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Map Jam 6 : Fire And Brimstone Released!
Screenshot Collage : http://www.quaketastic.com/files/jam6collage.jpg
Download (75mb) : http://quaketastic.com/files/single_player/mapjam6.zip
Shout out in PC Gamer mag:
https://dl.dropboxusercontent.com/u/33279452/pcgamer.jpg

Note : I heavily recommend the Quakespasm engine for this particular release. A level in the pack uses the 2BSP map format and another level will crash Fitzquake . Quakespasm is the only engine that had zero issues during testing!
Download Quakespasm : http://quakespasm.sourceforge.net/download.htm

Map jam 6 : Fire and Brimstone is a single player Quake level pack featuring 13 new fiendish single player levels for your enjoyment!

Thank you very much to all the mappers who took part in this event :

Adib Murad
Breezeep
Daz
EricW & Tronyn
Exhelzar
Ionous
Matecha
Necros
Rick
Scampie
ShoTro
ItEndsWithTens
WarrenM

Good luck and have fun! Remember to record a demo of yourself playing each level for the first time to help the mappers learn what worked and where people got stuck in their maps! (Optional of course)

Important Notice: <Daz> you should start a new game if you still have all your weapons and ammo when going back to the start map <3 ,3 sorry
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Scampie 
where's the last secret?

i've searched the map after killing everything, but i'm missing one.

i have:

nails
megahealth
yellow armor
thunderbolt
pentagram of protection 
 
That Pent has a special use... 
e1m8 
;D 
 
Ah 
...i'll give that another shot then! 
Beta Version 
I got a new version of my map in the works. Expanded (silver key area) and cleaned up a bit ( also removed some areas that hindered the game play). Going to release it sometime this weekend. This version won't have the future gold key area yet. 
Breezeep 
that was tough!

there was a good mixture of enemies for the majority of the battles, which made them very tough at times.

i spazzed about alot having issues maneuvering underwater, shooting scrags while watching my air.

like others have said, tough secrets.

i really enjoyed playing that section where you are in a room with four ogres with grenades bouncing off every wall...very nasty, but fun!

i found the thunderbolt.
i found the megahealth (well, i found the steps in the wall, but i needed to see someones demo to relise to shoot the button and reach the top step)).
i needed help finding the yellow armor.

i spent a while going around the cleaned out map looking for the 4th and final secret, but couldn't find it :( 
Scamp. 
It worked really well. On my 2nd playthrough, I noticed the flashing light above the little door, and thought "That's a really neat and natural way to highlight where the player needs to go". Same with the cable from the button-less lift. 
Played Some Of These Yesterday :) 
I ventured through WarrenM's, Necros, Scampie's and Daz's levels. All very creative and enjoyable. Simply love what you guys do with Quake. It's awesome :)

My stream wasn't setup up correctly for QS(my own fault) so I deleted the archive. And I'm not a demo recording person, sowwee.

Anyways, just wanted to stop by and say a BIG "Thank You" to all those who participated, Thank you ;) 
5 Played So Far 
adib - lovely atmosphere, wish this was longer. The lighting was exquisite, some of the vore placement was devious but the end arena seemed a bit rushed.

matecha - also had lovely atmosphere, again wish this was longer because gameplay was pretty much non-existent.

breezeep - solid if unspectacular map. Gameplay was on the tough side but manageable.

shotro - definitely a map that feels like uncohesive as a whole and more like different ideas stuck together but some of the gameplay ideas as well as some of the individual visual ideas are very neat. Definitely worthwhile on the whole just for the intrigue factor as to what comes next.

exelzhar - this seemed a bit more speedmappish, some very basic designs and gameplay was also not that interesting. 
3 More 
ItEndsWithTens - love it, my favorite so far. Very very creative and original.

Rick - lovely atmosphere in this one as well, again wish it was longer.

Warren - very polished, great atmosphere, some of the monsters get stuck on the geometry a bit too much but otherwise very enjoyable map, although again wish it was longer. 
Post Release Update. 
I have been gone a week, I was across the pond in the US on business, but it gave me time to create a todo list and redesign of my map, but also a plan. In the next 48 hours I will work on what will be the final version of "From Ashes" on this forum, if you want to replay the map as-is with better balance, a few surprises, and a few fixes, this might be worth it for you. Later, months down the road, I will release "Forged From Ashes" a map built on the ideas and feedback received. Without a time limit you can expect the quality to be much higher with a few bits of modified code thrown in to boot. 
Well, That Plan Got Blown To Hell... 
Jackhammer screwed up the entities on the map, so I have to relink everything... I am back to being busy at work, so, if I get something in the future done, I will release it, but right now the MapJam is being pushed to the back of my mind now. 
Signati - Final 
Here is a new and final version of my level Signati:

http://www.mediafire.com/download/pfdjoxfqyq04gkb/signati.zip

It has better:
- Polishment: some things were bugging me aesthetically, some geometry was too messy, some were just not finalized;
- Gameplay: many changes based on your feedback, some improvements, a new battle after the last seal breaks, polished ending.
- Deathmatch ready! A full blown DM setup, including geometry for better bot navigation, only visible in DM mode. Not the best DM ever, but it's playable. I'm not fiddling with it any longer, Jackhammer and MAP sources available for anyone up to.

I made it just to empty the buffer, finish it and have a closed version. Don't think it screws jam's purpose. It's the same level, with its pros and cons. If you're serious about DLC, it can include this version along with new stuff. 
Played A Few :) 
Adib - haha - inspirational map, but dang annoying gotchas more experienced mappers wouldnt make.
Necros - yah, real moody(dark) little seque of a map with typical aaa style. Love seeing doom mixed up ... but those doom door sounds become a bit much when they keep going off.
My demo ends abruptly because my pc overheated
:)
Eric+Tronyn - typical T. stuff. I found 7 secrets or so, including the weed. But a repeating issue with T's maps is , that the quad secrets are always found *after* f-ing busting your guts 10 times, when there's no-one left to nuke, laugh. Great atmosphere all these three. I loved the intro, which was just as well as had to play it ~int(pi^2) times :).
Scampie's intro is sweet... still lots of playing to do.
Played Tens map is old school crazy. Love the totem.
Warrens looks good - another day. 
 
I have nothing to add that everyone hasn't already said (scampie's was best, the eyes in Tens' map were lol fucked up, great efforts by the guys just trying out quake mapping, daz plz learn 2 compile, etc) but this pack was real neato. GJ etc. 
Breezep 
So how do you get into the "sharp eyes" secret? 
I'mnot Breezep, But I'll Try @mwh 
If I remember right, it's the one that is opened by means of something very hard to see. Turning on fullbright lighting might help you find it. 
Yah 
Daz's map is freaking awesome, and worth a bugfix release (if it hasnt been done already). 
Btw 
While that lavafall texture worked well in jam2_lunaran, I found it looks out of place in most of these maps. Guess it's not to be used on larger surfaces, only or mostly in combination with the standard lava texture, and not in a way that one can see the transition. 
 
It didn't even work that well in jam2_lunaran. Had to do a lot of wacky things with func_walls to stop it from drawing in front of lava it was supposed to be behind (like around the lg secret), and it still doesn't transition well. Nothing transitions well with quake liquids.

Looks better than the Heretic waterfall texture though. 
 
I thought the lava fall texture worked pretty well in some limited situations.

I couldn't get the texture alignment on sides to look right transitioning from horizontal to vertical, so I hid that as best as I could. I avoided any transitions between lava fall and the regular lava texture completely, other than where it poured in from above.

With both my lava falls I tried to give the impression it was coming out of a crack or tunnel. That part could have used more detailing but I ran out of time.

A re-colored version for regular waterfalls obviously has to be done. 
 
It doesn't look much like lava at all. Too fluid or something. Okay for small/thin streams, but goofy on bigger ones. "Nice curtains" as someone said.
One of necros' maps has a fairly good animated lava texture IIRC, based on the id lava. 
 
this was my main reference
https://c2.staticflickr.com/4/3736/8984885519_449f5745c7_b.jpg
because yeah, lavafalls should be gloopy
https://farm4.staticflickr.com/3172/2312542469_c2c234c7ab.jpg
but lots of blobs and features looked really bad with the low framerate on +0 animated textures so I went with super thin liquid hot-ass lava.

everything liquid in quake looks awful anyway, it's all fine. 
 
It's also noteworthy that lava has the consistency of bad incontinence:

https://www.youtube.com/watch?v=ahZD95l1MvM

It probably hurts just as bad, too. 
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