News | Forum | People | FAQ | Links | Search | Register | Log in
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!
First | Previous | Next | Last
Not Exactly The Final 5. 
 
I Was About To Say... 
Seems like you still have unfinished business. 
 
Finally finished it (more or less) in several sessions.

A couple of observations:
1. Secrets are the new crates.
2. Fucking Quoth.
3. The reskins feel unnecessary and quite bad
4. Use developer mode - several maps have items fall out which went by unnoticed; also, in many cases where misc_model was used there is warning spam about invalid frames or skins (likely due to improper use of the entity/lacking documentation in Quoth progs?)
4. Colored lighting all over the place in some maps. Not pretending I'm an expert on this, but while it can generally serve to enhance the atmosphere, I feel like it's often used in a more gimmicky way. E.g. is it mandatory that red windows have to glow like that? Or where colored lights are used to light entire areas. Might work with a bright yellow; not so much with dark colors which lower the overall light level and often doesn't look that good to begin with.
5. What's with all the HPL secrets.. Not to mention the fact you got it all wrong: HPL has no eyes!! (Voreling barf seems about right, though)
6. Pulsar's and skacky's secrets can fuck off.
7. Clipping is an issue in a few maps. It's a good idea to clip off small recessed bits on the walls and particularly the floor to make for smoother gameplay, because Quake physics are really dodgy in this regard - movement (or jumping) is easily impeded by ever so small height differences.


By and large, the maps in this pack are all very good; nice to see some new(er) faces. I was a little bit worried a Knave jam would yield grey brick maps exclusively, though luckily there were some thematic exceptions as well.
Generally, I prefered the smaller maps. I found that I tire easily playing such big packs with many maps, but that's my problem. Sadly, I didn't take notes and forgot about things I noticed, so I can't really make satisfying individual comments for most of them. All levels had some nice features and/or visuals in one way or another.

Some demos of varying quality (meaning sometimes I play terribly).
Skill 2 may not have been a good idea. Didn't finish ShoTro's and skacky's map (at the end fights, so not much missed. Meant to return to them, but then didn't).

Shotro: quite experimental, which is appreciated, but also awkward in terms mechanics and gameplay, causing frustrating situations/deaths. I applaud the unique approach, but I can't say I enjoyed playing it that much.

NewHouse: Pretty abstract regarding the theme in addition to being altogether somewhat crude, and I sighed at the excessive (almost exclusive) use of Quoth enemies which is normally bound to make things not-fun. However, to my surprise it all worked out due to all the powerups and supplies. Good.

Naitelveni: Wtf moment when spawning in a base. The Knave level was good, although the clipping and colored lighting issues peaked in this very map. Some situations where I got a little annoyed items were put in my way forcing me to pick them up even though I didn't want/need them.

I didn't bother with the start map, but it's fine, and with some things to do and discover. Re: stupid argument - both opinois are valid. If you consider this a pack in the same context/tradition as Chapters, then a start map like this has its place and works as hub tying the whole thing together. If you regard this as a casual mapping jam like they were originally envisioned, it's quite unnecessary, especially with such a complex structure. Nothing to complain about considering skacky made three other maps beside it.... ;) 
 
3. The reskins feel unnecessary and quite bad

They're straight from the contract pak0.pak. As is the sky sound and the menu sound. 
 
I didn't notice them in Contract or didn't remember, then.

Re: clipping - recessed and/or protruding architecture 
HPL 
What does that stand for again? 
Howard Phillip Lovecraft 
 
Oops 
Howard Phillips. 
 
Thank you for Map Jam. I am loving it so far! 
ShoTro: New Version 
Hi ShoTro, can you drop me an e-mail about your updated version of the map (with the fixed skins etc?). I went to e-mail you but I can't see your profile on the registered accounts page... 
Jam9_pulsar Crash 
'movedist' is not a global
'centerprintcount' is not a global
'angry_monsters' is not a global
's' is not a global
Can't find function trigger_start_go
Host_Error: ED_ParseEdict: parse error 
With Qs 0.91 
and while falling into some abyss 
Save Error? 
Hi mfx! That error message looks like the engine was trying to load a save file, but the save file was corrupt in some way. Pulsar's map has an autosave features near the gold key, one trigger makes a save file before you go past the gold key. Then if you manage to go past the gold key without collecting it a second trigger loads the autosave so you can have another try!

Looking through the source code, Quoth 2.1 had a function called trigger_start_go, but it was renamed something more descriptive by the time 2.2 was released. So my guess at a diagnosis is:

  • you played pulsar's map at some point using Quoth 2.1, which created the autosave file
  • you upgraded to Quoth 2.2
  • you played Pulsar's map again, tried to get the hammer secret, and fell into the void near the gold key
  • rather than hitting the void trigger, you managed to steer into the trigger which loads the autosave
  • because you didn't hit the "create autosave" trigger yet in this playthrough, it tried to load the autosave you created in your original playthrough using version 2.1
  • this crashed because save files created in different patches are incompatible

Does that sound plausible?

PS: spent a while replaying pulsar's map to try and figure this one out, I finally got the SNG early! 5 secrets to go, and I can see two of them on the islands... 
!!! 
Very very very good job!!!!!!!! 
Preach 
Hey Preach, I got pulled into a week and a half long business trip (actually two trips) at the last minute that took up all my time. I am home now and I will see if I can wrap up what I was doing tomorrow. I need to test what I have done and make sure it all works and almost everything is in place. I can always just cut things as they are and ship after a quick test, but testing the map can take some time.

- Added some things to the Chthon fight to make it more interesting, easier even at high difficulties, but... don't get cocky
- Texture fixes that were needed
- Lots of small fixes that I made "just to see" if they work and kept the working ones in on this version of the map
- Made the 3rd arena a little more interesting, a bit easier, but crazier
- Made the shub fight blatantly obvious what to do now (glowing spots) Fixed a few things about the battle leading up to that
- Shub now moves (testing)
- Moved the SNG to before fighting Shub instead of the end
- LG replaces SNG in the final room
- HPL secret will now make more sense (WIP)
- HPL room is now built out
- Revamped last seconds of the map and intermission

I will email you about the status tomorrow. 
Awesome 
No worries, just thought my message accepting a new version might have got lost amongst the thread. 
Moar Com Mentz 
I didn't comment properly before so here's a bit more based on partial replays.

The main thing that stood out, apart from the general high quality, was the sheer variety of not only the mapping within a set theme, but the really varied strengths of many maps. From Ionous's build quality to Muk's lighting to Pulsar's spectacle to many many more, it shows just how individual the mappers are with their approaches. And how everyone needs to map more to keep showcasing their talents ;)



Bloughsburgh jam9_mjb
Cool interpretation of the theme, really like the gory stuff. A bit crude in some designs are very hard, but also interestingly tactical with the options it gives you.

Breezeep jam9_breezeep
Lovely outside bit, lighting fog rock and castle all spot on. Inside good but not quite as impressive. Solid gameplay but very fair and well supplied. Very nice.

DelusionalBear jam9_dbear
Great lighting and fog in the early bits, I like the first small bit as it feels so chic, also cool secrets there. Big room is impressive but the change of scale is a bit jarring. Gameplay was fun although finish felt unfinished.

dumptruck_ds jam9_dumptruck
Interesting and tricky. Design design and atmosphere but scale is a bit ott for lack of details. Gameplay was thoughtprovoking and cool in places but frustrating at the end.

G1ftmacher jam9_giftmacher
Very very interesting. The Quoth version of Alice Madness Returns? Lovely balance of Quakeiness and pseudo-real designs, great details too. Fun gameplay and good ambushes although super-secret is essential.

Haunter jam9_haunter
Short and sweet, apart from the death crushers. Cool room design later on although areas were quite disparate. Shows a lot of potential.

Ionous jam9_ionous
Obviously only a small part of a greater plan, equally obviously perfect for it's size!

Kell jam9_kell
Very cool and stylish. The stargate is an epicly ominous design (could have been used more gameplaywise tho). Good vibe that works well in Quoth. Gameplay and progression was fun although puzzle rooms were bland. The n0n-lethal void was a massive plus.

Mukor jam9_mukor
Really enjoyed this, classic Muk build quality and smooth lighting. Good solid map that hits the mark in design and fun and fair gameplay. Vermis is quite gentle which is nice.

Naitelveni jam9_naitelveni
A little bit rough around the edges, but great spectacle and some cool designs (esp the flesh)). The main blood room is a good current example of cool Quake/Quoth design and aesthetics. Gameplay was proper meaty and good fun apart from the walkway lip in the blood room.

NewHouse jam9_newhouse
Sorry didn't get on with this, so no real comment, although the OTT idea seems cool.

onetruepurple jam9_otp
Not as elegantly themed as some but some really cool designs and details and nice variety. Good thoughtful gameplay and secrets albeit ending too early!

Pulsar jam9_pulsar
Really beautiful design and style, definitely the aesthetic highlight of the pack, I loved it. Good gameplay and progression but the death void got a bit annoying esp secret hunting.

ShoTro jam9_shotro
Sorry didn't get on with this, so no real comment

skacky jam9_skacky, start
Great map, very proper in all ways. Not much to say, probably the most complete "all-round" map of the pack. 
@Shambler 
Thanks for the comments. Each one of these jams is a great learning experience. I am making all my levels too large. I am going to try for smaller corridors shooting next so I break the habit. The ending IS tough but only because I think players aren't exploring enough. I have 7-12 seconds between the successive boss fights and respawning ammo in the side rooms. I think if I signposted things better it would have helped. And dropping down to the side rooms was way too hard I will give you that! 
Incoming... 
Screenshots:
http://imgur.com/a/G28Ox

Lots of lunch break changes to start, arena 1 and arena 3 kept in. Start was moved up and got some more TLC for co-op. More ammo. Revamped Shub fight... Shoot the glowy bits and very obvious when to shoot shub now. Item/Monster remixing. Fleshed out HPL secret (injoke) and changed ending/intermission.

Playtested with coop. Unstable at times while in the main hub, but playable. 100% completion tested as well. Still the same map. Just better balanced and less frustrating. 
@ShoTro 
Nice. Looking forward to this newer take. 
No Playthrough Right Now 
https://www.twitch.tv/megmn

But probably at some later point! 
Hm, Maybe I WILL Stream It Now 
https://www.twitch.tv/megmn

But nah, fuck it. 
Are You For Real? 
So, because people won't comply to your will, you're just gonna spam all Func_ threads with your fake Twitch links? How old are you, 5? 
Well At Any Case. 
Having already seen & played the secret map and Ionous' map before release, next up is G1ftmacher!

Enough has been said about how this map is beautiful (which it is), has a strong sense of place (which it does) and how well paced the encounters were (which they were). So what I'll talk about instead is the audio, which is probably the best from all the jam 9 entries - every time an ambient sound was present, which was more often than not, it added to the experience considerably and helped make the already distinct areas stand even stronger on their own.

The way the map is constructed makes me think that in the "universe" this map is set in, massive half city, half machine hybrids are built on ground and then sent upwards to float next to the huge rocks that can then be mined on. Maps rarely make me think of their backstories like this but the "environmental storytelling" here was so strong that I couldn't help it.

And now it's time to sleep since I've been typing this post for nearly 2 hours, hope my dreams look half as nice as this map does. ;-) 
Trailer For Jam9 
I wasn't joking. I really wanted to get this finished before Quakecon but RL got kinda crazy over the last two weekends. I think you will like what I've done. Should have time to finish it this week.

https://twitter.com/david_spell/status/903121444795686913 
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.