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Map Jam 6 : Fire And Brimstone Released!
Screenshot Collage : http://www.quaketastic.com/files/jam6collage.jpg
Download (75mb) : http://quaketastic.com/files/single_player/mapjam6.zip
Shout out in PC Gamer mag:
https://dl.dropboxusercontent.com/u/33279452/pcgamer.jpg

Note : I heavily recommend the Quakespasm engine for this particular release. A level in the pack uses the 2BSP map format and another level will crash Fitzquake . Quakespasm is the only engine that had zero issues during testing!
Download Quakespasm : http://quakespasm.sourceforge.net/download.htm

Map jam 6 : Fire and Brimstone is a single player Quake level pack featuring 13 new fiendish single player levels for your enjoyment!

Thank you very much to all the mappers who took part in this event :

Adib Murad
Breezeep
Daz
EricW & Tronyn
Exhelzar
Ionous
Matecha
Necros
Rick
Scampie
ShoTro
ItEndsWithTens
WarrenM

Good luck and have fun! Remember to record a demo of yourself playing each level for the first time to help the mappers learn what worked and where people got stuck in their maps! (Optional of course)

Important Notice: <Daz> you should start a new game if you still have all your weapons and ammo when going back to the start map <3 ,3 sorry
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Integrated 
Hotfix no longer required. The main download has been updated with the fix. Thanks Negke! 
First 3 Maps Played 
Adib Murad - nice vertical with good idea of broking seals. though there's major design flaw, if you missed stones in the final room map becomes unpassable as u won't be able to return there.

Breezeep - proper map with nice atmosphere and balance.

Daz - nice underground evile. though not rly clear what to to after clearing final battle, so had to ask around ;)

first dems
https://cloud.mail.ru/public/Ff5p/dfDmb3aSp 
 
DaZ: Awesome map overall, though one can tell that you kinda ran out of time a bit with the stuff towards the yellow key door.

Also noticed some bugs, and things that do not look great. You got a whole bunch of skip texture into void stuff. For example at the stepping stones in front of the yellow armour secret. Also in the caves at the top of the lava falls. I think there were some other places.

The leaning stone in front of the entrance of the little building at the top (where the Mario secret is) is illusionary. Any reason for that? And I got an awesome demo of how one can fall out of your map at the very start. This worked for me every time. https://dl.dropboxusercontent.com/u/15588722/post/func_msg/jam6_daz_ptoing.dem

I also got some vis problems in some places where stuff in the distance would show the void. Can that be fixed with commandline settings or somehow otherwise? 
DaZ, Also... 
you get bonuspoints for your end of level camera. Best perspective ever :D 
ItEndsWithTens 
holy shit this map... I am blown away. 
Err... Vondur? 
I think your demo on my map freezes at the first few seconds of the demo. I don't know if it's something else. 
Ptoing 
Yeah, strangely enough the level had no void on a -fast vis but errors occured once I full vised it :( I did find a few areas where collison was incorrect, but I didn't know there was one right at the start!? That sucks :(

The top area was a bit of a rush job, lots of c'n'p geo and "just throw a damn light in there so they can see" lighting ;)

I quite enjoy the final fight though. let me know what you thought. The other oversight is that its not clear that you pick up a SK after the fight and there is no clear way off the rooftop which seemed to confuse Vondur a bit :D We live and learn :) 
 
Yeah, the final fight was enjoyable, enough spaces to hide from the Shambler and Vore and create opportunities for infights. I would have made the top of the quad roof flat, as in not flat flat, but give the very top some kinda flat beam, just a bit nicer to navigate up there.

Oh also, the lava not having an ambient sound can be worked around by either placing light_flame_large_yellow entities with 0 brightness underneath the level, or inside of little pockets in the wall. OR you could also just give them an alpha variable and set it to 0.001 which is totally invisible in all engines that support the alpha thing, which I reckon is all of them by now. 
Way Too Late 
I will try it out in the morning. Thanks Daz for putting it together! 
Blind Play Through Demos 
https://dl.dropboxusercontent.com/u/33279452/daz_jam6_demos.zip

Some of these were recorded on the first version of the level sent to me by email (they won't work for you unless you are the author of the map who has those older versions) so if you are having trouble playing a demo from your own personal level then you might need to step back a version or two until you find the correct one. Annoying yes but I wanted to get my blind play throughs recorded! 
Breezeep_ 
wtf, indeed... freezes here too. try von_2_1. i died there so it's from the save, seems works here. (i played with quakespasm) 
Will You Be Streaming The Jam Like You Did With The Previous Jams? 
 
I'll Stream Tomorrow! 
Too tired and stressed out tonight :) 
All The Maps Work On Mark_V 
I aint using quakespasm! They work in MV for me just fine. 
Ptoing 
Thanks! But I need more details. I sometimes fall in the first room, but I thought it's because I'm retarded. I also know some rocks doesn't make very good jump pads. Anything else?

@Vondur - Absolutely right. Button that opens the last door at that room would reset the other two. Glad you liked the seals. The... tools to break them should not be so obvious, but I ran out of time.


*** SPOILER ALERT ***

In a little post mortem:
1- There are devices that should be mimicked with the environment, making them less obvious, but no time to work on the geometry required;
2- Pushing the last button should spawn a final wave of monsters along the way to the exit;
3- I had to cut off one last room.

Some other things will be tweaked. In the third room, the upper door is useless. It's a multiplayer mapper mistake, to freak about connectivity and circular paths around the map.

I'm also still dreaming about this other rocky level idea I had.

Running home now to see your levels! 
 
Daz, that was a masterful play through on the first version of my map. I considered it uncompletable (ie 100% kills, not running for your life to the exit...), but I think if you'd found the one secret you actually would have done it.

I wonder why the proper info intermission didn't appear after you exited. Because it was a demo or something? The map surely has one. 
Demo Bug 
intermission cams get get bonked! 
Mini Revivs 
Adib Murad
Cute little map. Did not get stuck in it like Von did. Reminded me a bit of DM4? Looks cool!

Breezeep
Very well done map. Looks great, nice combat, though I kept getting murdered by fish.

Daz
Excellent map, despite all the fucked up glitches that Daz willingly added to it.

EricW & Tronyn
It's a Tronyn map. It's huge, it's insane, it's completely off the charts in every possible way. Looks gorgeous.

Exhelzar
Neat little map, if this is a first try it is pretty great!

Ionous
Great looking map, nice style. Kinda reminded me of Doom 4 in some ways. I think I might have gotten lost through some unintended shortcut, because I was a bit confused about where to go towards the end.

Matecha
Another cute little map. Not much happening in it, but what's there is nice.

Necros
Gorgeous. Weird, sparse gameplay. Completely crazy map. Loved it. Reminded me of Halo or Metroid Prime, or SPoG's Q3 map. What a strange map.

Rick
Beautiful map, nicely themed and laid out. Love the lava balls dripping from the ceiling. Played on easy so I had no monsters, which was oddly nice and atmospheric.

Scampie
Hate to admit it, but this is my fave map of the bunch. Looks amazing, plays great, lots of great little details. The multiple(!) boss fights(!), wow! Scampie is 100% a millennial for sure, but he's a millennial with fierce mapping skills.

ShoTro
I don't know what to make of this map. It flickers through so many different styles and looks it almost makes sense. Crazy weird map.

WarrenM
Beautiful little map. I can see the AAA experience shining through in this though. ;-) I played it on easy and haven't tried it on any higher difficulties, so I thought it was a nice and atmospheric place to explore in relative quiet. The end was a bit chaotic, but overall a great map.

ItEndsWithTens
Jesus christ What The Fuck. What the fuck is this. What the HELL. Fucking shit is it LOOKING at me? Fuuuuck! What the fuck dude. Jesus christ this map. This map...
It is completely, utterly brilliant though.
You're French, right? 
 
"I can see the AAA experience shining through in this though."

I'm trying to shake it, I really am. :) 
 
Thanks czg, glad to hear some feedback (and anxiously awaiting to see what others think). It's my first Quake map and I was sick for half of the jam period so it's small, but I tried to make it as polished as I could. Still, even seeing Daz' demo reinforces the criticisms I had already about the separate routes and how redundant it is to have them split like that (and that there should be better separation between them)�� Hope I can learn even more from seeing how ppl approach the map! Cheers :) 
Czg - DM4 
Guilty as charged. Best id map. 
 
Okay, enough screwing around; I got nervous about my long username before and briefly switched, but after seeing how I'm credited in this OP and the mod readme I'm back to the first name I chose and I'm sticking to it. I'll just submit any future maps as jamX_tens, like Daz renamed me here and like FifthElephant usually does for his work.

That being settled, I'll offer feedback and demos as soon as I have a chance to play, but thank you FifthElephant for the wonderful reaction, and same to czg! "What the fuck" is my favorite response.

But don't you dare call me French. 
 
Played for like 2 hours... tired out now, still have Daz and Tronyn/Ericw's map to play...

Adib Murad
Great look, cool concept, but you can get stuck (which I did, cause I don't look up much). Love this lighting.

Breezeep
Fantastic knave map. This felt like a full level and played smoothly.

Daz, EricW & Tronyn
For some reason, I totally missed the teleporter for these maps............................ I'll get to them later ._.

Exhelzar
Cool but sometimes took a while to walk around there where I needed to go. Also I suck at jumping........

Ionous
Solid architectural style throughout. Was a little tough at times, but I made it. Good concept with the glowing portals that you deactivate.

ItEndsWithTens
I was seriously weirded out by the eyes. This was also really hard and I died several times. The whole vibe of this map put me on edge, probably why I died so much. Awesome concept.

Matecha
Nice map but short. Some cool ideas, but the ending is not telegraphed very well and I missed some things like the graveyard and the other door. I like that you can approach the final room from either side.

Rick
This felt really forlorn for some reason. It reminded me of arx fatalis, but an arx that had long been abandoned in a universe approaching its end... so in other words, cool. ;)

Scampie
Another map that felt like a full level. Nice use of the chthon hax and super floyd. gameplay is very smooth as well.

ShoTro
This map is weird because of it's crazy jumps in themes. I really like the void tunnels and how they transport you to different worlds.

WarrenM
A beautiful map, but it felt more fun to look at then fight in. Awkward footing made some fights very difficult and then I died in the arena. :(

Demos:
http://shoresofnis.com/temp/jam6_demos.zip
I placed everthing in a 'jam6' folder, so don't know if that affects anything when playing demos or not....
also, as mentioned, daz and tronyn/ericw's are not in there. 
 
Quick thoughts.

Adib: Pretty cool. Neat visuals, surprisingly good layout. Gorgeous lighting and skybox. Confusing 'mechanic'.

Breezeep: Excellent. Nails the Knave theme perfectly. Cool flow, nice layout, nice monster placement. Overall a very good map. One of my favs.

Daz: Fantastic. Cool layout as well, cool secrets. Loved the elevators. The bridge area was hectic. Final fight was cool, the area reminded me of Tronyn's maps.

EricW & Tronyn: Insanely crazy. Amazing architecture. Too lenient/easy even on skill 3 (!!). Lighting is not very good but architecture, again, is bloody brilliant. Insane scale.

Exhelzar: Good for a first effort, but layout really needs some work. Other than that it was cool, the rampart Shambler even killed me!

Ionous: Finish this. Very cool architecture, but somehow this would've worked better if it were 100% underground. Lots and lots and lots of Vores.

Matecha: Sweet and short, cool brushwork in some places. Make more maps!

Necros: Crazy amazing terrain but it made my computer look like it was about to kick the bucket while I could play EricW and Tronyn's map without any frame drops. Skipped the map when I died, sorry.

Rick: Really cool, but there's no Nailgun? >:(
Makes me excited for your WIP map!

Scampie: It sucks!
Kidding it's fucking great, almost perfect. Hilarious, too! Found 5 secrets! My favorite of the pack.

ShoTro: Not a fan of the layout with extensive backtracking. I like the various locales though!

Tens: Insane, but not Tronyn-like insane. Lovely, crazy map but crazy unbalanced on skills 2-3. Had to cheat.

Warren: Gem in the making. Please finish this!


Will upload demos latr. 
ItEndsWithTens 
yeah, I freaked out in your map when I realised what was happening. For me it's a super memorable map, very cool stuff.

I've played the whole pack but it's too late for a full write-up 
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