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Q1SP: Zombie Jam 2
Author(s) : Giftmacher, Muk, Scar3crow, Sock, Zombie
Description : Lifts and Zombies and 20ish monsters
Conditions : All maps created in 3-8hrs (one speed session only)

Screenshot composite

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play on zjam2_giftmacher twice. First time was killed. 
Fun little jam, didnt think there was enough zombies though ;) 
Out Of Interest 
Where was this jam organised? Was it just through a bunch of private emails or PMs to "the right people"? 
It Was Specifically Prohibited To Anons With Stupid Names. 
Loved the architecture of Muk's map, and also loved the panic from that slow-opening door and ambush in Giftmacher's map. Scar3crow's map had me in a panic-sprint that somehow led me in the right direction to the exit. Good stuff all around!

Here are some skill 1 demos 
If Anybody Is Interested In Zjam1

Was released days prior to zjam2 
I can't find the exit on zjam1_zombie's map

Someone knows where is it? :P 
the exit is DEATH 
Well... that's not fair :P 
I recorded two playthroughs of Zombie Jam 1:

Sock's map:

Muk's map:

Two little/quick maps (i finished each one in less than 4 minutes), but with an awesome visual =D 
Gave zombie jam 1 a skill 1 playthrough. No demos, but might record some if I do a skill 2 run. Solid mechanical design and some moody environments :) 
Three Demos 
Six Demos Z_jam2 
skill3 first runs, i ragequit the scarecrow map

thanks guys 
Three more playthroughs =D


I really don't like when a map doesn't have an exit :P


Same author, but way better than the first map. A lot of details which make the map look like a real place. And now we have a proper exit =D


Man, i love when we have a different theme in Quake, like this egyptian map. I think i'm a little tired of the same old castle/wizard textures that we find in 99% of the Quake maps. And the attention to the details is amazing here =D 
The last three levels =D


The part i loved more was the ambush with three shamblers while i was waiting the door to open XD
Yes, i turned on the bloom effect because i think it looks good with foggy maps =D
Oh, and after i recorded the playthough i noticed that the sky texture with the blue clouds didn't show up :P i think it uses the same name as the sky from the start map and the game didn't update the texture :P


I think if the deathknight and the ogre didn't have hit the fiend at the begining of the map I'd be dead by now XD


Sock is awesome as always =D I love the strong contrast between lights and shadows here, it looks amazing with FTE's real time lighting <3 
Nice gameplay. I was particularly impressed with this realtime lighting, but after a while I've realized that while its player & monster shadows are perfect, the lighting of the map itself seems weird, and too bright in many places.

I wonder if that's because the engine doesn't recognize the custom entity flags from EricW's light tool. Attenuation styles, etc. 
I think you're right. Maybe that's why old maps look amazing with real time lighting turned on, while new maps (using EricW's light tool) don't look so good, most of the times they look too dark :/ 

Couldn't not have quake any longer so here are my demos - I had a good time with these! Will have to start playing on hard/nightmare again soon hahaha

I make some pretty dumb mistakes but I'm pretty happy with my play overall, hope you guys enjoy! 
Zombie Jam 1 Quick Review 
I was quite disappointed not to find a single zombie in this so-called zombie jam! I downloaded it thinking these would be fun zombie-blowing romps. Instead, they're just small, regular id1 maps. Not that there's anything wrong with that, it's just not what I expected. Skill 2 demos. Muk's demo is only a 2nd run, the first demo failed to record properly for some reason and didn't work. The others are 1st runs.

zjam1_muk: Textbook id1 quality. Nice, fast, effective, somewhat challenging, a little cramped, with strong whiffs of E1M2. Almost a remix map. Never could find that damn secret! 4/5

zjam1_sock: Even when he's doing stock id1, Sock can't help flavoring it with a taste of his fancy. Beautifully built, fast-paced gameplay, hairy final fight. Güd schtuff! 5/5

zjam1_zombie: Very crude design. This is not id1 quality, this is 1996 custom map quality. Makes the eye bleed. Gameplay is a bit better than the looks, though. The quad, which could've counted as a secret, was a lot of help in the final encounter. Is there no proper way to exit this map? Oh, and the "exit" lava pool is buggy (see demo). 2/5 
Zombie Jam 2 Quick Review 
Aaahhh, zombies at last! dumptruck_ds is right, this jam is better than the first one. More maps, more variety, more challenge... more zombies! Quality is also more consistent throughout. Should there ever be a zombie jam 3, I'd like zombies to actually be the focus, at last. Skill 2 demos, all 1st runs.

zjam2_giftmacher: A simple but brutal castle map with some tricky gameplay, most especially the triple shambler ambush while the player's waiting anxiously for a nerve-wracking door to slooowllyyy ooppeeennn. Visually, the kinda nondescript exteriors are counterbalanced by the very gloomy atmosphere of the interiors. But the sky... Jesus fuckin' Christ wearing a tutu, THE SKY! What the hell were you thinking?! I didn't find a way to grab the secret MH other than by grenade jumping, which is a design flaw in my book: one should never condition obtaining a secret to a mandatory health loss. 3.5/5

zjam2_muk: Another egyptian map by muk0r. Speedmap oblige, this is much less detailed than his Egyptian Jam entry, though it still bears his trademark craftsmanship. The somewhat cramped architecture and general darkness render the atmosphere quite oppressive. Combat makes for a good challenge. The one secret is much too easy. 4/5

zjam2_scar3crow: This one starts right off the bat in the midst of the action.
No, nope, you don't do that! You let the player get his bearings first. Other than this quite hectic start, combat and visuals are along the lines of id1 quality. 3.5/5

zjam2_sock: This map is less of a looker than Sock's zjam1 entry but it underwent a serious bump in challenge! Took me a few tries to beat it. I like the circular progression upward around a central shaft, not unlike Grendel's Blade, even if it is here extremely linear. 4/5

zjam2_zombie: Looks have vastly improved since zjam1! Here we have a small base map that is getting closer to id1 visual quality, though not quite hitting the bullseye just yet. I like the strong red light given off by lava. On the other hand, it's a real walk in the park, way too easy on skill 2. BTW, the doors you used DO NOT open like that - see E1M1 for reference. All things considered, the note remains the same: 3/5 
All things considered, the note remains the same: 3/5
Sorry, a little mix-up. It is not the same as your previous map, which I had rated 2. 
The reason they were called zombie jams is because I started the 2 jams.

They were 2-3 hour jams, at least that's the time I spent on my maps, everyone else had other obligations so time varied for the others. 
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