|Posted by oh, that person on 2014/10/31 20:42:21|
|Zerstorer and you know what that means, dark and GOTHIC as fuck. SPIKES. TWISTED WRECKAGE. DECAYING WORLDS. RUSTY EVIL. DARK ROCK THAT DRIPS BLOOD. Fuck yeah. - Shambler
Six visceral maps, assembled by six twisted disciples of The Destroyer: Daz, ericw, Ionous, mfx, scar3crow, Tronyn.
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#62 posted by mfx
on 2014/11/03 22:48:13
I forgot, you could noclip around the trigger, and try to play the map. It really does nothing more then setting the skyfog to 0.23, so gameplay shouldn�t be harmed.
To locate the trigger boundaries type r_showbboxes 1 in the console and hit enter. 0 turns this off.
Coool Pack Guys.
#63 posted by Shambler
on 2014/11/03 23:12:20
I had much fun. Red fog and blood fountains FTW.
#64 posted by Shambler
on 2014/11/03 23:14:01
Oldone might be a posting fucktard, but he has a good point about how good this year has been for Quake. 3 great map jams and 1 great rubicon pack, plus whatever else I've forgotten (surely some other sock stuff and mfx stuff at least?). Some seriously impressive and varied stuff in the releases too.
Jam 1 = 12 Q1SPs
Jam 2 = 8 Q1SPs
Jam 3 = 6 Q1SPs
RRP = 3 Q1SPs
+ numerous standalone releases. That's more than we got in 2012 and 2013 combined!
#66 posted by Legend on 2014/11/04 02:02:13
thanks for the info. unfortunately, my pc doesn't seem to wanna run quakespqsm for me. :( oh well. Running 5 outta 6 ain't bad.
It would be nice if these map jam packs had a central start/hub level to make it easier to play the levels instead of having to type the map names in the console. Or even a simple menu interface for selecting them. Even stringing them together as an episode.
#67 posted by Oesilator on 2014/11/04 02:17:34
Specify hardware please. Theres help here, i�m sure.
#68 posted by damage_inc on 2014/11/04 02:19:46
@Legend: For all the work these guys go through creating such awesome Quakery goodness... I think "we" can go through the "trouble" of typing in a console ;)
#69 posted by anonymous user on 2014/11/04 11:28:52
Is there date for the next map jam?
I'd like to participate in one but I've missed two now because I check here so infrequently :(
But I'd like the next jam to happen only after the Mapcore compo.
No Tricks, Only Treats
#71 posted by Orl
on 2014/11/05 01:12:12
Great maps by all, enjoyed them very much. mfx continues to amaze, and is the most zersorster of the pack. Tronyn's map I think did capture the fast paced Doom feel, theres hardly a moment to catch your breath, just the way I like it. Scar3crow's map reminds me a lot of the first maps I created, brings back good memories. I enjoyed the look of Ionous' map, the many red windows and lights, very moody.
I recorded first run demos but I don't think anyone is gonna watch them considering they were recorded in an engine that nobody likes.
Terrific maps by everyone, a real treat for Halloween.
#72 posted by qbism
on 2014/11/05 06:32:06
This is a test build to support r_skyfog.
Not sure yet why it spams the value to centerprint, but seems to work. I'm not promoting that the super8 engine supports the pak... if you like the look and it works, count it as a blessing. I'm still looking forward to the chance to play through the pak beyond 'derp'.
Just Had Time To Play MFX So Far
#73 posted by Drew
on 2014/11/05 08:00:32
Very impressive! Would like to see the verdant green remix as well!
Demos For Daz
#74 posted by ijed
on 2014/11/05 18:11:18
#75 posted by DaZ
on 2014/11/05 19:11:50
#76 posted by Pekka on 2014/11/06 19:23:01
Daz: Has a lot of great parts and looks very good. It somewhat lacks overall coherence, which is probably because of the time limit. More skilled speedrunners than I would probably enjoy all the grenade jump possibilities. I did manage an OK run of 2:05 with far too many quicksaves and repeat attempts. I'm sure it can be improved a lot.
Ericw: Looks and feels quite Zerst�rerish to me. I enjoyed the fights, especially the ones with monster combinations I don't think you see often. I liked the layout of the whole level, and the architecture was pretty good too.
Ionous: The other traditionally Zerry map in this pack, I think. I didn't quite appreciate the overuse of the red rune tile, but otherwise had a very good look and feel. The fights were fun, except the Vores were placed in places where they weren't very threatening.
Mfx: I enjoyed this a lot, and already mailed Mfx a few comments. To add to them, the overall look with the floating islands in the skybox and on the map was just great. The only gripe would be that it didnt' quite have that Zerst�rer atmosphere. I guess it looked too beautiful instead of evil? Nevertheless, I'd say it's my favorite in this pack. (I managed somehow to avoid the problems some others got into. Hey, when a message tells me to run, I run :-)
Scar3crow: Nice debut. This definitely had the makings of a good map, but would need more work to polish the rough spots. I liked the zombie horde. The big crusher at the end wasn't a good kind of surprise, but I still enjoyed the end fight after I figured out how to not get crushed.
Tronyn: Whoa. This has amazing, impressive architecture, and the fights were varied and fun. It does get a lot easier (well, the end fights have, ahem, difficulties) once you've found a couple of good weapons and I never got low on ammo apart from having to be economical with rockets in one section. There a lot of choice where to go next in midgame, though I'm not sure I will replay this because of the sheer size. However, I'm pretty sure I'll load it up again just to look around.
Thanks again OTP and the map authors.
#77 posted by Vondur
on 2014/11/07 01:09:15
well that was an experience. i won't select certain maps. i just wanna say jam3 totally shifted my mind for several days so i return to it with the urge to replay no matter what map. all maps have their sweet spots.
i salute to jam3 authors and wish them well.
here's the track to support the map pack: http://www.youtube.com/watch?v=2K3SBNdZCZk
#78 posted by mwh
on 2014/11/07 02:19:12
Dear holy crap mfx, am I even playing quake? Amazing map. I've also enjoyed daz's eric's and ionous's, I guess I mostly agree with the other comments. I also spent a long time hopping around on ledges that did not lead to secrets on jam3_ericw and swimming around in vertical blood on jam3_daz :)
In Terms Of Support...
#79 posted by ionous
on 2014/11/07 06:35:11
this album received the most amount of play during mapping (though far from exclusively).
#80 posted by Vondur
on 2014/11/07 15:36:50
#81 posted by Spirit
on 2014/11/07 20:54:34
#82 posted by mfx
on 2014/11/07 20:59:11
Grenade Jumps Ahoy
#84 posted by Pekka on 2014/11/10 18:33:59
I'm still playing around with Daz's map and grenade jumps. It is a fun map to play normally, but it's also kinda fun to try to speedrun. Though to be honest, by kinda fun I mean some of these grenade jumps are just too hard for me dammit.
What I wonder is can you make a grenade jump from the button that extends the bridge below the exit to the blood liquid next to the exit?
It feels to me that the bone bridge and the exit are too high to grenade jump to directly, but the blood groove could be reachable and I in fact managed to make one grenade jump so I touched it briefly, but not enough to actually swim into it. Most of the time I either don't get enough height to reach it, or get too much and collide with the bone bridge instead.
Can anyone make a little demo showing off their grenade jumping skills and reaching the exit from or near that button, or even from the bridge that you have to wait for a bit to extend? It would set my mind at ease to know that at least someone can do it :)
#85 posted by Spirit
on 2014/11/10 18:46:15
I did it on my first lazy try but failed the next 10 times and gave up :P
#86 posted by Spirit
on 2014/11/10 18:55:27
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