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Map Jam 9 Released - Contract Revoked Theme
After long weeks of mapping Map Jam 9 is finally released. We have 15 incredible maps from the following authors, including one very special guest:

Bloughsburgh
Breezeep
DelusionalBear
dumptruck_ds
G1ftmacher
Haunter
Ionous
Kell
Mukor
Naitelveni
NewHouse
onetruepurple
PuLSaR
ShoTro
skacky

Screenshot
Download 1
Download 2

Quoth 2.2 is required to play this jam! You can download Quoth here

Don't forget to record demos and share your experience with the authors.
Enjoy!
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Part 1 Of Map Jam 9 
I posted this on Quaddicted but figured I'd post the feedback here too. Part 1 houses the first 5 maps by alphabetical order, not a bad one so far! Nice job everyone!

https://www.youtube.com/watch?v=6i9Axo6EV5M

Cloudy With a Chance of Gibs by Bloughsburgh:
You've so far made the craziest map with all of the grinders and gibs all over the place! I felt gross just walking through all the falling body parts and swimming through all the blood. Really visceral! This one felt a little cramped to me at times, almost making it feel more like a map made in the 90's at times but I don't think that's bad thing. You do a lot with the small space available and somehow there are 10 secrets crammed in here? Crazy! This is definitely the grossest Contract map, nice work buddy!

Mensis Keep by Breezeep:
I loved the flow of this map Breezeep and wow was it challenging for me! This feels like a pretty epic adventure, how it starts in the caves and winds you through all these difficult fights through the castle. This one felt like almost a prequel or sequel to Contract Revoked, in that it fits in with the episode but also tells its own story. Really nice work!

DelusionalBear's Map:
I'm pretty sure this is your first map Dbear (I apologize if I'm wrong on that), but for a first effort this is really good! This has been the shortest map so far, but i love a good short map myself. I think your map tells a great story in and of itself, with you starting in a dungeon and finally making your way to a gladiator style arena, suggesting that prisoners were used here as fodder...that is, until you showed up! Great visual storytelling! My only real critique is with the big middle room where like 20 skrags try to come at you all at once. It made for a silly fun fight, but there is always something a bit off about a ton of enemies agroing at once in a huge room. Check out my playthrough for more details. Nice work on this one, looking forward to more from you in the future!

Knight Gaunts by dumptruck_ds:
Wow, Dumptruck, this map was wild! Huge rooms, lots of variety to the combat throughout and a really, really tough fight at the end. I really liked the center courtyard area as it was a ton of fun running back and forth from enemies. While I was playing that fight at the end, I wasn't really having a ton of fun with it because it was kicking my ass, but I will say that it was REALLY satisfying finishing it. On the other hand, it may have taken a few years off me. =P Excellent work man!

The Brimstone Mine by Giftmacher:
My favorite of the pack so far, I love the space in this map as it feels like everything fits and flows perfectly. The beginning was perfect where you see this dirty mine shaft and then turn around to see a beautiful skybox. I loved how further into the map, you could look down in the skybox and see a town below. Really nice touch! The amount of variety in the gameplay of this map is outstanding. It contains small horde fights, crazy boss introductions witht he shamblers, elevator fighting...there is a lot and really helps this map stay fresh around every corner! This is definitely something new mappers should play to understand spacing and pacing of a Quake map as this was just my speed and still had a good challenge to it!

Part 2 coming soon! 
Redfield 
You almost found the Plasma Gun secret in the secret level!
Also not sure why the bridge to the Thunderbolt teleporter extended, the Great Old Ones were feeling extra generous today I guess.

Great demos! 
 
Also I didn't really organize anything, I just went and made a few maps and pestered a few people on discord to know how they were doing. PuLSaR and OTP did most of the work. 
@ShoTro 
still feels unfinihed, on skill 1, attempt for I think third rune, got stuck before Shub, no new waves of enemies coming, entry blocked 
@ShoTro 
still feels unfinished, on skill 1, attempt for I think third rune, got stuck before Shub, no new waves of enemies coming, entry blocked 
A QUAD Of Demo's 
Haunter's Map
Ionous's Map
OTP's Map

and...

Pulsar's Map

Haunter's map is Skill 2 the others are Skill 1.

The Tugging - Haunter
As with others, the only thing tugging was this map to my heart strings, short but oh so suhhhweet. Loved it. The close red fog bathing the walls was really cool. The only niggle I could say is, when you spawn in and look behind there's only void. BUT... the map corridors actually lead you back there! Other than that, simply wonderful.

Amputated Extremities - Ionous
This was an accidental Skill 1 demo :( I tried several times with Skill 2 but kept failing. I gave it a rest and came back using the console to start he map, forgot about Skill setting. Didn't realize until I had a fiend instead of a Shamby, hehe.

This is everything you expect from an Ionous map... minus about 10,000 brushes ;) His patented "clean" design with great monster selection for challenging fights scenario's. A great map. Sorry ionous, pretty sure I missed all the secrets :(

The Book of Disconnect - OTP
That start, albeit simple, was a fantastic idea, gg. Suffice to say, I just instantly took a liking to this map. I haven't played many otp maps, I think they're rare are they not!!! I know this one I have enjoyed the most so far. I don't really have anything genius to say about it, just enjoyed the map overall as a whole. All the ups and downs, with vertical combat and me being vertically combat challenged, hehe. The lighting was good, with good contrast. It was subtle things really. Spike shooters, the flashlight(I forgot Quoth even HAD a flashlight, so under used) the below water level health boxes that trigger ankle biters... BELOW water level to. FUN.

Consciousness Outpost - Pulsar
To be honest, when this map first loaded, and I was having beers with Gotshun, I was like "meh, not another space maps. So over those." BOY, was I fuggin' wrong. BOY was I fuggin' wrong! Yes, it needed saying twice ;)

While I appreciate the larger maps this is like a perfect(imo ofc) Quake map. Most likely anyone reading this has played it, so I won't restate what is known, Everything is simply a treat to look at and play through.

Oh wait, the perfect Quake map MINUS the END boss fight, grrrrr... Ya know, I thought on Normal it'd be easier, a different setup, but nooooo. After many rip's, between recordings, I found the secret that changed it all at least. It was either that or submit a non finished demo, cause I was getting my arse handed to me.

Sadly I watched erc's demo and mang, I just didn't have it that easy.

Anyway's thanks guys for the maps, truly. Love what you do with your creativity, an editor, and Quake. 
 
@ArrrCee thank you for the feedback and kind words. You're correct, this is my very first fully realised map, before that I only made couple boxes filled with stuff, just to test things :) Your assumptions about the story are also mostly correct. 
@ArrrCee 
Glad you made it through that last fight. Can't wait to see your play-thru. Always fun to watch your channel! 
Great Maps By All! 
Will give my detailed thoughts later. For now, demos of each map, hard skill.

http://www.quaketastic.com/files/demos/orl_mapjam9.rar 
 
@Orl thanks! 
The Deathmarch Continues 
Starting with the long-delayed conclusion of Naitelveni's map.

https://www.twitch.tv/ionous

Starts in an hour. 
Right 
Next would be Kell, but he's already seen demos from me before releasing, so next;

Then there's ShoTro, which I am itching to play but it's a commitment I don't have time for tonight, so next;

Taking the jump pad to the top floor and the first exit I see is to my map, I've played that time enough, so next;

Haunter!

It's practically jam tradition by now to have a small map from a newcomer and this time it's no different. The smallest map from all 16 but not the worst by any means.

What it lacks in length it makes up in level of detail, it's easy to notice how much effort went into decorating each and every room, either with lots of trims, or lots of bodies (the final area is almost unsettling looking).

It also makes up in intensity - it's probably easier to die in this 17 monster map than it is in others with ~100. It's relentless from the get go and doesn't really let on. Some of the difficulty comes more from the (small) map scale, too, however.

Overall a nice map and a fine debut! 
@OTP 
Nice demo, you were not nice to that poor drole! I actually intended to spawn him from the get go so he could snipe the player from the balcony during the brigade fight, but I quickly realized that woulndn't be a good idea.
Also regarding the possibility to give a minlight to brushes - I thought this was a worldspawn property that couldn't be applied to individual brushes. Maybe I'm wrong.

Thanks for the commentary anyway. I've recorded a bunch of demos for everyone but I end up dying before the end most of the time, will post them eventually. 
@erc 
Thanks for the demo of "Knight Gaunts!" I enjoyed watching you play. Probably the best overall player who has played it. Conservative with ammo, patient and good with finding secrets. AND you've found the most secrets out of anyone!

The one secret )green armor) you and everyone has missed is in the first large room. It's hard to find, but if you aim high you just might...

Redfield did find it, but accidentally so his doesn't count!

I am blown away more people are missing the RL and SN secrets!!! 
Finished ShoTro's. 
JFC. 
 
http://www.quaketastic.com/files/demos/otp9_shotro.zip

It's practically jam tradition by now to have a map from a newcomer that just gleefully ignores as many mapping conventions as it can.

Feels like everything that could have been said about this map has already been said, really. Quite a lot of commentary within the demos.

I intended to play more maps tonight but this one just really wore me down. :( 
@dbear 
Finally got to your jam9 map tonight. Really liked it. A little tough on ammo but not impossible. There are some imaginative encounters and I really liked how expansive the level was even though this is just a short-ish map. I liked the ending battle. Here are my demos The last demo was me trying to find secrets and well... you'll see what happens. :) Great first map! 
The Demos 
@Mike Woodham - Not sure what the problem is. Have you tried the updated version?
@Redfield - You didn't encounter a glitch that is how it is supposed to work. About the bleed. I fixed a lot of the bleeding in the update and eventually figured out what causes that and how to prevent it but different engines had different results and I had a lot to fix in the map. You should see the rest of it sometime.
Although. If you don't want to go through the chthon encounter again, just clip through the bars at the top and impulse 11 before jumping off.
@erc - You did really good. The map gets a little redundant on that third run through, which is where your demos end. Hope you enjoyed the rest of the map after that.
@Jaromir83 - You can jump across the pillars and smash the window to get out. Just go up the ramps and look out towards where shub is.
@OneTruePurple - Yep. It seems like a coin toss if you find the chthon fight difficult or too difficult. I enjoyed your play through. I am glad there were at least SOME things you enjoyed. I was torn between two comments about the map "The timings are too short" and "the timings are too long". I guess the lesson is... don't put too much in your map that depends on timers because people want to enjoy things at a different pace... Also it takes too much time to debug and test. 
Umm. 
I was torn between two comments about the map "The timings are too short" and "the timings are too long".

The latter referred to buttons taking too long to take action, most noticeable in the Chthon fight.

I don't remember what the first one referred to but i don't imagine it was the same thing. 
Also 
The parts I enjoyed outweigh the parts I didn't, on average. 
Doomed Spacemarine Is Streaming 
DelusionalBear 
http://quaketastic.com/files/demos/otp9_dbear.zip

Another debut, another small fun map. With this one it really shows that you ran out of time and couldn't do the full map you wanted to, though.

Loved the first secret. However, is that the only armor available in the map? That would make everything a LOT harder!

Shame you weren't around on the Discord, since it seems like you submitted the map first and didn't know about the unofficial second extension. :(

Hope to see this released in its full one day! 
@ShoTro 
ok, for some reason there was no staircase on skill 1 first time I played it, now it is ok, unable to find the last red "button" in the Shub room tho. exit bars were not lowered after picking up the first rune on my todays run (skill 1) 
@onetruepurple 
hey, thanks for the demo :) glad you liked it.

The map is actually fully completed, its the graphical fidelity that suffered because of my bad time management. You could tell in the beginning its much more detailed and in the end I was just argh, fuck it, this will do.

Obviously I did some mistakes such as no other source of armour, although to be honest you kinda don't really need it. Last secret and tbh whole arena fell victim of me not being familiar with Quoth mod capabilities. I sort of expected that last monster to be much tougher than it was. I tested it of course, but at that time I was already using matches to keep my eyes opened, so yeah, derp.

Some pacing issues that I've noticed only when demos started coming in. Play testing by someone other than yourself is obviously needed, because I tend to play the way I envisioned it, and you guys already proved that there are much more ways to go about it.

Anyway idk if I should go back and try to fix it maybe? Feel more like trying to do something completely new with what I've learned. 
Hit The Bullseye 
Play testing by someone other than yourself is obviously needed
I second that. As for fixing stuff, if something is really broken in your map it's fine to release a patch, otherwise don't bother and move on. 
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