News | Forum | People | FAQ | Links | Search | Register | Log in
Retro Jam 5 Is Out Like The Wind!
A brand new, Wind Tunnels themed, retro jam map pack release! But what even is a retro jam?

(...) the original Quake maps still look great in 2016, and the vague idea behind retro jams is to recreate their simplistic beauty.

Featuring maps by Breezeep, Bloughsburgh, ItEndsWithTens, NewHouse, QMaster, Shamblernaut, and someone else OTP won't name with a full wind tunnels map under the name "shambler".

Screenshot gallery
Download (5.96 MB)
First | Previous | Next | Last
#10 
Here is the problem. The lighting is darker near the shoreline.

This may go unnoticed in most engines, but it becomes noticeable when using smooth shorelines (which some engines also supports through shaders). 
@Bloughsburgh 
Thank you* I personally like more Episode 4. And I included a bit of episode 3 feel too, obelisk tower should feel a bit like episode 3. 
 
I think it is good that there weren't copies of E3M5. And don't know why it has to feel exactly like that map. I personally enjoyed these much more. 
 
It doesn't have to. I think Bloughsburgh might have been misled by the explicit mention of E3M5 in the old thread title, but if you actually read OTP's original post at http://www.celephais.net/board/view_thread.php?id=61374, it's pretty clear this jam wasn't restricted to E3M5-style. 
Bloughsburgh 
I'm stuck at the "your fate is sealed" room. I can't find any button to press or shoot and the side tunnels are too high to grenade-jump to. Am I supposed to quad-grenade-jump into one of the tunnels? I tried that a few times with the very much expected result of insta-gib... 
A Dark Place 
I assume you are running DP?

What didn't happen should be the first question:

No rune to pickup? What monster waves spawned? (Ogre/Fiend, Scrag/DK, Spawns?)

Although not explicitly stated, I did run through each skill on whatever the most recent DP download is on LordHavoc's site and had no issue...

Another thing to try is check the corners of the large hollow pipes to see if a monster is caught in a coner and not jumping down.

I will try to help when you have more info! 
@Bloughsburgh 
This experience based on my testing.. but for some reasons if you run my map for example in darkplaces-sdl.exe it doesn't teleport enemies, but if you use just the darkplaces.exe then it should work?

Or are we talking about something else then? 
 
Then again, I don't know do I even have up to date versions of those two.. 
NewHouse 
Are you saying you are also having issue with finishing my map or are you generally commenting about DarkPlaces oddities as well?

In any case, I really have no idea...it is just a string of trigger_counters and relays. 
Bloughsburgh 
Yes, I used trigger_relays and trigger_counters inside the obelisk and those didn't worked on Darkplaces-sdl build for me at least. 
Bloughsburgh* 
I will try and test if your map is having same issues. 
 
I got the rune but only fought a couple ogres, one of which never jumped down. But yeah, I played it in my primary DP install, which happens to still run the 20140430 build - forgot to update it. *facepalm* Thanks. I'm loving what I've played so far, BTW. Will try again in my up-to-date secondary install. 
 
It seems to be working. Mugwump after picking up that rune and killing all the monsters (spawns last). Platform rises from that spot where rune was, and use that to jump to that nearest yet lowest pipe? 
NewHouse 
The date of your DP build should be displayed at the bottom of the console. 
 
Okay, it wasn't just up to date, as expected* 
Not So Dark Place 
Cool, glad to hear that it might have been because of an old version. I do know that sometimes the monsters do not jump down right away but if they are angry (And they are set to be that way) they should eventually.

Thanks guys. 
In Order. 
Breezeep: Beautiful construction for a jam map, obviously style is spot on but so is build quality and lighting - rather like Q2 sewers which is neat. Very tough gameplay but unbalanced as it's a lot easier at the end.

MJB: Again very cool for a jam map, not quite a refined as above but a good style with lots of nice touches - little light pipes are cool, lots of nooks and crannies and secrets, and I like that the wind tunnels sections are chaotically confusing. The combat was good and well balanced, quite cruel at the very end.

Newhouse: Some neat designs and styles in this, nice details and lighting in the first area. Having your own style of actual wind tunnel was cool. The last one gave some interesting gameplay mostly focused around having a vast cloud of my own grenades floating right next to me. It was a bit easy otherwise but fun. The overall theme was a bit too mixed and needed more consistency (a clear feature of wind tunnels, and your tunnels had potential to carry that through).

Qmaster - interesting wee map! Very good use out of one divided room. I actually like the layout and how exploratory it feels despite it's size, plus the way it changes around. Combat was interesting too. The main issue is the texturing is dull, and the designs don't quite harmonise - if those were fixed it would have been a favourite. Oh and the wind tunnels were borky.

Onetruepurple - clearly a full map with this jam as an excuse to release it, will play it seperately.

Shamblernaut - okay for jam map but a bit big and bland. The fans were a good touch though. Rein in the size and focus more on layout and details.

Tens - great layout and connectivity, good design, nice blend of inside and outside, and decent gameplay, but SWEET MOTHER OF CHRIST'S SWEATY ARSE CRACK THE TEXTURES. It's like Madfox took an extra special weekend hit on the crackpipe. Almost unplayabley ugly but if it had been retextured it would have been another favourite of the pack. I didn't mind that the wind tunnel was fairly tangential gameplay-wise.

Great pack overall. 
Oh Yeah... 
...have to DL and play this if only for Smabler's "Tens" review. 
Wait... "Shambler" Is Actually OTP? 
 
Wait 
OTP impersonated Shambler? 
Notes 
Pulsar:

Thanks for playing, was fun to watch the demo and I was pleased that you discovered a good many secrets and almost found the super secret! I liked that you actually turned around and explored when prompted with the "Are you sure?" message. I also laughed at the Ranger's final watery fate!

Kreathor:

Haha, it did say your fate was sealed!

Shamblernaut: I do recommend watching my demo of your map just for the end haha.

NewHouse:

I don't know why I worded it that way but when I said not E3M5 I more so meant lacking of dark sewer tunnels and such...nothing wrong with it I just tried to find a criticism for each map in the name of balance.

Shambler:

Glad you enjoyed the map, are there demos to be watched? :O 
@Bloughsburgh 
No worries, even though I'm those kind of persons who will get triggered quite easily. Right after finishing this quickie map.. I kind of started working on something more consistent, some kind of graveyard wind castle whatever, with these magic wind elevators kind of.

I should have spend more time on this map, interesting that nobody pointed out that it is very sort, and must be the one of the reasons why there wasn't that much challenge. Kind of wanted to increase difficulty slowly while kind of introducing these new elements. 
 
...pointed out that it is very "short"... 
Demos + Few Words 
Demos (skill 2) for:
Breezeep
Bloughsburgh
NewHouse
Qmaster
OTP aka Shambler (or whoever did this map)
Shamblernaut
ItEndsWithTens

Breezeep:
This map is quite hard. Enemies compressed in small rooms. Challenging but fun. Infighting helps a lot.

Bloughsburgh:
Map is nice, but last fight sucks and you know why! Nicely balanced secrets though. While recording this demo, I already knew about few of them (secrets), so sorry about that. On my last playthrough, I had this "A-ha!" moment with "blinking lights" secret - I found what has been opened.

NewHouse:
Nice small map. I got a feeling you take mapping too seriously. You should try make more freestyle maps like this to chillout a little. Maybe under some pseudonym, if you are too shy - like OTP does ;D

Qmaster:
Interesting map. I like this weird structures. It would look cool with concrete and metal textures. Push entities were not so great, need some polishing.

OTP aka Shambler (or whoever did this map):
It was ok. Many troll moves here and there.

Shamblernaut:
Simple concept. You can easily get ground by fans (and I'm not talking about people who like your maps). Even if this should be retro, I would love to see more detail in this map, instead of big empty rooms. It was fun anyway.

ItEndsWithTens:
It gives this 90s level design vibes, in both topology and texture work. Which of course is not bad. 
If My Maps Were As Good As The Secret One I Wouldn't Use A Pseudonym 
 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.