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Halloween Jam 2 Is Out!
The Second Quake Halloween Jam is here!

With 14 maps by Artistical, Burnham, CaptainCam, Chedap, Chris Holden, Comrade Beep, Greenwood, Here, JCR, Kayne, MortalMaxx, Pinchy, Thulsa, Yoder, and a start map by NewHouse!

Download:
Dropbox
Google drive
(sorry no Quaketastic link, the zip is too big with Halloween treats!)


Teasers:
Poster
Trailer

Happy Halloween!
 
Even with gamma 0.7 things are barely visible at the first parts of Chedap's map. Is that on purpose? All that detail is hidden in default gamma. 
Yes 
It's dark on purpose. Some shadows are intended to be pitch-black. You're not supposed to see the end of the corridor (at first anyway).

FWIW my QS settings are: gamma 1, contrast 1, gl_overbright 1, gl_overbright_models 0 
 
Im not sure what to do at hwjam2_captaincam's map after getting the silver key. 
Hey, AN ...I Know The Answer 
I had the same problem. You did the same thing: inadvertently hit a trigger that closed off the passageway to get the gold key. There were a couple of slabs on the floor in one room that looked like they could be elevators. Like Pavlov's dog, we both stepped on them to see if they were. One of them had this trigger!

I notified CaptainCam about this and he already fixed it. When the updated HW Jam 2 comes out, this will be rectified. 
 
I've uploaded a version 1.1 for Hwjam2 (same download links as before):
* Updated hwjam2_captainCam to fix a softlock and clipping issue
* Updated hwjam2_kayne to fix a pumpkin model issue with quakespasm spiked
* Updated start to fix some name formatting and floating gibs 
What's Wrong With "Artistical" Map? 
When I try this map, I get the old default ID start map! 
I'm Using Quakespasm From Spike 
All maps are playing fine, except Artistical.

Most maps are truely awesome, by the way. Can't tell my favorite yet. 
Yum Variety! 
There is such a nice variety with the map designs with this jam! From whimsy to ominous! It's a real pleasure. 
@Barnak 
that ID start map shouldn't be there... ;)
Must be something spooky going on that requires further investigation! 
 
Skill 2 demos (protocol 666)

Patch for fullbright pixels

Pinchy's map was really stingy on ammo, but I found it the most memorable and atmospheric. Heresy's was the most fun to explore, though I suspect some of it was unintended. Broke Artistical's map.
Getting lost on Kayne's map is all on me btw. 
Artistical Map 
I explored Artistical map and what it's doing to the original ID start map is visualy very interesting, but it's boring after a while. I didn't found the purpose of it yet. I played it on nightmare skill. There's no enemy to frag (except 7 idiots on their cross).

What gives? 
@Barnak 
It's clearly an experimental map. It's a journey, not a shooting gallery. 
@chedap 
Thanks a lot for giving my map a go. There was a discussion over mapping discord encouraging re-re-releasing improved maps as stand alone ones. I'll definitely add hints for the tricks, starting with the pumpkin patch. Thanks! :) 
About The Artistically Map... 
Well, if it's an experimental map, it would be cool to drop some random number of random monsters in it, in addition to the weird atmosphere and geometry tricks.

I love the "out of this world" feel of this experimentation, but it could be better easily.

The way the old ID start map is cut into chuncks of blades and layers is pretty cool. 
Artistical Map Again 
I made it all to the end. This map is interesting but ... weird as a fuck in the pitch black darkness of the new moon on Pluto.

Would be a bit better with some idiots here and there to fragfest.

Also, I got stuck in several places, between walls and floors, holes and whatnot. Add to noclip in a few instances.

This map is, maybe, the weirdess out of this world of all the pack! 
Plus Mirror 
https://www.moddb.com/games/quake/addons/halloween-jam-2

ill ask seamus to advertise it on moddb social media. look awsome btw, i will play it next week. 
The Piano Music Doesn't Play Anymore In The Start Map 
What is wrong with the piano in the start map? It doesn't play anymore when I return to that map. It was cool, then it's dead Jim! 
I'm Loving Them All 
but for me, Chris Holden's map is already a personal favorite. It oozes atmosphere and the combat is fun!

Huge thanks to all mappers! 
 
and by FUN I mean I love maps that often allow the player to strategize encounters! Several tricks in that map, really cool 
 
So far I've played:

1. The start map which is apparently 100% identical to last year's start map.

2. A map that is literally last year's map revisited, with the same brushwork and lighting - sorry, no, I liked it but have very little desire to see the same rooms as before.

3. A fairly bare bones and extremely oversized looking map.

4. A slightly less crude, but still comically oversized box map.

5. More wannabe david lynch shit from the usual suspect.

6. A map that is actually good looking, scary feeling, and almost virtually unplayable because of almost no ammo or health present.

I was looking forward to this pack, I'm quite sad. 
 
Perhaps you could have shown everyone how it's done by contributing a map yourself. Just a thought. 
 
Maps I've made: 10

Maps you've made: 0

Get fucked. 
Sigh 
Too rude. The map comparison was retort enough. 
 
Not everyone has time to join all the jam events, some of OTP's criticisms were valid too. I thought I had loaded the wrong jam at first since the start map was the same.

Although not every map is going to be perfect either, the whole point of jam events is to get all mappers to contribute (and not made to feel bad about quality).

Also I agree with shambler, no need for that insult. 
 
Thinking long and hard, and can remember exactly one of those 10 maps. Maybe two. Anyway I find this dude's perpetual negativity under the guise of constructive criticism appalling. Pretty sure none of those points are in any way constructive, as they're not meant to be. They're meant to shit on other people's efforts because of some inferiority complex. We all know you love Quake OTP, you just suck at mapping. So shut your mouth and enjoy the free content. 
 
All this long and hard thinking and not once "maybe I should look him up on Quaddicted" came up?

We all know you love Quake OTP, you just suck at mapping. So shut your mouth and enjoy the free content.

We all know you... actually no, nobody has any idea who are you and what hole you keep crawling out of.

So eat my ass and enjoy the free Hep C. 
 
I can bet my grandma's knitting needles that if this dude had 10 maps released, otp's argument would be "good maps released by me:1, you:0". Cause what matters is quake purity. Shitting on Artistical for trying new things or on new folks for not detailing and packing levels with monsters is laughable. 
Dear Onetoxicprick... 
Ya' know, there are some things you say in the close company of friends and some things you can say just outright to everyone. Just because you can say some toxic shit doesn't mean you should ;)

a lil' self reflection on your part regarding those would surely be welcomed by all ;)

Nobodies mapping to make your personal life better or to have your "quake" playing expectations realized.

Maybe you get your "feelsgoodmang's" by dropping your "truth bombs" and then hashing it with those who are obviously annoyed by your shit slinging post.... yes, history does repeat itself.

It would be easy for me, and many others, to say that if I/we never had to read another post by you that I/we would be happy. But that's the easy way out.

As I've seen the good qualities you bring to the table why not just try to put a leash on your public display of bullshit a bit and simply enjoy the good and dismiss the bad without all the personal disdain you seem to be carrying.

Now as far as the start map of this Jam... it's a fuggin' brilliant start map so it's return was perfectly fine. Maybe it's the new HWJam traditional start map!

I simple solution to your "sadness" of this pack is to fire it up and play the maps you DIDN'T play.

- Peace 
 
I'll play some of the others, don't you worry your pretty little head about it.

"Little" being the operative word, "pretty" not. 
 
@otp
Could you keep the feedback constructive? You have some valid points in the first post, and I think some of the maps you are referring to are from fairly new mappers who would appreciate feedback. You've put folks on the defensive, though.

@everybody
Can we move the name-calling to a different channel? This should all be in the name of fun. Even if a map isn't to your taste (or is a real mess), I hope we all can appreciate folks taking the time to map and share their work. 
 
Right, back to normalcy.

Some very good to great maps in this pack.

Thought Pinchy's map had a subtle Leptis Magna vibe. This guy just keeps getting better and better. It was refreshing to play a larger map with lots of monsters and challenging secrets, as per the original AD.

Chedap's map was awesome and probably the most original I've played in the last 5 years. The dark outset is obviously intentional and those corridor gates are 'kin sweet. Nice "contrast" to the traditional Quake stylings and a highlight of this pack for me.

Greenwood's map was a fun ride once I gave it a proper go. Dismissed it initially as a gimmick map but I'm glad I came back to it. The ship had surprisingly good layout and packed lots of fun gameplay. Scouring the sea bottom looking for treasures once I cleared out the monsters was a nice respite.

JCR's map was another good one, true to theme and highly refined. Another mapper improving with every release.

Comrade Beep and Chris Holden's maps were both excellent.

Burnham's map was interesting and I believe one of the maps in question above. Interesting layout and a unique take on gameplay. Can imagine this map improving in spades with some refinement. All the ingredients are there.

Have yet to play Artistical's map and a few others. Have played Cartographer's Nightmare semi-recently and am still shitting my pants from that one.... 
 
Great job everyone, here's a link to my Binge Stream with commentary. This pack was a real treat! 
Just Finished It 
Here are my demos (first run) :

https://drive.google.com/file/d/17jQTZn2IJsdqZ73_BpFpfQ1vQO9opG47/view?usp=sharing


My favourite, is Chedap's map which is so oprressive. Brushwork, choice of the textures and lighting are awesome. The gameplay is a quiet hard but fun.

Most maps are really nice and amusing.

A special mention to Artistical who did a real artistical work, just read above, great job !

Most fun map (still according to me) is MortalMaxx's map, Dude I really think you had a problem with your own toilets. (maybe you have found a death poop inside !)

Anyway It's my first particiaption on a map pack. A great thanks to others for all tips, help and playing :) 
Yoder's Map ... And Some Others 
Superb map! I found the twins secret. Very nice secret! I said "whoooo!" when I found the entrance to the crypt. Great one!

Also, I liked very much (in random order) Here's, Chrisholden and Comradebeep maps.

Well worth a replay. 
@onetruepurple 
you call sm189_otp a map? give ma break 
AN Please Re-read Post #30 
 
 
otp: @Spud be sure to leave a glowing review to each and every one of the hw2 jam maps

Okay.

Spoilers and the usual blind skill 2 demos abound (recorded with QS's protocol 666 so probably won't work in Winquake), along with some truly terrible and rusty attempts at bunny hopping. The zips are small but some of the demos are pretty big; you can blame AD's inflated demo size for that.

Start map: I had the most awful feeling of deja vu until I loaded up last year's HWjam and realized that yes, the start map is largely the same. Whew. Getting psyched out before even playing any of the spooky maps.
Artistical (Oblivion): Knew something was up when the start map loaded with a blue sky instead of a purple one. No combat (maybe why the map is 'hidden' in the start map? I played through them in alphabetical order through the console), but a mind screw of a map. Wasn't sure where it was gonna go after the first-level-but-empty setup but seeing the huge slice through the map was a cool moment. Unfortunately the whole fumbling-in-the-dark thing gets old after about two segments.
Burnham (Where Evil is Exalted): A bit blocky. Almost felt like a 'rats' map at times due to the oversized furniture. Unfortunately, a fair amount of the British literature shout-outs were lost on me, because I'm a dumb burger who don't read no books. Sorry!
Captaincam: Dug the style of this map from the get-go. It made me think of old PS1-era action/platformer/dungeon crawlers, a feeling that only intensified once the buzzsaws showed up. I did manage to get totally stuck only to find there was a newer version available to download, so the demo is of a second playthrough. Maybe a bit too many armor backpacks around? I wound up over the normal cap for yellow armor multiple times even without the YA secret (and the half dozen other secrets I missed, as usual).
Chedap (Worship Condensate): Deliciously grimy and filthy and gorgeous. So grimy in fact that I had to change my gamma at a few points. Claustrophobic in the best way, cramped, gritty, but doesn't overstay its welcome due to the smaller size of the map. Despite the paths branching, there definitely seems to be a correct order to take them in unless one wishes to come face to face with a Spawn horde while underequipped.
Chris Holden (In the Walls of the Ziggurat): This map feels tighter than it actually is, largely due to the sheer height of the walls, which is a great bit of visual effect. I kept wanting to crank my field of view up. Texture work is a bit bland at times, but the runes and lava definitely call to mind Ziggurat Vertigo. The secret progression near the start was a nice bit of kit, and I wound up stumbling into the secret exit because I had no idea where to progress normally.
Comrade Beep (Candles of the Damned): Took just a minute to notice it was an E1M2 remix given the visuals were so Comrade Beep-y. The secrets all being 'special thanks' is a neat theme, along with the common method of actually finding them all (which I still managed to not do because I'm an idiot). Great fun and I'd say it was over too soon but really, expand too much and a map ends up less of a remix and more of a Sepulcher. Not the first time a map has driven me nearly insane from an ambient crying baby. Vore titties!
Greenwood (Misadventure Valley): Immediately reminded of an old Unreal assault map with the same theme- Galleon or something similar? Items and enemies backspawning while you trek through the ship is fun but there really could be a bit more health pickups. In a stunning display of incompetence, I managed to find the Dopefish but not a single actual secret, and missed the Shadow Axe for the majority of the map so I was on the run the entire time. So it probably would have been easier if I didn't suck. Also: hated electric eels in Underwater Jam, still hate them here. 
Ctd. 
Heresy (Honey I Shrunk the Ranger!): One of the snazziest transitions from 'oh, it's a hallway' to 'holy crap.' Secrets taunt the player from a distance and jumping the gun gets you instagibbed. I was sort of disappointed to find clip brushes blocking me from breaking the map in various ways. One secret (the small backpack) didn't seem to have a way to get back to the main area and was more of a 'gotcha, sucker!' than an actual secret.
JCR (The Black Reincarnation): Thought it was just last year's map played in reverse at first, but turned out to be expanded quite a bit, at least so far as I could tell. Enjoyed it last time and enjoyed it enough this time, too. Didn't figure out the trick with the 'merciful' door- something for a certain pacifist speedrunner, maybe?
Kayne (Husks of the Past): Liked the aesthetic, I was sold from the moment the player spawns in with their head against a dashboard and bought seconds when I found a Quad in the corn. Think I did the map in the wrong order due to cowarding out from the cellars at first, though. Absolutely frantic towards the end especially if you didn't ration your health pickups. Wound up barely making it out by the skin of my teeth and it was totally worth it. Really interested in how the heck to get up on that tower for the Widowmaker secret. Being able to smash every window in sight put the silliest grin on my face.
MortalMaxx (Outhouse): Looking at the enemy count for a small clearing and an outhouse was a giveaway that something was gonna happen. Was not expecting it to escalate so quickly and fantastically. Marvelous special effects with skybox swaps and holes in reality and the map rearranging itself every time the player turns their back on it. Describing it as anything less than stunning would be an injustice. Unfortunately I felt it all sort of fell apart towards the end, where a combination of lack of health and ammo led to my death while parked between Chthon and one of those bullshit flying fucks who light you on fire without even having to launch a projectile and do a billion damage. The rest was great, though.
Pinchy (The School of Dark Magic): Nonlinear, the custom music added a lot. I may have done half the map in reverse, though. Wandered for an hour because I managed to miss the gold key and couldn't find my way back to it. Parts of the map between the setpiece rooms end up looking too similar and the tiny hallways and stairway railings make it a pain to fight projectile enemies.
Thulsa (Trick or Treat): I did not finish this map.
Yoder (Into the Hall of Stolen Faces): It is green. Zombie knights out the wazoo. A less limited arsenal might or might not have made it easier; a lot of hassle came from their tendency to scurry around and block the conveniently placed walking bombs with their own oversized hitboxes. 
About Yoder's Map... 
The twins story was awesome, but I noticed that the moving blades in the crypt stoped moving after I exit and re-entered the crypt. That was a pity because I made a bunch of ennemies to follow me down there, and wanted them to slice'em all. No luck, the blades weren't moving anymore. What gives?

I believe that (generally, for any Quake map) the pictures on walls are under used. The twins story of Yoder's map made me to want more of that trick in Quake.

Interaction with objetcs (pictures on walls, windows, books, ...) could be exploited more. 
Haven't Played All Maps So Far 
but I have to say that Chedap's map shows the best use of ogro texture set that I've ever seen. Great job on the atmosphere! 
It Was A Graveyard Smash!... 
Demos for all maps!:

http://www.quaketastic.com/files/demos/hwjam2_red.7z

Had fun. Some really unique maps, and some really beautiful ones too. A few rough around edges, but good to see new mappers trying it out. 
Chedap's Map 
was a highlight for me. 
Quake Halloween Jam 2 
- [x] Quake Halloween Jam 2 Finished on: 2019.11.07 Score: 4 out of 5
- [x] Artistical - Oblivion 5 out of 5
- [x] Burnham - When Evil Is Exalted 4 out of 5
- [x] Captain - The Trail Of Blood 3 out of 5
- [x] Chedap - The Worship Condensate 4 out of 5
- [x] Chris Holden - In The Walls Of The Ziggurat 4 out of 5
- [x] Comrade Beep - Candles Of The Damned 4 out of 5
- [x] Greenwood - Misadventure Galley 4 out of 5
- [x] Here - Honey I Shrank The Ranger ! 4 out of 5
- [x] JCR - The Black Reincarnation 5 out of 5
- [x] Kayne - Husks Of The Past 4 out of 5
- [x] Mortal Maxx - Outhouse 3 out of 5
- [x] Pinchy - The School Of Dark Magic 3 out of 5
- [x] Thulsa - Trick Or Treat 1 out of 5
- [x] Andrew Yoder - Into The Hall Of Stolen Faces 3 out of 5 
What A Constructive Post. 
 
Still Having Issues With Thulsa's Map 
I still can't get Thulsa's map to run at all under Debian GNU/Linux with Quakespasm 0.93: "QUAKE ERROR: Mod_LoadModel: progs/pumpkin.mdl not found", even though the file is right there.

While we're at it, I had to rename hangman.MDL to hangman.mdl, otherwise Mortalmaxx's map would crash in a similar fashion. All other maps run smoothly. 
 
At least you're saved from experiencing my map. I'll give it a try on Ubuntu. 
Pumpkin Model 
Thulsa, I can confirm I run into the same issue when trying to load the map. It looks like the cause is that the misc_model entities which use progs/pumpkin.mdl have a trailing space at the end of the path. In the .map and .bsp files, the path is stored as:

"mdl" "progs/pumpkin.mdl "

If I remove the space from the end of each path (nine occurences), the map loads fine.

I haven't actually played through this pack yet, looking forward to doing so when I have time! 
 
Good catch, this sounds very much like what I would mess up. 
 
Hm. For some reason your map still fails to launch after those modifications, but with a new error:

QUAKE ERROR: Texture (... gibberish ...) is not 16 aligned

Hopefully Andrew or Thulsa will release a fixed and tested version eventually. I'll just wait for it. 
 
Hmmm. Can you paste that gibberish? 
 
Sure, here's what appears right after typing "map hwjam2_thulsa" when the program crashes:

ERROR-OUT BEGIN

Shutting down SDL sound

QUAKE ERROR: Texture �����ttttssstt`r�a��������������������e`r�e���``a��w�����������̎���``̎rrrr����������rr`rrrrrrrrrrrrr������r�rrrr���������r��������`e`�`�����������������������er��re��r�� �̎��������������rr�� r�̎��`333`�33333��``````````````````````````````33�3333��3333��`�`b�`ra```333`3`33333333�```�``��3`33��3333r�```b`�`a`�a���r```r�``````��r��a�a�`a```` is not 16 aligned 
 
Lol, looks like memory garbage. Either another buffer overrun or incorrect texture field is dumped. This is QS on Linux, correct? 
 
Yes, version 0.93.1. No other map has ever behaved that way on my machine. 
 
Gioyo3aa, when you changed the pumpkin paths, what approach did you use (what tool(s) etc.)? I'm wondering whether the BSP file somehow got corrupted? 
Gioyo3aa 
You might have corrupted the bsp with your modifications; I tried doing it the following way and the map loaded successfully on Linux 64-bit + quakespasm-0.93.1 (no memory corruption, confirmed with valgrind):

bsputil --extract-entities hwjam2_thulsa.bsp
// rename hwjam2_thulsa.ent to hwjam2_thulsa.map
// replace ".mdl " with ".mdl" in hwjam2_thulsa.map
qbsp -onlyents hwjam2_thulsa.map


I think what's happening with the "progs/pumpkin.mdl " is this: https://stackoverflow.com/questions/7603420/why-does-stdfopen-and-stdfilebufopen-trim-trailing-space-characters-on-win

Hadn't realized this before, another annoying plaform difference like case-sensitive filesystems. This is one point in favour of packing up jams in .pak files, though it does make it a bit more annoying to look inside at the mod/map pack's files. 
 
Reading #47, I assumed I could just edit the file using a regular text editor like nano and replace the nine offending occurrences. Apparently I was wrong, I'll try it ericw's way when I have some time.

This kind of error is a first for me, but I regularly play maps or episodes that have case-sensitivity issues which Windows users cannot notice. Most of the time, renaming everything to lowercase works, but not always. It shouldn't be hard to write a small script that checks and fixes these errors for mappers (or the jam organiser). 
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