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Halloween / Horror Jam 2018
Halloween/Horror Jam 2018 is finally out*

We celebrated late Halloween by making Halloween or horror related maps.

Thank you all who participated, we received 6 maps in total by authors:

Ad dev kit packaged pack, no need for dropping files over ad folder now. Installation, just read the hwjam_readme.

Download Zip


Happy Late Halloween for everyone~
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I don't know what sounds "02" is menu music. I use to play in ancient time for many quakes 1 and all don't consist music. I know only for 3rd secret 2 jumps... For 1st secret no matter how you will reach this platform (1 jump). tnx for review. 
Video Run. Beware Spoilers! 
My test run showing the balance of items and monsters. no secrets found cause don't have advantage.
Run 100% monsters, no secrets. 
run this map 
P.S. Hwjam_xlarve 
Now this is a jam I've been waiting for. And it was well worth the wait, cause these maps are spooktacular! I especially enjoyed the start map, that player piano was such a novel idea.

First run demos, hard skill:

Great job to everyone! Definitely worth a revisit to find all the secrets. 
Here are some demos below. I liked your map but could not finish it. Maybe missed something but couldn't progress past the second Wizard.

Is this your first Quake map?

Some good traps and encounters and old school vibe to it. 
Mixed Bag But Some Goodies. 
Played and streamed this last night (incidentally "feet" doesn't work to turn footsteps off, need to use Impulse 120 instead).

Qmaster - very cool style and atmosphere. Definitely hit the mark. It felt a bit like a "sketch", but a sketch that was spot on for the theme. The outer edges of the map could have been done better, and as could having the hammer and planks disappear then the ladder actually become whole.

nyoeieoyn - I couldn't play this. I tried one way and died to something I forget, and tried another way and ended up fighting a floating warlock and then a nour in one small room with no health left.

xLarve - good build quality and designs with mostly good fun gameplay, but it is just another xlarve map with no attempt at all to fit the jam. The jam theme was a good one and should have been used. The ending was very easy but the rest was good.

JCR - very nice style to this, hit the theme spot on. The lighting was a bit too dark and gloomy and the outside light should have matched the sky (more lavender than turquoise). Aside from that you nailed it. Gameplay was good fun and quite interesting with lots of axe usage that was well balanced. Ending could have done with more supplies tho.

Pinchy - Pretty neat, it sort of half-fitted the theme in a redneck horror film sort of way. Good exploratory layout and progression. Gameplay was partly fun and partly a bit weird, especially with the AD ammo-resistant monsters. I might replay this one and try to kill all the monsters.

Ing-ing- I couldn't play this either, I forget what happened but it didn't seem very balanced and the strobing corridor did my tits in.

Newhouse - worth a mention for the start map as it was pretty cool especially the main area. I wish you'd made this as a proper little SP map. Also there's an issue that when you play a map and it links back to the start map, you have to progress through to the main area again (I had to do a save in there). 
Issue only happens if you load main maps ditectly via console and don't play through start map, because it has a rune that is put in current game memory.. I could have asked everyone to change their changelevel triggers to add flag "start from start2" but it would have taken longer afterwards.

I am not sure does ad handle runes differently than vanilla quake, though in vanilla rune was given in final map always.. 
I played the start map, played, errr, Pinchy's directly from the start map, finished that and reappeared in the start map in the coffin again. Unless I was hallucinating.... 
I was hallucinating. I was in a grave but not in a coffin. Fair enough. My mistake. 
For the next hwjam will remember announce "start from start2" instructions for changelevel triggers ^^;

This ad dev kit packaging was a bit new and even this wasn't shrimmed down the lowest possible size.. for the next time then. 
Thanks everyone for the demos and comments. I think having dynamic skull icons above each portal to indicate how many sorcerers are still alive beyond each portal would alleviate the confusion about where to go (especially since there are 3 behind one portal). Most players are having issues with this.

Thanks for playing! 
Since I helped test these I already knew the layouts. In any case here's are some video playthroughs for everyone. I enjoyed this jam a lot! Also the scragmother is a pretty awesome monster.

HWJam Playlist 
Excellent Stuff 
I meant to comment earlier but kind of forgot, despite being the first one to play (on stream) the pack...

The maps are all good, and some of them do a very cool halloween/haunted house theme. Night setting makes sense, though I found those maps to be just a bit too much on the dark side.
Some good use of AD tech.

ing: Good first? map with some proper weirdness/dimensional twists. All pretty cramped though, and at times oddly colorful lighting (however, one could argue it makes sense in that setting). I ran into a glitch where reloading a savegame caused the modelindex to be messed up so which had me fight invisible monsters. I didn't like that I had to hit the doors too open.

JCR: Nice graveyard setting; mandatory in such a map pack. Fairly dark, and I could imagine the bogeymen (if you pardon the pun) may have gotten to some unexpecting players. The end fight was a bit messy, but I managed to cheese the scrag queen when I was low on health.

Nyo: Another nice first? map, with a bit of exploration required. The corridors do look a bit samey, so I would have prefered if there at least had been a way to tell which areas/teleporters were completed. Bit overwhelming with so many monsters, but it seems the scrag mother had their health reduced?

Pinchy: Not really haunted house, but still felt well halloweenish with the rural-type of setting, a pumpkin farm. Nicely pulled off and I liked the openess of the map. I did have a serious problem with ammo towards the end, though. The pent secret teleporter is bad, because one seems to always fall down.

Qmaster: Great halloween setpiece, unfortunately a bit too dark again. For some reason it reminded me of some BL2 map. Unique puzzle approach. I derped a little there, unfortunately (shut up, otp!). Probably because there are two seperate task lists. Left the map with all zombies alive, and did I actually kill the minotaur or did it get away (can't remember)?!

xlarve: Not halloween theme at all, but I'm not complaining. It's a bonus map, typical xlarve style. Was fun, gg.

Newhouse: Cool start map, proper setting and introduction to the theme. I liked the pictures and the piano. Shame about the initial PIR. Had to replay from scratch a couple of times after hiccups in some maps, but never mind. Apparently AD changed the impulse 11 cheat.

Demos (possibly not playing too well) 
Yes, i made q1 classical map. But i tried to make map more scary... thinking my 1st map still is scariest. 
I really need to be paying attention to this. Next map jam I hope to offer some music! 
Made a small montage on this jam. Hope you'll like it. 
Very Cool @Ch0wW ^^ 
That's a great video. I know how much work goes into this - excellent work. 
Only took less than 3 hours to make the scenes and make the montage.

I'm glad you enjoyed it :) 
Nice Video 
Great music too! 
Ch0wW, really impressed with your video. Thanks for sharing this. 
Halloween Jam 2018 On The Quake Grave 
Beware Quaker, you're in for a scare!

Hi all! I was able to get to the jam here this week, and figured I would share some thoughts on the maps. These are surface level, but feel free to watch the episode for more info or ask me if you have any questions.

Going in order of how I played them:

start map - I absolutely love how this set the mood for the rest of the maps. The graveyard, the zombies, the pumpkins and the piano. This is one of my favorite parts of the whole pack! Not to mention being able to jump into the pictures ala Mario 64... I love it.

Ing-ing - Not sure if this was your first Quake map or not as I don't think I've played through any of your maps before? Regardless, good map! This definitively feels like a crazy haunted house with many different secret passages to explore. My main gripe is how tight some of the areas are for fighting monsters. You legit scared the crap out of me in this map in the first couple minutes of the playthrough though which is worth mentioning! =P

Pinchy - I love the harvest style atmosphere of this map! The thresher was really cool to see along with the pumpkin patch. One of the interesting things about this map is the pacing. It's sort of jaunty in the way it's put together because it's an open layout. It's not bad but it doesn't feel...natural? Hard to describe. Fun combat encounters though and fun map overall though!

nyoeieoyn - This is hands down the toughest map in the pack! There were several times where I couldn't believe I survived and a few times where I died and was not surprised. The map has a really cool vibe to it with the blue bricks and floors but mixed with the orangey candles. Honestly, considering the gameplay and pacing, this is a map that would've fit right in with the original AD pack! Had it been trimmed out to hell and back, it would fit right in, no question.

JCR - The atmosphere is this map should be experienced! It starts in on a cold, damp walkway to a church (with Quake Pumpkins in front of it, no less) and it feels like some dark stuff is definitely taking place. You start with no weapons and you will have to work to get that first one, but it feels good when you finally do. I love how the map flows, great pacing and combat! The crypt area is one hell of a fight, so be prepared for that one!

Qmaster - Again, the atmosphere here is really awesome! It feels like a cold, lonely night in the fields -- definitely a great Halloween map! Overall I love the idea of this map. The fact that you're trying to collect items to do certain things, however this also became the downfall for me. I could not locate the damn Hammer! If you watch the episode, I run around for a while looking for it. I also triggered the Wereox event and was not equipped at all for that fight. While fun at first, it wasn't apparent what I had to do to take out all of these zombies. Then I found that the front gate was actually a teleporter to the grande launcher... it just feels a little random. I'm torn on this map because I LOVE certain aspects of it (atmosphere, the wereox, finding items) but the sequence of events feels... out of sequence?

xLarve - Nice job Xlarve! I know that I played through one of your previous maps before and was not a fan, but I can say that with this one, though it's not very Halloween in look and feel, it's very well put together! The map has a fun secret passage type of feel to it and has really fun enemy encounters too! Some areas are a little tight for fighting and the texture usage is a little crude at times, but over all it's a nice fun map! You've improved a lot with this one!

Nice job by everyone, there wasn't one bad map in the pack! I love being able to say that! 
Cool Video Arrrceee. 
Reminds me to post my own demos and comments (soon). 
Here They Are!

My apologies, it's been a bit too long for me to provide detailed commentary for every and each of the map. But I enjoyed them all in their own way, even if some of them were apparently a little broken.

My personal highlights were Pinchy's, JCR's, and of course the start map.

Great work! 
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