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| Posted by sock [190.31.183.84] on 2014/06/14 20:28:13 |
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
#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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