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Quake 1024 Christmas Jam Released
The 1024 Quake Christmas Jam is upon us. Twenty-one maps of compressed Arcane Dimensions goodness.

Download it here: http://www.quaketastic.com/files/single_player/mods/xmasjam2018.zip

Jam Poster: https://imgur.com/a/pf7ZwwP

The Lineup:

Wintry Advent by Bal and Ionous
Entering the City of Pale by Bal
Train Station Infiltration by Ing
Shadow and Flame by Ionous
Abyssal Nimiety by Ish
Surrounded by Ish and Rhoq
Airgapped by JCR
Fully Integrated by JCR
Coal in your Socks! by Krampus
You see me, you a stranger. I see you, I see danger by Naitelveni
Hall of Shards by Pinchy Skree
Gift of the Boxlord by Qmaster
Cop Speed Gentlemen by Qmaster
Aftermath by Queenjazz
NoQuarter by Scampie
Chapel Perilous by Shambler
Moonlit Keep by Shotro
A Christmas Romp by Spipper
A Crooked Clergy by Strideh
Mutagenesis by Strideh
Frozen Demise by Bloodshot
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I'm not sure how to get the snow working myself actually. I slapped that line in there because ionous said that was what was needed for snowy maps to have snow effect....oh well. 
 
For Qmasters map I believe it should be adjusted to this:

"_texpart_SKY003" "fte_weather.tex_skysnow"

Which translate to this:

"_texpart_(your standard 2D sky's name)" "fte_weather.tex_skysnow"

Since he didn't USE "sky_xsnow", his 2D sky's name is SKY003, nothing happens.

At least that's what I think is going on. 
Additionally... 
"fte_weather.tex_skysnow" is the engine directive of what to display, hence:

"fte_weather.tex_skyrain" would be rain instead of snow.

hth's 
Lastly... 
Sorry for the triple posting on this but:

Using MarkV's "copy ents" console command plus Notepad2, I successfully created a "xmasjam2018_qmaster1.ent" file. Where you can change the incorrect Worldspawn key/value pair to:

"_texpart_SKY003" "fte_weather.tex_skysnow"

Then snow will fall in "Gift of the Boxlord"

HOWEVER, it will not be correct :( The snow particles lifespan is not long enough to reach the lower part of the map and so, it looks really odd ingame.

To correct this, I had to edit the "fte_weather.cfg" inside my "...xmasjam2018\particles\" folder and set "die", under section "r_part tex_skysnow", to "14". It is initially set to "8".

This of course has an effect on the whole pack and so may not really be a viable solution.

Wrapping up, I don't know if it's possible to set this on a per map basis in Worldspawn. If possible, the .ent file alone would resolve this without a recompile/release.

Anyways... just thought I'd let you guys know. 
 
A Christmas Romp by Spipper

About to have Xmas dinner so keeping this short.

Probably the funniest map from the pack, had me loling from the first time I saw a screenshot. I knew right away I'd have to wait to play this until the 24th.

The gameplay was fine, but a bit too many pushables than necessary, and that one blue Death Knight was a very harsh spike in difficulty.

I adored all the destructible detail like the boxes or the snowmen. The map pretty much ended up getting destroyed too, with lots of clever AD entity setups. The only way I'd improve this is if maybe the presents were actually a hollywood timebomb (since the family is already dead).

I didn't mind the music but after 2 minutes I ended up switching it off.

Only 1/5 secrets found, while some of the items I got I'd definitely have marked as secrets personally (like the mega in the basement).

Nice map overall! 
PS. 
Had to cheat twice, once because the chimney killed me when I was falling down with 1HP, the other because the Minotaur wouldn't stop spawning Imps infinitely. 
@Qmaster, @Tribal 
I figured it out!

http://www.quaketastic.com/files/misc/Gift%20of%20the%20Boxlord%20-%20SNOW%5Bent%2Bcfg%20files%5D.zip

Deposit that into your xmasjam2018 folder and you're set. 
 
Sweet! Thanks and Merry Christmas dumptruck! 
@damage_inc 
Thanks! You're awesome!! =D 
Map From The Poster 
Where is map from the poster? 
I Think It's Just A Brushwork Doodle 
purely for jam promotion 
... And Demoes For The Rest Of The Map. 
Finally managed to play the rest of the maps. Here are the demoes:
https://www.dropbox.com/s/b5bkr4az3emii65/xmasspipper_demoes02.zip?dl=0

I was a bit tired when I played through some of the maps from the 2nd floor, so the playthroughs are a bit rushed and my "commentary" perhaps not too insightful.
(Also, sorry Ing if I were a bit harsh on your map. Seeing some other playthroughs of your map, made me appreciate what you were trying to do a whole lot more) 
Twilight Keep Update 
It will be included in the DLC update but for anyone wanting to play a working copy of the map:

https://www.dropbox.com/s/l42tgtf6yvu4623/xmasjam2_shotro.zip?dl=0

The original release of the map somehow had multiple entities that had the target/targetname settings all set to the same thing in a vertical slice of the map across multiple floors. This led me to hunt down all the affected entities.

To prevent this in the future I also adjusted the brushes in the left hallway to no longer allow non-linear navigation through the map so I can test the map without missing something like this again. With that, two areas of the map received brushwork.

Another complaint came when a couple of (non-tester) players overlooked a major trigger for proceeding through the map and couldn't move forward, I added brushwork to make the logic of the map far more apparent. With that, the adjacent areas got some additional brushwork in order to accommodate the change and since I ended up with a dead end because of this, I added a new functional set piece to fill that gap.

The rest of the map is the same layout and is the same as it was upon release... if entities would have triggered correctly. I had time to re-test the map and added a few quality of life improvements relating to button triggers, messages, and fixed the map sounds. I added a joke two-part secret to the map and added a secret in an area someone reached that I hadn't expected (now has a wall and an item. Oh my). 
Spipper 
Thanks for the demo! 
 
Xmasjam2018 Playlist

Thank you all for your feedback! I made playlist from when I streamed my playthroughs. I hope my commentary is useful to you all. I really enjoyed all the maps, each brought something to the table and it was a real Christmas treat for me to participate. 
 
Is anyone playing this maps with quakespasm-spiked?

I'm not sure what i'm doing wrong, but there are, at least, three maps that crashes when you try to save or quicksave. I'm not getting any warnings or error messages... quakespasm-spiked just crashes, closes and goes to the desktop :P

It is happening with both Qmaster's maps and with Spiper's (that one with santa's sleigh). I didn't tested with all the maps yet, but i know these three have this "save" issue with quakespasm-spiked.

What these three maps have in common? What do they have that is different from the other maps? Do I have to change something, like change protocols or write something in the console to make it work? 
No Clue 
 
Tribal 
Yep, I played the pack with quakespasm-spiked, and I confirm that three maps are crashing to the console. I use QSS on OS X.

I didn't noticed which maps were crashing. 
Finally Played The Pack Yesterday 
Very cool maps! Once again, highly impressive how everyone managed to make something unique within the 1024 restrictions. The levels are so varied in theme and style; some amazing details; some clever puzzles or twists. Some maps feel more polished than others or more accessible in general, but overall every map has something interesting to offer. GG everyone involved and special shoutout to the new people. See you in 2019! 
Still Haven't Played This.... 
....I was busy with other stuff etc. But I will do very soon!

In the meantime, I've heard rumours that 18 secrets was a bit too much in mine and some people didn't find them all?? Shocking. Anyway, so here's a walkthrough with some design thoughts and all the secrets. Sorry it is a bit rambling as it's the 3rd time I recorded it and I got bored...

https://www.youtube.com/watch?v=yRlrYvdHAxU 
Played Amost All Of These Now 
didn't record any demos, sorry. Loved Negke map. Scampie's map deserves more love, though end battle was too tough for me to play manfully.
Sock's was annoyingly good as expected, same for Bal. Really hope that's gonna be an episode.
Shambler, one element I particularly enjoyed about your map was when the uberscrag spawned and I fell below, and as I climbed back up, acid kept raining down on me from the ceilings.
Ugh lots of good maps, anyone who hasn't downloaded and played should ASAP! 
 
I finished streaming these as well, viewable here :
https://www.twitch.tv/videos/360683467
https://www.twitch.tv/videos/360683890
https://www.twitch.tv/videos/360684424

Sorry for that first stream, was really tired, Nait and JCR especially deserved better from me hah.
Great pack overall, my highlights were sm190_newhouse which was crazy genius, and sm190_skacky2 which was just a really solid and fun map. 
 
I finished streaming these as well, viewable here :
https://www.twitch.tv/videos/360683467
https://www.twitch.tv/videos/360683890
https://www.twitch.tv/videos/360684424

Sorry for that first stream, was really tired, Nait and JCR especially deserved better from me hah.
Great pack overall, my highlights were sm190_newhouse which was crazy genius, and sm190_skacky2 which was just a really solid and fun map. 
Top Post Bal. 
 
Played In Reverse Order Over Two Days, First Thoughts, Fairly Random: 
Entering the City of Pale by Bal
Top AAA+++ design, with amazing backdrop, the most beautiful in Quake yet. Great playable map with good variety and great secrets. Makes a bit of a mockery out of the 1024 restriction and gameplay woefully undersupplied to start, but better and fun to finish.

Frozen Demise by Bloodshot
Cool captivating style with lots of neat tricks and funky AD stuff, just a bit boxy in places. Gameplay was spot on as were some optional side-areas.

Train Station Infiltration by Ing
Tried once, axed and enforcer, and fell down an infinite black pit. Tried again, pressed a button, got one-shotted by plasma grunts. Tried again, went down a corridor, got instagibbed by invisible lasers.

Shadow and Flame by Ionous
Cool design and build quality, constantly stylish and well-detailed. Kinda small but nicely done with the twisting around. Gameplay was great for the first half, the second half was gruelling and lava was 90% of my problems as expected.

Abyssal Nimiety by Ish
Sorry axing Bobs at the top of a ladder doesn't do it for me.

Surrounded by Ish and Rhoq
More like a very tight Q2 Duel speedmap, but okay for that. Decent theme and gameplay fairly well balanced and challenging.

Airgapped by JCR
Style seemed quite aesthetic but gameplay was just nope.

Fully Integrated by JCR
Decent design for a single box, strong style and working machinery, but felt strongly like one arena. Ladders a bit obscure and gameplay a bit save-scummy and OTT for the area.

Something by Negke
Quirky! Which jam was this for again?? Nice design and sure to appease Doom fans, and of course, translucent Fiends. The textures didn't do it for me and the end combat was fairly horrible, tho.

You see me, you a stranger. I see you, I see danger by Naitelveni
Okay so it's just one room. But it's arguably the coolest, crazily detailed room all year.

Hall of Shards by Pinchy Skree
Not my style at all. Felt like a collection of ideas rather than a holistic theme, and the gameplay at the end was too much. Some neat ideas tho.

Gift of the Boxlord by Qmaster
Good design and layout for a "one room" type thing, got some variety in. Decent theme but the extraneous details were by far the highlight. Gameplay okay overall but needed more ammo in the middle.

Cop Speed Gentlemen by Qmaster
Simpler and plainer but the fog and angles were good. Could have done with more details. Gameplay was quite fun especially the knight hordes.

Aftermath by Queenjazz
Some funkiness with the skybox and spinning blades, but felt like a collection of prefabs. Gameplay fully random, didn't get very far.

NoQuarter by Scampie
Great design, great variety, loved the curved quarter of base. Cool progression. Gameplay frustrating and overly hard / reliant on replaying.

Moonlit Keep by Shotro
Really like the tribute to E1M5 start. Complexity and value was interesting but progression and gameplay was frustrating, I got stuck by the axe upgrade. Very easy to get stuck on scenery.

Coal in your Socks! by SOCK
Krampus ffs. What a troll. Brilliant map despite that. Great designs and aesthetics, the layout was a bit obvious but the lovely secrets made up for it. Spot on gameplay too.

A Christmas Romp by Spipper
Interesting ideas and the fiend sleigh amused me. Not a fan of the theme and the crate mechanism b0rked for me so couldn't get past the flames.

A Crooked Clergy by Strideh
Very nice. Perfect vibe and details. What I was striving for with mine! Nice little exploratory feel. Needed a shortcut from the bottom back up to the top.

Mutagenesis by Strideh
Brilliant. Superb details and style. Good gameplay balance throughout, keeping the "arena" type combat fair and fun. 
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