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Chotex Jam For Arcane Dimensions -- Released!
Quake map pack for the Arcane Dimensions mod using the new chotex texture wad. Nine levels (including start map) from Blaze, Chris Holden, FifthElephant, Greenwood, Ish, Omni, PoolboyQ, Pinchy, Quasiotter

No posts yet on this? 
The new mappers don't care about func. 
Here's A Playthrough 
100% Nightmare For Ish's Map 
Patch Released

Was originally intended to be DLC but there wasn't enough interest. Start map has a couple of fixes, some extra detail and there's also a patched up version of Greenwoods map and Pinchys map.

My Thoughts So Far... 
I've only played through two maps, Greenwood's and Chris Holden's, and they feature everything I'd expect from great Quake maps: interesting architecture and encounters, well-kept secrets, and this texture wad seems to have really inspired them to experiment. My only concern: in Holden's map, there's no need for either silver or gold key if you rocket jump (with grenade launcher) in the silver key area onto a jutting stone and jump up onto the second level. The set-up is so inviting, and jutting stones are such an important feature of the map, that I thought I would find a secret, but instead skipped the silver and gold key gates. 
Just a couple of comments on Blaze's map Again and again and again...:

I liked the idea of repetition with different colour schemes and enemy setups and it looks nice. But it really could use some ambient sounds as it is completely silent. Also, it doesn't have a proper end unless I missed something, but that might of course be on purpose so you're doomed to stay there forever.

Anyway, thanks for the jam, will play it through more properly. 
Welcome to Cho Tex-Jam!:Can't die or teleport back if fallen to the void. Noclipping through skill pillars. Not cool.

Lilac Lunacy by Greenwood: Forgot about that map immidiately after completion. On the second loading remembered about lack of ammo and health.

Menth Erdis by Ish: Not very fun WATER AND SEWER LEVEL FOR SHUB NIGGURATH SAKE. Exploration and puzzles generally not the type of levels I enjoy, this one was not an exception.

Castle Illbedamned by Chris Holden: Good level design, good combat, playthrough is not limited to keys and that's cool. Easy secrets, and thats also cool. Overall good job.

Dense Durance by Omni: That's some unusual rooms design and brushwork, lots of infighting - that's good. Good platforming and secrets. Good level.

Mauvestone Aquaduct by Pinchy: nice short platforming level, good visual design and aesthethics.

The Great Annanias by PoolboyQ: Good big castle slaughtermap, enjoyed final battle with hundred knights and also secret quad battle.

CHONES by Quasiotter: Wacky gimmick AD platformer sequence? Ok.

Again and again and again... by BlazeDillon
Design is good, visuals are cool, but this map lags so much...

Best ones as for me are Chris Holden's and PoolboyQ's levels. 
@So Rangers Name's Jim? 
Weird. I don't know how my map can have lacking ammo/health when they respawn in key areas. :) 
Upon several playthroughs I consistently encounter final shambler without much hp or ammo, but I never thought to backtrack and collect respawned ammo, just trigger shambler's melee and slip through gate. Dunno if its good or bad though. 
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