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.
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.
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.
If this map was released 20 years ago Bloodshot would have been offered a job at every game studio making games at the time.
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.
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.
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.
Going To Be Finishing Out The Pack
Still going, couple more comments...
Fairweather you goof, you don't have to signpost the spots where you plan to make a bigger map later. :-) Just polish up what you got and ship it.
KalebClark: a fun sequence of setpieces and some good moments of gunning down mobs of goons! Sometimes hard to find how to progress, but nothing too frustrating IMO. The lighting was uneven... maybe a few too many really dark spots that hide a useful weapon or lead to having pitchblack monsters. A quality jam map tho overall and if this was a "first release" then extra props for that.
Just got through with Mazu's map. That was a proper twisty epic in Insomnia style! Fun to look at, fun to work my way down and around and through, fun to fight in. The silo battle in particular was proper awesome, but it was all good.
I had played through a bit of Mazu's previous mega-map, but something about the frantic pacing and the open route structure of that one didn't grab me. This one was better IMO.
A few last quick thoughts. I know I haven't commented on everyone's... this is just off the top of my head.
Nait: Good Insomnia-style traipsing around through intertwined base/caverns; well done. Technical issue with the final area where you can just push the same button 3 times rather than having to push the 3 different buttons.
Newhouse: A few too many reload-and-try-again encounters on skill 2. Either because the setup is kind of BS unless you know it is coming (e.g. underwater vores) or because various random things need to go right to survive (e.g. final horde of fiends + shambler).
Ukko: Great atmosphere and weird brushwork! I think it was pretty clear that the nails+health at the beginning were respawning, but I'm not sure why you did it that way... running back to the start occasionally wasn't all that bad, but NOT running back to the start would have been better. Still a good odd vignette of a map.
Yoder: A polished Quake-y atmosphere from the start, which I was in the mood for at this point. The "annoying zombies now, find GL later to get revenge" setup is pretty tried-and-true but may have gone on too long w/ because of the initial elevator ride. In general though I liked that this map was basically one long string of gentle expectation-subversions.
My dudes, I forgot to post my MapJam X Playlist
so here it is!
Nothing Beats New Quality AD Content
I just started playing this. Been looking forward to this ever since it was first announced. First of all, the start map is incredible. I had a lot of fun trying to find the nightmare secret as well as the other secret. I started off with Chambler's map.
Chambler - Very enjoyable map with a few very frustrating bits. I didn't save on my first attempt and I hadn't realized it until after I died instantly from full health due to a tarbaby ambush. The final fight was also a bit aggravating. Aside from that, combat was good in spite of having little room to maneuver most of the time. This map felt like a Quake equivalent of a tilt shift lens photo in that it almost seemed like it was composed of miniature set pieces. I liked the small bits of architecture and traversing the waterways. I also think that you made pretty good use of AD monsters and features. I liked the Necro Keep-style ground fog in the sewer, which was a fun section itself. I liked how it was possible to even gib some zombies using the exploding enemies instead of using the axe. Leaving a few extra zombies to gib after getting the triple shotty was a nice touch too.
Somehow I managed to find a whopping 5/18 secrets. I think that's a new record for me in a Chambler map. Good map and good way to start off the pack. Gonna dive into the rest of the maps now.
Where the heck is the exit in your map? I've given up looking for it for now but the map was interesting. Found all the secrets. I love a good challenge but honestly this map was a bit too frantic for me. I found the quad too early and I ended up struggling with a subsequent ambush. There are too many enemies coming at the player from too many different directions. It seemed like you really wanted the player to keep moving but sometimes even that couldn't save me. I really just wanted a few seconds to soak everything in but I wasn't given a chance to do that until clearing up a huge chunk of enemies.
It was tough to navigate the map for a bit, which sounds silly for a small map with only two main areas on the sides. Overall though I thought it was cool, just really harsh.
Spipper - hilarious map, had me smiling from the second I started the map all the way to the end screen after completing the map. 6 months away from the holiday but it already put me in the Christmas spirit.
Pinchy skree - unique looking map. I liked the use of the spell books even though only one of them seemed to have an obvious effect. I kind of wish that you had provided a nailgun since there were some very long distance targets but the map was still fun.
Queenjazz - nice abstract void map, just wish it had a few secrets. Also extremely short compared to the other maps that I've played so far but that's not a bad thing since there are a lot of maps to play in this pack. I liked the music.
Strideh - I loved every single thing about this map: the premise, the combat, the platforming, the visuals. Crazy amount of detail in this one and it somehow felt larger than the 1024 space constraint. This instantly become one of my favorite maps. Some maps have those moments where you come upon an area and just need a minute to enjoy what you're seeing. I'd say this happened twice for me - once coming out of the underground and facing the clergy, and again when the doors opened at the end of the boss fight.
Excellent Thread Choice.