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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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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. 
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