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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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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... 
 
Does this work in other engines besides QuakeSpasm and Fitzquake?

Yes these maps *should* work with other engines. I only tested the maps with two engines, try the pack and see what happens.

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.

Personally I use Fitz/QS because I want my map to look a certain way. I design the fog colour, lighting and textures to look a certain way and find it annoying when it looks different to what I designed. So I would treat the engine choices as a mappers recommendation. 
Standard Progs? 
Not over standard limits?

Should run well on any engine except for Tenebrae. Which was that other cool engine of old that had loads of effects in it..... erm..... 
That's Gonna Bug Me Now...... 
Another old engine, with loads of effects built in like bullet casings and green fog and stuff. I used to love it, back when I was making Deja Vu! Can't for the life of me remember what it was called.... 
Great Pack 
Scampie's and skacky's maps require an extended protocol, that is what reQuiem detected. skacky also exceeded the standard number of lightmaps.

Many of the maps have items falling out of the level, guys, "developer 1" when you map!

My demos: http://quaketastic.com/files/demos/func_mapjam1-firstrun-Spirit.7z (protocol 10002 for those mentioned above). 
Heh. 
"Partly because QRack looks like massive amounts of utter shit: https://www.youtube.com/watch?v=eYFaUipQfBM"

Heh, I love how you give Qrack a rating based on a youtube video. Did you even try Qrack out for yourself? That video only shows what the game looks like for ONE particular person (who is using ugly .lit files and 3d models). R00k has done a lot of work with Qrack over the years, and there are a thousand cvars you can tweak to your liking. For purists, you can make Qrack look like default GLQuake, or you can make it look like Darkplaces (minus the ugly per pixel lighting). Qrack even has a skybox config - in which you can set a custom skybox to any official or custom map. Other features include incredible mouse support (something most other engines lack), great particle effects, Water caustics, a nice skyscroll effect, different torch effects, r_novis 2, lava smoke, rain effects, fog, shiny metal, a customizable HUD, different weapon glow effects, a bloom effect, laser sighting, customizable crosshair, customizable charsets, and too much more to possibly mention. R00k adds new cvars every few weeks to please the community. He is the type of guy who will add almost anything you ask for. He recently added support for maps that require a limit-removing engine, although I have not tested this extensively yet.

Anyway, I will try this out in Qrack sometime and make a report. 
Ricky 
mean Telejano mini.exe? 
Argh Spirit! 
damn you and your jumping on the little 1 pixel lip on my end lift :( 
 
Seems like you should use a duplo grid instead of a lego one! 
Yeah I Think That's The One 
What a great engine that was! 
I Still Run It From Time To Time 
its on quaddicted i think. 
 
I used to use Telejano until JoeQuake exceeded it in terms of visuals and features. Then Qrack came out - which is based upon JoeQuake, but adds thousands more features and visual improvements. Darkplaces is not a bad engine, but only really adds per pixel lighting and shaders. I'm not a big fan of them in Quake. I guess people don't realize the kind of flexibility that Qrack has. 
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