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Map Jam 9 Released - Contract Revoked Theme
After long weeks of mapping Map Jam 9 is finally released. We have 15 incredible maps from the following authors, including one very special guest:


Download 1
Download 2

Quoth 2.2 is required to play this jam! You can download Quoth here

Don't forget to record demos and share your experience with the authors.
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Great Job Guyz 
can't play but enjoy screenshots!
Good job making it to finish line 
Here Is A Gallery With More Screenshots 
This jam is looking damn sexy! skacky, these tall bookshelves on the last screenshot are yours? 
Congratulations To All The Authors And Particularly To PuLSaR 
Congratulations guys this looks like one of the best map jams ever and I'm excited to check it out. Great work with the concept and organization PuLSaR, it doesn't seem too early to call this a huge success! 
Loved your map. Recorded demos. I am horrible at SP and got lost looking for secrets. So hope this isn't too boring. I also forgot to record the final battle which I had to restart multiple times.

Things I liked:

*great layout, beautiful place to visit
*consistent look throughout with great motifs
*loved the severed heads and "story" you were telling about the ritual
*good encounters with plenty of ammo (until the end)
*secrets were challenging I found 6/7
*liked that you used Edie now I regret ommitting him from my map
*Loved the shrine

(MINOR SPOILERS) Things I didn't like:

*Not enough ammo on the way to Gold door. I am eager to see other demos because I feel I am right on this. Could be wrong, I dunno. The final battle was frustrating to say the least. Well designed and cool reveal but without enough ammo it was not enjoyable.

But other than that the map is super impressive and very fun. I loved the sense of place the most. You transported me away for sure. 
Onetruepurple Making Maps.... Is Nothing Sacred Anymore?! 
Can you supply a version of the screenshot without the text for Quaddicted? 
Good job everyone! Cant wait to get home and play all of these maps. 
Congrats Everyone 
Will try to record a full demo of Skacky's map without dying... Tonight. 
Looks Rad Guys 
Kell's Map... 
restarting from a save-game seems to reset the gravity to default. Is this expected behaviour and if so, can all the jumps be completed with default gravity? (I am having trouble doing so...) 
It's most probably unintentional, so just set gravity to 400. A similar thing happens in my map but it's purely visual.

As far as I can see there is a countermeasure against this in the latest Quoth but I had no time to attempt using it. 
might be what you are looking for... 
Seems like all I/Kell needed to do was to put spawnflag 4 to info_command... 
Issues With Some Maps In The Start Map... 
There are many maps (not all) that I can't play from the start map : Murkor, Kell, Shotro, Onetruepurple. I don't know what is happening here, it's the first time I see this problem.

When I walk on the portal of these maps, I'm getting an error in the console. I will try more tests later.

Anyone getting these ? 
What is the error you're getting? 
Did you put the whole pack into a jam9 folder or did you extract the maps into your quoth/maps folder, despite being told before that this would not be a good idea? 
Errror Message With Kell's Map 
Here's what I'm getting : I launch QS (special edition for AD 1.6) and get into the Jam6 start map. Everything is fine then. I directly run into the medium skill portal, then run straight into Kell's portal. I get this message in the console :

"Host_Error : Illegible server message 110. Previous was svc_serverinfo"

What is this ? 
The jam9 folder is not in the Quoth folder. It's placed inside my Quake directlry, like any other mod. I can play many other maps from the start map, so the issue is apparently related to some maps only, not all of them. 
I Meant Jam9, Not Jam6 ! Doh ! 
moderators, please add this mirror link to the OP: 
Resuming My Playtrough Stream... 
Use A Modern Engine 
And don't use the -heapsize command as instructed in the readme. Mine works perfectly. 
Heapsize 480000 
Is that enough ? I use that value for some other mods/maps which I don't remember.

I can load Kell's from the console. But curiously I can't from the start map ! So why would the heapsize value have an effect here ?

Kell's map is awesome, by the way. I reminds me the movie Evil Dead in some way.

And a modern engine ? What is the latest QS_spike then ? 
Heapsize 65536 Not Making A Difference... 
when I try to load Kell's map from the start map. I'm still getting the same error message in the console.

What gives ? 
Skacky's Map Too, Not Loading From Start Map 
And yet, I can load them all from the console.

Wathever the value I'm using for heapsize or other parameters, I'm getting the same results.

I can load about half the maps from the start map, the others give me the same error message :

"Host_Error : Illegible server message 110. Previous was svc_serverinfo"

What is happening here ? 
I honestly have no idea why it's doing this. None of us have encountered this issue.
What's the path to your installation of Quake? Does it have a space? 
Try with the stable release of quakespasm:
or markv. 
Yeah - I can reproduce that with Quakespasm-spike r7. Just use regular Quakespasm or markv 
I confirm that the official "stable" QS solves the issue (apparently), so it appears to be related to the version you gave me by email.

I'll contact you about this (by email). I still have a few tests to do, to try to isolate the cause. 
Pressing The Pale Coloured Demon Head Switches In Jam9_Giftmacher: 
CALL2 596(WriteByte)()
: centerprint
: centerprint_toall
: counter_use
: SUB_UseTargets
: DelayThink
: centerprint
WriteDest: not a client
Host_Error: Program error
Fantastic Work, Guys! 

Seriously, what an amazing turnout this was. There were lots of unique takes on the theme, and I can personally say that this could be another milestone for the community. Congrats to everyone who participated. It's been a hell of a ride.

Favorite maps in no particular order:

@Barnak It's Strictly A Quakespasm Spike Issue (as You're Aware By Now 
Ironically yesterday as I was awaiting the mapjam 9 release I played through Quoth 2.2 and had the exact same error message when loading e1m2; via console or going through the end portal of e1m1.
What's strange is I can load a savegame of e1m2 on Quakespasm spike if I load e1m2 and create the save with regular Quakespasm first. That was my workaround to playing it. 
Having Fun! 
Ok so I've played through 4 maps going in alphabetical order so far. They have all been fun and had some great architecture and gameplay ideas. I have a zip with the first 4 demos if the mappers want to see me play. Played on skill 2.

Bloughsburgh - Jam9_mjb - Very gory and twisted map. I have a sensitive stomach. Loved the spinning blades. Found a few secrets and ended the map without the super secret. Very neat ideas.

Breezeep - Jam9_breezeep - Loved the castle in a canyon idea. Great arena battles here with lots of room. Found all 7 secrets and had lots of fun.

DelusionalBear - Jam9_dbear - A neat little map. Had a hard time with ammo at the start until I got the rocket launcher. Some tough ambushes on this one.

Dumptruck_ds - Jam9_dumptruck - Great creepy music and new sound effects here. An interesting layout with some thinking about where I was to go next. I died so my demo is a second run. Couldn't find that last secret.

That's all for now. Have a crazy work schedule this week, and still working on my own map. Will continue with playthrough later. Thanks all!

Demo zip:

@Redfield thanks for the demo

Seen two playthroughs of my map, not enough for any kind of statistics, but sort of interesting how first secret hasn't been found. I thought connection would be obvious :) oh, well.. next time maybe 
Twitch Stream Play From Last Night

I play pretty much all the maps from the bottom floor except PuLSaR's and I play some of the maps from the top floor. It's a hell of a long stream (5 hours), the first 30 minutes isn't anything so you can skip it. 
Thanks 5th! 
Gonna watch that later since my internet comp is still acting up (or rather, not acting at all) and I can't DL. 
YES! Played Them All 
what other wrote, do not use the heapsize command suggested in readme, some maps do not load with it + do not save/load in Kell┬┤s map to avoid technical problems.

Bloughsburgh jam9_mjb
-this one was disgusting, congratulations, have not finished it yet

Breezeep jam9_breezeep
-superB visuals, had no ammo in the end

DelusionalBear jam9_dbear -nice, short

dumptruck_ds jam9_dumptruck -great horror atmosphere due to new music, some unique tough fights

G1ftmacher jam9_giftmacher
-nice, will play again to find more areas/kill more monsters

Haunter jam9_haunter
-nice, short

Ionous jam9_ionous
-can not wait for the full version

Kell jam9_kell
-perfect, very atmospheric

Mukor jam9_mukor
-was fun

Naitelveni jam9_naitelveni -dark base with q2 feel at the beginning (great lighting), I have not finished it yet

NewHouse jam9_newhouse -fun doomish horde combat

onetruepurple jam9_otp
-the intro reminded me of Interstellar movie

Pulsar jam9_pulsar -top visuals, not huge level in size, intense dark citadel fight

ShoTro jam9_shotro
-I have some more revealing to do

skacky jam9_skacky
-huge library, lots of wandering around, insane battles, one of my favourites

skacky start

Mugwump music
-Sign of Koth is perfect fit, so is the 25min To Infinity and Back track mentioned during development

thank you all 
Sure You Played Them All? 
Thanks For The Feedback 
on my music. Would appreciate a word from others. 
the intro reminded me of Interstellar movie

Thanks for the comment. And yes, guilty as charged, I went to a Nolan marathon (Dunkirk-Interstellar-Inception (all of which are his grade B films imo)) a couple days before the deadline and the idea of recreating the tesselated bookshelf just wouldn't leave my head.

No comments on the rest of the map confirms my worries that the intro was the only good bit... ;) 
Can't wait to see that! Big fan of Interstellar and Nolan in general. 
nah, the rest was good fun too. good sewer/library contrast. sewer part wins second-most-disgusting-place-in-jam9 (pissfalls!) trophy (after Bloughsburgh┬┤s slaughterhouse), lots of deadly traps; upper parts maybe too colorful for me/for quake level tho. discovered only one secret (megahealth)

Naitelveni - some stunning architecture/texturing in the final arena!

skacky - u suggesting some secret level, or just pointing out I have not finished them all to the very end? 
I am certain there's a secret level. Some buttons in the start map. 
Similar Bug As Shambler 
In jam9_kell, if I press either of the blue cross buttons above the bookcases right where you start, I get dumped to console:

CALL2 596(WriteByte)()
: centerprint
: centerprint_toall
: counter_use
: SUB_UseTargets
: button_wait
: SUB_CalcMoveDone
WriteDest: not a client
Host_Error: Program error

I have quoth 2.2 (march 2015 pak2.pak). Happens on various engines (qs, markv, fitz 085)

Awesome pack so far, will post demos! 
Use the Quoth 2.2* from Preach's website.

* - who thought doing an update and not updating the version number was a good idea?! 
Got It. 
The patch and full releases are different. Switching to the full release (november 2016 pak2.pak) fixed it. 
how cool is that? thanks for the tip. additional level was mega, but I somehow missed all of its 8 secrets during first run 
Played 2 Maps 
kell - proper atmosphere and balance, cool idea with low grav. cool to see kell's new creation.

naitelveni - huge, unbalanced, annoying book secret where i sucked to find final book, annoying clipping in bloodroom. and totally unbalanced final battle, died many times and ragequit.

all in all cool to see new maps in this theme! gj everyone!

here are firstplay demos (with alot of death in naitelveni's map ;) 
Went Left In The Start Map And Started With:

What a cool map! Looks simply amazing, an almost dream-like combination of purple fog and yellow lights over a Knave city. Insane levels of detail too, the Silver Key room was gorgeous as was the the main courtyard with the red slime.

I didn't find it unbalanced but still died at the final fight, I think I would have preferred another respawning health pack over a respawning GA...

The starting area was nice but probably unnecessary, IMO.

It definitely didn't seem like it needed to vis for several days, wtf!?

Really enjoyed the underground Vore bits and the use of id1 textures. Did not like the buggy fence textures so much, nor the fullbrights at the final fight.

Basically good map, amazing looking, quite rough around the edges, next map ASAP please. 
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