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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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@preach 
Confirming. So are you rolling this jam into 2.3 release soon? I am cutting a trailer for the whole pack that will be ready by QuakeCon. Would love to have a central all-in-one ling to send people to in the trailer and youtube comments - plz let me know. 
@Preach 
thank you for the demo! 
@dump 
If you wanna use my track for that trailer, please preferably refer to me in the credits as The ?uestion Mark rather than Mugwump - or both if you want, even using my real name is fine as well, as long as you put The ?uestion Mark forward. And please also include my Bandcamp address. I'll release my Quake tracks there as soon as I get my internet up and running again (not sure when this will happen, though). 
@dumptruck 
Sorry for the confusion, didn't mean as part of the main mod. I package up some of the map releases for Quoth into a single pak file which can be played just by drag-and-dropping it onto the batch file in the Quoth mod folder. This board isn't really the target audience for that, it's intended for more casual players who would be put off by the need to use a big long command line to run this map. Same niche as Quake Injector but just comes with the mod.

No promises about 2.3, although I suppose it might help ease the confusion about the multiple point releases of 2.2 if I did something separately... 
#213-214 
@mugwump will do!

@Preach got it. Now I recall your "map packs" page for Quoth - thx. 
@Preach 
Thanks for the demo and review. I changed the chthon fight at the last minute removing a mega health at harder difficulties. The big problem is that, by this point I could run the map without taking my eyes off Chthon to dodge his attacks... it didn't translate well. It has caused some people a lot of headache. Thanks for all the feedback Preach!

So if you are rolling out the Jam along with a 2.3 release is there a chance to patch? I already have a revised map that fixed the graphical glitches and addresses some of the problems I have seen in play throughs. 
A Modest Suggestion 
I'm a mere lurker and nonmapper, but is there a place where I can suggest necros' "The Altar of Storms" as the theme for the next map jam? The Ayleid ruin style works so well in Quake but no one else has ever used it! 
Clarification: Do Not Anticipate 2.3 
I did not intend to ever suggest 2.3 was more than an idle thought in my head. The packaged version Jam9 will be done separately, and much sooner.

That said, if you do want to patch some things, that's fine by me, just drop me an e-mail or a download link with a new version. 
@ Venderant [yeah..] 
i still think of altar of storms at random moments throughout my life even now!

loads of maps in that theme sounds pretty great to these ears :) 
 
Thank you guys for giving thoughtful feedback, it means a lot* 
Still Working On A Trailer For Jam9 
The last few nights I've captured demos (mine, OTP's, Orl's, Preach's and I think Shambler's) and recorded some nice fly-thrus of maps Daz-style. I will use Mugwump's music (The ?uestion Mark) and add some sound design to give it a bit more trailer energy.

Since QuakeCon is in a few weeks I think it's wise to get a trailer out to the broader Quake audience. Forgotten Sepulcher being on PC Gamer is a great thing for the Q1SP community and after spending a month on a map I want people to find it any play it.

Thoughts? Concerns? Opportunities? 
The Altar Of Storms 
Was a great map... but how far can the theme be taken, if it was neon blue lighting on grayscale textures? 
 
Purple lighting on penis textures! 
40k Brushes? 
If Skacky really placed that many brushes for this map jam then that's more brushes than I've placed since I started mapping for Quake 3 Arena. Even for my most recent stuff I hardly go over 3000 brushes, and back in the days of Quake 3 Arena everyone's PCs were so crap we had to consider r_speeds above all (and horrible compile times on old Pentiums).

Now I'm curious to see a screnshot of a brush count in a level editor if possible. 
 
The map source is provided. Too lazy to open? 
#224 
It's easy, for SP. For example, just create a complicated setpiece and make it a base for the map or use it for details like a lamp which is the source of lighting all across the map, with small variations. Using long stairs over ramps also increase the number, or heavily detailed rock brushwork on big areas.

The right layout can lower the r_speeds. On DM maps that high count is hard to see, more than because of engine constraints, but because of a custom about lowering r_speeds as much as possible.

It's easy to get crazy with brushes, not that it helps with making good maps. I have made some speedmaps with over 5k brushes easily that looked simple, like the one for mapjam2. 
@onetruepurple 
I think the ikblue/ikwhite jam has shown that monochrome textures aren't a barrier to creating interesting maps. 
Perhaps 
But that was partly because even if you add differently colored lights to ikwhite you've still got ikwhite.

Take away the blue lights from ne_altar and you've got a chico's ruin map with different colors. 
Demos 
https://drive.google.com/open?id=0B72Jjyg-RfNFUG04WmNkVmhoLWM

breezep, haunter, mukor, nait, otp, pulsar

later the reviews, but suffice to say i liked all the maps. pulsar map is awesome 
 
The Roadhouse is proud to welcome: The Skacky
Topher 
The plasma gun gibs zombies. 
 
breezep. i really like the architecture and the fusion of the castle into the caves/cliffs. very well done. the fights are also good too.

haunter: small map but with two good fights. i like the doors too

mukor: nice library map. i ran out of ammo with the final boss so i started again.

naitalveni: architecturally is a really good map, but it's the weakest of the maps that i played so far (or the only one weak i should say). i replayed the map again, but i cannot tell what are the things that i don't like, beside some technical errors.

otp: if only the maps had smells attached to it. didn't know that the plasma gun can gibs zombies :D
also i did get the fourth dimension interestelar thingy. good map overall. also, the best lovecraft secret so far.

pulsar: the best map of this six that i played. good fights, good architecture, good pacing, awesome begining, rotating brushes. fell a few times to my death. the only thing that i didn't like it's a polyp when you are in a platform and the polyp pushes you to the void. 
So happy you found the HPL secret after all! I have lots of reservations about my map but that one bit I am 100% satisfied with. 
 
yeah, i played a second time 'cause i had like 30 kills left the first time but i didn't record the demo 
The Final 5... 
https://www.youtube.com/watch?v=kzy8VHtBfM4

Here are the final 5 maps of the pack!

Newhouse:
This map had a really awesome looking beginning area and the main courtyard that is revealed to you right after looks very demonic, dark and hellish. The map itself sort of feels like an old school custom DOOM wad. The unfortunate part of it is that I just couldn't find my way around well enough to actually finish the map. Confusing corridors and buttons sort of kept me from progressing much in this one. I really like the look of it though!

onetruepurple:
This is a great example of how to do a lot with a little. OTP was able to take a smaller sized level and add quite a lot of variety to the visual story and gameplay here. This map is sort of the sewers of Contract Revoked. I love the flow and pacing of this map, but my only really gripe is the use of spawns. I can't stand them! Other than that, this is an excellent map!

Pulsar:
This is definitively in the running for favorite of the pack. It's in the same line as onetruepurple, where a lot is done with a little. The flow and pacing of this map is perfectly my speed, as it offers a fun challenge but also offers nice little breaks in the action. I'm glad that the tongue and teeth make a return here and little bits of flesh are used throughout to keep the theme going. I also LOVE the orange skybox on this one! That end fight was brutal and I expected to beef it when I saw all those big guys but surprisingly I made it out alright. Really nice work on this one Pulsar!

ShoTro:
I wasn't expecting what I got with Shotro's map here, as it's basically a whole episode! A very cleverly built episode. There are around 5 stages to how his map works, where each one uses a well known Quake trope and makes a separate level out of each. So in one you will fight Chthon, in another you will fight in an arena, in another you will fight another boss and so on and you collect a rune for each one and then finish the map with that rune. Once you restart, it automatically puts you right at the start of the same map. So the first time you play it, you learn the map and where to go. Then when you finish, the second time you play it, other areas have opened up to reveal the next step or task. It's like the Groundhog's Day movie but in Quake. I wish I knew going into this that the map would be sort of its own thing because I would've given this one it's own episode!

Anyway, I thought this was very clever and I'm not sure how you had the time to do this within the time for the map jam, so congrats on that! There was a lot of variety in what you were offering here in this map (or should I say map pack?) and I think a lot of people will be inspired by what was created here. The library comes to mind as one of my favorite areas, because different things happen as you touch different book shelves. The arena fight with all the grunts was also a good way to blow off some steam. This map had so many sections though, it's worth watching my playthrough for more thoughts as they happen. Nice work on this!

Skacky:
Great map here Skacky! This probably felt the most like Contract Revoked of the 5 here, as the whole level is a gigantic library! That's sort of a blessing and a curse because much of it looks the same and I felt like I got turned around a little looking for the next thing to do, thankfully those teleporters were there. Lots of books! I would've liked a little more variety in the gameplay for such a long map too. Maybe have it so you have to solve a puzzle for the 2nd pillar or something to that effect just to change it up? It's nit picky though because the map is a really good, straight forward Quake map. I did not expect to survive with the odds stacked against me at the end there, but somehow I pulled through.

Also wanted to do a special mention for the start map for you as I think this might be one of the best start maps I've seen so far!

I love how everyone sort of brought a different approach to CR here and it really made the map jam unique. it felt like everyone had a separate adventure they wanted to show off in the CR universe and they were all very cool. Great job everyone! 
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