|Posted by Breezeep_ [18.104.22.168] on 2017/08/20 04:40:33|
|It's a relatively simple theme here, but we got a bunch of cool wizard themed maps made within a 24 hour time span. This pack features maps by:
Feel free to post your demos and feedback.
Knew This Would Happen
But it's still 07:00 utc, not 12:00.
If you are going to move the deadline, next time please warn a bit, or make a call for mappers.
Cocerello Is Right
Just to make clear ^ I made it before UTC 12:00
I Don't Get It
All times on func are local times. When Breezeep posts "you have 24 hours" around 2 AM on Saturday I would think the deadline is around 2 AM on Sunday.
Breezeep was lenient and gave me and others a couple more hours.
have you heard starting delay for people who might be sleeping when that post happens? There was no any kind of 'from this moment be prepared after certain amount hours' will start jam. But I think everyone can have their opinions.
Breezeep's OP (#3888) stated deadline is sunday, Aug 18, 12:00 UTC. Disregard the wrong date, relevant part is the time.
There should still be 4 hours left!
also naitelveni's lit file is in source folder, should it be in same place as bsp files?
I believe Breezeep forgot to add whether it's a 24hr or 12hr format. Which I think the deadline was meant for 12:00 AM.
map folder would be good too, so it is easy to just put these all on new folder folder SM179, open engine and change game to it.. also it seems like maps aren't listed if those aren't inside the folder named "map".
PEOPLE! the .lit file of my map has been placed in the source folder. please add the lit file for my map to view it properly
I think I fixed the directory problems from the original zip.
Download the updated archive here
Waiting for breezeep to add 1 more map to the pack. @otp thanks for updating
Are You A Wizard?
Damn good pack! Better turnout than a lot of multiple-days-spanning speedmap sessions from the previous years. I guess the new format of a 24 hour limit is working out pretty well.
Danzadan: Best title of the pack! Fun little catacomb, bit small on the scale though. Competently done though it felt more like an Elder World map than E1/E2 to me. Only "found" the MH secret. (I hope to finally play your Egyptian map sometime soon)
Dumptruck: Best design of the pack, reminded me of the E1M3 end area but also strongly of the Dismal Oubliette. How you had time to put in 5 secrets beats me. Pretty challenging on skill 2, especially the "wooden" slipgate which borders on unfair since the player can end up there bare ass naked, but luckily anything goes in speedmaps.
Muk: Best layout of the pack! Really enjoyable to progress through and look at past areas, Romero would be proud. Gameplay was fine, I enjoyed how much potential for infighting there was, and the Vore appearance. Could have used a bit more spikes in difficulty though IMO.
Nait: Best colors of the pack! The gameplay takes a back seat as the architecture takes priority. The colored lighting was very well done, especially towards, the end. Some areas were extremely dark though, somehow I don't think you're mapping using gamma 1.
onetruepurple: Best hacks of the pack by default, as I don't think others used any of them. I had wanted to make a wine cellar map ever since Mugwump provided that one picture of Paris, as I figured I could use external textures for the vivid pink and tie it together with thick fog.
The hacks didn't really work as anticipated, which was something of a saving grace actually - the "key" was supposed to rotate on the Z axis, but I realised setting that up in id1 is too unwieldly; and the "megahealth" was supposed to provide much more health, up to the four digits. If that had succeeded, I'd probably run out of time building teleport closets for all the extra monsters. As it stands, it's a fairly challenging map while only using 5 monsters, I'm quite happy having achieved that!
Skill 2 demos for everyone
Well done everybody!
Glad To Know I Sparked Some Inspiration
Can't wait to try the result when my PC is fixed! That 4-digit MH sounds like it could make for interesting combat situations, I hope you'll come back to this idea eventually.
My Entry Is Supposed To Be On This Pack Too..
#2 posted by NewHouse [22.214.171.124] on 2017/08/20 09:27:01
I worked really hard on this one, and no sleeping much. Please let me know what you think about it? I would really appreciate it*
Loved the style. Map was pretty good overall with a few pretty interesting bits. Short and sweet. It does feel a bit more e4-ish that the others yeah.
Pretty confusing overall and you can get fucked if you take the wrong teleporter at the start. Interesting map though, reminded me of The Wizard's Manse with the underwater structure as well as The Dismal Oubliette.
Solid little map which is almost 100% natural terrain. I would've made the steps 8 units tall instead of 16 though. Best enemy placement in the pack by quite a margin. Some of those Ogres can be deadly.
God damn that's very impressive for such a short amount of time, and very vertical too! That one is by far the most intricate of them all, even if gameplay itself is not that great. Too many zombies facing away that can be killed without any problem. That said the Ogres can be deadly as well. Very impressive stuff.
Best setups in the pack by far. Loved the moving geometry everywhere and the enemy encounters were great for the most part, with the exception of a Vore in a tight corridor I found cheap, and the last encounter which lacks a bit of finesse. Very interesting style too, loved all the windows and the use of metal. My favorite of the all.
What the hell was that? Loved the colors, the theme and the overall architecture. It is indeed a challenging map despite the very low amount of monsters (and it's not cheap like spawning immediately surrounded by 5 Shamblers). Very interesting.
All the maps were damn good. Great pack fellas.
Tip Re: My Sm179 Map
You can teleport immediately out of each room. I wished I had time to put int he game play I had originally planned it would have been a little less chaotic. Yes I looked closely at E1M4 for reference.
Soirry Double Post
I am going to lobby Breezeep to release a v3 with all mads packaged together. I think if you made your map in a 24 hour period or all together spent less than 24 hours yours should be included.
Stop it with it the bullshit release practices = necessary folders, extra files nobody needs, multiple versions because random X isn't there or doesn't work. If this is a speedmapping pack, it means take it or leave it as is.
Newhouse's map can be linked in this thread or possibly included in the next pack.
Nice maps, though.
I Would Normally Agree, But...
NewHouse did submit his map hours before the announced deadline. It's not his fault if Breezeep messed up. Besides, the next pack may not be wizard-themed.
This is how RetroJam should look like.
All maps are awesome, but my favorite maps are from Dumptruck and OTP. Some fresh, interesting ideas there.
Demos Skill 3:
Thanks For Demos Guys.
I honestly don't know what's wrong with that silver key door. I must have fucked something up when making it.
Will record demos too, sometimes later.
Demos For You Guys
Commentary and small-talk, super pro gameplay on skill 2. Very good maps.
Sorry otp, I'm dizzy now after playing that map.
the next time the deadline should be 23:59 UTC if it's intended for midnight.
no AM or PM confusion
no 00:00 or 12:00 confusion
12:00 UTC without AM or PM is midday
12:00 Is 12 AM, 00:00 Is 12 PM
Everybody knows that and this is not the origin of the mess. It's that Breezeep released the pack 5 hours before the announced deadline without warning the mappers. Bad move.
I practically counted the hours from when it was announced to the last 30 minutes of me scrambling to finish mine up.
Sorry for hurting your feelings but learn how to tell time.
Going To Stream This In 15 Minutes Or So
12 am or pm is confusing. i'm confused right now :D
as i understand is form 00:00 saturday to 00:00 sunday. or 00:00 saturday to 23:59 saturday + 1 minute. or saturday the whole day, from the first minute to the last. it wasn't sunday midday. but nevertheless it's confusing, so next time, 23:59 instead of 12:00 AM or 12:00 UTC
Well, I Made A Livestream Of The Maps.
Pardon in advance the french and my awful english. Played in Skill 3.
Naitelveni Crashes Again
Naitelveni's map crashes out of FQ085 with a 'version 29' type error.
I expect that someone will say, "Ah, you should be using engine xxx." But should an SM pack really need a specific engine; shouldn't the maps play on almost any engine? There is nothing in the readme about specific engines, so what am I missing?
It brings to mind the 'futreproofing' thread, whereby I would say that it is far too late to futureproof Quake as evolution has already happened, and continues to do so.
Never mind; I could play the rest and they were good fun.
Seems like Nait made his map BSP2 while it didn't need to be BSP2...
It Seems Like
the telvani's map hasn't been properly vised
i'm literally puked while playing onetruepupils map, disgusting
otherwise a very nice pack
If you have been working on your next sock-size map, then switch to working on a quick jam, it's easy to leave the compile settings on -bsp2.
And why not? People only ever use Quakespasm nowadays anyways unless they've been hiding under a rock or are....gasp!...DarkPlaces people! EGAD! Texture filtering and nontwisty water. Oh the horror.
I'm just curious so no rant at me please, but why do you prefer to use an engine from "February 12, 2009"? What is the advantage?
I downloaded it to check it out and just don't see the reason. Aside from having a lone executable, which was very nice.
Also, to me there seemed to be quite a few disadvantages simply from UI viewing and usability. No menu scaling, that console speed AND... I forgot how to "+mlook", it's been so long haha
I'm Using Mark_v
and never experienced any issues while using this engine, a huge props to baker
Don't worry, I don't know how to rant.
It's not necessarily that I 'prefer' to use FQ085, it is just that is what is in my Quake folder as that is what I used when I created my own maps. I don't remember now why I switched to it but yes, I have been using it for years.
I have downloaded other engines where the readme says explicitly that engine xxx is a requirement, but I treat those as exceptions and always revert to FQ for stand alone releases. Most SM releases play perfectly well in FQ.
So, it is not that there is any particular advantage (except familiarity), it is probably just that there are too many engines out there for me to decide which other one to move to. Just look at the two posts above this: "People only ever use Quakespasm", and "I'm using Mark_v". There is no standard or definitive solution, hence my other comment about futureproofing and evolution.
As an aside, I travel to the US quite a lot and every trip I suffer from the 'too many choices' syndrome:-
"Hi, what can I get you..."
"Oh, I'll have a cheese roll and a cup of coffee please."
"Sure, do you want...", and there follows a list of cheeses half as long as the famous Monty Python cheese sketch, at the end of which, I have quite gone off the idea of a cheese roll. And then we come to what type of coffee do I want...
Don't give me a choice, just give me.
Plays AD and is identical to Fitz (mostly). It's the new standard. MarkV is fine too but does'nt support AD so.... Those are the ONLY 2 choices.
Don't give me a choice, just give me.
Pray for never living in a world where that is true. Seriously.
If you're used to FQ, I would suggest at least try Mark V. In terms of modern engines it's the most faithful to FQ. It's just one .exe file, ready to play out-of-the-box. You might even not need to create a new config file and just copy/paste your current one, not sure but Baker could weigh in on that. I'm suggesting this because if you like to watch demos, even only occasionally, Mark V has an awesome ffwd/pause/rewind feature that I wish was adopted by other engines.
"Pray for never living in a world where that is true. Seriously."
Seriously, you've got to be joking?
Nope. Just Think About It.
While I like QS myself, I agree there's no need to switch engines if not absolutely necessary. Put pointedly, one might ask why the players should adapt to accommodate poor mapping practices instead of map authors looking into optimizing their releases to be most widely compatible.
Also, why are you debating timezones when the one and only point of reference is Func Time!
Whooah There, Sunny Jim.
Get off your high horse!
I asked for cheese. I am fully aware that there is more to cheese than Danish Blue. By definition I was saying that I didn't give toss about which cheese it was just so long as it was cheese. If I had wanted a specific cheese I would have named it up front. My choice, my decision; I have yet to find a cheese sold in a fast food outlet that I did not like. It was food, I wanted it in my mouth, and quickly. I am not after hearing how many weird and wonderful varieties of cheeses they stock. Grab a roll; grab a slice of the nearest cheese and whack it in the roll; pass it over the counter and let me tuck in. Don't give me a choice, just give me.
Quake engines: I just want to play the game, not argue about why x is better than y. If a specific engine is required, tell me, then it is my choice about whether or not I download it to play the level.
But please do not break into a pseudo-intellectual point scoring exercise over this, we're talking Quake.
If you think I don't understand the concept of freedom of choice, which I think your comment was implying, just stand in earshot of me when the cop asks me for my ID and I tell him with great eloquence I do not carry ID because I am a free man; I have choices.
I love how this thread went from timezones, to demos, to source ports alongside some mentions about timezones again.
Func_ In A Nutshell
OTP didn't find the best secret in my sm179 map! In fact no one has found it that I know of...
My map was about 90% completed. Still playable and very happy it's getting a good reception. Can't wait to play everyone's releases later.
I'm going to add a few new things based on some of the playthroughs and finish some of the game logic and re-release this map eventually. I really wanted to make add DM and proper skill levels but man 24 hours is tough.
DM starts aren't necessary for a sp map nowadays, so I wouldn't worry about deathmatch compatability for your maps, especially when it's a speedmap
It was designed on paper to be a DM and SP map. I know no one here plays DM but I do with my kids and with bots. If you play my map you'll get it. Very dm4-ish - teleporters everywhere.
Here are my demos
. I liked all the maps and this has been my favorite "jam" yet.
I'll echo Skacky. Short but sweet and plenty of fun. I'd love to do a map in that Wizard's Manse theme. You nailed that look on this one.
I liked the simple gauntlet type of feel. Maze-like and intense combat. Nice.
Impressive and beautiful. The fatal flaw is that it was too dark but I enjoyed playing it a lot. loved the verticality too. This was one of the more fun maps. But I gotta say the lighting needed a lot of work. (my maps had the opposite problem - way too bright for my taste but ran outta time.)
Cool map. Very striking but too dark in a few areas. This one reminded me of the Wizard's Manse crossed with some crazy E4 map. The combat was fun. Slime got a bit tricky here and there. Overall a very solid map.
You should be proud of how unique this map is. I've never played anything like it. Talk about hacks! It tells a story and a believable one at that. I died a lot at the end. Lighting and textures were cool. The last monster (no spoilers) seemed out of place color wise.
P.S. You really need to replay my map and find the super secret! Do not noclip... it's not hard to find. All secrets are in the rooms that you teleport to.
Glad you liked my map btw. If I had enough time I'd have, amongst other things, built a nice lava pit for the monster at the end but this was not meant to be.
Pretty high quality for a speed pack, good variety and interesting interpretations of the theme. Well done all!
Danza - nice and simple, good SM execution of the theme.
Dumptruck - a bit bonkers and confusing and rather interesting for that. I liked slowly getting to grips with it.
Muk - could be half of an Id map, great lighting as always, nice rockwork and layout.
Nait - good designs and some good chaotic gameplay. Was this the one with the zombies? Realy quite cool.
OTP - outh4x0ring negke?? Pretty funny despite the ending.
Can you explain for us newbs what those hacks were in general terms? The knight at the open I assume is similar to the upside down fire hack but what about the intoxication effect? When I loaded another level it was still going and I had to restart the engine.
I don't know about the upside down fire. The knight's state is achieved simply by giving it an angles
key wherein he gets rotated by 45 degrees around the axis. It's the same thing as in that one negke speedmap
from QExpo 2008. (I can definitely relate to Shambler's OP now)
The drunk effect is me using the trigger_changelevel
hack to set the cvar v_idlescale
to 36. This is why the effect persists from map to map. It's a rather shitty thing to do but again, anything goes for speedmaps. (Would be really shitty if Romero made a surprise map for this one and it would come right after mine on the map list.)
There's also two hacks that I ran out of time to use:
The goal of the map would have been a rotating
purple bottle, but setting up all the entities in id1 correctly, then either finding a good brush based bottle design or making my own, and then recoloring it and making external textures to go with it, is a 24 hour project on its own.
The health given was supposed to be a lot bigger. This is apparently achieved by giving a trigger_hurt negative damage. This comes from another negke speedmap
from QExpo 2008, but the source .map was confusing and I was already running out of time so I settled for less HP and minimal monsters. I think this made the map more interesting than it would have otherwise been.
Great info! Thanks. I wanted to look at your map source and know where to look for the hacks.
The question mark was a good substitute for the bottle.
After many tries I was able to figure out how to aim properly with very good accuracy. So that last demo was attempt 6 or 7. Ironically I played the map at work on a Mac build of QS before heading home and recording that demo. For whatever reason I was able to do it in one try. But at home I kept dying.
Thanks for the pro-tips and links.
One More Thing.
By the time I'd placed Chthon I was already past the 2 AM deadline (which is why he just hangs in the air instead of having a proper lava pit), and I find adding nailshooter logic gates a big hassle, so that was out of the question.
The Chthon trigger is instead a simple trigger_once with one addition: an angle key, which means it will be fired only when the player faces the same direction as the specified angle. This means you can activate Chthon without even descending on the staircase (which is what happened to topher, oops).
This isn't a hack though, it's an obscure quirk of ID1. It's used in start.bsp for the messages, making the obscurity of this feature rather ironic.
really waiting for RC to play this! :)
All were enjoyable ones and it was pretty interesting to see how other people approached this theme and compare with mine.
By the way, in Dumptrucks_ds's text file it says that it needs Quoth so i tried it with when i read it after playing it once, so you have two demos. I realized after that you forgot to delete it from the last jam's one.
Also, Dumptruck_ds, someone did found all your map's secrets, here:
Now to sleep, between mapping for this and some other issues i haven't slept much lately.
Dumptruck_ds, someone did found all your map's secrets
His comments on that video somehow make me think he already knows about it...
The irony is, the guy has no clue how he triggered that fifth secret!
Not Surprised Here
It's very uncommon for me to look at the comments that are on Youtube, too many fans and flamers there.
Well, better for Dumptruck_ds this way.
Looking forward to seeing these demos!
I noticed the Quoth thing too late (actually from Ch0ww's video!!!!) and just assumed it wouldn't cause any issues. (i hope not)
I loved Ch0ww'a video because he just was so baffled where the final secret was. As I said in the readme - three of the secrets are opened by one trigger and it's actually not too hard to find.
I already started re-vamping the map for a single release. It will have a bit different flow and I will be adding Deathmatch starts as the design was made for DM and SP. I'm very glad people liked it.
Cool beans about the revamp. Kind of hope to see more cold room/hot room dichotomy as was the case with the SK and GK button rooms.
Thanks For The Demos.
I don't think any other map I ever make can elicit better reactions, so maybe I should quit right here...
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