News | Forum | People | FAQ | Links | Search | Register | Log in
Map Jam 2 - "IKBlue/IKWhite" Theme Pack Released
The second Map Jam pack is released! The theme for this pack was the ikwhite/ikblue texture set by Iikka Ker�nen, and we have 8 great maps to show for it!

Screenshots, Download, Mirror, Readme

Authors: cocerello, ericw/fifth, lunaran, mfx, scampie, skacky, sock, tronyn

Read the original discussion thread here.
First | Previous | Next | Last
Whatever 
Wow, what is this. Those screens looks ace.
Q1 seems to be the game to map for these days... 
Whatever 
Wow, what is this. Those screens looks ace.
Q1 seems to be the game to map for these days... 
Whoa 
hipshot has joined the game

(twice) 
 
 
http://www.quaketastic.com/files/demos/j2lun_027.zip

Less boring and less obvious, but still optimisable at the end where I waste a few seconds. Despite the thrill of going from a 1% success rate to a 2-3% success rate on the first part of the run, I can't be fucked to sort out the end. I'd forgotten how frustrating / pointless / stupidly addictive speedrunning was. 
 
Funny, I was thinking when I put that grenade launcher secret in "that'll turn the quad secret into a total speedrun route."

I've played everyone's but sock's, so I'll post my obligatory wall of reviews later this evening. 
Well. 
Just spent an hour trying to improve that run and didn't even get back to the quad. It's about 15 seconds to there....I think that's enough attempts for now. 
Hmmm... 
Fog, monolithic architecture, voidishness, thematic repetition etc.

What do you think of when I say "honey" Drew?

...waits for avalanche of double entendre 
CZG's Incredible Gameplay Sensibilities 
alongside his aesthetic ones.

I guess I was unsure of what you meant by 'sensibilities' is all. 
(thanks For Clarifying) 
 
(pleasure) 
 
 
COCKELLERO: I actually had a perverse kind of fun in this map. Reminds me of maps I'd made with a friend when I'd just figured out how to compile brushes - make some quick but sprawling complex, and stuff it to the gills with way too many monsters and guns. The whole thing would erupt into a huge chaotic infight, and we'd replay over and over trying to survive long enough to let the monster count reduce until we could grab the weapons tossed thoughtlessly around, and on every playthrough surprising things would happen. What this map needs is even more monsters, just an utterly unreasonable quantity, and guns everywhere (and not all hidden in the secret parking garage stairwells). Might as well play to its strengths.

FIFTH ERICPHANT: The opening courtyard is the kind of super-conventional room that boring maps are made of, but the gold key door room and everything after it are all very clever and unorthodox spaces that really set the map apart. More levels need neat water sequences. Loved the sudden switch to blue after the teleporter to the boss chamber. Should have been named "Double Djinnitration."

LUNARAN: I railed against locked-in round-by-round arena combat finales a few weeks ago, ran out of ideas for how to end this map, and then built exactly the fucking thing I complained about. gj

MFX: I think there is a portrait of you in your attic that ages every time you release a map.

SCAMPIE: If a map's going to rely on ambushes, they might as well be huge. They were all paced terrifically, each one building in tension but never becoming unfair or over-overwhelming. This is how to go big in Quake.

SKACKY: 'delay 1' lights really are great for hazy, cloudy spaces, aren't they? The foggy moonlit setting combined with the particular way light pooled around every fixture almost made it look like lights were glaring in the mist. Sheer vertical walls of windows kind of felt like an ikwhite Hong Kong apartment block, though.

SOCK: I am saving you for dessert.

TRONYN: I don't get the hype. This had lots of long, long, narrow ramps that it was very awkward to walk or fight on, groups of monsters so big it was exhausting and dull to thud away at them with the SSG for ages, endless places the monster AI would fall and hang up and get stuck ... everything is built at a scale, placed at a range, or otherwise used at a quantity that Quake wasn't designed for and simply doesn't work with. But, large open spaces are impressive, so apparently that's all okay? I know you liked my map and said good things about it, and I'm sorry, I guess I'm just not that into the big map thing. 
Heh 
well you're certainly not obliged to like my map just because I liked yours. And yes, I'm used to a more Unreal-style Quake gameplay, which the Drake AI allows for (in Something Wicked for example, if you've played that, enemies wake up when they're supposed to, and it's similarly on this larger-than-id-quake scale). I actually thought blasting grunts off the high bridge while taking cover behind the tilted crates was a great gameplay moment, but to each his own, plus I didn't have nearly as much time to set up the gameplay as I would have liked (I had to cut architecture as it was). The tarbabies part might have been a bit much but I find those fights fun. I thought skacky's was the hordiest (to say nothing of scampie's, though his was so fast-paced you hardly notice). I also like the narrow walkways suspended in huge areas thing, I know quake's move speed is a bit fast for this sort of thing but I think vertical scale and the chance of actually dying if you fall off can make the atmosphere/experience more intense. Again, personal preferences. 
@Lunaran 
there isn�t, i just looked to be sure. 
 
* Barnak, don't stop there, i am sure you have more, and while you are at it, expand it to the rest of the maps. Having possible flaws of a map pointed out is interesting.


* Lunaran

COCKELLERO
Not original enough, try again.

I actually had a perverse kind of fun in this map.
Glad that you found another way to have fun with it.

and stuff it to the gills with way too many monsters and guns. The whole thing would erupt into a huge chaotic infight, and we'd replay over and over trying to survive long enough to let the monster count reduce until we could grab the weapons tossed thoughtlessly around, and on every playthrough surprising things would happen

If you tell me how to give entites a ''not in nightmare'' spawnflag in WC/Hammer i will make a Lunaran mode in my first release only for you.

If you like that kind of maps, then THIS is probably your best map ever. Enjoy it. Its biggest downside is that if you can survive the first minute it becomes way easier.

By thew way, i have a map i made in 1997 similar to what you are talking about. I think that most of us did somehing similar t least once. In my map the player had to kill dozens of shalraths and scrags in a medium sized layout, mostly with infighting till the player reached the weapons. It was fun to see how many voreballs you could gather behind you.

jam3: remix jam2_cocerello
Not that i would mind to support. You have my full cooperation :P 
Cocerello 
Try 'warpe' - it's pretty rough, but not unfair IMO.

https://www.quaddicted.com/reviews/warpspasm.html 
Cavetest2 
Yeah, definitely the biggest downside with that map is that it becomes way easier after the first minute. 
After Several Tech-errors Last Night... 
... got it to work!

First, my EZ-Q1 folder was setup for QW-LAN play and that didn't work, but it took a while to get everything working. I noted that the game thought I had a "shareware" version of Quake, since I stripped the directory of unnecessary things. When I sorted that out and copy pasted the id1 assets from my steam version, everything worked like a charm, but not with EZ, but with Fitz.

I had a good time playing these and it really shows how good the single player game of Q1 is.
The visuals are stunning.

I noted Sock used my sky, thats always nice!

Now: Where do I go to learn and map for Q1? What tools and how about custom textures? I used to use Quark and Worldcraft I think, back in the days, but that was like 17 years ago. 
HipShot 
Cocerello's Cave Test 
Hey ! That cave test is rally great. Why don't you add it under the building, in your jam2 map ?

Pure chaos, pure fuckfest, what an orgy, what a mess !

Hehehee, love it !

PS. Try this cave map in nightmare mode, with the DMSP mod. 192 + 1 assholes in a masturbation festival ! 
Warpe.bsp 
Was a big inspiration behind the jam2_otp that made it into map source dir. 
Cave Test + DMSP 
Cranck up The Ramones !

http://fsgregs.startlogic.com/Public_Files/Cham/Pictures/cavetest.jpg

Now, that's PURE QUAKE MADNESS ! 
Guys 
I never said that that map was good or fair, or that i loved it ... It was a joke.


* Barnak, that map isn't mine, it is LordHavoc's.


* Ijed, i still have to play Warpspasm even though i know its fame, and many other Quake hard but not unfair gems, but there is too many. Thanks for the recommendation anyway.

About hard maps, i am actually stuck at Arcanum's second map, near the GK, where a hooded warlock kick my ass all the time. I should have shallowed my pride and lower the skill level months ago...


* HIPSHOT, WC is still used a lot, specifically, Hammer 3.3-3.5 with Baker's Qadapter, but Trenchbroom is the trend right now.

If you want to stick with WC, here you have to get: http://quakeone.com/qadapter/
http://www.quaddicted.com/files/tools/ne_q1spCompilingGui103.zip

About guides, you can begin with: http://www.celephais.net/board/view_thread.php?id=4&start=14150&end=14151

Custom textures and tools: https://www.quaddicted.com/archives/start

If you want to do your own textures, use Wally, Texmex and http://www.celephais.net/board/view_thread.php?id=23978
http://web.archive.org/web/20050304015712/http://www.planetquake.com/polycount/cottages/rorshach/ 
It's Not Aged Well 
 
Bullshit. 
 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.