News | Forum | People | FAQ | Links | Search | Register | Log in
Func Map Jam X Released
Quake Map Jam X: Insomnia is here. Fourteen nightmarish maps based on CZG’s classic episode.

Participants include:
Artistical, Bloodshot, Fairweather, Ionous, KalebClark, JCR, Mafon, Mazu, Naitelveni, NewHouse, Pinchy Skree, Strangework, Ukko and Yoder

Teaser poster here:

Download it here:

Or indeed here:
First | Previous | Next | Last
I was only talking about 195 - It seemed really insane for you to push in further after seeing the demon on one side then hell knights on the other in a narrow space. The vore behind is definitely not a grenade launcher ';,,;'

Also I just assumed that everyone who made maps recently was in both the actively used discord channels. My reply was there only because that's where the video was posted

I build for all difficulties in my maps (including speedmaps) the best I can within the time given. This took some training during the years I built Doom maps. If the map is too hard, lower skill levels are always available 
If I'm remembering correctly, the comments were regarding sm195 (or maybe 196), not JamX. And yes, constructive critique is good, but sometimes your evaluations (especially with speedmaps, where the quality is spotty) can come off sounding impatient and cynical. Of course maps also need to earn patience, especially with so many maps being made. You also don't owe anyone a complete playthrough with feedback.

My comment on discord, quoted above, was probably too short to be clear. My point was "don't take it personally" and also that, yes, you have your reputation as a jaded player with specific tastes. I understood (and got a chuckle out of) you briefly trying toybox on your stream; it's a very weird approach to quake, and I knew many folks who like traditional gameplay and aesthetics wouldn't dig it, or might even hate it.

In general, I'm in favor or quake levels being able to take all sorts of strange forms. I think the Doom mod scene's variety is something worth aspiring to. Maybe the difficulty, as individual mapper styles develop, is that it creates an inconsistent, clashing-flavor experience across a map pack. 
When i load the start map in quakespasm it says
"couldn't load sound/break/pd_metal1"

and in quakespasm-spiked it says:
"no extension for sound/break/pd_metal1"
"no extension for break/pd_metal1"
"couldn't load sound/break/pd_metal1"

so... i think (maybe) the start map is trying to load a file named "pd_metal1" instead of "pd_metal1.wav"

is this bug happening with anyone else? 
seems like a mistake on the mapper's part not a bug per se. 
Thank you! 
It was a fuckup on my behalf. Fortunately it doesn't affect gameplay. 
Yep, i know it doesn't affect gameplay. But since nobody mentioned it before, i thought this was happening only with me. That's why i asked.

Thanks for the clarification :) 
I just assumed that everyone who made maps recently was in both the actively used discord channels.

Careful there... 
Sorry Dumptruck 
I meant in Bloodshots map, when i backpedal into the keys it fucks up. I did that by a coincident, fucked it all up. 
Weird - I'll have to take a look at the source and ensure that's not a bug in progs_dump.

I haven't touched the pack yet. 
@dumptruck & Bugsy 
Is that the one that does a look-trigger and seamless teleport via a bunch of map hacks? Don't think that's any fault of progs_dump :P 
not the whole world, i enjoyed the map and the pack anyway! Awesome job, thx. 
I'll report back once I see the map source. 
Absolutely legendary map, top tier scripting, great ambience and cool tricks with teleports and otherworldly mindfuckery. 
Twisted Strings 
If this map was released 20 years ago Bloodshot would have been offered a job at every game studio making games at the time. 
Twisted Strings 
Oh, man... Bloodshot's map is one of the best quake levels i ever played. Not only because of the cool tricks with teleports, the moving brushes, the monster scripting and the awesome sound design, but mostly because of the horror atmosphere, that suspenseful feeling, walking in the dark with 10 points of health with no ammo, just waiting for some enemy jump from the corner to kill me...

I felt like a teenager again, playing quake for the first time, when i didn't even knew about quicksaving and the basic behaviors of the enemies, when the mouse always slipped from my hand whenever a fiend appeared...

For me, this is what Quake is about. 
I Agree With Tribal Above 
Just played through the whole map. What a treat. I cannot say it better than Tribal. Just a phenomenal experience and a nice change of game-play that still feels like Quake. 
Thanks for the feedback! 6 maps in still getting a feel for balanced gameplay that doesn't seem like it was staged for that purpose. Glad there's variety in streamers/demos to get a proper sense of what works.

This jam is packed with sweet dreams. Great music as well. (JCR, Newhouse, Pinchy)!! 
Very impressive map. There is only one map with
similar gameplay atmosphere: 
Hotfix Progs.dat For Jam X 
This is optional but it fixes the small health bounding box issue. Details in the zip.

Sorry for the inconvenience!

Still making my way through the pack! It's awesome. 
Bloodshot's level have a strong ThiefDP/The Constantine Mansion influence 
Yeah. Esp. cool thing with the ceiling. 
CV, thanks for putting the Cartographer's Nightmare to my attention, very unique and atmospheric map. 
Just played 'the call from below' by hardcore mazu. Hardcore mazu my ass. Hi mfx... nice troll job! 
Minor Fix For Bloodshot's Sounds 
If you're playing Quake under a case-sensitive OS (e.g. GNU/Linux), make sure you rename Bump.WAV to Bump.wav and DistantRumble.WAV to DistantRumble.wav in func_mapjamx/sounds/bloodshot/ , otherwise your engine won't be able to load them. 
I've only played the first two maps so far. Great start to the pack though!

Artistical: it was clear pretty quickly that you were doing the "true love waits" thing here! Which was quite OK, I don't think that's been overused. And you had some very cool/ominous places to explore... some good use of scale, and seeing a destination before figuring out how to get there. It really felt like I'd been through a journey once it was done.

A couple of criticisms: 1) The "outbound trip", before stuff really kicks off, was too long. I understand tho that it's hard to judge that sort of thing with the amount of time you have to test in a jam. And 2) it seemed like the main route required jumping off of a small broken/angled surface (pillar top). That's hard to execute in Netquake, in a fiddly/random way, and it's not fun to do the save-scumming until it works. And then it seems like I had to do it again on the way back! Maybe I was just derping and missing the actual main route.

As for Bloodshot's map, it's already been talked about above. If anyone hasn't played his map from the underwater jam, you should go back and get that one too. Dude is doing good work. 
BTW, also about Bloodshot's: best use of shamblers in a while. 
What Shamblers 
stub it already 
Bloodshot Wins The Pack 
I actually had one pure and beautiful playthrough. I'm sad I didn't record a demo. Great job! 
Don't Worry Drew. 
You can still record demos for others where you die less than 2 minutes in the map and then don't even try to replay again. 
Thanks Otp 
That’s why I’m not doing demos as much. I have two kids and work like 50 hours a week just at work not to mention at home.
Not feeling overly guilty — not that guilty at all really, I’m just Canadian. 
First | Previous | Next | Last
Post A Reply:
Website copyright © 2002-2019 John Fitzgibbons. All posts are copyright their respective authors.