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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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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. 
If I Had One Complaint Though 
Your combat tended to be quite arena based with not opening the doors of a big room before everything is dead. 
Skacky (I'm Going In First-last-first-last Order Because I Can) 
http://www.quaketastic.com/files/demos/otp_r6_skacky.zip

Ugly demo for a gorgeous map. Probably the finest visuals from all 17 entries, the lighting works really well (especially in that particular spot I stared at in the demo).

Layout pretty unusual for a skacky map, with this being a more horizontal and sprawling than the verticality we're used to. Gameplay-wise though, hardcore combat with lots of infighting potential shows up again.

I wasn't a big fan of 3 secrets being inches away from one another (and all of them accessed in the same way??), could have done some more inventive stuff given the layout and the texture theme.

Now go make that runic episode I keep pestering you about! 
Umm, Oops! 
Just realized I used the bold tag instead of the quote tag in my previous post... It was a reply to post #39 by PuLSaR. 
 
Bloughsburgh
that's one thing that i want to do. water as a mechanic to move in vertical spaces. and it's weird seing water like that. very nice.

mukor.
wow. this map must have taken a lot of time. i want an ad version. this is the best map of the pack in my opinion. i really enjoy it.

naitalveni.
nice outdoor areas, well placed ogres in high places. the zombie part is a little confusing. i killed the two shamblers from an advantageous position

newhouse.
i liked the traps and map, but not the placement of the two vores in the silverdoor room and the three shamblers. the void part, with scrags, it's also very good. i want to do something like that for my map for QUMP, fighting scrags with little space to avoid their shots. the vores at the end... are we suposed to run right? i did that, but later i returned to kill them.

oasis.
i didn't expect grunts or enforcers. good map, and a little variety in monsters for the jam. the secrets are placed too late, the buttons don't have feedback and it's not clear what they do.

onetruepurple.
nice ambushes. i liked the selection of textures and the cleanness (or something like that, don't know how to portray it) of the map. and more grunts and enforcers.

pulsar.
nice little indoor map. the area with hell knights don't work because they won't walk in the middle of the room. a func_wall with clip textures and 1 unit of height may help. at least i managed to do it that way. the vertical areas have good gameplay. It's similar in gameplay to the map of Ionous.

skacky.
that map name! lol.
excellent visuals, excellent lighting. but that was expected. solid gameplay. i found a full dark box in one part. it was a button or something like that.

my top three are breezep's, mukor's and bloughsburgh's maps

http://www.quaketastic.com/files/retrojam6_demos_topher.7z
(wtf, i uploaded the file in the demos folder)
all demos uploaded in one .7z . played and recorded in quakespasm, gamedir retrojam6. tested with markv too (rewind and all that). 
@topher 
Yes, you're suppose to run at the end. 3 shamblers is interesting challenge, but it depends on how you fight them, one of tactics is run backwards and keep the distance while laying nails precisely, other one is to find secret and saving cells to your LG, plus other tactics as user cover I provided. In silver room you have two choices a) don't touch large golden switch, instead use it as a cover b) shoot button that is on ceiling, which opens door you came from (beginning). 
Breezeep 
lmao 5 demos

I think your evolution as a mapper has been quite interesting to watch, from your earliest struggles with TB to this little wonderful map. Though architecturally there are still shades of sock, it's clear that you're establishing your own style of Q1 quite fast.

Everything came together very well, with the skybox providing a sublime setting and the colored lighting being just right. I played on skill 2 and kept getting owned at the SK fight, all of which were me making a mistake. It's been a proper while since a Q1 combat situation made me stop and think about how to approach it the best way.

If I had one complaint, it would be about the secret, which I think was unproportionally hard for the reward given. Personally if I were to go with only one secret per map (which should be alright given the size) then I'd make it something else than something of which there already is plenty. A floating, rotating item would also attract the player's attention more than a box.

Now go map! 
PuLSaR 
http://www.quaketastic.com/files/demos/otp_r6_pulsar.zip

Quite a small map so not much to say, but I enjoyed it. Judging from the lighting you were going for your own idea of honey styled egypt?

Quite difficult secrets, I found the MH on a playthrough after recording and I have no idea where the second one is. 
Played Them All... 
...liked Skacky's the most. 
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