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RetroJam3 Released!
The third Retro Jam is available! The theme was "Vertical Metal/Runic". This pack contains two devilish Runic maps ripe for carnage, made in a few days by FifthElephant and skacky.

Download / Screenshot
Awesome Maps! 
A handful of demos

Utterly loved how <vertical|insane> <skacky|Fifth>'s map was. Nearly got 100%, too, but one secret eluded me. 
These need to be advertised better ... I was barely aware this was going on. 
Dirac's Brackets... 
Hey onetruething, are you trying to calculate some scalar products ?

If |vertical> = |insane> are normalized eigenstates of Quake, then :

<vertical|insane> = 1,


<skacky|Fifth> = 0 since |skacky> and |Fifth> are two orthogonal states !

Wow ! 
Two superb maps. Thanks guys, these are real Quake maps !

Sadly, the start sucks. This pack need a decent start map with a metal style to fit the maps. 
Aww Yea 
just played skaky's map, here's first run

cool map! proper oldskool vibe :) 
This was a suprise. I would have participated in it if I knew about it.

Awesome maps. Runic never gets old. 
first fail attempt to beat fifth's map. too much random monsters make this map rather deadly.

ps. if chrome says that my site is dangerous, ignore it, click button 'details' and then 'visit the site' link. 
I messed up and didn't record demos so you will have to make do with teh tube of you's

Retrojam3_fifth : It had an over reliance on teleported enemies which made combat difficult to anticipate and plan for. It can be ok in small doses but in this map it felt like every fight was a teleport fest.

Some nice designs in areas, reminded me a lot of your jam4 map (less red :D). Final combat was pretty cool. Found all secrets because I am a boss!

retrojam3_skacky : holy look up/down batman. Crazy verticality which was amazing to see. Fun combat for the most part and a lovely quad run mid way through. I think I found 3 or 4 out of 7 secrets. I ended up trying to shoot all the yellow light fittings after finding the secret in one of them :)

I loved the final arena. It was really fun using the other enemies in the area as shields against the vore balls. Top stuff from the French man! 
thanks for the vid. I watched SlapMap's vid too (he posted on twitter I think).

I definitely felt the time constraints on this one, I wanted some big gameplay ideas going in and I didn't want the map to feel too half arsed in that respect. I set up a bunch of set piece fights knowing I was going to end up teleporting a lot of monsters. It doesn't help that the map is open-plan so if I had monsters on patrol or in set places I know that I may have ended up with either too few enemies or a room which will aggro all at once.

The map feels way too linear, the open go-anywhere-gameplay in my jam 4 map was definitely a strong point. Also I didn't have time to do proper secrets either.

All in all I am happy with what I did in the time I did it but I will admit that it could have been a much better map if I had play-tested or made some different decisions. 
> made in a few days
insane, it took an hour for me to make few boxes, connect them and put monsters there :/

Fifth's looks and feels right but is too narrow in a sense of path planning to my taste, and monsters spawning in front of player don't make things better.

Skacky's map is a meaty impressive masterpiece, with nice balance between the old boxy maps and new detailed as shit ones.

(Sorry Fifth, only second run, I forgot to make a demo after install rush.) 
Great Work! 
Amazing what you guys did in a weekend + a day or two.

Bad, reckless skill 3 demos, but I had fun with them, will probably return for another more thorough playthrough on skill 1 or 2.

Fifth, I like the touch in yours of the mega that spawns the shambler! 
Guys, can you please STOP INCLUDING THAT FUCKING QUAKE.RC in jam packs??? Also, why are the texts hidden inside the pak?!

skacky is a massive dick for being able to make such a big, intricate and detailed map in just three days. It looks great and was quite fun, though would have needed some better signposting around the windtunnel bit - suddenly the (admittedly high-quality) sameyness makes it confusing to know how to progress if one misses the cue. Good secrets. Too sock'ish with the altars...

Fifth's map has a nice style, but I didn't find the gameplay to be much fun for the most part. An over-reliance on teleports and arena setups, and most importantly a severe lack of ammo. The quad fight was great, though.

1st Play Of Skackys Map

Have fun dude. Loved the map, really epic. 
Start Map... 
I replayed the maps, and guys, please, add a fucking start map.

And both maps should be linked : once you finish a map, it should load the second one. Having to load a map from the console just sucks.

You mappers are neglecting the start maps. They are adding a lot to the Quake experience and atmosphere, especially if they do have some puzzles to solve, secrets and mysteries, traps, etc.

Start maps are like preliminaries in sex ! You guys are going directly to the Quake penetration, without preparation. WTF !

Skacky's map is really amazing. That's the style of Quake maps that I love ! So out of this world. 
Eh, it's a weekend "jam". Cut them some slack. :-) 
Not for the quake.rc though, not for the quake.rc. 
"Eh, it's a weekend "jam". Cut them some slack. :-) "

Seriously. Be grateful you get anything. :) 
Start Map. 
Yeah, because start maps really make the other maps worthwhile. The gameplay, the flow, the harmony, the visceral excitement of choosing a skill setting. Truly the epitome of thrilling Quake action. I really don't know how we've survived all those decades of dismal Quake custom maps that would have been brilliant if only they'd had a fucking start map tagged on the front of them.

Barnak you are a moron. Please be quiet before you embarass yourself even more. 
Or, you know, take over making the start maps for these map jams. Sounds like a job you're passionate about. :) 
Start Maps = Theme For The Next Map Jam! 
Oh, I LIKE that idea ... that would be fun.

Has to link to the original id episodes and function as a proper start map, including the entrance to shub's lair. 
Announcing RetroJam 3 DLC! 
We are very glad to receive such overwhelmingly positive response from our community and thrilled to announce the upcoming [u][b]Q1 RetroJam 3 DLC![/u][/b]
The epic conclusion is imminent.
The DLC will include highly demanded popular features and addidions:

- start map
- text files outside of .pak
- and the most thrilling addition: absence of quake.rc!
- and much much more!*

Q1RetroJam3 DLC will be available to all non-premium members starting first week of May 2015.
We�ve worked hard to ensure you�ll have a blast in the new Q1RetroJam3 DLC. Pre-oreder now to unlock an extra tarbaby!

Follow us on twitter, steam, myspace and quaddicted. Retweet hashtag #Q1RetroJam3 and #Q1Retrojam3DLC for a chance to take a sneak peak at an exclusive screenshot of the new start map!

* this feature is subject to change 
"Pre-oreder now to unlock an extra tarbaby!"

Can the tarbaby be gifted to another user? Thinking of DaZ here... 
beer to that gentleman 
Start Maps 
Start maps do fill an important role in a map/map pack release though. They are a fantastic jumping off point, they set you on a path. There is something exciting about starting a level pack and being introduced to a skill select, it's the start of an adventure.

There is also an immersion angle. Sure it might be easier to bring down the console and set skill x but it feels so much nicer to do it all in game.

So I agree with Barnak in principle.

However, in the context of this retrojam it is quite silly to ask about such a thing. Both authors broke their nuts getting these large maps finished in 4 days and to enquire why there isn't a start map AS WELL is pretty crazy! 
Awesome Maps! 
Skacky hits again! Another burnermap, totally matching the theme, verticality is neatly implemented.
Having had no time to map myself this time, i already envied every screenshot you posted, you crazy mapping machine! I suck at quake and died even on easy too often, therefore no demos from me this time, sorry.

Fifth i already told you, neat map from you as well. I liked the monsterjumps, but they where too many. Also low on supplies early on. All in all still impressive style and execution.
Died even more in your map.

Barnak, check your privileges. 
Start maps are part of the packaging and thus I'd be fine with them being made external of the jam's time constraints. But I'm also fine with using the console. 
I Accept Everyones Criticisms 
and I will endeavour to include way more monster spawning and a shit load more monster jumps next time.

And also remove all health and ammo from the map. 
Sounds Like... 
...that would make a great start map. 
A start map with hordes of monsters that you need to kill to get to the skill selecting teleport is a pretty original approach to the start map. Might work=) 
How fast you kill them and how much damage you take determines the skill level. 
That Is Pretty Brilliant 
Start Maps 
are cool because mappers can use them to scene set for players. Atmospheric start maps that give you a precursor to the theme in the upcoming episode/map do enhance the experience IMHO.

But demanding it in the context of maps made in 2-3 days is definitely a bit overkill. 
Start Maps As A Theme 
Is a terrible idea, completely misses the point of what makes start maps cool. 
Fast/damage taken to select skill is tricky. First off you have to be sure thats how skill is measured for most players in Quake because for all those that its not, you've just alienated.

It might sound obvious, but what if accuracy, secrets found or infights caused were thrown into the mix. Forcing players to play how you want needs to come from the basic mechanics of the game, something that can't be done in Q1 without modifying the core mechanics.

For example, having the player health tick down to 0 but they recover health for each kill made.

Final thing about start maps - they're awesome and of course you can have one made in three days, as long as one of the main mappers doesn't have to do it. Just takes some victim volunteer to agree to make and it bit more organisation. 
Loved Fifth's although it was a bit hordy. Nice "15 years ago" vibe.

Quit skacky's after ~5 minutes because I got tired of the constant onslaught. Will retry on 0 instead of 1, hoping it is toned down there. 
What sort of drugs are you injecting into your testicles? Skacky's was as fair and balanced as any modern map on Skill 2.... 
If you love jumping to conclusions from tidbits of information you should check out that tumblr internet web site.

Didn't say it was hard or unbalanced, I said it was a constant onslaught. I found that boring and annoying. 
I'm Surprised Really 
Ithought skacky had the better map by far (although the last fight could have been harder). 
I love people who make an ounce of sense.

If Skacky's was too much of a constant onslaught, then surely at least 50% of Quake maps in the last decade must have been unplayable for you?? 
Last decade? That was when you actually said things that were worth listening to, wasn't it?

Again, your reading comprehension seems fairly bad. My original post was "5th grade level" according to some online tool. Sorry if I should have used more simple sentences. 
Online Tool. 
Very appropriate.

Just for you, because you're such a sensible and well-balanced individual, I went back and checked Skacky's map.

Room 1: Snipe the ogre, check the corners and kill 2 knights.

Room 2: See ogre straight away, retreat obviously, grenade ogre and usually catch a zombie in the blast. Kill other zombie.

Room 3 upper: Okay this is almost slightly tricky. Death knight in face etc etc. Retreat off lift (and take 5 falling damage, the only damage you need to take in the first 5 rooms). Death knight may or may not follow, snipe him either way. Up lift and back off again to shoot lower zombies. Up again to shoot upper zombies. Advance carefully and check for knights again.

Room 4: Snipe Ogres from Room 3 and dodge grenades.

Room 5: Shoot closer zombie straight away. Snipe Ogre easily. Move up and grenade 3 zombies. Death Knights around the corner OMG, retreat and kill them. Snipe 2nd Ogre exactly the same.

Room 6: NOW, it does actually turn into an onslaught, only because the spike trap is a pain. Collect armour, trigger enemy, and retreat through it anyway, go back to collect some of the 165 health you didn't need to use in the previous 5 rooms.


TBH if someone was a complete Quake noob and had never played anything other than Id maps, I could see this would be a bit harder than the Id average, but after 19 years and 1000s of custom quake maps, most of which have been harder than Id, sometimes a lot harder, this map really is quite steady.

OTOH if you've posted "constant onslaught" on the majority of other map releases and I've missed it, then I do deeply apologise *

* from the bottom of my arse. 
Great News! 
We are extremely happy to announce a new revolutionary streamlined version of Q1RetroJam especially designed for our broader casual audience!
Here is a fresh exclusive promo screenshot of Q1RetroJam Casual

Coming soon to Nintendo4ds, Samsung Watch and LG Smart Refrigerator platforms!

Don't forget to hug us on twitter, inside3d, quakeone and reddit/r/quake.
Play Quake and don't do drugs! 
Okay That Is Cruel 
But "LG Smart Refrigerator" I am in tears here.... 
You Know. 
If Q1RetroJam3 community manager had spent less time fucking around with troll screenshots and buggering up UBB code, and more time finishing his damn RJ3 map, the world would be a happier place... 
Public Announcement 
Due to recent ESRB certification and health safety concerns Q1RetroJam team needs to warn you that mentally unstable entitled forum hypocrites with zero contribution to the community are not eligible for any further Q1RetroJam updates and DLCs without a written consent from their parents and a supervising psychiatrist.

For everyone else Q1RetroJam3 is happy to announce that closed betatest of Q1RetroJam3 DLC begins this Sunday!
Stay healthy and remember that we are not Valve. 
Seriously, GO MAP. 
Thread closed, GG. 
Great work, enjoyed both maps. Nice quadrun in Fifth's. Spend a lot of time in the demo of Skacky's map wandering around looking for secrets or trying to perform various jumps. Impressive what you guys manage to achieve in just a few short days. The only criticism I have is that I got a little lost in Skacky's map a couple of times due to everything looking quite similar on the silver/gold key-floors, but that's nitpicking.

Skill 3 demos

Fifth's: 73/73 kills, 3/3 secrets, 11 minutes

Skacky's: 112/112 kills, 6/7 secrets, 30 minutes 
You have such an alien playstyle. You got the grenade launcher secret in a completely unintended way for example. And getting from the lift to the window ledge was funny. Cool demo. :) 
Played through Skacky's now. Guess I got into a bad streak yesterday where I never got a rest from attacks (constant onslaught...) and the sounds of the ogres really got on my nerves. Nice map as well! I also played through it on Nightmare just to make sure I did not suddenly lose my manliness, no problems there. 
You Fud. 
I told you it was okay, glad it was good this time.

And no it's not about manliness, it's about consistency. 
Flogging The Dead Horse Which Is A Horse 
And I told you it was not about the skill. 
Start Map, Moaning Bitches.

Enjoy. Probably wont be up forever. 
You Forgot The Trigger_hurt 
I was going to have a rune at the beginning and then when you went through either door you got dropped into a hellish room filled with spawns via a 2nd playerstart.

But I am drained with all the mapping. 
Oh wait... ffs.. I know what you mean 
Fixed Version Of The Start Map... 
Enjoy your demise as you fall to the void. 
Wow ! 
Now, THAT's a start map !

Feels perfectly in harmony with both maps.

Now, that pack is complete. Thanks a lot !

(I'll also try to play the start map using the DMSP mod, to add one thousands monstrers in it... in nightmare mode!) 
Wouldnt The Start Map 
just have a spawn point though? 
Not Dmsp compatible tbh 
Was just kidding with the DMSP on the start map.

Could be fun, however, to trigger some random monster waves on a start map, after hiting some secret button somewhere.

I still believe that start maps are underused. Start maps with lots traps and puzzles to solves, before selecting a skill and a map gate.

Like Indiana Jones in that Inca temple, walk on the wrong tile (while running to a gate) and get a smash on the face !

Or solve a puzzle of some sort to activate the hidden gates... 
Fuck No. 
You're looking for Tomb Raider. 
Quake Is Better Than Tomb Raider 
There's a mod called doom raider. You should check it out 
Modern Quake Could Use More Of The Classic Traps And Puzzles 
Monster-free map jam. Come on! 
Someone needs to do a puzzle based mod with a set of logic entities (and/or, gating, etc) and a nicely controllable mover system. Using the stock set is ... challenging. 
E1m3 Jam 
In style, not necessarily theme. I'm thinking the traps, false traps, and ambushes. 
Use Extras R4 
Both very nice maps and fun to play. Have some demos made, but i might want to improve them still (especialy the run on fifth is realy hard for me to do how i want it to) 
Secret Number 7? 
i seen a coupel posts with people getting 7 skacky secrets, did anyone find the last? (i had 6 to) 
I Got 7 
However I could not find the proper way in, so I just RJed in (bloody area). 
Start Map In The "official" Distribution ? 
I'm wondering if the start map published above is now part of the official distribution of the RetroJam3 archive.

If not, don't forget to include it, since it's an awesome start map. 
Where The Heck Is The DLC??!?!` 
I paid good money for that shizzle! 
My map has been complete for a week and a half, still waiting for the others. 
This is so good it's scary.

Great job everyone. 
Finally Played This 
fifth's was definitely too hard and hated the teleporting enemies behind me, looks wise was ok.

skacky's looked nice and played ok, bit too much grind gameplay overall though. 
Puzzle Based Mod 
+1 vote.

My requests: puzzle jam and victorian jam. 
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