing it any other way is making an unnecessary mess.
 I.e.
#338 posted by onetruepurple [93.105.42.149] on 2014/07/07 14:45:15
I have a lot of demos to post but not in this thread.
 NICE!
#339 posted by ArrrCee [199.46.199.231] on 2014/07/07 15:17:27
I'm really impressed with everyone's work and I'm really looking forward to the IKBlue-White map jam starting here.
Thanks for letting me a part and I'll bring more to the table this next time around. =)
 Very Impressive
#340 posted by Tamarisk [46.175.106.4] on 2014/07/07 15:21:56
I wish I could build maps like these. It just amazes me what people can accomplish.
On a side note, is there somewhere online a simple tutorial for learning how to build Quake maps? I really want to have a go with this but it just seems to have such a steep learning curve to start. Something along the lines of just creating a few simple rooms at the beginning for example.
Thanks.
#341 posted by Scampie [72.12.65.92] on 2014/07/07 16:08:22
next time, close the discussion thread, open a news thread.
#342 posted by skacky [90.0.183.92] on 2014/07/07 16:16:58
Nightmare skill demos: https://www.dropbox.com/s/dbemyw2alp5xmu1/skacky_demos.zip
ArrrCee: Interesting take on the Honey theme. Construction was crude but gameplay was pretty neat, especially the fiend on the stairs, always dangerous.
Digs: One of the most Honey-ish of the pack imo. Super creative with some really cool pieces, and has the best silver key door in all Quake. Great uses of Ogres, and Fiends
were proper scary in that one. The layout is really cool and again felt like it could belong in Honey. Minor gripe: no secrets! Still, one of my favorites!
Doomer: Nice effort, pretty cool shadows. Some rooms were too big for their own good, like the room with the Knights and the Shambler. You should indicate the start door is a
key door. And put feedback messages on buttons! Other than that it was nice.
Ericw: Cool, short and sweet. The girders are a nice touch and are pretty original. It's like an anti saint.bsp which was all destroyed. I liked the Ogres+Tarbabies combo.
Fifth: Cool map overall. I don't think the full yellow windows go all too well with the color scheme but that's probably just me. Cool ogre placement with some neat
situations, lots of possible infighting. That last room owns! I felt like some of the rooms were very empty and lacked some spice though. Still, really really enjoyable!
Ionous/MFX: Excellent architecture, great lighting and top notch fogging. The map is fun to play with lots of really good situations. Vores are well used, as are the
underwater dogs, hehehe. My only complaint would be that space is sometimes a bit tight but it's only a minor gripe. Really amazing brushwork throughout, I'm really impressed
and it's seamless meaning I don't know which parts are by Ionous and which parts are by MFX. The only other Ionous map I played was chapters_ionous and it's really quite
impressive to see the improvement over the years. My favorite of the pack!
Mechtech: Unfinished but still nice. I don't really get why you give the GL at the very end either tbh. Nice bridge!
OTP: I love the black fog but it could've been thicker (or lighting a bit darker). It's unfinished but still cool to look at. Nice knight massacre and the little raft
sequence is a nice touch. Also, dicks.
RickyT23: Nice map but it didn't really feel Honey-ish imo. I liked the quad massacre at the start, it reminded me of that E4 map (is it the Pain Maze?). Anyways, the
Shambler hunt was pretty cool too. I like base monsters but they don't really mesh well when they're thrown with medieval monsters. Scampie had a more subtle approach that
worked better.
Scampie: Original take on the theme with the caves. I like how you used Grunts and Enforcers, they actually mesh well with the theme and don't clash with the medieval
monsters encountered later on. Nice use of the double lift as well! That map is a classic imo, and one of the best in the pack.
Sock: Excellent interconnected level with cool situations. Classic sock with lots of paths available but it's never confusing. I loved the secrets, some were devious and one
in particular was just plain evil! I loved that Scrag massacre as well. One of the best of the pack.
 Oh God That Formating.
#343 posted by skacky [90.0.183.92] on 2014/07/07 16:17:26
 Mapping Guide
#344 posted by Tamarisk [46.175.106.4] on 2014/07/07 16:24:59
Found a great one on the Quake Wiki. I know Spirit is responsible for the Wiki so a big thank you to him for this very useful information.
#345 posted by Spirit [92.196.21.213] on 2014/07/07 16:43:06
I am just hosting it. That guide was written by Scampie.
 Re: Mapping Guide
#346 posted by Tamarisk [46.175.106.4] on 2014/07/07 17:04:55
Yes, apologies. I didn't notice Scampie had provided the guide until I scrolled to the very bottom.
#347 posted by Scampie [72.12.65.92] on 2014/07/07 17:43:34
THANK YOU FOR THE GUIDE SPIRIT!
#348 posted by czg [85.224.36.170] on 2014/07/07 18:01:55
I have played these maps and I thought they were good.
 Lies
#349 posted by skacky [90.0.183.92] on 2014/07/07 18:10:02
 Other Engines
#350 posted by Lightning_Hunter [75.71.240.96] on 2014/07/07 19:25:13
Does this work in other engines besides QuakeSpasm and Fitzquake? I got excited when I saw the release, but I use Qrack as my preferred engine.
I'm not sure why people choose these two engines to release content. I pretty much skip the map releases that do not work in Qrack.
 Lightning Hunter
#351 posted by FifthElephant [82.24.73.240] on 2014/07/07 20:12:12
We use those engines because they are faithful to the spirit of the original game. But that doesn't mean that the maps won't work on the qrack engine
 Engines.
#352 posted by Shambler [86.25.44.11] on 2014/07/07 20:33:06
I'm not sure why people choose these two engines to release content.
Partly because QRack looks like massive amounts of utter shit: https://www.youtube.com/watch?v=eYFaUipQfBM
Funny that a lot of the maps in these packs really highlight the enhancements that subtle and effective new lighting / fog effects can give....pretty much the polar opposite to the visual diarrhoea seen in that Qrack demo video...
 Engines.
#353 posted by Shambler [86.25.44.11] on 2014/07/07 20:33:06
I'm not sure why people choose these two engines to release content.
Partly because QRack looks like massive amounts of utter shit: https://www.youtube.com/watch?v=eYFaUipQfBM
Funny that a lot of the maps in these packs really highlight the enhancements that subtle and effective new lighting / fog effects can give....pretty much the polar opposite to the visual diarrhoea seen in that Qrack demo video...
#354 posted by sock [186.108.78.193] on 2014/07/07 20:43:08
Does this work in other engines besides QuakeSpasm and Fitzquake?
Yes these maps *should* work with other engines. I only tested the maps with two engines, try the pack and see what happens.
I'm not sure why people choose these two engines to release content. I pretty much skip the map releases that do not work in Qrack.
Personally I use Fitz/QS because I want my map to look a certain way. I design the fog colour, lighting and textures to look a certain way and find it annoying when it looks different to what I designed. So I would treat the engine choices as a mappers recommendation.
 Standard Progs?
#355 posted by RickyT33 [90.221.255.158] on 2014/07/07 20:53:04
Not over standard limits?
Should run well on any engine except for Tenebrae. Which was that other cool engine of old that had loads of effects in it..... erm.....
 That's Gonna Bug Me Now......
#356 posted by RickyT33 [90.221.255.158] on 2014/07/07 20:54:16
Another old engine, with loads of effects built in like bullet casings and green fog and stuff. I used to love it, back when I was making Deja Vu! Can't for the life of me remember what it was called....
 Great Pack
#357 posted by Spirit [92.196.21.213] on 2014/07/07 21:13:17
Scampie's and skacky's maps require an extended protocol, that is what reQuiem detected. skacky also exceeded the standard number of lightmaps.
Many of the maps have items falling out of the level, guys, "developer 1" when you map!
My demos: http://quaketastic.com/files/demos/func_mapjam1-firstrun-Spirit.7z (protocol 10002 for those mentioned above).
 Heh.
#358 posted by Lightning_Hunter [75.71.240.96] on 2014/07/07 21:17:26
"Partly because QRack looks like massive amounts of utter shit: https://www.youtube.com/watch?v=eYFaUipQfBM"
Heh, I love how you give Qrack a rating based on a youtube video. Did you even try Qrack out for yourself? That video only shows what the game looks like for ONE particular person (who is using ugly .lit files and 3d models). R00k has done a lot of work with Qrack over the years, and there are a thousand cvars you can tweak to your liking. For purists, you can make Qrack look like default GLQuake, or you can make it look like Darkplaces (minus the ugly per pixel lighting). Qrack even has a skybox config - in which you can set a custom skybox to any official or custom map. Other features include incredible mouse support (something most other engines lack), great particle effects, Water caustics, a nice skyscroll effect, different torch effects, r_novis 2, lava smoke, rain effects, fog, shiny metal, a customizable HUD, different weapon glow effects, a bloom effect, laser sighting, customizable crosshair, customizable charsets, and too much more to possibly mention. R00k adds new cvars every few weeks to please the community. He is the type of guy who will add almost anything you ask for. He recently added support for maps that require a limit-removing engine, although I have not tested this extensively yet.
Anyway, I will try this out in Qrack sometime and make a report.
 Ricky
#359 posted by mfx [85.181.44.2] on 2014/07/07 21:28:48
mean Telejano mini.exe?
 Argh Spirit!
#360 posted by Scampie [72.12.65.92] on 2014/07/07 22:08:35
damn you and your jumping on the little 1 pixel lip on my end lift :(
#361 posted by Spirit [92.196.21.213] on 2014/07/07 22:17:01
Seems like you should use a duplo grid instead of a lego one!
 Yeah I Think That's The One
#362 posted by RickyT33 [90.221.255.158] on 2014/07/07 22:19:58
What a great engine that was!
 I Still Run It From Time To Time
#363 posted by mfx [85.181.44.2] on 2014/07/07 22:25:23
its on quaddicted i think.
#364 posted by Lightning_Hunter [75.71.240.96] on 2014/07/07 22:30:34
I used to use Telejano until JoeQuake exceeded it in terms of visuals and features. Then Qrack came out - which is based upon JoeQuake, but adds thousands more features and visual improvements. Darkplaces is not a bad engine, but only really adds per pixel lighting and shaders. I'm not a big fan of them in Quake. I guess people don't realize the kind of flexibility that Qrack has.
 Played
#365 posted by Vondur [80.87.145.18] on 2014/07/07 22:33:09
awesome jam! all maps rock, hurrah to participants!
personally i liked most, skacky's, scampie's, sock's and ionous'.
 #360.
#366 posted by Shambler [86.25.44.11] on 2014/07/07 23:05:40
Just found that on my second playthrough, LOLZor
 Qrack Video
#367 posted by Lightning_Hunter [75.71.240.96] on 2014/07/07 23:14:42
This will be my last post on Qrack (because I don't want to hijack this thread any further), but I uploaded my own Youtube video to show how I have Qrack set up. I do admit that I like a lot of high-res skins, textures, and effects - so purists won't like how I have it set up. Qrack can be customized to remove all that fancy stuff however, and is all personal preference. I just wanted to show what kind of effects can be accomplished. Obviously, I like a lot of customized content:
https://www.youtube.com/watch?v=llbzh2Xa9AY
 Heh.
#368 posted by Shambler [86.25.44.11] on 2014/07/07 23:26:37
Thank you for posting something that conclusively proves that Qrack does indeed look AND sound like DUNG. Did they just use treble on it's own to re-record the new sounds.
I shudder to think how these rather refined and tasteful Honey-themed maps would be spoiled with all that visual garbage.
Anyway well done that is a useful final post, ta!
 So I Was BSing About Having Demos.
#369 posted by onetruepurple [93.105.42.149] on 2014/07/07 23:27:06
Skill 2 demos for ArrrCee, digs, ionous, Scampie, more will follow later.
Awesome and utterly mind blowing pack. I haven't played them all myself yet, but just from Daz's stream (which was peak Daz) I'm having a hard time deciding which map is my favorite, because every one is special and brilliant in their own way.
ArrrCee's was cute, and very fitting for what was essentially jam1m1. I enjoyed the jumpy parts. Check your jam 2 entry for leaks, though! ;)
digs' was puzzling, as usual, with a great layout. That SK "door" is the best SK door in 18 years of Q1SP.
DOOMer's had great shadows and big areas. I got some decent map ideas from watching this one.
ericw's was a nice reversal of the destruction theme from saint.bsp. Loved all the finicky brushwork.
Fifth's looked very refined. I want to grab a gravity gun and pull out all those huge chains. Liked the obligatory Quad massacre.
Ionous' was straight up beautiful. All those shapes, and vivid lighting. I felt like I was exploring a dirty cistern while on the outside was just the most perfect, brightest day ever. Felt a lot like apdm3 in that regard (and apsp2, of course). I think using the dirty textures exclusively helped a lot.
mechtech's had a more technological slant than the others, and felt all the better for it. That descending bridge was a thing of beauty, both looks and gameplay wise. Nice colored lights, too.
Ricky's was innovative in how it went outdoors for the final act. Pretty cool, reminded me of your coag3 map (sp00ky centerprints!!)
Scampie's was deliciously vertical and meticulously designed. The caves are brilliant, one of the highlights of the pack. I got some otherworldly vibes from that area.
skacky's I had the pleasure of testing a week (or two??) earlier, and it was as awesome as it is now. Great scale, tough and humorous gameplay. This dude puts brushes together faster than rabbits fuck.
Sock's was classic Sock. Lots of exploration and very clean design... maybe even too clean and neat in places, especially in comparison to ionous' dusty pit. But it was still an extraordinary effort.
...
onetruepurple's was the obligatory ugly duckling of every community map pack. It's pretty small, so it does it best to compensate. ;~)
I sort of regret connecting the unfinished areas in such a passive aggressive way, but you can partly blame Lun's post #179 and than's dm7rmx penis. Had I known that the pack would be out a week later than intended, my entry would be probably significantly less shit (but still shit).
The black fog was actually a last minute solution to the complete lack of lighting across the map, but then skacky and I liked how it looked. If I were to finish this I'd probably be keeping the blackness, and add some proper lighting... but to be honest, I've moved on from it the very moment I sent it to sock. Some brushwork is laughably bad and the plan is too ambitious for my current skill set, so I'll just let everyone fill in the blanks and daydream how cool the final map would be. :~)
Thanks to everybody who played it and enjoyed it, and to the rest of the Fellowship of the Jam!
#370 posted by Johnny Law [50.242.126.113] on 2014/07/07 23:41:51
Lightning_Hunter is a cool dude and we shouldn't tar and feather him. :-(
I don't remember if Qrack has an easy preset for getting the combination of settings that provides a "faithful" look? It's good to have a lot of flexibility in an engine, but for folks that don't closely follow its development, discovering and properly tuning a lot of cvars can be a big hill to climb.
But anyway most SP releases are tested on Fitzquake-ish engines because that's the traditional engine that provides bugfixes and higher limits while not introducing a lot of unique behaviors. Basically just Quake but with some annoyances removed.
 @ Shambler
#371 posted by Lightning_Hunter [75.71.240.96] on 2014/07/08 00:00:25
Shambler, are you really being that much of a prick right now? I know you are a long-time Quake player and old host of Underworld's Single player site - but frankly, I couldn't care less at the moment. I flat out told you that everything in that video was customized by ME. you can customize Qrack however YOU want. Those sounds, models, textures, lighting, etc. were chosen by ME; they did NOT come with Qrack, nor do they have any affiliation with Qrack. I chose them myself, because it's how I like to play the game. My point was that Qrack can be customized to your hearts desire. People who like to play Quake with the default models and lighting CAN DO THAT WITH QRACK. My original question is why QuakeSpasm and FitzQuake is better - but evidently you would rather be an ass than build a case in support of those engines.
Have a nice day.
 LAST POST FAIL.
#372 posted by Shambler [86.25.44.11] on 2014/07/08 00:07:39
Too boring, didn't read.
 Actually.
#373 posted by Shambler [86.25.44.11] on 2014/07/08 00:09:09
I should be commenting on the maps. There are too many of them and I've got confused which one is which. I liked the one with the neat fog and strong lighting and knight ambush yeah. That one. Fucking good pack anyway. Will replay soon.
#374 posted by FifthElephant [82.24.73.240] on 2014/07/08 00:11:33
I can't believe people are giving this guy grief over him wanting to mod his game. This is pretty much the essence of the community spirit that Quake is famous for.
I'm not a huge fan of the look of it (mostly because a lot of it is too washed out or flat).
Fitzquake or Quakespasm aren't necessarily "better", they're just faithful to the original game.
 Demos
#375 posted by mfx [85.181.44.2] on 2014/07/08 00:11:52
#376 posted by Lightning_Hunter [75.71.240.96] on 2014/07/08 00:13:29
For years, I always thought Shambler was a great guy and well-respected member of the Quake community. Alas, I have realized that he is no more than an nonsensical, egotistical oaf of whom I will no longer give the time of day to. Good riddance, Shambler. I'm sorry you turned out to be this way.
#377 posted by Scampie [72.12.65.92] on 2014/07/08 00:20:47
Lightning_Hunter: If your engine doesn't support extended bsp limits, many maps won't work. Sorry, that's the fault of the engine at this point, because those limits don't even make sense anymore.
Mappers suggest Quakespasm/Fitz because those engines look and feel like standard Quake with no/minimal modification and have extended limits, but any engine with extended limits is fine.
Now let's move on, arguing about taste is pointless.
#378 posted by damage_inc [69.22.64.223] on 2014/07/08 00:28:45
What actually is nonsensical is: coming to a message board where it is widely known that most here are purists and use engines appropriately so AND...
trying to convince them, they already know mind you of all the engines, how awesome "your preferred engine/setup" is! And then when they come down on you, you get all pissy!
And the peeps you're getting pissy with are actual members who MAKE the freakin' awesome maps we get to play!
I myself use DP's and custom content but I also understand the mindset of the MAJORITY of this board. No need for me to bring it up..
The engines recommended don't need to be modified to look like stock Quake, they are that way by design. No fuss no muss.
I started using QS so I could make demo's as that seems to be the norm as a way of a "Thank You" and for laughs too! Mappers like to see how their designs played out.
That's my .02, refunds accepted ;)
 Dude
#379 posted by RickyT33 [90.221.255.158] on 2014/07/08 00:55:43
It's an engine.
Let's just move on. Shambler has always been blunt about his opinions. And completely uncompromising in his responses. For it is written and so it shall be. I mean don't take it personally.
It's
an
engine.
OK, we get it, you guys both know which engines you like. I don't mind Qrack but I never, ever use it these days - I prefer Fitz because it's basically GLQuake but cleaned up a bit for the year 2010+ Which is nice for a mapper because you vaguely know what it will look like in stock GLQuake, because you have imagine that some people, newbies etc will use that engine.
I just like the look of standard GLQuake.
Some of these guys like the look of Winquake / DOSQuake more than they like GLQuake for various reasons, mainly nostalgia. It's been the topic of MANY very long and drawn out 'discussions', so I wouldn't worry about the fact that Shambler says Qrack is shit, no-one really cares which engine you use, as ling as the player likes it and it will run the map :)
So lets just forget about it, and move on.
The line
|
|
\ /
V
+----------------------------------------+
#380 posted by Lightning_Hunter [75.71.240.96] on 2014/07/08 00:56:47
Wow, It's been years since I've been involved in a flamewar! All I asked was why people preferred Quakespasm and Fitzquake over other engines, and instead received verbal abuse about my engine of choice. Can you blame me for fighting back and getting "pissy" when I am attacked? Thanks goes out to the people who actually answered my question politely. The rest of you remind me of the Doom players who live and die by Zdoom, while all the non-purists are considered to be Heretics (I guess I fit that category for enjoying a modded Quake).
History has taught me that these flamewars never go anywhere, so I think a mod needs to delete all my posts related to Qrack, and all the verbal attacks in response to my initial post to end any further hijacking of this thread. Yes, I am polite enough to request all my posts be deleted. If Shambler and Damage_Inc have any honor left, they will want the same.
 Don't Worry About It Man, The Posts Crossed, So:
#381 posted by RickyT33 [90.221.255.158] on 2014/07/08 00:59:46
New line
|
|
\ /
V
+----------------------------------------+
 Back ON Topic...
#382 posted by damage_inc [69.22.64.223] on 2014/07/08 01:19:53
I played Scampie's an hour ago, I really really loved that one. It had just the "right" amount of everything for ME!
I love the boarded walkways that look like individual boards. It's small detail I know but love it. Also the holes in the wall with individual bricks jutting out around the edges is a cool touch to.
The monster placement(and types) was fantastic. The END battle.. OMG! I so suck at those horde setups but... I started well and then when I got to the bottom with the two big guys left and a few others I accidentally/frantically teleported to the TOP!!! Saving me :-P I killed what I could from up there and then drop down, twice, and finished off the map. Hehe, excellent.
skill 2 | 31 minutes | 114/118(I think) | secrets = no clue!
Also I played ericw's... the first time before I died I was trying like normal but I noticed something... all the monsters seemed to fight themselves so well that after I restarted I just "went for it"!!!
I don't know if that's a speed run but for me to finish anything off in under two minutes is something else...
Off to play some others... thanks guys, the maps are awesome in this pack.
 Damage_inc
#383 posted by ijed [186.79.227.59] on 2014/07/08 01:28:29
Come make Q1 maps!
 Ijed
#384 posted by damage_inc [69.22.64.223] on 2014/07/08 01:41:27
If ONLY!!!
I've wasted soo many hours trying, wanting to be a mapper but alas... my creativity sucks the big one. I have no foresight for design. I hate it.
I'm envious, and in awe, of you guys and I only play Quake to see your imaginations come to life on my screen right in front of my eyes.
I always wondered if I "dropped" some hallucinogenics if it'd "turn on" the creative centers in my brain!!! Hehe
 Ionous / Mfx
#385 posted by mwh [120.136.5.22] on 2014/07/08 02:12:19
OMG! Amazing feel. Want more :)
Will post demos when done, half way through now.
#386 posted by [Kona] [121.73.104.148] on 2014/07/08 03:49:28
arrrcee jam1_arrrcee
A bit bright throughout and pretty average looking.
digs jam1_digs
Couldn't finish. After getting the gk where am I supposed to go? Noclipped for 10mins, decided to move to the next map. Nice and big, similar to honey, but a bit dark and plain.
doomer jam1_doomer
Fairly cute and small. Nice layout.
ericw jam1_ericw
Kind of cool, I liked the scaffolding and weights bridge. Gameplay a bit unbalanced, no ammo early, too much later. Although it was
only 4 minutes to complete the map so more of a quick gimick map.
fifth jam1_fifth
The best so far if playing alphabetically. Some tough battles too, definitely the hardest so far. Maybe too many Shamblers. Good design
too, the last area was nice. I had to reload it a few times to get through - I somehow forgot I had the sng.
ionous/mfx jam1_ionous
Awesome. even better than Fifths. It's small and tight, but it has a really old skool 90s level design flavour and the level of detail is really
good.
mechtech jam1_mechtech
Not so good, definitely needed a bit more effort put in. The first room started out thinking cool a unique twist on texturing, although 4
hps in 1 room made no sense. But once the doors open it's back to big bland brick walls. And then the very first ogre was floating in the
air followed by two fiends floating as well once I had the gk. Finished with 8/22 kills in a couple minutes.
otp jam1_otp
Nice to see some different ideas, but the level design was a bit ugly, I'm afraid. Needs more time put into detailing.
rickyt23 jam1_rickyt23
Decent. I think it started out better than it finished with the first corridor and cavern that was pretty good. The arenas at the end and
having to take out 10 shamblers felt a little tiring though, and quite plain design outside.
scampie jam1_scampie
Awesome. Best so far. Great design, lots of variety, good gameplay. This feels like a normal release not a map jam
skacky jam1_skacky
Another awesome map. Really good large scale design more like Honey, except less repetition and better lighting. Very good. Best in the pack.
sock jam1_sock
Lovely layout and detail. Good old style gameplay. Only disappointment was it suddenly ending after gk door with a single shambler when there were still about 1/4 enemies left remaining, obviously all in one secret area.
Overall though this is great and kept me entertained for a few hours. ionous, scampie, skacky and socks were the picks of the pack.
 I Have Demos
#387 posted by ijed [186.79.227.59] on 2014/07/08 04:08:06
Up to the S's.
Then died in Scampie's with my daughter screaming in my ear. So I'm gonna go parent now.
I'll upload all the demos in one go later, bit tired myself now... lot of maps!
 Damage_inc
#388 posted by ijed [186.79.227.59] on 2014/07/08 04:13:17
But I remember your Q2 episode...
#389 posted by mwh [120.136.5.22] on 2014/07/08 04:33:04
Skill 0 because I suck: http://michael.hudsondoyle.geek.nz/jam1_mwhudson.zip
Basically an awesome map pack. I like ionous, scampie, skacky (although I need to play this properly, my first play was a bit gung-ho!). Need to find the rest of sock's map too...
 Jam1 + DMSP Mod
#390 posted by Barnak [65.94.234.40] on 2014/07/08 04:48:03
I just tried all the maps while in nightmare mode and the DMSP mod.
The only maps that work pretty well with the DMSP mod are :
- sock,
-fifth.
The gameplay style is vastly different and, ... it's really cool !
Try it !
 Holy Shit There Are Good Maps In Here
#391 posted by Drew [70.55.66.130] on 2014/07/08 06:13:54
Demoes recorded, but sleepy time now.
 In Fact
#392 posted by Drew [70.55.66.130] on 2014/07/08 06:14:42
got lost in Scampies map somehow after the GL. too tired to figure it out... although Digs' map was not a problem for me
 Shambler Rocks.
#393 posted by the silent [80.17.142.66] on 2014/07/08 08:52:27
And shoots lightning, too.
Even other monsters fear him, so expect a clobbering.
He shrugs off explosions.
Good luck.
 Applause To All Of You
#394 posted by Orl [68.34.165.196] on 2014/07/08 20:12:11
Instead of being boring and writing a description for each map, I'll just say that while scampie and skacky's maps were the highlights of this pack, each map was great fun.
As well, I feel its appropriate for twelve maps, instead of individual demos for each, a youtube video of each map being played for the first time on hard skill, in alphabetical order.
http://youtu.be/DQnfoufy6-w
Arrrcee gets its own video, because of a screw up with the recording, and I couldn't combine it with the rest without going through a whole other mess.
https://www.youtube.com/watch?v=XsNsZ5sm5HU
Fantastic job to all!
 Thanks Orl
#395 posted by ArrrCee [199.46.199.232] on 2014/07/08 21:04:49
If you want, you can tack the video of mine to the end or beginning of the other video through the youtube editor if you want them all together?
 Blooper Reel
#396 posted by onetruepurple [93.105.42.63] on 2014/07/08 22:46:50
 ^ That's A 1 Unit Grid ^
#397 posted by Scampie [72.12.65.92] on 2014/07/09 00:13:27
 My Demos
#398 posted by ijed [190.22.73.79] on 2014/07/09 03:35:09
Best for secrets: Sock
Best for Visuals: Ionous / Mfx
Best for ambience: Scampie
Best for Play: Skacky
Great choice of mapjam, and very good results from all mappers on it.
Why no honey progs? Axing zombies was great.
I was disappointed not to find any ghosts as well.
http://www.quaketastic.com/files/func_mapjam1_ijedemos.zip
 Also, Sock
#399 posted by ijed [190.22.73.79] on 2014/07/09 03:35:58
One day you will crumble to pier preassure and put a secret under a lift.
And I'll be there, waiting to look underneath and find it.
 Uh, Peer
#400 posted by ijed [190.22.73.79] on 2014/07/09 03:42:10
 Worth Some Image Spam
#401 posted by ijed [190.22.73.79] on 2014/07/09 03:43:29
 He Did It Already Ijed!
#402 posted by Drew [70.55.66.130] on 2014/07/09 04:12:13
Agree re axing zombies!
Will upload demos when I get time to play Scampie map again.
I still can't believe the quality of some of these entries! Hope the next one will prove similarly inspiring!
 Demo(e)s
#403 posted by Drew [70.55.66.130] on 2014/07/09 05:58:54
 Hahahaha
#404 posted by Scampie [72.12.65.92] on 2014/07/09 07:52:37
that explosive finish of your second demo drew :D
I'm sorry you got lost after the GL, you aren't the only one... In retrospect, there were a few things I should have done: 1) Move the zombie cave so that the player clearly runs into it and sees it's an objective, with nothing else going on. 2) Not let the player backtrack right off, so they don't accidentally get turned around looking in the wrong direction too far. 3) Not trigger the zombies that spawn to repopulate BEFORE you kill the 'key' zombies, because they can just cause confusion (not strictly needed if I lock the door so you can't backtrack, but still)
The whole idea with the Grenade Launcher was to pay homage to needing explosives as 'keys' in Honey. czg used clearly marked holes, and also directly communicated to the player that explosives were needed... I thought that zombies could fit that role reasonably well, but I think I didn't communicate it well enough that those zombies were, more or less, a silver key door in disguise.
 ...edit...
#405 posted by Scampie [72.12.65.92] on 2014/07/09 07:54:35
...with nothing else going on to distract.
#406 posted by Scampie [72.12.65.92] on 2014/07/09 07:58:38
I actually should have paid more attention to Daz getting lost in the somewhat the same way when I had him test. I had tried to solve it with the special zombie face door (it used to be a normal metal texture), and with a message "ew, zombies", much like the "ugh, this door is jammed" message. But those aren't clear enough messages, especially when distracted with combat. So, live and learn, such is the nature of design :D
 Under Lift Secret Ijed...
#407 posted by FifthElephant [82.24.73.240] on 2014/07/09 10:51:10
clearly you haven't played metal monstrosity...
 I Missed An Underlift Secret?!
#408 posted by ijed [200.73.66.2] on 2014/07/09 14:52:57
 Clearly You Did.
#409 posted by FifthElephant [82.24.73.240] on 2014/07/09 16:20:53
It's in the skill select area of metmon.
 I Think The Shortcut Opening Right There
#410 posted by Drew [24.114.87.57] on 2014/07/09 17:45:49
Also contributed somehow. Maybe a couple arrows popping up like in bad dark cistern?
 Whether You Alter That Or Not
#411 posted by Drew [24.114.87.57] on 2014/07/09 17:47:07
Your map could/should be a full release
 Fucking Epic Maps !
#412 posted by Barnak [65.94.233.114] on 2014/07/09 19:48:20
Geez, I can't stop playing and replaying many of the superb maps in this release !
Thanks again to the creators. What a bunch of geniuses you are !
 Wow
#413 posted by Rick [75.65.159.61] on 2014/07/10 04:50:34
I haven't had a chance to play any of these maps, but while working on another project I had Daz's twich video running and gave it a glance every now and then. I have to say I was seriously impressed. Exceptionally high quality maps overall. Congrats to all that submitted maps for this pack.
 Will Play Tonight!
#414 posted by than [126.204.160.116] on 2014/07/10 09:05:36
Will get my old gaming/mapping machine set up again so that I can play these maps. Quite looking forward to playing some more Quake and other games. It's been a while since I was gaming regularly and I started to get urges again.
Writing this on my laptop on the bullet train from Tokyo. Feels so futuristic and awesome even though it's been possible for quite a long time now :)
#415 posted by skacky [90.0.62.21] on 2014/07/10 13:14:53
Woah ijed you're insane, axing Shamblers on skill 3. :D
Great demos y'all.
 They're
#416 posted by ijed [186.79.250.149] on 2014/07/10 13:31:05
Easier than fiends, depending how much space you've got.
 Is It Just Me?
#417 posted by spy [147.30.3.191] on 2014/07/10 14:23:22
but the starting area of scampie's map a bit laggish?
i haven't seen a lags from any quake map for a long time
 Congrats On The Release
#418 posted by spy [147.30.3.191] on 2014/07/10 14:23:50
#419 posted by AAS [188.18.52.38] on 2014/07/10 16:54:26
Thank you guys! That was awesome!
I really appreciate what you did in this pack.
And IMO this is far better than any speedmap pack in terms of style and direction. You can compare original and derivatives and see each mapper's vision.
Of course there are leaders and outsiders but most important thing to me is a feel of bringing memories back seeing these reinterpretations of known material.
 First Two
#420 posted by than [126.204.192.91] on 2014/07/11 01:16:23
I played the first couple of maps last night, and I think that so far they've been great.
Digs' map was very polished, although I found the GK door INCREDIBLY hard to find because I had forgotten about the little tiny arrow above some crates earlier in the level. Because of this I ended up walking around for what seemed like an eternity looking for something similar to the SK door, but with a GK mark on it. BUT IT WASN'T THERE. Eventually I noclipped and figured out where I had made an error. Would have been incredible if not for that. The layout was otherwise very nice and it great visuals.
Oh, and I died a bunch of times. Half because I seem to be very twitchy now and ended up spinning around and getting stuck on details or slashed by knights in cramped areas, and later on because I was low on ammo and trying to use the axe (and failing at it).
Arrrcee's map was OK, though over very quickly. I think I played it and began to think my Quake skills are still there even though I haven't played in a while, and so went into Digs' map thinking it would be a walkover :/
Guess I'll go play the others now :)
 Played Some More
#421 posted by than [126.204.192.91] on 2014/07/11 02:05:37
doomer - ionous
Doomer's map was gigantic and very easy, but fun. It was easy because there was so much space almost all the time, with the exception of a couple of ledges with knights on.
Ericw's map was pretty sweet looking, and had a couple of nice combat setups, and some scary spawn encounters, but was over very quickly. I completely fucked up the end and died, but I had fun :)
Fifth Element's map was fairly challenging and tense, with some good combats and well placed enemies. I nearly died a bunch of times, finally kicking the bucket at the end when I couldn't figure out how to escape the quad area until it was too late and I got scragged.
Ionous' map is my favourite so far. The gameplay is not especially challenging, but the atmosphere was excellent - especially at the start where you don't have many supplies. I had an extremely tense encounter with a spawn, which I knew had to be dealt with using my last handful of shells or I wouldn't be able to pass it. Taking those shots was nerve wracking! The underwater combats were sometimes a bit weird, but it was cool to see something a bit different. The end shambler was kind of useless though, since I just got out of the water and killed it from above :)
I'll play the other maps later. Kinda Quaked out right now.
 Jesus
#422 posted by than [126.204.192.91] on 2014/07/11 04:13:03
some awesome maps!
I just cleared scampie's map and it was amazing. Maybe scampie's best map? Lots of well placed enemies (vores and spawn were EVIL!), great layout, and some very fun combats with death from all angles and it looked great to boot. Dismal Oubliette ending was also quite well done.
Rickyt23's map was very large, with lots of open areas to fight in. I liked the end, and thankfully there were a few cubby holes to hide in to avoid getting bashed by the shamblers. Vores were pretty evil here too.
otp's map was kinda weird, with the fog and the weird penis texture all over the place, but it had a couple of fun moments. Wa generally very easy and I didn't feel the flat lighting and thick fog really worked that great visually.
Mechtech's was super short, but had some cool looking architecture. Gameplay was a bit weak though. The fiends were kind of fun to fight.
Guess I'll play the last two after I do the laundry.
 Psychedelic Jam Pack
#423 posted by Mike Woodham [86.163.122.137] on 2014/07/11 11:34:03
I haven't played Quake for years so thought I would have a nostalgia trip running through this pack. But what were you guys on... ?
http://imgur.com/xrRGPwT
What did you put in your so-called 'jam', 'cause I'll have some of that.
Anyway, what's my problem here - notice the HUD colours are all OK.
 Umm
#424 posted by onetruepurple [93.105.42.41] on 2014/07/11 11:37:56
Try r_drawflat 0?
 All Clear!
#425 posted by than [126.204.192.91] on 2014/07/11 11:49:46
Skacky's map was insanely good. I was very impressed by how much gameplay he managed to fit into it and the size and polish achieved in the two week deadline. There were a few ineffectively placed ogres, but mostly the monster placement, item balance etc. was about perfect. Definitely my favourite of the pack.
Sock delivered another very well polished fun map in this pack. There were lots of ogres on small stairs, which I love, because you can run under their grenades as they fire and shoot them with the dbs. The end was a bit anti-climactic and felt like he ran out of time, but it was still a great map.
demos: http://www.quaketastic.com/files/demos/func_mapjam1_demos_than.zip
 Umm
#426 posted by Mike Woodham [86.163.122.137] on 2014/07/11 14:04:41
Thanks, that put it right. And I found out what put it wrong: I had the sound switched off when I started the map and when I switched it on during play using the touch-switch on the laptop, it went psychedelic. It doesn't matter why, I wont do it again.
Played a couple of the maps and died in various ways - fell off a walkway, got trapped by DK, ran into a vore ball that I didn't until I died. "Oh what fun we had, but did it really turn out bad..."
#427 posted by Scampie [72.12.65.92] on 2014/07/12 02:45:50
than: so you did finish my map? (you died horribly in the demo you sent)
I was so scared for you when you fell down into the sewer with the vores! But then you were doing fine until you got freaked out by the spawn :D
 A Box Of Quaker-Jacks !
#428 posted by Barnak [65.94.233.12] on 2014/07/12 05:54:23
I was replaying Skacky's map and found a nice box full of Cracker-Jack's :
http://fsgregs.startlogic.com/Public_Files/Cham/Pictures/box.jpg
I droped in-there just to say "Hello!", and then it was a bloody Rave party, Texan style !
Hehehee !
http://en.wikipedia.org/wiki/Cracker_Jack
 Scampie
#429 posted by than [126.204.192.91] on 2014/07/12 06:18:31
Yeah, I finished it, I just don't know how to record a continuous demo after dying. That spawn section was hell because it was so dark (at least on this comp) and I just knew that I was going to get pwned by it if I stuck around. I tried to run but ended up dying anyway.
In most of the maps I just ran away from spawn when I could hear but not see them. Once they start jumping around they become extremely dangerous, but very prone to infighting so I tend to just run away and wait until the mayhem calms down a bit.
 Question
#430 posted by nitin [220.244.163.153] on 2014/07/12 06:55:05
are some of these maps a bit slow for anyone else? Quite a few like ricky's, scampie's, skacky's and especially ericw's.
#431 posted by Johnny Law [67.188.146.229] on 2014/07/12 07:17:38
I noticed one of them chugging a bit yeah. Don't remember which now.
 I Would Say
#432 posted by nitin [220.244.163.153] on 2014/07/12 07:47:21
about half chug for me.
#433 posted by Scampie [72.12.65.92] on 2014/07/12 08:25:36
Those maps can be high on the polygon count if you have an old-ish machine running Quake. I took a look at a few with r_speeds 1 on.
wpoly = world polygon: all the static geometry of the level
epoly = entity polygon: any dynamic actor's polygons, so this includes doors, lifts, monsters, and so on.
sock and skacky's maps can get to around 4k wploys and around 10k epolys in some spots. Mine tends to cap out at 2k wpolys and 9k epolys in a couple areas. These numbers are just because the maps are large, open, and detailed with curved surfaces. I know I tried to make an effort to visblock areas reasonably well, which is the only reason my numbers don't get too insane.
Ericw's start area is roughly 5k wpolys, most from those girders which eat a ton of polygons. Looking in r_showtris 1, it seems that vis made the entire height of the girders visible despite the lower polygons clearly being behind a solid floor... possibly this is because they are a single func_detail so they are thought to be in the same leaf as the higher parts? Or just vis being lazy with creating vertical PVS leafs as was suggested a few weeks back in mapping help. This might be something to investigate, vis wasn't doing much favors for this map.
Ricky's map just isn't vis'd, so it hits 5k wpolys and 20k epolys because the entire map is rendered much of the time.
These numbers would have once seemed insane to Quake, I remember when guidelines for DM maps would try to stick to no more than 600 wpolys. These days, people have stopped caring as much since most graphics cards are quite optimized at chewing through large amounts of polys... but I'm sure there's a large range of machines out there running Quake and these are likely pushing those a bit.
 For Referance
#434 posted by Scampie [72.12.65.92] on 2014/07/12 08:48:33
a couple areas and their rough r_speeds
e1m1 - bottom of first elevator looking across bridge : 350 wpoly 1200 epoly
ikspq4 - main room : 750 wpoly 4250 epoly
februus - end arena : 1350 wpoly 1050 epoly
apsp2 - looking down watery shaft : 1300 wpoly 2500 epoly
scampsp1 - V shaped room : 1050 wpoly 2650 epoly
zendar - start, looking up at castle : 3000 wpoly 2450 epoly
 Interesting Notes Scampie
#435 posted by ericw [199.126.128.107] on 2014/07/12 08:50:20
Yeah, vis didn't do much for my map. The girder towers are divided into func_detail chunks 3 cubes high.
I haven't played all the maps yet, I stopped when I had chugging / stuttering on ionous's caused by dynamic lights, which I'd never noticed on my setup before (quakespasm, macbook w/ nvidia graphics). I sent in a patch to quakespasm with MH's dynamic light fix, that fixes this particular instance of chugging for me, so hopefully that will make it in to the next QS release.
So if you're running Quakespasm and have any chugging, and if "r_dynamic 0" fixes it, try Fitz Mark V.
 Oh...
#436 posted by Scampie [72.12.65.92] on 2014/07/12 08:51:38
saint - looking across main room : 6000 wpoly 1500 epoly
#437 posted by negke [31.18.93.198] on 2014/07/12 09:19:15
any Tronyn map - average 25000 wpoly
 Scampie
#438 posted by nitin [220.244.163.153] on 2014/07/12 09:26:55
thanks for the info but I really havent had these sorts of issues with chugging before, running on an i7-3770 with 16gb ram and a gtx 680. Hardly state of the art but hardly slow.
 Oh And Using
#439 posted by nitin [220.244.163.153] on 2014/07/12 09:27:34
fitz 0.85.
And yes every now and then in a tronyn map there is slowdown, but only every now and then.
#440 posted by Drew [70.55.66.130] on 2014/07/12 11:25:39
I had significant lag when playing with quakespasm, on severa l maps (ericw, scampie... Others) but they played fine in fitz mark v.
 Awesome Pack
#441 posted by negke [31.18.93.198] on 2014/07/12 11:40:01
Finally got to play all the maps. Really an impressive effort and I'm positively surprised how many people participated in this Jam session. Great turnout. Demos (protocol 666)
otp: The running out of time shows - the map would have benefitted from a little more time for polish, indeed. Simple layout, though I would have wished for it to be more interconnected. The trashy bits were unnecessary. Still an okay entry, pretty speedmappish.
ArrrCee: Looks like a first attempt at mapping, with quite crude and sloppy construction, linear corridors with predictable monster placement. But it's a start! Focus more on layout and 'managable' details in the future and it should work out well. The drains/waterfalls are a nice touch. Though shame there's no water ambience whatsoever (both due to the leak and the lack of ambient entities).
ericw: The scaffoldings are very cool, especially in such a large foggy underground environment. Very small map, feels like it's over just as it's starting to get interesting - would have liked to do more climbing. The SK feels like a missed oppportunity. Something else to do instead of just walking back up.
mechtech: Much like ericw's map, this one looks cool with the chains and the large bridge, but it's so small that it kind of ends before even starting.
doomer:
I like the large grated arches/windows, they add a certain sense of grandheur to the place. Some areas, like the one with the MH ambush (which feels kind of pointless tbh), are too bright. Large areas like this shouldn't be too well lit, at least not the ceilings and far walls.
mechtech, ericw, doomer and otp should have merged their levels chainmap style, for the win! Nothing wrong with small/short maps in general, but these kind of feel unfinished (which they probably are, so no blame), lacking a conclusion of sorts (not necessarily a boss fight).
Ricky: Solid jamming in the true sense of the word. Not much in the way of details, but it felt very appropriate for this event. Somewhat reminded me of that other map of yours, the metal one with the red fog. Some good quad action. Odd to see this many crates, but then again CRATES!
Fifth: Nice small map with good details, especially the huge chains in the tall rooms are very Honey-like. The light fixtures could have been clipped off for neatness (possibly to get stuck on them in the heat of battle).
skacky: This one looks fantastic... the details, arches and vistas. Layout seems good, too. The gameplay, again, I found to be quite a bit on the grindy side. Lots of ogres and hell knights to fight with shitty weapons - got a bit tedious after a while. Then again, I played on Hard and didn't find many secrets (they apprear to be super-hidden). It may have been different otherwise? Would have wished for a RL in the open and some more cells. The jumping monsters are a hilarious twist on gameplay. Too bad one doesn't get to kill Scampie at the end...
ionous: Short and sweet. It looks very nice, and unlike the other maps which are rather spacious, this one is tight and with gameplay that accomodates it. I really like the beams and the chain/crank mechanism. The whole place comes together when noclipping around and looking at it from the outside. The ending was abrupt - I wasn't expecting it.
Scampie: Yay!!!sscscmapue!!121edlnjm
scampsp3, it's a nice map! The grunts and enforcers are a refreshing change to the other maps in the pack (okay, Ricky's has some enforcers, too). The cave bit turned out well. A bit underused perhaps. Some good detail... well, I'm a sucker for broken brickwork. I found the under-the-lift secret!!!!Therefore: victory. The forced czgness of the centerprints felt unncessary.
sock: What's there to say, typical sock level/awesomeness. Though perhaps not as unique as previous ones, because essentially this one looks like a blend of Backstein and Zendar with Honey textures. Still, all the good things are there: great architecture and layout, nice secrets, gameplay etc. Though sloppy as fuck construction: I saw several brushpockets behind the walls!!!1234gtfo Maybe could have used some bigger vistas (chasms with chains or stuff in the distance) to set it apart from your previous maps and add another link to the Honey theme. The RL-scrag scene is great fun (remember dmc3m7), I had already planned on making another one of those myself in the next level, so it was nice to see you beat me to it.
digs: Nice one, and a bit non-linear, too. I thought the style was a little bit odd, because of the different brick colors all used together so closely but often without proper borders or trim in between. It also seems somewhat boxier than your previous levels, and the grates are so chucky. This must be the only map without secrets! No digs-style weirdness or puzzles this time, but a solid map.
 Seems Like I Owe An Explanation
#442 posted by onetruepurple [93.105.236.32] on 2014/07/12 11:58:14
If you see two areas connected via penis, then know that I wanted to put around 5-10 minutes of gameplay there instead. There was never meant to be a teleporter or a ramp, they're just crude bandaid for the amputated parts.
Thanks for all the demos. I'm very relieved that nobody looked upwards in the spiraling staircase part.
#443 posted by Scampie [72.12.65.92] on 2014/07/12 13:27:56
...I wanted to put around 5-10 minutes of gameplay there instead.
...so an entire map...
 Onetelepenis
#444 posted by Lunaran [99.112.162.57] on 2014/07/12 20:21:33
#445 posted by Lunaran [99.112.162.57] on 2014/07/12 20:24:43
two areas connected via penis
jam 3 theme right here
 Playing Them With Mark V Now
#446 posted by nitin [220.244.163.153] on 2014/07/13 06:06:36
and no slowdowns whatsoever. So definitely something going on with regular fitz and quakespasm.
 Yes.
#447 posted by onetruepurple [93.105.236.150] on 2014/07/13 10:08:21
Dynamic lighting.
 Otp
#448 posted by nitin [220.244.163.153] on 2014/07/13 14:07:09
so does that mean quite a few of these maps use more dynamic lighting than regular maps?
#449 posted by Lunaran [99.112.162.57] on 2014/07/13 20:01:16
Fitz always gave me terrible dynamic light slowdown on my laptop, but Baker put a fix in his version.
Best way to test is kill Shub. The final telefrag sequence messes with lightstyle 0, meaning the base lightmaps for the entire level. \o/
 Played Them...
#450 posted by Mike Woodham [109.147.75.143] on 2014/07/14 23:34:42
...liked Skacky's the best.
Won't play the next Jampack as I just don't see Quake in that texture set.
 Also, FQ85, No Lag Anywhere
#451 posted by Mike Woodham [109.147.75.143] on 2014/07/14 23:36:29
 I Don't Get The IK Hate
#452 posted by Drew [70.55.66.130] on 2014/07/15 01:54:56
That so many seem to hold so dear. At all.
 Me Neither
#453 posted by skacky [90.0.62.21] on 2014/07/15 03:01:52
And refusing to play maps just because of that is ridiculous imo.
#454 posted by Baker [69.47.162.203] on 2014/07/15 04:44:46
Great map pack!
Did the digs map require a grenade jump to win?
 Baker
#455 posted by digs [46.191.185.105] on 2014/07/15 05:05:30
No
 Digs
#456 posted by Barnak [65.94.233.44] on 2014/07/15 05:30:35
I, too, am having difficulties in finishing your map. Can't find the way to go on the other side of that large blue key door, without cheating.
 Barnak
#457 posted by digs [92.50.131.158] on 2014/07/15 06:00:11
Large living room with exit has a pointer where you want to jump off the elevator
 Ha
#458 posted by Mike Woodham [86.135.181.221] on 2014/07/15 06:25:39
I don't play Base maps either. And it has nothing to do with hate but everything to do with like.
 Thanks
#459 posted by ArrrCee [199.46.199.230] on 2014/07/16 18:27:53
@everyone Just wanted to post a quick thanks to everyone who gave feedback. This was my first map jam and my first actual map so all of your feedback will definitely help with the construction of my next one!
Also, playing through the pack and seeing what everyone brings to the table in just a 2 week period is such an eye opener. Hopefully I've learned enough from this jam that my next jam will offer a lot more. =)
 Welcome To Q1 Mapping :)
#460 posted by ijed [200.73.66.2] on 2014/07/17 15:27:47
 Better Late Than Never
#461 posted by onetruepurple [93.105.236.46] on 2014/07/19 23:07:22
<a href="http://www.quaketastic.com/files/demos/otp_jam1demos_part2_proper.zip>Demos</a> for ericw, FifthElephant, mechtech, Ricky, sock, and an actually finished one for Scampie.
DOOMer: I'm very sorry, but once I finished replaying yours I realised I forgot to record it. :(
 Fuck.
#462 posted by onetruepurple [93.105.236.46] on 2014/07/19 23:07:51
#463 posted by Scampie [72.12.65.92] on 2014/07/21 10:16:25
 Yes!
#464 posted by ionous [72.130.254.47] on 2014/07/22 07:34:57
@Scampie :)
 Great Set Of Maps
#465 posted by killpixel [98.211.184.167] on 2014/07/25 18:31:40
I had a lot of fun playing these maps. Also, noclipping/walking around afterwards was interesting to, lots of neat stuff.
I was gonna review everyone's map individually, but that's already been done over and over and they pretty much reflect my thoughts, especially negke's.
Great job guys, I look forward to playing the next one!
 Had A Bit Of A Quakeathon Today And Finally Played This
#466 posted by nitin [220.244.163.153] on 2014/07/28 10:16:13
short comments follow.
Arrrcee - quite liked the style, crudeness and all, would like to see a full map in this theme.
digs - repetitive texturing and simple brushwork, but it had good atmosphere and nice gameplay.
doomer - bit too plain and crude for my liking.
ericw - some nice vibes going on, although it runs quite slow, but its over just as one is getting into it.
fifth - not bad, a bit unpolished and speedmappy but a decent entry.
ionous/mfx - hides its small layout well with good interconnecting routes and tight, cramped gameplay (the underwater stuff was a surprise). Looks wise I loved it. One of the best in the pack.
mechtech - sorry not my cup of tea.
otp - whatever the reasons I actually liked the black fog, created great atmosphere (can only imagine a metal map with the same fog: evil). Cant say the same about the rest of the map though.
rickyt23 - totally felt like a speedmap. I would have preferred smalled more focused layout with more details and less random gameplay.
scampie - IMHO, this was the best in the pack. Loved the look of this, very very nicely pulled off and the gameplay was an absolute blast.
skacky - I think the fog colour actually detracted from an otherwise cool looking map. The colour is just too sickly IMHO. As for gameplay, I found it a bit of a grind like the last skacky full release map. Too many mid-high enemies with the player being given low-mid weapons.
sock - typical sock quality map, not his best but probably the second or third best in the pack. Lacks wow factor moments but once again, gameplay is an absolute blast. Sock seems to know the quake enemies inside out.
 Here's A Bunch Of Demos
#467 posted by spy [5.76.188.78] on 2014/08/01 16:15:06
digs,doomer,5th - i believe they're first runs
scampie,skacky,sock - second/third etc runs
the "s" maps are truly winners
 Shit Forgot To Paste The Link
#468 posted by spy [5.76.188.78] on 2014/08/01 16:15:37
#469 posted by spy [5.76.188.78] on 2014/08/01 20:58:13
http://quaketastic.com/files/demos/spy_func_mapjam1_demos2.rar
ionous map and scampie map
with intermission/interruption
property my cat, sorry guys
gonna compile the new honeypak for myself
czg msps with additional help from scampie,skacky,sock,ionous,fifth
 3) Whatta Fuck Is Goin On?
#470 posted by onetruepurple [93.105.236.212] on 2014/08/03 00:49:38
 No BSP No Commentry
#471 posted by ijed [190.22.112.186] on 2014/08/03 01:00:00
 The Last Bunch Of Demos
#472 posted by spy [5.251.205.105] on 2014/08/03 07:57:39
arrrcee, otp and ricky
http://quaketastic.com/files/demos/spy_func_mapjam1_demos3.rar
i like arrrcee's map and would like to see an expanded version
otp - i like the idea and not like the penises ^) an expanded version would have been good too
ricky is just ricky
overall the great pak with some good ideas and executions
congrats on the release guys
i suck at playing quake, the lots of deaths
#473 posted by Trinca [95.94.39.251] on 2014/08/03 23:02:48
Today was a shity day in Lisbon
No beach = Quake :0)
Had great time playing your maps guys, like ones more then others but love then all.
My favorits were skacky, scampie, digs and sock not in particulary order.
First demos for all...
http://www.quaketastic.com/files/demos/tr_mapjam1.rar
 WTF Is Protocol 3504
#474 posted by skacky [90.0.188.72] on 2014/08/04 00:08:11
 RoulfQuake
#475 posted by onetruepurple [93.105.236.170] on 2014/08/04 00:11:04
 Skacky
#476 posted by mfx [85.182.59.233] on 2014/08/04 00:27:42
#477 posted by Trinca [95.94.39.251] on 2014/08/04 00:48:57
http://quakewiki.org/wiki/Network_Protocols
3502 DARKPLACES5 darkplaces LH: "uses EntityFrame5 entity snapshot encoder/decoder which is based on a Tribes networking article at [1]"
#478 posted by Trinca [95.95.253.140] on 2014/08/04 14:17:37
Skacky did u load the demo?
#479 posted by skacky [90.0.188.72] on 2014/08/04 14:25:44
Yeah I saw it. Thing is DarkPlaces has huge lightmap issues in this map (and my jam2 map) so you should've played with another engine like QS. The demo was pretty cool though (not too sure what's going on with the monsters and the fact you can jump higher). You're one of the few people who actually found the Megahealth secret. :p
#480 posted by digs [145.255.2.63] on 2014/08/04 17:28:59
That's QS? There I can download this engine?
 Digs
#481 posted by mfx [85.182.58.114] on 2014/08/04 17:33:28
 Digs
#482 posted by mfx [85.182.58.114] on 2014/08/04 17:34:51
actually you need darkplaces, which is slow on some maps.
http://icculus.org/twilight/darkplaces/
sorry
#483 posted by digs [145.255.2.63] on 2014/08/04 18:53:13
@mfx: thank for engines
@Trinca: thank for demo
 What Others Said
#484 posted by JPL [80.236.51.10] on 2014/08/13 15:43:51
Finally found some time to play the pack (holidays helped)
Really good set of maps, with a lot of architectural details, and good ambience. Needless to say I had a lot of fun playing all these
 Demo
#485 posted by Jaromir83 [87.249.129.250] on 2016/03/13 10:50:27
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