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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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Jam1 + DMSP Mod 
I just tried all the maps while in nightmare mode and the DMSP mod.

The only maps that work pretty well with the DMSP mod are :

- sock,
-fifth.

The gameplay style is vastly different and, ... it's really cool !

Try it ! 
Holy Shit There Are Good Maps In Here 
Demoes recorded, but sleepy time now. 
In Fact 
got lost in Scampies map somehow after the GL. too tired to figure it out... although Digs' map was not a problem for me 
Shambler Rocks. 
And shoots lightning, too.

Even other monsters fear him, so expect a clobbering.

He shrugs off explosions.

Good luck. 
Applause To All Of You 
Instead of being boring and writing a description for each map, I'll just say that while scampie and skacky's maps were the highlights of this pack, each map was great fun.

As well, I feel its appropriate for twelve maps, instead of individual demos for each, a youtube video of each map being played for the first time on hard skill, in alphabetical order.

http://youtu.be/DQnfoufy6-w

Arrrcee gets its own video, because of a screw up with the recording, and I couldn't combine it with the rest without going through a whole other mess.

https://www.youtube.com/watch?v=XsNsZ5sm5HU

Fantastic job to all! 
Thanks Orl 
If you want, you can tack the video of mine to the end or beginning of the other video through the youtube editor if you want them all together? 
Blooper Reel 
^ That's A 1 Unit Grid ^ 
 
My Demos 
Best for secrets: Sock
Best for Visuals: Ionous / Mfx
Best for ambience: Scampie
Best for Play: Skacky

Great choice of mapjam, and very good results from all mappers on it.

Why no honey progs? Axing zombies was great.

I was disappointed not to find any ghosts as well.

http://www.quaketastic.com/files/func_mapjam1_ijedemos.zip 
Also, Sock 
One day you will crumble to pier preassure and put a secret under a lift.

And I'll be there, waiting to look underneath and find it. 
Uh, Peer 
 
Worth Some Image Spam 
He Did It Already Ijed! 
Agree re axing zombies!

Will upload demos when I get time to play Scampie map again.

I still can't believe the quality of some of these entries! Hope the next one will prove similarly inspiring! 
Demo(e)s 
Hahahaha 
that explosive finish of your second demo drew :D


I'm sorry you got lost after the GL, you aren't the only one... In retrospect, there were a few things I should have done: 1) Move the zombie cave so that the player clearly runs into it and sees it's an objective, with nothing else going on. 2) Not let the player backtrack right off, so they don't accidentally get turned around looking in the wrong direction too far. 3) Not trigger the zombies that spawn to repopulate BEFORE you kill the 'key' zombies, because they can just cause confusion (not strictly needed if I lock the door so you can't backtrack, but still)

The whole idea with the Grenade Launcher was to pay homage to needing explosives as 'keys' in Honey. czg used clearly marked holes, and also directly communicated to the player that explosives were needed... I thought that zombies could fit that role reasonably well, but I think I didn't communicate it well enough that those zombies were, more or less, a silver key door in disguise. 
...edit... 
...with nothing else going on to distract. 
 
I actually should have paid more attention to Daz getting lost in the somewhat the same way when I had him test. I had tried to solve it with the special zombie face door (it used to be a normal metal texture), and with a message "ew, zombies", much like the "ugh, this door is jammed" message. But those aren't clear enough messages, especially when distracted with combat. So, live and learn, such is the nature of design :D 
Under Lift Secret Ijed... 
clearly you haven't played metal monstrosity... 
I Missed An Underlift Secret?! 
 
Clearly You Did. 
It's in the skill select area of metmon. 
I Think The Shortcut Opening Right There 
Also contributed somehow. Maybe a couple arrows popping up like in bad dark cistern? 
Whether You Alter That Or Not 
Your map could/should be a full release 
Fucking Epic Maps ! 
Geez, I can't stop playing and replaying many of the superb maps in this release !

Thanks again to the creators. What a bunch of geniuses you are ! 
Wow 
I haven't had a chance to play any of these maps, but while working on another project I had Daz's twich video running and gave it a glance every now and then. I have to say I was seriously impressed. Exceptionally high quality maps overall. Congrats to all that submitted maps for this pack. 
Will Play Tonight! 
Will get my old gaming/mapping machine set up again so that I can play these maps. Quite looking forward to playing some more Quake and other games. It's been a while since I was gaming regularly and I started to get urges again.

Writing this on my laptop on the bullet train from Tokyo. Feels so futuristic and awesome even though it's been possible for quite a long time now :) 
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