|Posted by fw on 2020/10/27 08:34:05|
|The Third Quake Halloween Jam is here!
With 12 maps by Artistical, Entsoy, Greenwood, Makkon, Mista Heita, Mobin, Nyo, Pinchy, Quasiotter, Shades, Strideh, vbs, Xeo and a start map by Fairweather/Voidforce!
UPDATE: this patch contains a fix for 2 of the maps: https://neogeographica-downloads.s3.amazonaws.com/tools/quakestarter/hwjam3_fixes.zip
I've only played 3 maps o far, based on the feedback in this thread.
Loved Mista Heita's A Dead Man's Favor. A brilliant concept perfectly executed. Shows how you can tell a story effectively with quite simple means.
Had the same issue with Makkon's map as @So Rangers name's Jim?, namely that I didn't know how to proceed to the higher level, so I simply stopped there. Nice map otherwise, except that it perhaps didn't feel very halloweenish except for the music.
Strideh's Abbeytoir was solid as well.
Love Makkon's textures, even though I'm a bit miffed that he has blocked me on Twitter.
Oh, and I even played it with AD 1.81!
I fixed my map by adding a dummy gaunt monster to prevent the endlevel bug, plus moved the hanging boil zombie into the ceiling so he's no longer floating in the air.
The music btw is the Luke Jansen remix of Heretic's "E2M7" aka "The Great Hall." It's track16 in case anyone wants to play to a different tune, though. There's a bunch of other Heretic refrences throughout in fact, such as the glowing sphere keymarkers and the exit using heretic / hexen textures, despite the Makkon set dominating the map.
After I finish a Prodeus level, I need to use this Makkon set for a WRATH map. It's just too cool. And keep those monster encounters deliberately evil. ;)
(A strong point of me map, according to playthru commentary I've seen)
To quote Civvie on his SIGIL review: "There's a huge difference between incompetent design and deliberate evil. Romero played upon our hubris, and I gotta say - it's a good burn." Tho my DOOM love shows for better or worse.
Quaddicted release? I just like having my stuff on Quake Injector.
Actually, on the second run I've managed to finish it. What I've missed in the first one, was the gravestones in the necropolis district. On another note, where's the second secret? I found the widowmaker one, but there remains one more secret.
@So Rangers Name's Jim?
Thanks for the tip, I'll jump into it again.
#24 To Shadesmaster
Can you share fixed version of your map, please?
I wondered if there would be any tricks or treats this year... and we got this treat, yay!
Of course, this one is noticeably less "Halloweeny" than the previous two, and seems more like a "typical AD Jam," IMHO. Gone are most of the pumpkins and the haunted house. But no matter, it's still great. I particularly like how "Dead Man's Favor" was done... nice use of the invisibility effect.
An idea for next year: explosive jack-o-lanterns. Or better yet, re-skin those Boil guys to look like walking jack-o-lanterns, and have them explode into orange gibs!
Anyway, you guys are awesome for creating these map packs. Thanks so much!
Valid Point #30
But I've always preferred Halloween jam to be closer to a Horror jam than anything else. It's unfortunate that most people didn't go for a horror/halloween feel, though.. but that's what I was going for with the start map.
I Agree, Fairweather.
It should be horror-themed mainly, and you did achieve that in the start map with the mutilated prisoner textures and dark rituals (what exactly were those Knights doing to the Death Knight corpses?) I guess I tend to associate medieval horror with "standard" Quake because it always had that vibe. But I meant this Halloween Jam felt less "Halloweeny" than previous ones overall, not just because the lack of a haunted house in the start map (though I did quite like it.) By the way, I like how you did the gates and made the portals turn red after you complete a map.
Here's another suggestion for next year: make the start map a big spooky cemetary/graveyard at night (full moon skybox, dead trees w/ crows, creepy ambient sounds, maybe fog, etc.) but this time, place the portals to the maps within freshly-dug graves. So instead of climbing out of a grave like in the first Halloween Jam, the player has to fall into one. And after he returns to the start map, that particular grave can either be "filled" or have a marked tombstone to show that it's been completed.
I didn't mind the music in Shades' level, it reminded me of the Borderlands 2 Halloween DLC (TK Baha's Bloody Harvest), not only music-wise, but also somewhat looks-wise too, sort of a bit "whimsical", even if it's Quake and remix of a Heretic soundtrack.
It's funny you say that, because that was actually the original idea for the start map. Bal how to drop out due to finishing AD1.8, so VoidForce and I were left with almost no time (my fault, not Bal's) to get something out, so we settled on something easy to produce. The start map was actually a Speedmap, with Void and I passing the map back/forth as we went to sleep (since we live in opposite time zones) so I'm really happy with what we got working.
But yeah, that was genuinely the original idea. Even the "jumping into graves which then fill" part. Great minds think alike mate :)
Just want to say that Makkon's The Vileduct turned into a brilliant map once I understood how to proceed with it. Plus it was quite Halloweenish at times, so I take back my criticism of it not being enough so.
I have not played the infinite map yet, but the first three are good fun.
I've always enjoyed cold winter theme maps. It felt good to come in from the cold and fire off some shotgun shells.
I've never had to make a pumpkin spice latte in a retail setting, but that was exactly how I expected it to feel.
Loved the crystals and geodes. And the flickering Demons scared me every time.
You're talking about Disconcerting Unease 2, not Halloween Jam 3 ...totally different map pack, bud.
OOps, Sorry Gang
HW Jam3 is tonight's game.
Respect to all of you creating new content for Quake!
Getting a late start on this one. I just now played Makkon's map, which, whoo.
I understand this one requires a bit of patience for exploration but that happens to be OK w/ me. The aesthetic is powerful, especially with that music track. (And I smell my wife baking some Christmas-y thing so that probably gave it some extra atmosphere too!)
I'm really glad that the map kept going after the "find a bunch of tomes" section. The overall structure was really pleasant to work through.
The only "gotcha" moment I ran across was that a necessary ladder was super hard to see... basically I had to catch its silhouette from certain angles. Once I found that then it was smooth sailing. A couple of the zombie-related areas were also almost pitch black but eh, in a halloween map I guess that's OK. :-)
Finding the big secret does seem to really swing the balance of the map? I wonder how well it would have played if I hadn't found that. Also the final fight is kind of trivial (with or without the big secret) but that's OK, it was a cathartic hose-down-the-monsters moment.
Good stuff man.
Entsoy's map: Very spooky; nice economical use of suggestive text to frame things. Generally a cool experience and a great result for a jam map... if it were a standalone release I'd say it needed polish, like a bit more navigation aid or some pruning-down (not sure) because it was a little tiring by the end. But! Still appreciated, and super appropriate for a Halloween theme.
Mista Heita's map: Another real Halloween banger! And a very clever structure. Some nice punchy soundtrack-switching as well. A perfect bite-sized experience in a lovingly crafted environment; I don't think I have any real critique for it.
I'm not sure what's up with Mobin because on Discord and in this thread folks act kind of weird about them. But if they really are just a new mapper, this is an A+ little debut map (although not at all Halloweeny). The ammo was especially well tuned IMO (skill 2). Good construction, monster placement, just a fun tiny place to work through.
Finished it up. Good pack! A few more impressions to post here, then I'll get the rest after the day's New Year stuff is over.
Fun start, when you get out of the little house and see the wider area, really makes you wonder where things will go. Reminded me of some Dusk maps in a good way.
The open-ness of the map with limited ammo scattered about means that the player often has little or no ammo. At the beginning I was fine with the map turning into Dog Axe-ing Simulator 2020 for a while, and then later in the map it was exciting in its own way to sometimes have to run past lots of enemies in search of ammo (or even weapons). The ending was a little unsatisfying though because similarly I had to just run past the final big fight to exit.
I really like the experimentation going on here, and much of what is going on in the first part of the map. The big structure in the second half of the map has some playability issues from its combination of openness, repetitiveness, and size. So room for improvement, but a cool jam map idea.
Didn't get on with this one. I think it's been discussed enough elsewhere tho. :-)
I bailed out of this one near the beginning because I wasn't in the mood for what it appeared to be (altho I was wrong). Seemed to be a punishing map that was also open with not much direction, and it looked like I'd be dodging voreballs in a watery environment. Will come back to it later when I'm feeling cheeky.
Classic start, themewise :-) and some other good theme-y moments. In general a nice example of a tricksy trapsy dungeon. Some of the trap spots were savescummy but IMO that's fine in this sort of thing. I think there were some spots where the lighting and texturing was a bit harsh and inconsistent, so the atmosphere was uneven, but fun to play through.
Haha my subconscious may be trying to sabotage me. "altho I was wrong" above should instead read "altho I could be wrong".
An interesting initial impression here. The larger scale, somewhat brighter/flatter lighting, and the expanses of flat surfaces gave me an oldschool vibe in a good way. Mainly I think the instant clarity of what a space was and what you could do with it. Your texturing and lighting is way better though (in comparison to those early-wave maps) and so it was still nice to look at. I dunno, the overall impact was both nostalgic and relaxing/refreshing to bop around in.
I do wonder if you ran out of time because IMO the end of the map is more aimless feeling... doesn't really seem to come together. Also there's an odd thing where I got to the end door before encountering a notable chunk of the map; not in the sense of a secret, or a deliberate choice I made to skip some route, just: "here's the end door and by the way there's a bit more map over through there". Hmm!
Also quit out of this one early, sorry. Got stuck for a while and wasn't motivated to keep poking at it.
Good looking in a cheerfully spooky way. I really like the central area you built out. I kind of agree with someone else's comment that a lot of the play is on a 2D plane, but then on the other hand you do give out jumpboots at one point and you get major points for that. Going back out into the center and fighting with the boots on, you can make your own verticality :-) and that's a blast.
The perky music track is a fun choice. For me it encourages more gung-ho play, which is good, but also that can evennnntually start to wear. So I understand how some folks are down on it. A more complicated setup with triggers to change the music in various spots might have been ideal?, but regardless I appreciate the occasional different kind of soundtrack.
Short and sweet. Good intro, and strong cathedral mojo. I like the way you squeezed a lot of juice out of some small areas. I don't actually think it needs more variety of place/theme -- it's short enough that I think the consistency is fine. One oddity I did come across is that I got the gold key before the gold door (immediately before, I think) and IIRC that's the way it's set up to always happen. So that makes the key almost extraneous. It *is* nice to have the key up there as a visible indicator of where you need to get to, but maybe that signposting could be solved in a different way, because a key-then-door sequence always feels odd.
This is a real gem, construction-wise. I love the intro text, the way the routes are packed together, how you get glimpses of future and past areas, the way things are unlocked, a nice final fight arena... it's all good. Feels super polished! A pretty linear path through the works, but just enough feel of choice and "how do I get there" to make for a smooth but interesting path.
The enemy choice/placement was good too but felt sparse (skill 2) through the majority of the map. In fact for a while I was expecting to be required to go back out the way I came, and there would be a lot more enemies on the return trip (but that wasn't the case of course). So yeah, pretty easy? But fun so eh whatever!
Is fine. I made it through! Suitably weird. I'm not sure the fiddly traversal mixes well with this kind of surreal walking sim thing though.
So yeah, the beginning is a bit of a combat puzzle: how to properly deal with turret-like enemies (vores and bog lord) in an open area of catwalks over water hazards when you're not sure where to go. I think this area is actually good in isolation, but IMO as the opener to a jam map it's a real invitation to just skip on to the next map. I think this sort of combat puzzle works better once someone is stuck into the map, i.e. there's a much more frustrating fight later in this map but I kept with it since I was already invested.
Some shining moments in this one, especially working through the opening area, but for my tastes there's too much savescum-bait like getting surprise-poisoned in close quarters or getting chased by voreballs in water. Some fun infighting as mentioned above but overall a pretty bumpy experience for me on skill 2.
is great, but i have the same gold key/ending bug. Maybe it's been fixed, no mention / new download ??
He's a great boss too.
#qs -game hell +crosshair 0
Command line: ./quakespasm -heapsize 256000 -zone 4096 -bgsound -sndspeed 11025 -game hell +crosshair 0
Found SDL version 2.0.12
Detected 4 CPUs.
Quake 1.09 (c) id Software
GLQuake 1.00 (c) id Software
FitzQuake 0.85 (c) John Fitzgibbons
FitzQuake SDL port (c) SleepwalkR, Baker
QuakeSpasm 0.93.2 (c) Ozkan Sezer, Eric Wasylishen & others
Playing registered version.
Server using protocol 666 (FitzQuake)
Exe: 16:40:34 Sep 10 2020
250.0 megabyte heap
Video mode 1280x1024x24 60Hz (24-bit z-buffer, 0x FSAA) initialized
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce GTX 560/PCIe/SSE2
GL_VERSION: 4.4.0 NVIDIA 340.107
SDL audio spec : 44100 Hz, 1024 samples, 2 channels
SDL audio driver: pulseaudio - GF114 HDMI Audio Controller Digital Stereo (HDMI), 65536 bytes buffer
Audio: 16 bit, stereo, 44100 Hz
CDAudio disabled at compile time
========= Quake Initialized =========
Unknown command "r_useportalculling"
Unknown command "cl_beams_polygons"
Unknown command "Max"
couldn't exec autoexec.cfg
Loading game from /usr/local/games/quake/hell/s9.sav...
No spawn function for:
origin '-1780.0 -372.0 272.0'
angles ' 0.0 30.0 0.0'
No spawn function for:
origin '2080.0 968.0 16.0'
angles ' 0.0 330.0 0.0'
FITZQUAKE 0.85 SERVER (10963 CRC)
Using protocol 999
������ Arcane Dimensions V1.80 Patch 1
You got the Tome of Power
You got the box of nails
monsters.qc : monster_spawn
no precache: progs/mon_gaunt.mdl
Host_Error: Program error
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