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Map Jam 1 - "Honey" Theme Pack Released
Map Jamming is about creating maps of any size or detail level over a two week period using a certain theme and texture set. Check the readme file below for further details of what the Jam is about. Any questions or comments, please post to this thread only.

Deadline - 29th June 2014
Theme - Honey inspired map with plenty of platform / train setups Guidelines for Map JamTexture WAD files

UPDATE July 7th: Pack is released!

FINAL Honey Jam Map Pack - Download, Readme, Screenshots, 12 Authors - Arrrcee, digs, doomer, ericw, fifth, ionous/mfx, mechtech, otp, rickyt23, scampie, skacky, sock
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Also, Something I Noticed... 
the hidden theme of this pack was also: dogs

for unknown reason, so many of us used dogs in our maps!

(I know why I did, I intentionally wanted to use every enemy except fish) 
 
I ended up with the gold key but not the silver key on digs map 
Shambler'd Again. 
Turning the project discussion thread into a news/release thread is counterproductive. What a mess.

Hurray for the pack, though! 
That Was Me... 
i thought it was even weirder having a news thread on the front page closed with a link to another thread. 
Daz You Suck 
Scampie found all the secrets and got all the kills. I'm going to demo all the maps later on during the day. 
Spirit 
How? GL-jump? 
Digs 
 
Turning the project discussion thread into a news/release thread is counterproductive. What a mess.

I wanted all the discussion and demos to be in one thread, so you can blame me. Shambler started a separate news thread and I asked it to closed so all posts could be together. The during discussion is just as important as the final waffle from everyone.

Congrats everyone, what an awesome map jam pack with some amazing quality maps. Time to plan for the next one ... :) 
 
I wanted all the discussion and demos to be in one thread, so you can blame me.

It's func convention to have one thread for project organisation and another for release discussion. Doing it any other way is making an unnecessary mess. 
I.e. 
I have a lot of demos to post but not in this thread. 
NICE! 
I'm really impressed with everyone's work and I'm really looking forward to the IKBlue-White map jam starting here.

Thanks for letting me a part and I'll bring more to the table this next time around. =) 
Very Impressive 
I wish I could build maps like these. It just amazes me what people can accomplish.

On a side note, is there somewhere online a simple tutorial for learning how to build Quake maps? I really want to have a go with this but it just seems to have such a steep learning curve to start. Something along the lines of just creating a few simple rooms at the beginning for example.
Thanks. 
 
next time, close the discussion thread, open a news thread. 
 
Nightmare skill demos: https://www.dropbox.com/s/dbemyw2alp5xmu1/skacky_demos.zip

ArrrCee: Interesting take on the Honey theme. Construction was crude but gameplay was pretty neat, especially the fiend on the stairs, always dangerous.

Digs: One of the most Honey-ish of the pack imo. Super creative with some really cool pieces, and has the best silver key door in all Quake. Great uses of Ogres, and Fiends

were proper scary in that one. The layout is really cool and again felt like it could belong in Honey. Minor gripe: no secrets! Still, one of my favorites!

Doomer: Nice effort, pretty cool shadows. Some rooms were too big for their own good, like the room with the Knights and the Shambler. You should indicate the start door is a

key door. And put feedback messages on buttons! Other than that it was nice.

Ericw: Cool, short and sweet. The girders are a nice touch and are pretty original. It's like an anti saint.bsp which was all destroyed. I liked the Ogres+Tarbabies combo.

Fifth: Cool map overall. I don't think the full yellow windows go all too well with the color scheme but that's probably just me. Cool ogre placement with some neat

situations, lots of possible infighting. That last room owns! I felt like some of the rooms were very empty and lacked some spice though. Still, really really enjoyable!

Ionous/MFX: Excellent architecture, great lighting and top notch fogging. The map is fun to play with lots of really good situations. Vores are well used, as are the

underwater dogs, hehehe. My only complaint would be that space is sometimes a bit tight but it's only a minor gripe. Really amazing brushwork throughout, I'm really impressed

and it's seamless meaning I don't know which parts are by Ionous and which parts are by MFX. The only other Ionous map I played was chapters_ionous and it's really quite

impressive to see the improvement over the years. My favorite of the pack!

Mechtech: Unfinished but still nice. I don't really get why you give the GL at the very end either tbh. Nice bridge!

OTP: I love the black fog but it could've been thicker (or lighting a bit darker). It's unfinished but still cool to look at. Nice knight massacre and the little raft

sequence is a nice touch. Also, dicks.

RickyT23: Nice map but it didn't really feel Honey-ish imo. I liked the quad massacre at the start, it reminded me of that E4 map (is it the Pain Maze?). Anyways, the

Shambler hunt was pretty cool too. I like base monsters but they don't really mesh well when they're thrown with medieval monsters. Scampie had a more subtle approach that

worked better.

Scampie: Original take on the theme with the caves. I like how you used Grunts and Enforcers, they actually mesh well with the theme and don't clash with the medieval

monsters encountered later on. Nice use of the double lift as well! That map is a classic imo, and one of the best in the pack.

Sock: Excellent interconnected level with cool situations. Classic sock with lots of paths available but it's never confusing. I loved the secrets, some were devious and one

in particular was just plain evil! I loved that Scrag massacre as well. One of the best of the pack. 
Oh God That Formating. 
 
Mapping Guide 
Found a great one on the Quake Wiki. I know Spirit is responsible for the Wiki so a big thank you to him for this very useful information. 
 
I am just hosting it. That guide was written by Scampie. 
Re: Mapping Guide 
Yes, apologies. I didn't notice Scampie had provided the guide until I scrolled to the very bottom. 
 
THANK YOU FOR THE GUIDE SPIRIT! 
 
I have played these maps and I thought they were good. 
Lies 
 
Other Engines 
Does this work in other engines besides QuakeSpasm and Fitzquake? I got excited when I saw the release, but I use Qrack as my preferred engine.

I'm not sure why people choose these two engines to release content. I pretty much skip the map releases that do not work in Qrack. 
Lightning Hunter 
We use those engines because they are faithful to the spirit of the original game. But that doesn't mean that the maps won't work on the qrack engine 
Engines. 
I'm not sure why people choose these two engines to release content.

Partly because QRack looks like massive amounts of utter shit: https://www.youtube.com/watch?v=eYFaUipQfBM

Funny that a lot of the maps in these packs really highlight the enhancements that subtle and effective new lighting / fog effects can give....pretty much the polar opposite to the visual diarrhoea seen in that Qrack demo video... 
Engines. 
I'm not sure why people choose these two engines to release content.

Partly because QRack looks like massive amounts of utter shit: https://www.youtube.com/watch?v=eYFaUipQfBM

Funny that a lot of the maps in these packs really highlight the enhancements that subtle and effective new lighting / fog effects can give....pretty much the polar opposite to the visual diarrhoea seen in that Qrack demo video... 
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