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Retro Jam 6 - Egyptian!
Hey folks! Retro Jam 6 is finally ready!

2017 starts with one Egyptian jam theme and whopping 17 contributions from the following mappers: bloodshot, breezeep, Danzadan, doomer, dumptruck, FifthElephant, ionous, Khreathor, lp, MJB, MukOr newhouse, OTP, PuLSaR, Skacky, Shadesmaster, Naitelveni


Screenshots / Download

Thanks to everyone involved, it's been a huge success! And I have a new-found appreciation for people who arrange jams! :)
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Dumptruck's map seems to have an elusive bug where the elevator doesn't descend, yet there's no one to shoot anymore. Perhaps some monsters end up falling through the geometry sometimes.

I had a few instances of monsters getting stuck inside/behind walls in Quakespasm 0.92.1 when playing through AD 1.5 and RRP. Maybe it's the engine?

I liked all maps I played so far. 
Not Designed For Ad And Rrp 
so any bugs that arise as a result can't be blamed on the mapper :P 
 
Umm, I didn't say I played RJ6 maps in AD or RRP. 
@dwere Sorry 
I discovered that too on one play test and couldn't not replicate it again. Sorry about that. Thanks to Skaky, ionous and Bloughsburgh for the critiques and kind words. Yes this is my first SP Quake release, I have mapped a few MP Quake 1 maps but I have learned a ton doing SP maps over the past year and TBH Preach's tuts inspired me greatly. I have only played the first two maps can't wait to play them all and post my thoughts. 
Mukor�s 
map is great too, love the floaty/dreamy objects + atmosphere, got stuck during my first run though 
 
Thank you for the feedback Bloughsburgh and skacky.

The crates, now that i think about it, should've been a mixture of base crates and the, as you mentioned in the demo, big blocks from the pillars. The base crates would help explain the grunts/enforcers who are there trying to loot Sebeks tomb. The ogres, zombies, etc are inhabitants of the tomb who Sebek just dont give a hoot about and wants their gibs cause hes mad.

Sorry bout the health on the button and lack of direction. I changed the sequence of events in there but Id rather not explain as itll still spoil things. But basically, after hitting the button you can choose to do more in that room or proceed forward. before you kind of got pigeonholed into thinking you had to complete some sequence of events when it reality its just that you need to hit the button.

Good job on the secrets. The one set of similar secrets are designed to help add story and reveal another area thats probably gonna be left undiscovered to a lot of people. As such, I made it non essential for success/progression. Finding this room in some ways helps explain the grunts and enforcers a bit more.

Another bit of "story"; when you spawn, walk forward towards the items and look forward for a couple seconds :)

Theres a secret where the item fell through the floor. sorry bout that.

Thanks again for the feedback everyone. Happy to give back to all you other mappers/players out there :) 
@Bloughsburgh 
I was wondering about this one scenario. I saw people jumping to their dead in this vore ambush scene. There is no way I can change it that much, but at least I could make it teleport to back and facing player to the right direction. I really don't like using text messages to tell player what to do. I made huge distance between vores and player, so player would see that it can't reach them. I thought player would never try to jump down, unless it is the only choice. That is why teleport to that RL room was on top and not bottom, I though it would make sense.

I need to make it possible to get back on top to get that rocket launcher, maybe I add an extra teleport to this shambler hall (after you beat them of course), it would be stupid to let player skip that fight. 
NewHouse 
I think teleporting from the vore pit to the right direction to exit would definitely assist in communicating to the player that they need to run for it. However, keep in mind that in Quake...players generally want to kill monsters no matter how inconvenient it is. The ideas are creative and unique to be sure but when you introduce something atypical that wasn't demonstrated in a safe environment before...you unintentionally provide a block of communication between designer and player.

It's tough stuff, but watching demos and listening to feedback is the best way to adapt to these things. But please continue to map in your own vision as originality is very important as well. Sometimes you just got to accept some people won't see your map the way you do yourself. It stinks sure, but you grow as a result. 
 
this won't be updated anymore right? i don't want to be downloading 5 pieces and put them together. 
@Bloughsburgh 
It is good to see how people react, I learn to understand players better. It is true that I didn't introduce features slowly, I made what was possible in such a tight schedule. If I ever release DLC for this jam, I will surely make sure to do everything I was planning. It often feels to me there is too much ideas, but never enough time to introduce them well enough. After all people want some what complete maps, so I often cut off some of those introduction scenes and try to make them happen faster or without guidance, and there is always by doing so.

I remember playing games like tomb raider, that didn't have guidance almost at all, and I still enjoyed figuring out things and avoiding traps. For the DLC I will add my puzzles I planned, but have to cut them all. So it will be very puzzle orientated map when it is finished that is for sure. 
 
There is always risk* by doing so. 
Skacky 
I watched your demo and found what you mean about hellknights area: it looks like that is skill 3 only problem, hellknights just don't shoot their projectiles, while they shoot them on other skill levels and that section plays fine. On skill 3 they try to reach you with their melee attack but can't do that. That's kinda strange. 
Guys 
fucking excellent job. I'll post comments a little later once I've played them all.

Wish I could have had more time to have contributed a map.

Anyways, great job!

-Snaut 
Some Thoughts 
I haven't played all maps yet, but from what I've seen it's a very good map jam with a lot of quality content. The best thing about map jams is how different each author's map feels and looks while having the same theme as others overall. I can say this about both quake map jams and hl2 ville competitions (I haven't participated in the later ones, but I've played a lot of them).

From the maps I've already played I can say Mukor's map is very impressive, Bloughsburgh's is very weird in a good way (like Digs meets negke which is cool), Breezeep's map is very nice (short, interconnected and sweet), Fifth and Skacky's maps have great outdoor visuals, Khreathor's faces hall map stands out for unique visuals too.

I'll post some more once I play all the maps.

btw Skacky's map's exit leads to a very cool old map btw. I guess my map should have led to one old egyptian map that uses Sock's textures =) 
Demos! 
dumptruck
i like that pyramid in the void. and how is respawned with monsters when you get the keys. also the enemies in display at the beginning. and the fight at the end too.
the part of the golden key is a bit jerky, when the floor is descending...
the secrets were a little bit easy too.

fifth.
nice map. small, wich sometimes is a good thing. i trolled a little bit your map with jumps, sorry about that. :D. no clip brushes. the fight at the end is good but could be better. maybe wait until one wave is fully killed to trigger the next one, i don't know. the vore is annoying in a good way, though. the brushwork is very good.

ionus.
small but well polished map. very good placement of monsters. the two secrets maybe make the map a bit easy, maybe they didn't need to be the same. but on the other hand the quads are fun and make you reckless, so i'm undecided.

khreator.
a little hard (good in my opinion). but several sections of the map are very dark. changing the contrast in options helps. it also makes the outdoor areas very bright, but that can be considered a good thing by some (me included). the part when you drop to face a vore is unfair. it's very easy to die, you have to quickload to get that part right, and that's bad design imo.

LanePowell: i really liked the selection of textures and the brushwork. very good. original. i rushed two times to my death, that vore and shambler are placed well. i liked the area in the lower floor too.

for now, breezep (gameplay), lanepowell (textures and brushes) and danzadan are the maps i liked the best, in descending order.

well, i saw the next three maps (in alfabetical order) and they have more than 100 monsters
this is it for now.

https://drive.google.com/open?id=0B72Jjyg-RfNFbUhrRGJLSTZuRGM 
@topher 
Can't get these to play. What source port are you using? 
You Mean Demos? 
Place them to your id1 folder, them write to your console "playdemo demoname", I assume most of us used Quakespasm while testing maps. Some of these might even work in darkplaces. 
@newhouse & Topher 
Got the demos working. Was launching to the wrong game dir. 
Quaddicted 
Any ETA for when this will be sent to Quaddicted? 
#68 
yes, the gamedir is retrojam6. as well as the previous demos that i uploaded.
played in quakespasm, demos checked in quakespasm and markv 
#69 
It's now on Quaddicted. 
Skacky's Vulva Mega Super Secret ! 
I finally found your obsession with females. Was that a Vore's vagina !?

Shooting right into it doesn't do anything. WTF !? It should at least trigger a sound !

LOL 
Skacky 
I have a suggestion for your super secret room :

Change the lonely flying bubble-gum for a vicious Vore standing on the altar. When the player kills it, a freaking number of white scrags starts to get out of that "thing" (from the lower hole, that is). This way, it will be very quaky, disgusting, and ... funny as hell !

Finding the three buttons was pretty hard. So that "spectacle" would be much more rewarding ! ;-) 
 
I've found a bug in doomer's map: the stairs that raise when kill 3 vores in the end go down shortly after that and one can't exit the level without noclip.
DOOMer provided a fix for that in post #29. Anyway, even without the fix it's possible to reach the exit from the sides with some skilled jumping. 
Bloodshot 
http://quaketastic.com/files/demos/otp_r6_bloodshot.zip

As others have said, the opening was great. Amazing visual with the pyramid(s) and the pillars in the sand, and the surprise opening. I don't think the falling damage at start was necessary though.

Some very stylish texture combos, apparently mostly rogue textures but rogue itself didn't look anywhere near as good. The colored lighting was okay but sometimes overdone, or in bad combinations - the red runes and green skylight was pretty garish.

Somehow I survived the map, but I shouldn't have because of many bad plays before, you'll enjoy this demo I guess. I think the SNG wasn't needed in the final ambush (I similarly opted out of a SNG in my map and just placed more nail ammo), a megahealth could have made it more balanced, especially for skill 3.

All in all, a really really good first release, if not first map, hope to see more mappage from you soon!

PS. Good traps. 
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