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Retro Jam 6 - Egyptian!
Hey folks! Retro Jam 6 is finally ready!

2017 starts with one Egyptian jam theme and whopping 17 contributions from the following mappers: bloodshot, breezeep, Danzadan, doomer, dumptruck, FifthElephant, ionous, Khreathor, lp, MJB, MukOr newhouse, OTP, PuLSaR, Skacky, Shadesmaster, Naitelveni


Screenshots / Download

Thanks to everyone involved, it's been a huge success! And I have a new-found appreciation for people who arrange jams! :)
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First Batch Of Demos And Feedback 
http://www.quaketastic.com/files/mjbrj6a.zip

Skill 2 on all maps.

Bloodshot:
Wow what an impressive first release! The opening area with the deathly green atmosphere reminding me of a cursed tomb. Very oppressive atmosphere which had me on edge the entire way. You used great use of greens and reds in this map...very original. gameplay was interesting too with some creative traps and fun secrets. I look forward to more of your future work!

Breezeep:
Stellar work, highly polished with perhaps a smidgen too hardcore of fights. I liked your "lame" secret as you had to follow the sound. Lovely interconnection and visuals here.

Danzadan:
First map I believe? It is really impressive and totally had a "out of this world" vibe. I got some serious sam sickness when I got to the outdoor section which had great amount of depth. I liked the aggressive colors but I only found 1 secret. Nice work!

Doomer:
The most "retro" of the pack so far. A nice simple speed map that worked well enough. I know you had very little time and it shows...but it is still a sturdy release. :)

Dumptruck:
Really cool stuff and talk about tension! I can't say I was thrilled to be staring at a shambler as soon as I entered! Loved the void pyramid and the option to choose which key you want to grab first. Also enjoyed the Dismal Oubliette-esque event. Is this your first release? If so, very nicely done!

Fifth:
I love the lighting and texture work here...only time I saw the green marble. Fun secrets as well. I found myself falling into the void because I was slope climbing some structures...I think the edges should have been clipped up. I found the gameplay to be a bit cut and dry with loads of Ogres and Death Knights. Keys seemed to be just a single room away and just to slow pacing down. However, the moment you step out onto the vista for the finale is absolutely breathtaking (And not in a Seinfeld way.) The depth of the scene and the unique looking pyramids are just stellar craftsmanship.

Ionous:
I know you had very little time to work on your map but you made excellent use of a very limited space. Fun quad runs and nice flow considering the size of the map...this is basically one room and I actually enjoyed that fact!

Khreathor:
I loved the color you chose for your sunlight...it is a pleasing harsh sun and it fits the wonderful sand you included here. I liked the secrets, especially the pyramid popping out. I found the dark tomb exploration to be a bit bland and I would have preferred more of the outdoor harsh sand stuff. I liked the strange little details you included like the ritual portal underneath and the monitor inside of the tomb. It gives it a sense of mystery as to what the hell is going on here. Also good use of the stone face ;)
I think the map was too dark for everywhere that wasn't the outdoor section. I understand if that was the idea but maybe just a bit more fill lights!

LanePowell:
I liked this map, another unique feeling tomb raid. Interesting use of textures and a peculiar main room that was satisfyingly interconnected. I also enjoyed the small catacomb exploration and a fun secret. Definitely work on fill lighting as there were sharp black shadows on most lighting sources which really detracts from the experience. The final fight seems strangely paced...seemed like I could have floated away to the exit given the moderate gaps of delay before the next wave. I also telefragged a poor ogre haha. Nice work and way to go on a second release!

That's it for now, I absolutely can't wait to wake up tomorrow and run the rest of the jam. This is seriously better than any new game I bought from the Steam sale. What I love the most so far is EVERY single map is vastly different in design, style, and creativity.

Fucking aye. 
 
17 maps - it's cool)
It was fun to participate in this jam. Thanks to those who appreciated my work. Tonight evening I will play other maps and maybe even publish a demos (my skill is not the best even on normal or easy). 
17 For 17 
17 maps for year 17!!!!

I can't wait to try theye levels - as well as begin work on a 'non-deadline' map/mod in addition to working on future jams! 
Doomer Map 
I have 49/49 kills but I cannot get to the final door? 
Doomer Map #2 
Ah, I see now (replay). After the killing last vore, I did not notice the steps rise. I hid for a bit to pick of a stray knight and when I poked my head back up, the steps must have sunk beneath the lava again. 
Mike Woodham 
Hmm, maybe i forgot change "wait" to -1 for final stair. I will be chekc it now. 
Fifth Map 
The 3D faces are superb. And I actually found 4 out of 5 secrets, which is good going for me. 
 
Ill be uploading a fixed version of my map "Sacrifice Unto Sebek".

It fixes monsters clipping on some geometry. Too much or too little health/ammo. Addresses a slight flow/direction issue. Moved MegaHealth secret to a more practical area. 
Small Fix 
http://cacodemon.doomer.org/quake/retrojam6_doomer.zip

Fix behavior of the stair to the final door.

@FifthElephant, please update jam archive. 
17?! 
Holy shit, I can't wait to play these later.
Thank you all. 
17 
That's a ball-bouncingly large number of maps. I had a quick blast and many of these are of really high quality! Well done to all involved. 
Very Small Update To The Map. 
Added one more enemy in the ending section with the final vore, and made the secret shootable buttons slightly more noticeable. They are still in the same place, so you've gotta keep looking harder ;).

http://www.mediafire.com/file/ki9eypa6689h68g 
Enough Of This Bullshit. 
Stop updating your entries if there are no game breaking bugs. 
Arcane Dimension ? 
Is there any map in that jam that uses the AD mod ? 
@Barnak 
No, it works in vanilla. 
Missing Maps? 
Unless I'm missing something in both the start area and the maps directory, maps such as Bloodshot's and my own are missing? 
Shades 
Double check. I had to change a lot of file names to keep everything consistent 
Skacky�s + Ionous� + Bloodshot�s 
are probably my favorites so far. somebody else listening to the new The Fragile Deviations 1 as a soundrack to this pack too? 
 
I've found a bug in doomer's map: the stairs that raise when kill 3 vores in the end go down shortly after that and one can't exit the level without noclip. 
Doomers Map 
I noticed that also, but i rocketjumped :) 
I Rocketnocliped 
 
Going To Play Through The Rest Of This Shortly 
Demos And Feedback Batch 2 
Thus ends the Jam, but the later half is just as good!

Skill 2

http://www.quaketastic.com/files/demos/mjbrj6b.zip

Mukor:
Wow, what an impressive first release! I love the warm lighting and night time atmosphere. Lots of story elements going on with the center print beckoning you all the way. Lovely secrets...I was able to unearth 7 out of the whopping 9! I think the gameplay had lots of variety and you made good use of entities such as func_train to replace func_bobs.

I think a tiny quibble would be when you need to reach the second sacrifice pool...I just happened to go back and shoot/push the switch. Congrats!

Nait:
Lovely map, great architecture and fits the theme well. I think the map felt a bit empty, maybe because of the large spaces and sparse enemies. The quad run was fun but there needs to be a shortcut to the top as it discourages jumping for tempting ledges! Set wait with a value of -1 on buttons to make them stay pressed in.

Newhouse:
Your style is becoming more apparent to me. I am starting to see NewHouse maps as dark and brutal and this map is no different! The crushers miss their mark a little bit due to the cramped hallways but I liked that you attempted a different way to handle zombies. The void section is fantastic and really gives an out of this world vibe...I like how you interpret themes. I did not find a way to get back to the silver key door after finding said key...I assume it was the slipgate on top. Lastly, a pretty cool idea with the vore sprint.

OTP:
Congrats on a non-phallic release! I liked the unique theme here with the green poison channels beneath. Gave me a bit of a doom 64 vibe. Gameplay was solid enough but it could have used a little more re-population during key movements. It appeared you ran out of ideas at the finish but it was satisfying enough.

PuLSaR:
Very dark and moody...quite small but I know you had very limited time. I found one secret and enjoyed my little romp through some very dark corridors. I could have used a wee bit more light in some places.

Shademaster:
Congrats on your first release. The map is competent enough but is a bit rough around the edges. That's OK though considering it is your first entry! Secrets seem to be given much too late as the map is over before you know it! Consider using some messages to guide the player as to what their button pressing is doing!

Skacky:
Wonderful aesthetic here with the tech like infused Egyptian structures. Lovely lighting, probably the best lighting of the entire jam to be quite honest. Fun secrets if maybe a bit too close together and even a super secret (Which half of the demo is me spending the time to find the last button...which doesn't happen.) I did check the map for the location and it's worthy enough but why not a marked secret?

One issue I had was being confused when told the path to the key was clear. I triggered the help message earlier due to secret jumping and thus didn't make the connection for a while. Really good work! Also, I chuckled when the level changed.

And there you have it, one of the best jams I have played hands down...perhaps the best! Every map is vastly different. From standard dusty Egypt to out of this world techno-gypt the jam runs the gambit of all flavors.

There are too many entries to pick a favorite so I will choose three that I felt touched me in that oh so special way:

In no particular order:

Mukor
LanePowell
Bloodshot

Congratulations to all! 
 
Id say with respect to Fifth any and all fixes should be done with the next ~24 hours.

This is a sizable and memorable, jam so I'd say its worth a little effort after the fact.

Im also totally biased cause I'm wanting to submit a small update to my map.

http://www.quaketastic.com/files/retrojam6_mukor.7z

Here is the final update to Sacrifice Unto Sebek. This fixes monsters that were clipping on geometry. Item placements/amounts. Moved Mega Health secret to a more practical spot. It was pretty pointless in its first spot. (proven by ionus' stream) Fixed a sequence of events that occurs in the mid section of the map. First version triggered things without prompting the player which led to even myself being a little confused as to what was going on. The flow is much clearer now. Also, added some monster jumps. :)


I'll be getting to demos tonight once my little ones gone. 
Comments Part One 
Bloodshot: That opening vista is really something. The pyramid is very cool and the green lighting makes it look like the whole land is cursed. Loved the little adventure trope of the sliding pit of doom at the start. Combat is good for the most part, if a bit unfair near the end. Loved the use of traps. Lighting was alright too but colors were a bit strong at times. Very good first map.

Breezeep: Playtested this and it was already incredibly solid, needing only a few changes. Super good map that feels like a full release. Geometry is simple and elegant, flow is superb, lighting is lovely, fights are intense but properly balanced and the temple-in-caves-bathed-in-moonlight theme is excellent. I really like the keys inside the teleporters, that's clever. An all around very good map and a highlight of the pack.

Danzadan: Very good first map, much like Bloodshot. That night sky was lovely and the outdoor area in the middle was proper Egyptian. Combats were hectic, chaotic and ultimately a whole lot of fun. Didn't find a single secret I believe. :(

DOOMer: feels like Sandy Petersen authored that one. One of the most retro of the pack for sure. Pretty good overall. The ending was pretty brutal but interesting.

Dumptruck: Loved the classic Doom monster preview in that one. This map feels properly evil. The pyramid in the void is a very nice touch, so is the Romero lift with the obelisk as the centerpiece. I assume this is a first release as well, in which case congrats!

FifthElephant: Crazy good given the short amount of time used to make the map. It looks good and plays rather well. The pyramids are certainly very impressive-looking. The lighting makes the whole map look very dusty. Short and sweet. A few collision issues though, resulting in the player being able to get into solid geometry. Projectiles also travel inside walls on the right of the silver key door. :P

Ionous: Much like Fifth this is a really really good map, especially given the short amount of time. Feels properly retro, using only simple shapes. The black sky makes it look very mysterious. Flows well, good layout, good fights. Really ace.

Khreathor: Probably the best lighting out of all the maps and the most retro-looking to me. It really reminded me of both PS1 games and Magic Carpet somehow, though I can't really explain it. The architecture is simple but very good and feels properly Egyptian, especially the green marble corridors. Crazy good pharaoh sculpture too. That said gameplay is a bit let down by the fact that, much like my first proper release, the map is mirrored at one point. Time constraints, of course, but still a con. That said, however, this is still a very cool map!

LPowell
Pretty good map. I'm not too sure about desaturated lighting with sock's Egypt wad, it works better with colored lighting in my opinion. Interesting layout and good combat encounters overall. I got a bit confused at one point but it's more my fault than the map's. Not much to say about it really, it's solid all around.

Bloughsburgh: Even crazier than your jam7 map. This is just insanely fun. Really good design and you actually made water combat fun, which is no small feat. Didn't find a way to get the rune but that didn't prevent me from really digging the map. 
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