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Map Jam 2 - "IKBlue/IKWhite" Theme Pack Released
The second Map Jam pack is released! The theme for this pack was the ikwhite/ikblue texture set by Iikka Ker�nen, and we have 8 great maps to show for it!

Screenshots, Download, Mirror, Readme

Authors: cocerello, ericw/fifth, lunaran, mfx, scampie, skacky, sock, tronyn

Read the original discussion thread here.
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Cocerello Map 
My complains about the Cocerello map are these :

1. The exterior borders are dull (flat square floating in mid-air).
You should build some wall all around the building, with some decorations.

2. The furniture at the end is really ugly : a table, a chair and especially a bed. They're too crude and don't fit with the architecture. I suggest that you simply remove them.

3. The end teleporter is very ugly. Replace it with a large square slipgate. Especially for such a large corridor.

4. The red circular windows are crude in that same corridor. Make them rectangular, or add more polys so they look less crude (more circular).

5. Even in nigthmare mode, there isn't enough monsters/battles. The rooms are extremelly large and feel empty without monsters. Just add more peeps to cuddle (rooms full of zombies and dogs).

Not really a complain : I would add a basement or a cave under that building. Something is missing there. 
 
jam3: remix jam2_cocerello 
I Think My Brightness Is Higher Than Most 
Think it's a calibration thing with my monitor though, I have the gamma in Quake turned all the way down. It's also why I was constantly asking my testers to tell me if my map was too bright! 
(too Dark I Mean) 
 
Scampie In The Darkness... 
As far as I can tell, the brightness is perfect in your map, as seen on my system. 
 
I didn't notice a problem with it scamps. ;) 
Jam2_MFX Speed Run 
Yes! 
Congratulations 5th, i knew you wouldn�t stop til you got there.
Nice one!

Next time i clip it all:) 
Actually That Wouldn't Have Been Needed. 
if you had made the trigger in the final room cover all the windows it would have made the run pointless (I think one of the bad guys needed to open the final gate spawns outside the gold key door, effectively trapping you inside unless you get the key from underground) 
No 
its all good, this is all intended.. 
 
Very nice jump, I can't even reproduce it. :p 
 
I knew it was doable, i did the jump several times in fullbright. 
 
jam2_scampie
Great to see a completely blue map. I love the blue textures they're just so Quake. Tough gameplay too with some nasty setups. I had fun with the secret exit and sprinting through the level again.

jam2_tronyn
Epic visuals. One can tell you really love building massive architecture Tronyn! I was glad to see a simpler finish with the single shambler. But overall the combat kind of felt like it was an afterthought. The shambler and vore at the start, then following up with a dozen knights, scrags and tarbabys all spawning at once... Also the big open areas with no cover turned it into a quickload heavy level for me. Looked awesome though!

jam2_mfx
Favourite of the pack. I loved the simplicity and size of it, similar to socks level. Small is nice! The detailing was fantastic. Only dip was the platformy underground part, that wasn't as spectacular as the more solid areas. Atmosphere was great, especially in the central area. Almost felt like a real place. My favourite ikwhite map. 
Have Only Run A Couple So Far... 
...I got the impression a few mappers carried some "honey" sensibilities over into their Jam2 levels - to very good effect. I'm going to try and draw out playing these for as long as possible. Huge thankyou to one and all. 
Which "honey" Sensibilities Are You Referring To? 
 
 
Crazy quality.

First Tronyn map I liked playing in ages! Lovely style too, reminds me of nunuk's Q3 maps. http://lvlworld.com/author/nunuk 
Nunuk == Sparth, Now That Makes Sense! 
 
Whatever 
Wow, what is this. Those screens looks ace.
Q1 seems to be the game to map for these days... 
Whatever 
Wow, what is this. Those screens looks ace.
Q1 seems to be the game to map for these days... 
Whoa 
hipshot has joined the game

(twice) 
 
 
http://www.quaketastic.com/files/demos/j2lun_027.zip

Less boring and less obvious, but still optimisable at the end where I waste a few seconds. Despite the thrill of going from a 1% success rate to a 2-3% success rate on the first part of the run, I can't be fucked to sort out the end. I'd forgotten how frustrating / pointless / stupidly addictive speedrunning was. 
 
Funny, I was thinking when I put that grenade launcher secret in "that'll turn the quad secret into a total speedrun route."

I've played everyone's but sock's, so I'll post my obligatory wall of reviews later this evening. 
Well. 
Just spent an hour trying to improve that run and didn't even get back to the quad. It's about 15 seconds to there....I think that's enough attempts for now. 
Hmmm... 
Fog, monolithic architecture, voidishness, thematic repetition etc.

What do you think of when I say "honey" Drew?

...waits for avalanche of double entendre 
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