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Func Map Jam X Released
Quake Map Jam X: Insomnia is here. Fourteen nightmarish maps based on CZG’s classic episode.

Participants include:
Artistical, Bloodshot, Fairweather, Ionous, KalebClark, JCR, Mafon, Mazu, Naitelveni, NewHouse, Pinchy Skree, Strangework, Ukko and Yoder

Teaser poster here:

Download it here:

Or indeed here:
Looks like we have another amazing pack. GG Ionous for doing all the heavy lifting! 
So I have been informed that there actually is a Mugwump "map" in this pack that is a hallway and teleporter leading back to the start. I wanted to clarify that this is not a bug and that's not my actual map either, it's a placeholder. I'm still working on the real thing and it will come soon as a DLC. 
the final map will have two teleporters. 
I will make some time to play this! 
To Be Fair 
I did have a good amount of help throughout the process.

Bal made a bunch of nice textures, did the JamX TB def file, assisted with the level select portion of the start map, and saved said map from eight hour compile times with his wizardry.

Dumptruck made a nice preview video and developed the progs used for the event. I really wanted to use the gib fountains and forcefields, but my good ideas all fell through. You ended up getting the dregs.

OTP generated a nice wad with CZG07C adjacent textures, along with convincing me to not call this Jam10. He was ultimately right.

Mugwump expanded OTP's wad with some nice variations of his own.

Strangework did the initial run through the maps, and helped make sure everything worked as intended.

WW made a lovely teaser poster for me to plaster everywhere.

And, lastly, thirteen mappers put their free moments into this time-vampire of a project. That means a lot. 
Thanks for organizing the jam, Ionous!

Also congratulations to everybody who released map. The few I've played through so far were excellent and very different flavors from other recent jams and speedmaps :) 
A Big Thanks For The Release ! 
Great start map ! Fantastic Insomnia vibe. So much more than a skill and map selector ! The scale is even bigger than meets the eye. What lies beyond these closed doors ? Now I need to find time to play this pack.

I was wondering why start maps are usually empty. Is there a rule to keep them monsterless ? A couple of bad guys could spawn in various places each time you revisit. Some scarce ammo and a single SSG in various spots too. Just to spice up the comeback… Ah. Maybe it’s not such a good idea after all. 
Monsters On Start 
There's no rule for it but since you return to the start map time after time, it may get repetitious. It's also good to reward the player with a breather IMO.

That said, Arcane Dimensions does have monsters in the 1.6 patch I believe. 
I Agree With Previous.. 
Start maps should contain some ass holes that are there to annoy you in selecting the skill and the map gate. 
Enemies In Start Maps 
There’s ways it could be done correctly. It’s probably more suited to start maps that are purely skill select, as Tronyn did in Coven of Ebony.
Would have been ill-suited for jamX, though the upper skill select are would probably lend itself well to a SP remix. 
The Jam X start map would be a great DM level too. I may attempt a conversion at some point. 
Monsters In Start Maps 
would be great if every time you return there it's a bit different.

If the monsters are the same all the time it would suck and feel tacky. 
You are welcome to give it a go. I’d be interested in your take on it. 
Congrats to everyone- I'll have to find some time to play through these. It'll be on my mind until then. As for monsters in start map, I think Halloween jam's start map was great in this regard. Newhouse handled having monsters in a start map tastefully. 
Contratulations to all the mappers! Saturday I'll play all these beautiful maps 
Cross Post (re: Moddb) 
Sorry, I posted this in the wrong thread.

Alternative download for Jam X here on moddb 
These Maps Are *A*W*E*S*O*M*E* 
You guys are heroes

This work need an article in many modern games reviews on the net! (fuck off, Borderlands!) 
Moddb Entry 
DOH! The file needs to be approved by admins of moddb before it is live. Sorry for the confusion. I'll post an update when it's up. 
Mainstream games reviewers are all sponsored by the big games companies, and they certainly don't want a bunch of free content making their AAA stuff look like the insipid shite that it is. 
Cool Pack. 
Played it all, almost all enjoyable. Favourites were ones with a strong design theme and focus. Personal highlights were Bloodshot for some genuinely great Quake-suitable story-telling (is BS the Quake 0.0015 guy?? If so this is a quite a surprise and shows you don't need a bunch of superfluous bells and whistles, it's more about being creative with less), Nait for the great organic style especially in the main room, Mazu for a very big but properly playable and interesting map. Pinchys with the "different difficulty paradigm" (lol) was the only one that I couldn't complete, but the design at least was very cool.

I've recorded videos, I will get them up sometime. Unfortunately I think Mazu's failed to record due to disk space issues. 
Shambler's Playthrough Is Now Live apologies to Mazu, suffice to say his one was really good, I only died once due to carelessness. Also I forget to mention in my other post that Ukko's was a nice design but completely unplayable, not sure how that slipped through. 
Further Apologies. 
It has been brought to my attention that Ukko's map apparently relies on the very familiar and time-honoured Quake tradition of retreating to earlier in the map to re-collect re-spawning supplies. Based on that information I will re-attempt it. 
Dear Novice Q1SP Mappers... 
challenging gameplay != unfair gameplay 
Bugreport (or Feature) 
When i back into the keys on dumptrucks map, i can grab them. 
Map Difficulty And Gameplay Feedback.

Pinchy: 1. Get worked up by peoples maps earlier in the set
2. Rush mine by running into the deepest and most defended part of the map
3. Die, skip
Ing-ing: 0. Play on higher difficulties even though clearly doesn't like challenge
Mclogenog: eh it's shambler

This apparently is directed at me, regarding my playthrough of this pack, and thus needs to be dealt with:

1. If anyone has a problem with someone giving criticism of a map, it's best to discuss it with them and talk about it. Something useful might actually come out of that. You know that I'm online on discord (and on here), feel free to do so.

2. Pinchy, if you watched my playthrough, you'd see that you are wrong on all counts:
A. I played through the entire set and did not get worked up by ANY maps, especially not gameplaywise, apart from UKKO's. So being well warmed up by mostly enjoying 10 or so maps actually put me in a positive mood for playing Quake.
B. Firstly I clearly did NOT rush into yours, I tried different tactics, explored carefully to avoid vores, hunted for secrets etc etc.
Secondly "the deepest and most defended part of map", where that is is NOT obvious to the player. You know it as the mapper, the first time player will not know it (although dropping down to the Shambler/water area looked the worst so I carefully avoided that).
C. I died repeatedly due to the excessive difficulty, lack of supplies, and lack of clarity about best options for the first time player, but I reloaded several times to try to progress with the map. That was NOT, despite the temptation, an insta-skip, I put the effort into persisting.

3. Ing-ing: I play on skill 2 BECAUSE I CLEARLY LIKE THE CHALLENGE, and because 95% of the time with non-speedmaps, that is the right level of challenge for my optimum enjoyment. As you will notice I played the entire pack on skill 2 and enjoyed almost all the maps - whether they were long or short, snipey or arenay, or whatever, in fact I mentioned that at least one was too easy for me. The only 2 I didn't manage were ones with weird gameplay mechanisms or ones that were highly unbalanced. If 95% of maps average out at spot on on skill 2, and 5% don't, then it's the 5% that are a problem, not the skill 2.

4. Mclonelong: Yes, it's Shambler. I play Quake for enjoyment, fun, challenge, appreciation of cool environments and atmospheres, exploring architecture etc etc. If those are good in a map, I'm going to praise it - like I do repeatedly. If some those aren't to my personal taste (like your toybox), I'm going to hold my hands up and say "It might be good but it ain't my taste". If some of those are just really badly done or dsyfunctional, I'm not going to avoid criticism, pretend it's all fine, and deceive mappers into thinking their map doesn't have flaws, I'm going to say as much. And if a map is too unpleasant to play in whatever way (whether it's a beautiful map with bad gameplay or the best Quake action in a fullbright box), I'm not going to keep going with it. That's it.

TL,DR: If someone is criticising your map, discuss it, consider it, refute it, instead of slagging off their gameplay. 
UKKO, I replayed your map with the prior knowledge that the nails at the start infinitely respawn. Like this it was fine, fun and easy to get through although constantly returning to the start was tedious. Very nice design but an unnecessary gameplay mechanism. 
I actually don't have a map in the pack. 
I was only talking about 195 - It seemed really insane for you to push in further after seeing the demon on one side then hell knights on the other in a narrow space. The vore behind is definitely not a grenade launcher ';,,;'

Also I just assumed that everyone who made maps recently was in both the actively used discord channels. My reply was there only because that's where the video was posted

I build for all difficulties in my maps (including speedmaps) the best I can within the time given. This took some training during the years I built Doom maps. If the map is too hard, lower skill levels are always available 
If I'm remembering correctly, the comments were regarding sm195 (or maybe 196), not JamX. And yes, constructive critique is good, but sometimes your evaluations (especially with speedmaps, where the quality is spotty) can come off sounding impatient and cynical. Of course maps also need to earn patience, especially with so many maps being made. You also don't owe anyone a complete playthrough with feedback.

My comment on discord, quoted above, was probably too short to be clear. My point was "don't take it personally" and also that, yes, you have your reputation as a jaded player with specific tastes. I understood (and got a chuckle out of) you briefly trying toybox on your stream; it's a very weird approach to quake, and I knew many folks who like traditional gameplay and aesthetics wouldn't dig it, or might even hate it.

In general, I'm in favor or quake levels being able to take all sorts of strange forms. I think the Doom mod scene's variety is something worth aspiring to. Maybe the difficulty, as individual mapper styles develop, is that it creates an inconsistent, clashing-flavor experience across a map pack. 
When i load the start map in quakespasm it says
"couldn't load sound/break/pd_metal1"

and in quakespasm-spiked it says:
"no extension for sound/break/pd_metal1"
"no extension for break/pd_metal1"
"couldn't load sound/break/pd_metal1"

so... i think (maybe) the start map is trying to load a file named "pd_metal1" instead of "pd_metal1.wav"

is this bug happening with anyone else? 
seems like a mistake on the mapper's part not a bug per se. 
Thank you! 
It was a fuckup on my behalf. Fortunately it doesn't affect gameplay. 
Yep, i know it doesn't affect gameplay. But since nobody mentioned it before, i thought this was happening only with me. That's why i asked.

Thanks for the clarification :) 
I just assumed that everyone who made maps recently was in both the actively used discord channels.

Careful there... 
Sorry Dumptruck 
I meant in Bloodshots map, when i backpedal into the keys it fucks up. I did that by a coincident, fucked it all up. 
Weird - I'll have to take a look at the source and ensure that's not a bug in progs_dump.

I haven't touched the pack yet. 
@dumptruck & Bugsy 
Is that the one that does a look-trigger and seamless teleport via a bunch of map hacks? Don't think that's any fault of progs_dump :P 
not the whole world, i enjoyed the map and the pack anyway! Awesome job, thx. 
I'll report back once I see the map source. 
Absolutely legendary map, top tier scripting, great ambience and cool tricks with teleports and otherworldly mindfuckery. 
Twisted Strings 
If this map was released 20 years ago Bloodshot would have been offered a job at every game studio making games at the time. 
Twisted Strings 
Oh, man... Bloodshot's map is one of the best quake levels i ever played. Not only because of the cool tricks with teleports, the moving brushes, the monster scripting and the awesome sound design, but mostly because of the horror atmosphere, that suspenseful feeling, walking in the dark with 10 points of health with no ammo, just waiting for some enemy jump from the corner to kill me...

I felt like a teenager again, playing quake for the first time, when i didn't even knew about quicksaving and the basic behaviors of the enemies, when the mouse always slipped from my hand whenever a fiend appeared...

For me, this is what Quake is about. 
I Agree With Tribal Above 
Just played through the whole map. What a treat. I cannot say it better than Tribal. Just a phenomenal experience and a nice change of game-play that still feels like Quake. 
Thanks for the feedback! 6 maps in still getting a feel for balanced gameplay that doesn't seem like it was staged for that purpose. Glad there's variety in streamers/demos to get a proper sense of what works.

This jam is packed with sweet dreams. Great music as well. (JCR, Newhouse, Pinchy)!! 
Very impressive map. There is only one map with
similar gameplay atmosphere: 
Hotfix Progs.dat For Jam X 
This is optional but it fixes the small health bounding box issue. Details in the zip.

Sorry for the inconvenience!

Still making my way through the pack! It's awesome. 
Bloodshot's level have a strong ThiefDP/The Constantine Mansion influence 
Yeah. Esp. cool thing with the ceiling. 
CV, thanks for putting the Cartographer's Nightmare to my attention, very unique and atmospheric map. 
Just played 'the call from below' by hardcore mazu. Hardcore mazu my ass. Hi mfx... nice troll job! 
Minor Fix For Bloodshot's Sounds 
If you're playing Quake under a case-sensitive OS (e.g. GNU/Linux), make sure you rename Bump.WAV to Bump.wav and DistantRumble.WAV to DistantRumble.wav in func_mapjamx/sounds/bloodshot/ , otherwise your engine won't be able to load them. 
I've only played the first two maps so far. Great start to the pack though!

Artistical: it was clear pretty quickly that you were doing the "true love waits" thing here! Which was quite OK, I don't think that's been overused. And you had some very cool/ominous places to explore... some good use of scale, and seeing a destination before figuring out how to get there. It really felt like I'd been through a journey once it was done.

A couple of criticisms: 1) The "outbound trip", before stuff really kicks off, was too long. I understand tho that it's hard to judge that sort of thing with the amount of time you have to test in a jam. And 2) it seemed like the main route required jumping off of a small broken/angled surface (pillar top). That's hard to execute in Netquake, in a fiddly/random way, and it's not fun to do the save-scumming until it works. And then it seems like I had to do it again on the way back! Maybe I was just derping and missing the actual main route.

As for Bloodshot's map, it's already been talked about above. If anyone hasn't played his map from the underwater jam, you should go back and get that one too. Dude is doing good work. 
BTW, also about Bloodshot's: best use of shamblers in a while. 
What Shamblers 
stub it already 
Bloodshot Wins The Pack 
I actually had one pure and beautiful playthrough. I'm sad I didn't record a demo. Great job! 
Don't Worry Drew. 
You can still record demos for others where you die less than 2 minutes in the map and then don't even try to replay again. 
Thanks Otp 
That’s why I’m not doing demos as much. I have two kids and work like 50 hours a week just at work not to mention at home.
Not feeling overly guilty — not that guilty at all really, I’m just Canadian. 
Going To Be Finishing Out The Pack

Starts in a few minutes. 
Still going, couple more comments...

Fairweather you goof, you don't have to signpost the spots where you plan to make a bigger map later. :-) Just polish up what you got and ship it.

KalebClark: a fun sequence of setpieces and some good moments of gunning down mobs of goons! Sometimes hard to find how to progress, but nothing too frustrating IMO. The lighting was uneven... maybe a few too many really dark spots that hide a useful weapon or lead to having pitchblack monsters. A quality jam map tho overall and if this was a "first release" then extra props for that. 
Just got through with Mazu's map. That was a proper twisty epic in Insomnia style! Fun to look at, fun to work my way down and around and through, fun to fight in. The silo battle in particular was proper awesome, but it was all good.

I had played through a bit of Mazu's previous mega-map, but something about the frantic pacing and the open route structure of that one didn't grab me. This one was better IMO. 
A few last quick thoughts. I know I haven't commented on everyone's... this is just off the top of my head.

Nait: Good Insomnia-style traipsing around through intertwined base/caverns; well done. Technical issue with the final area where you can just push the same button 3 times rather than having to push the 3 different buttons.

Newhouse: A few too many reload-and-try-again encounters on skill 2. Either because the setup is kind of BS unless you know it is coming (e.g. underwater vores) or because various random things need to go right to survive (e.g. final horde of fiends + shambler).

Ukko: Great atmosphere and weird brushwork! I think it was pretty clear that the nails+health at the beginning were respawning, but I'm not sure why you did it that way... running back to the start occasionally wasn't all that bad, but NOT running back to the start would have been better. Still a good odd vignette of a map.

Yoder: A polished Quake-y atmosphere from the start, which I was in the mood for at this point. The "annoying zombies now, find GL later to get revenge" setup is pretty tried-and-true but may have gone on too long w/ because of the initial elevator ride. In general though I liked that this map was basically one long string of gentle expectation-subversions. 
My dudes, I forgot to post my MapJam X Playlist so here it is! 
Nothing Beats New Quality AD Content 
I just started playing this. Been looking forward to this ever since it was first announced. First of all, the start map is incredible. I had a lot of fun trying to find the nightmare secret as well as the other secret. I started off with Chambler's map.

Chambler - Very enjoyable map with a few very frustrating bits. I didn't save on my first attempt and I hadn't realized it until after I died instantly from full health due to a tarbaby ambush. The final fight was also a bit aggravating. Aside from that, combat was good in spite of having little room to maneuver most of the time. This map felt like a Quake equivalent of a tilt shift lens photo in that it almost seemed like it was composed of miniature set pieces. I liked the small bits of architecture and traversing the waterways. I also think that you made pretty good use of AD monsters and features. I liked the Necro Keep-style ground fog in the sewer, which was a fun section itself. I liked how it was possible to even gib some zombies using the exploding enemies instead of using the axe. Leaving a few extra zombies to gib after getting the triple shotty was a nice touch too.

Somehow I managed to find a whopping 5/18 secrets. I think that's a new record for me in a Chambler map. Good map and good way to start off the pack. Gonna dive into the rest of the maps now. 
Where the heck is the exit in your map? I've given up looking for it for now but the map was interesting. Found all the secrets. I love a good challenge but honestly this map was a bit too frantic for me. I found the quad too early and I ended up struggling with a subsequent ambush. There are too many enemies coming at the player from too many different directions. It seemed like you really wanted the player to keep moving but sometimes even that couldn't save me. I really just wanted a few seconds to soak everything in but I wasn't given a chance to do that until clearing up a huge chunk of enemies.

It was tough to navigate the map for a bit, which sounds silly for a small map with only two main areas on the sides. Overall though I thought it was cool, just really harsh. 
Spipper - hilarious map, had me smiling from the second I started the map all the way to the end screen after completing the map. 6 months away from the holiday but it already put me in the Christmas spirit.

Pinchy skree - unique looking map. I liked the use of the spell books even though only one of them seemed to have an obvious effect. I kind of wish that you had provided a nailgun since there were some very long distance targets but the map was still fun.

Queenjazz - nice abstract void map, just wish it had a few secrets. Also extremely short compared to the other maps that I've played so far but that's not a bad thing since there are a lot of maps to play in this pack. I liked the music.

Strideh - I loved every single thing about this map: the premise, the combat, the platforming, the visuals. Crazy amount of detail in this one and it somehow felt larger than the 1024 space constraint. This instantly become one of my favorite maps. Some maps have those moments where you come upon an area and just need a minute to enjoy what you're seeing. I'd say this happened twice for me - once coming out of the underground and facing the clergy, and again when the doors opened at the end of the boss fight. 
Excellent Thread Choice. 
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