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Map Jam 1 - "Honey" Theme Pack Released
Map Jamming is about creating maps of any size or detail level over a two week period using a certain theme and texture set. Check the readme file below for further details of what the Jam is about. Any questions or comments, please post to this thread only.

Deadline - 29th June 2014
Theme - Honey inspired map with plenty of platform / train setups Guidelines for Map JamTexture WAD files

UPDATE July 7th: Pack is released!

FINAL Honey Jam Map Pack - Download, Readme, Screenshots, 12 Authors - Arrrcee, digs, doomer, ericw, fifth, ionous/mfx, mechtech, otp, rickyt23, scampie, skacky, sock
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Update For Top Of Thread 
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... 
we should nominate someone to make a start map *only*. ;)

What say you? 
Hell... 
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? 
 
@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... 
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 
You could have done that.

Change of topic: have to download all those gems. 
I Wonder What The Next Map Jam Will Be About... 
 
Fookin' Legendary Pack Y'all 
I think ionous/mfx's was the most visually impressive. Absolutely killer architecture everywhere. 
Sock 
About the start map, why don't you take the one you made previously ?

Just adapt it tp this release. 
Demos! 
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 
I used Fitzquake Mark V to record the demos.

NOW SEND ME A DEMO OF SOMEONE DOING MY MAP!!!! 
My Top Maps: 
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 
 
AWESOME RELEASE ! 
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... 
 
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 
make sure you watch the demo for my feedback OTP 
RickyT23, Here Ya' Goes... 
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... 
Also, Something I Noticed... 
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) 
 
I ended up with the gold key but not the silver key on digs map 
Shambler'd Again. 
Turning the project discussion thread into a news/release thread is counterproductive. What a mess.

Hurray for the pack, though! 
That Was Me... 
i thought it was even weirder having a news thread on the front page closed with a link to another thread. 
Daz You Suck 
Scampie found all the secrets and got all the kills. I'm going to demo all the maps later on during the day. 
Spirit 
How? GL-jump? 
Digs 
 
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 ... :) 
 
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. 
I have a lot of demos to post but not in this thread. 
NICE! 
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 
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. 
 
next time, close the discussion thread, open a news thread. 
 
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. 
 
Mapping Guide 
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. 
 
I am just hosting it. That guide was written by Scampie. 
Re: Mapping Guide 
Yes, apologies. I didn't notice Scampie had provided the guide until I scrolled to the very bottom. 
 
THANK YOU FOR THE GUIDE SPIRIT! 
 
I have played these maps and I thought they were good. 
Lies 
 
Other Engines 
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 
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. 
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. 
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... 
 
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? 
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...... 
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 
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. 
"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 
mean Telejano mini.exe? 
Argh Spirit! 
damn you and your jumping on the little 1 pixel lip on my end lift :( 
 
Seems like you should use a duplo grid instead of a lego one! 
Yeah I Think That's The One 
What a great engine that was! 
I Still Run It From Time To Time 
its on quaddicted i think. 
 
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 
awesome jam! all maps rock, hurrah to participants!

personally i liked most, skacky's, scampie's, sock's and ionous'. 
#360. 
Just found that on my second playthrough, LOLZor 
Qrack Video 
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. 
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. 
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! 
 
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 
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. 
Too boring, didn't read. 
Actually. 
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. 
 
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 
QuakeTasticLink

Its a good time to be a q1sp fan.
Further praise/rants in demos.

Favorites:

Skackys, Socks and Scampies maps. And Ionous�s little gem :) 
 
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. 
 
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. 
 
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 
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
+----------------------------------------+ 
 
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: 
New line
|
|
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V
+----------------------------------------+ 
Back ON Topic... 
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 
Come make Q1 maps! 
Ijed 
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 
OMG! Amazing feel. Want more :)

Will post demos when done, half way through now. 
 
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 
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 
But I remember your Q2 episode... 
 
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 
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 
Demoes recorded, but sleepy time now. 
In Fact 
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. 
And shoots lightning, too.

Even other monsters fear him, so expect a clobbering.

He shrugs off explosions.

Good luck. 
Applause To All Of You 
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 
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 
^ That's A 1 Unit Grid ^ 
 
My Demos 
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 
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 
 
Worth Some Image Spam 
He Did It Already Ijed! 
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 
Hahahaha 
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... 
...with nothing else going on to distract. 
 
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... 
clearly you haven't played metal monstrosity... 
I Missed An Underlift Secret?! 
 
Clearly You Did. 
It's in the skill select area of metmon. 
I Think The Shortcut Opening Right There 
Also contributed somehow. Maybe a couple arrows popping up like in bad dark cistern? 
Whether You Alter That Or Not 
Your map could/should be a full release 
Fucking Epic Maps ! 
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 
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! 
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 :) 
 
Woah ijed you're insane, axing Shamblers on skill 3. :D
Great demos y'all. 
They're 
Easier than fiends, depending how much space you've got. 
Is It Just Me? 
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 
 
 
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 
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 
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 
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 
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 
Try r_drawflat 0
All Clear! 
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 
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..." 
 
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 ! 
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 
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 
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. 
 
I noticed one of them chugging a bit yeah. Don't remember which now. 
I Would Say 
about half chug for me. 
 
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 
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 
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... 
saint - looking across main room : 6000 wpoly 1500 epoly 
 
any Tronyn map - average 25000 wpoly 
Scampie 
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 
fitz 0.85.

And yes every now and then in a tronyn map there is slowdown, but only every now and then. 
 
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 
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 
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. 
 
...I wanted to put around 5-10 minutes of gameplay there instead.

...so an entire map... 
Onetelepenis 
 
 
two areas connected via penis

jam 3 theme right here 
Playing Them With Mark V Now 
and no slowdowns whatsoever. So definitely something going on with regular fitz and quakespasm. 
Yes. 
Dynamic lighting. 
Otp 
so does that mean quite a few of these maps use more dynamic lighting than regular maps? 
 
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... 
...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 
 
I Don't Get The IK Hate 
That so many seem to hold so dear. At all. 
Me Neither 
And refusing to play maps just because of that is ridiculous imo. 
 
Great map pack!

Did the digs map require a grenade jump to win? 
Baker 
No 
Digs 
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 
Large living room with exit has a pointer where you want to jump off the elevator 
Ha 
I don't play Base maps either. And it has nothing to do with hate but everything to do with like. 
Thanks 
@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 :) 
 
Better Late Than Never 
<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. 
 
Yes! 
@Scampie :) 
Great Set Of Maps 
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 
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 
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 
 
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? 
that sunglasses guy named ����puple finally maped , and you ignored it ? 
No BSP No Commentry 
 
The Last Bunch Of Demos 
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 
 
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 
 
RoulfQuake 
 
Skacky 
 
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]" 
 
Skacky did u load the demo? 
 
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 
 
That's QS? There I can download this engine? 
Digs 
Digs 
actually you need darkplaces, which is slow on some maps.

http://icculus.org/twilight/darkplaces/

sorry 
 
@mfx: thank for engines
@Trinca: thank for demo 
What Others Said 
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 
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