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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!
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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). 
 
Finished this one! I need to go back and remind myself who did which individual maps to see if I have any other specific comments to make. I really enjoyed the "journey" of some of these; off the top of my head:

* The giant pirate-ship setpiece looked great and provided a fun route around and onto and into and out of it. That was Greenwood's map I think?

* Yoder's map was just pitch-perfect in tone. The ride in, the "title card" popping up (great map name BTW), the use of juiced-up colored lighting, everything about the architecture and routes... it wasn't a ball-busting combat map but I enjoyed it from start to finish.

* Pinchy's "wizard school" map was an epic adventure. I had moments of scrounging for ammo or getting a little lost, but it never lasted for long and in the end that just made it more memorable.

* The variety of environments in Maxx's "outhouse" map was really something else! Breaking through from the "dreamland" into the medieval area was a great moment.

* I'm a sucker for remix maps so Artistical's was a treat. The big cuts appearing through the world were a really strong visual twist.

I'm out of town for a bit but hopefully I'll remember to come back and add more in a few days. Congrats to everyone involved, the above bits are just the ones off the top of my head. 
 
Just gave a try to all maps on nightmare difficulty, here's my feedback. Maps in the list placed just as in my playthrough order:

Into the Hall of Stolen Faces (hwjam2_yoder): Map theme is beautiful, put poorly executed. Good color palette, bad map layout: there are many neat places that can be accessed by the player through jumps and tricks, but without any secrets so when you jump to some poorly hidden map's deadends you wanna find there at least something. Overall 7/10.

Husks Of The Past (hwjam2_kayne): We DUSK now. Good amount of enemies, bad amount of optimisation. 8/10

When Evil Is Exalted (hwjam2_burnham): Very simple, even basic map. Not very much to say. 6/10

The Trail of Blood (hwjam2_captaincam): Good theme, good secrets placements, good idea with ruined map. Bad pacing, too much walking. Also, during my playthrough some map trigger failed, so I've got to use noclip to find my next destination. Looks like some slipgate or lift didn't work, don't know if map is broken. 5/10

Oblivion (hwjam2_artistical): Very good horror idea, but can be broken really easy by not going in the episodes natural order, also by jumping through gaps to the final slipgate too early. In both cases you can softlock yourself, ruin your playthrough. And the "shoot to light your way through" gimmick isn't really good. So 8/10

In The Walls Of The Ziggurath (hwjam2_chrisholden): Very satisfying map. Good design, good amount of enemies and arsenal, awesome art direction. One of the best in the entire pack. 10/10

Misadventure Galley (hwjam2_greenwood): Art stuff is just gorgeous, pirate theme is kinda rare in quake. I could use some more breakable props in the lower decks to make more space and probably more early access to quad and other goods. 9/10

The Black Reincarnation (hwjam2_jcr): Map theme is great. Good exploration, good secrets placement. Good idea with walkable webs, good idea with using wizard as zombie scorcher. One of the best maps overall. 10/10

Candles of the Damned (hwjam2_comradebeep): So this is the e1m2 repack, but very cool. Underwater exploration is great, and the secrets placement insired by ad_sepulcher. 9 backshooting gargoyles out of 10

The School Of Dark Magic (hwjam2_pinchy): Art direction with overall white stone & wood theme is good, nonlinear exploration is good. Lack of ammo is bad and makes enemies placement/ambushes even more frustrating than they already are. Map layout is bad, all these chandeliers and other stuff on the floor aren't making fights easier, especially these which damage player. 6/10

The Worship Condensate (hwjam2_chedap): Map layout is awesome, colors and the balance between dark and pitch black is excellent, traps and arenas are very good. Did I said that level's art direction is magnificent? 9/10

Outhouse (hwjam2_maxx): Map idea is pretty cool, nothing gives you more horror as destroyed toilet in the woods, art direction is great. Ammo is very scarce, to the point of being more bad than good. This makes it pretty hardcore in the medieval section. Otherwise cool level so 8/10

Trick or Treat (hwjam2_thulsa): This one is a dissappointment. I've collected dogs book, vore's book, wooden planc book, wooden crates' book, silver key and the trap ceiling's book, and the lava platforming book, and I STILL can't finish level despite having 3/3 secrets and 21/22 kills. Lots of missed oportunities for secrets and interconnections between puzzles. 3/10

Honey I Shrank The Ranger! (hwjam2_here): What a ride! Good amount of fighting and jumping, whole arsenal of weapons, map theme and level layout are the top notch. Just one note, if the knights at the end fall into the lift shaft it makes impossible to finish level without killing them. Also it could be even more fun with less invisible walls here and there. So that's 9/10 
Regarding JCR's Map 
Spud (#38): hint about the merciful door: the book at the beginning tells you that "He will judge the living **and the dead**". 
Regarding JCR's Map (2) 
But all the same, now that I've unravelled most of the map (all kills, 9/10 secrets) and seen quite a few options for shortcuts, it seems like speedrunners could have a blast with this map. I haven't tried it, but it doesn't seem hard to bypass the gold key as well as the whole area containing the "merciful door", and go directly for the silver key. 
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