Slight Issue With The Start Map.
The Nightmare skill select seems to be selecting Normal. I will update the .zip seamlessly through the same link, but just a heads up for those that had downloaded first thing.
where's jam's readme?
also considering 17 maps, there's only 12 map readmes?
A lot of people simply didn't include readme files with their levels, which is fine, I'm not going to force everyone to include one especially when many of them will just be copy/paste formats with very little information.
Please note: my map has known issues with skybox display in some uncommon engines. For software ports especially, I recommend turning the skybox off by typing: sky ""
At First This Jam Is Magnificent,
as well as Halloween Jam 2.
But they both occupy 1Gb of disk space.
And I tryed to solve it.
Everyone Quakelovers already have Arcane Dimensions (if not, You'll be surprised, when You'll get it ;)
To dramatically reduce size of xj19 folder, I cut off AD from it (241Mb vs 458 Mb in original) and usless skyboxes (not used in any maps).
(If I had no right to do this, please remove my post)
this is my thread on Quaddicted:
It would be nice to do the same with Halloween Jam 2.
Many maps will break without the two extra patches that do NOT come with the Arcane Dimensions base package.
In the future, simply ask for this sort of thing instead of editing/repackaging files nobody has given you permission to edit/repackage.
Things are packaged this way to ensure compatibility with all engines and setups, as if someone just dropped that into their AD folder it could at best not work, and at worst wreck their AD install.
If it's a true stand-alone pack I think organizers should pair down the install where possible. Not a crime per se, but kind of a "best practices" thing. 500mb is pretty excessive.
Also not making a readme is just plain lazy. Many of us DO read still.
500 MB isn't excessive, it's 2019. 1,048,576 MB of storage costs ~£30. This pack is perfectly acceptable.
I ended up uninstalling/reinstalling AD to give this a separate install folder. That said, just started the pack and I absolutely love Violet Fluid. It's beautiful and fun. Looking forward to the rest. Thanks to all involved!
It's an excessive download for some. Especially when it might be possible to pair it down. And many folks in the Quake community aren't made of money. But it's a stand alone pack based on the devkit so a lot of the files actually are necessary.
Ah, so it's a standalone. I thought it was an addon for AD. That's the reason I got annoyed by it "taking over" my AD install and ended up reinstalling the latter.
Did I commit the sin of omission by not writing a readme? Possibly. But ultimately, there wasn't all that much to write about in my entry's case - maybe except for giving discrete credit for each and every person who produced the custom textures I used. I crunched some numbers earlier this morning and I don't think I spent more than 24 hours on the map - really, I just threw together a speedmap when Fairweather had showed us (on #terrafusion) a screenshot of the start map. Just seeing that compelled me into action... but it was last Wednesday. Short notice? No kidding...
There was little time, which was a problem, as it takes me long to think of a suitable texture set and the general feel of the map - which leaves no time to actually do some actual brush pushing. Fairweather helped, giving me the tip to make a snowy metal map. Right away, I thought of using the blue ID1 runes I'd made all the way back in 2009, for the e3m4 variant from the ill-fated RemakeQuake. It didn't take me long to see that combining them with white fog would produce cool results.
My main progression idea - wrap the main path tightly around the start - yielded, to my surprise, a quite interesting layout.
Although I pretty much speedmapped the thing, and the size limit was not helping, I'm still quite happy with my map. I think it's got some unusual ideas, tight combat, and decent exploration (despite the map size). I hope you all like it!
That was a cool little map! I liked that, despite its small size, you had a few different routes. The fog did give it a chilly feel. I enjoyed the close-quarter combat too that some of the newer maps tend to avoid.
to take maps without readme files and repackage as maps made by Repus.
Chedap Map Begining Was Cool!
I loved the vista on that one, with the nice skybox, the tilted horizon and reflection on water.
Also, the red blood on snow was a great effect on another map (don't remember which one).
But WTF with this weird museum circus map!? That was a junk map for drunk players on crack. What an ugly surrealistic map.
Currently uploading possibly the final version. Should be ready to download in about an hour. Includes the missing readme + installation instructions, bug fix updates to Chedap's level and a fix for a softlock on the Start map.
Thanks, Gentlmens, For Your Forgivness,
Mr. Fairweather and especially Mr, dumptruck_ds.
Yes, now 2019 and disk space becomes cheaper in addition minimum sys RQ was not cpecified. Modern maps built not for weak PC. When I try xmasjam2019_here and xj19_naitelveni maps on config: core i7 640m/intel HD graphics I-st gen/8Gb ram - they are becomes almost unplayable due to freezes. (This beautifull, of course, maps used a lot of open spases - the weakness of Quake Engine). By the other hand, due to the power of modern pc and talentes of modern Mappers, we can enjoy such beautiful masterpies maps.
But What I Want.
In addition, I care about peoples, who used to see own custom content in its favorite mod. (Even mappers used and prodused custon content, is not it?) Spesific of AD is, as You know, put PAK or pk3 into its directory is not enough, You should also remowe or replace the same file in thier directory. And I just already did it. And parameter -game ad -game xmasjam2019 allows not duplicate custom content in each mod folder. That's the reason why.
Thanks! Glad you enjoyed it. I was a bit afraid that people would find it too cramped or too chaotic. I agree that most modern maps try to shy away from the style I've applied here, and probably for a reason.
Embarrassingly, I don't think I've played any of your maps yet. :(
But that's about to change soon!
And parameter -game ad -game xmasjam2019 allows not duplicate custom content in each mod folder.
That's for DarkPlaces, which nobody on this forum uses.
All That I Wrote Above Is For Quakespasm,
that I use.
Hello guys, nice work here, really lovely maps :)
As a representative of the multiplayer QW community, I just registered to see if there's any interest in making a fresh xmas mp map? Currently on most servers, there's only xmastree.bsp and hohoho.bsp, which feel pretty dated.
The idea just popped, maybe one of you pro's wanna port a "simplified" version of your xmas map maybe to become a dmm4 aim room, or whatever flicks your switch. How does that sound? To me it seems like little effort, and great exposure, as I'll personally ensure to spread it to the most popular and used QW servers, so that anyone can download it and play it there.
I'm online 24/7 at the QW discord: discord.quake.world if you wanna chat about it :) (There's also a #mapping-talk channel for you nerds to explore)
Which of the maps would you suggest converting? Not a ton of MP mappers here but I think you might find a taker or someone willing to port one of the maps with the author's permission.
Skill 2 demos
Heresy's map was a highlight for sure: visually striking, layered, use of space feels effortless. Looking forward to the next map where every edge is going to be bevelled! (I did find the rest of the monsters afterwards btw)
Another highlight was Nyoei's map: great flow, balance, progression, scripting. Very dynamic map, and looks good too. Amazing growth compared to previous levels by the author.
Maxx nailed the sense of scale and had the best atmosphere. Ionous' map was impressively long and the most involved, but I got hopelessly stuck by avoiding a progress-critical fall. OTP's was a devious little level and Qalten's had a nice open classic feel to it.
Anti-highlight is enemies with bloated HP in multiple maps. At least set the place up as a boss fight, don't just throw them in with no preparation. It can (and has) been done before, just got to do it properly.
By The Way
Does collecting all runes do anything? One on startmap, one on Heresy's, one on JCR's (that I didn't figure out), should I be looking for a fourth?
Naitelveni's Map Missing Env Textures
This map is missing 6 "boneyard" textures, from gfx/env.
Not Necessary To Play
that's a skybox FYI
Skybox Missing In Naitelveni
I know it's a skybox. This map is an exterior stage, and the current default skybox is ugly and doesn't fit the map (which is very nice, by the way). It needs its skybox!
Nait, where are you Quake God?
Boneyard = D4sky03 ?
I suspect that Nait's missing skybox is this one:
which is the same as d4sky03. I tried it and it's very nice indeed!
Thanks a ton for playing through all of the maps with demos, it's super useful to see and learn from, plus the text comments are helpful too!
I have no idea why so many boglords in this pack, one of those funny coincidences I think :P
The Runes in the levels do not actually do anything, no. Originally they were put in the maps as per request by myself to facilitate a feature I was trying to push, Bonus Levels.
The gist would be something like Arcane Dimensions but more fine-grain, an overall progression of the save file by opening up little bonuses in the start map.
Unfortunately, many of the people I asked couldn't get their levels done, including myself. Turns out this is something you need a bit more organization for other than just "Hey can you no-notice make yet another map on top of your first one".
That being said, the idea is there for next year and I'm positive it'd be an awesome thing to have in such a large pack, and hopefully next year I'll be able to just pretty up my blockouts from this year and include them in the next.
To me, it's a good medium between a casual jam environment and a rigidly structured episode environment.
Just finished all levels on Nightmare skill level:
Violet Fluid (xj19_here): Good art direction, good palette, good idea and good (re)use of space. Gameplay is okay. 9/10
Expeditious Egyptian Extent (xj19_fairweather): Really good map. Good colors and good gameplay, neat. But maybe short. 9/10
Morituri Te Salutamus (xj19_beep): Good map idea, good execution. Good art direction and good secrets. If you push both upper buttons before finishing last wave, you'll deny yourself from christmas present, so it's 9/10.
Untitled (xj19_naitelveni): Simplistic yet strong map layout. Could've been very cool, but lags a lot, and I catch the Deja Vu from mapjamx(insomnia), so for me it's no more than 7/10
Coldwind Castle (xj19_maxx): Very good map theme and usage of all these space. Art is magnificent, also it's cool to just naturally rocketjump your way through with rocket launcher>megahealth>gold key>yellow armor>quad>exit, maybe even without half of the kills. When mappers do not create artificial fun restraints i.e. invisible walls and triggers that's cool. 9/10
Cave of the Selfless Martyr (xj19_jcr): You can stand in some certain position, so when deathguards start falling from above in the beginning one of them ends up on the ledge above the ladder, and doesn't come down. If you kill him, floor doesn't paint and the next phase does not activate, so you can softlock yourself there. Otherwise good map. Anyway, is there a way to grab the rune? Is there any point at collecting them? I thought there is some secret levels that you can access from the hub with rune/runes. Ah, nevermind. 8/10
Roba El Ehaliyeh (xj19_ionous): Didn't like this one because of 1)it's so etemenanki with its tight corridors and traps bullshit all over again, and I've collected about 3 journals (spiders, dogs, vorelings, souls and golem), 3 secrets and after that stuck without a clue where to go, so took the rope after about 1.5 hours of wandering. 7/10
Star Prison (xj19_pinchy): Good map theme, yet execution is poor. Nail ogres are difficult, and here and there you can occasionally kill yourself or restart from beginning because accidentally touched slipgate or because every platform slightly moves. And it's really short, so fun hadn't been had. 6/10
The Cold Emprace of the Grave (xj19_otp): Liked the very tight use/reuse of space and every brush, gameplay is meh. 7/10
O Terrorbaum (xj19_greenwood): This one is satisfying, simple slaughtermap with good amount of weapons and powerups, neat humor and neat soundtrack. 8/10
Sacrifice Unto Santa (xj19_nyoei): This map is kinda alike to previous one, also neat and satisfying with good amount of combat and enemies, but deserves one more point for being bigger in content and playtime. Also palette and art is good. 9/10
Silo Breakout (xj19_pinchy2): Map is good, maybe easy but good. Good platforming, good breakable floors and good colours/map layout. Probably simplistic and short, but I like it. 9/10
The Anti-Christmas (xj19_nolcoz): So this map is totally filled with puns and jokes regarding some streamer i don't know, but on it's own it's pretty neat. Progression is nonlinear, so you can gather many powerful weapons right at the beginning if know where to go and how to get there, usage of tricks and jumps is very rewarding. Also some probabilities for softlocking yourself, but not a big deal. Mixed bag of a map, really. Puns and map progression design do it for me, so it's 9/10.
Final Clauset (xj19_shades): That's one of the masocore maps, in which you need to kill everything with insufficient equipment, so after finishing it you don't really know if you like it or hate it. To complete it you gotta use a lot of infighting, ammo conservation and pure savescumming to catch lucky telefrag of one of the plasma minotaurs. Map layout is kinda unforgiving. Art direction is simplistic to the point of being poor, so for me it's overall 6/10
A Window to Europe (xj19_chedap): Art direction and map idea is just woah, also great space usage and attention to details. 9/10
Grim Ascent (xj19_qalten): This is another masocore map, so ammo and health conservation is crucial. But this one catches that perfect balance of hurting you enough to love it. When you got to kill golem with an axe to clear the elevator, and you actually make it! Just to face two golems on the upper floor, but you don't mind cause now you got the grenade launcher! Art direction is ok, final fight with stone knights is good. Overall 9/10
Trial of the Insane (xj19_glans): I feel like this is beginner's map with poor brushwork and non-ideal triggers and questionable map design decisions like space usage, traps and lack of secrets, but what's more important — it worked out for me! I just love arena slaughtermaps, so for me it's 8/10
Hub map is great, this circular stone & metal design is just gorgeous https://imgur.com/a/OOAxAEw
Overall xmasjam2019 is slightly worse than xmasjam2018, as you see from scores, all maps are pretty decent, but there is no real killer maps, capable to compare with, for example, Entering the City of Pale or Coal in your Socks! or NoQuarter from yesteryear (but then there was a lot of hit-and-misses too). Total 8/10. Not really average, just a strong all rounders without any real highs and lows.
ionous map might be bugged, I also appear to be stuck after killing approx 47 enemies, it feels like something didn't trigger
I also got stuck on Ionous' map. I literally wandered around aimlessly for about 25 minutes until someone on the Discord showed me this: https://i.imgur.com/oGjios7.png
I'm only assuming other people got stuck at the same point, but if they did then perhaps it could've been clearer.
On a recent stream I saw an event triggered early that broke progression.
The floor pictured in the image TinTin referenced is not a bug, just difficult progression. I wanted this map to feel like the player was an archeologist of sorts, unearthing long buried secrets. I know this is not to everyone’s tastes, so I added an exit for those that had no interest in more exploratory progression.
Or, Rather, An Early Exit
As a failsafe for players.
Ionous' Map Is A Gem!
Gameplay wery close to another map by autor - "Der Wanderer über dem Säuremeer" - one of my faworite map. Few mapper able to put so long and interesting gameplay time in such limited space
CV. ION01 does use the same 1024 ^3 constraint as my 19 entry.
Ionous Map Were The Best Of The Bunch.
I found it very entertaining. Took me a couple of playthroughs to beat it on skill 3 =) Found all secrets also, a blast.
I Played A Bit.
Violet Fluid by Heresy
This year's "vivid color extravaganza" entry is also apparently the first one as per the start map, nice to get it done so early. Very interesting to combine a gritty industrial map (kudos for such an eclectic texture combination, and for using Kell's Fury set as well) with the titular violet fog, usually associated with some arcane kinds of magic. Got a very unique, and somehow threatening, vibe overall.
I died a number of times, mostly because of my own stupidity rather than the actual difficulty. The map did plenty to constantly keep me on my toes, though, which is be no surprise with 117 monsters (skill 1).
A cool map overall. Hope to see a sequel where we get to traverse one of those huge pink pipes from the inside, and yes that is an euphemism.
I Played Some More.
Expeditious Egyptian Extent by Fairweather
How nice, an entry to the Egyptian retrojam that got displaced in time. Reminds me that I still have to finish that pack from 3 years ago :(
I'm aware you were short on time making this, so some rough edges and lack of polish are understandable - even despite them it's still a nice map, with a strong theme and a decent layout. Not as resourceful with reuse of space the way ionous' entries, or Shambler's entry from last year, would be - making every room very tall vertically contributed to this - but on the flipside, it's good to have a map that has breathing room and isn't catastrophically claustrophobic (like mine).
Good effort overall!
And Some More Yet.
Cave of the Selfless Martyr by JCR
The first very explicitly wintery (but not Christmassy) map in this pack so far. Festivities or lack thereof aside, though, this map comes with its own theme and small story of its own - which is a rarity, and a commendable effort considering the already strict limitations imposed.
I found the gameplay in this map to be on the tougher side personally, with the first arena fight definitely not being my cup of cocoa, but it was nothing that wasn't ultimately manageable. Reason I'm submitting two demos is because I wanted to experience both variations on the ending (I was too late into my first playthrough when I realised I missed a thing or two). Also because I might have been too harsh on your Halloween Jam 2 entry...
I have to give extra kudos on the setpiece with the "gilded one", and what an effective visual it was despite being around a handful of brushes and one entity. Gave me strong flashbacks to the "Yellow King" from True Detective S1.
XMAS Jam 2019 On Quake Grave!
When Barnak referred to a "tilted horizon" I just thought it was some miscommunication. But as it turns out, in Quakespasm Spiked the player camera will be tilted by 4 degrees. That's not the intent, and reloading a save fixes it. Bizarre.
Sacrifice Unto Santa
Mentioned the excellent Violet Fluid in my first post, but I also like Sacrifice Unto Santa a lot. It's beautiful, has a unique style, intricate vertical layout, lots of nice details and a perfectly tuned progression that goes from the serenity of the starting area to the mayhem of the ending battle. Brilliant.
Streamed the first floor of the jam, cool stuff so far!
Streamed the rest of the pack, cool stuff again this year, thanks for the good times everyone!
crazy level GG
Very cool maps; proper end-of-year treat like in the previous years. Thanks to everyone involved for organizing and participating!
Thanks everyone for the great maps. You'll find timecodes in the comments of the videos in my ChristmasJam 2019 Playlist
As for my map I will say, there were two exits though the "true ending" was not so obvious. Also, depending on the order in which you play the maps, if you already have an E4 rune in your inventory you cannot complete my map this way; the ending is triggered by collecting the rune at the bottom of the final lava pit. Sorry for the trouble but there was not supposed to be another E4 rune in the pack!