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Posted by sock on 2014/06/14 20:28:13 |
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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Whether You Alter That Or Not
#411 posted by Drew on 2014/07/09 17:47:07
Your map could/should be a full release
Fucking Epic Maps !
#412 posted by Barnak on 2014/07/09 19:48:20
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
#413 posted by Rick on 2014/07/10 04:50:34
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!
#414 posted by than on 2014/07/10 09:05:36
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 :)
#415 posted by skacky on 2014/07/10 13:14:53
Woah ijed you're insane, axing Shamblers on skill 3. :D
Great demos y'all.
They're
#416 posted by ijed on 2014/07/10 13:31:05
Easier than fiends, depending how much space you've got.
Is It Just Me?
#417 posted by spy on 2014/07/10 14:23:22
but the starting area of scampie's map a bit laggish?
i haven't seen a lags from any quake map for a long time
Congrats On The Release
#418 posted by spy on 2014/07/10 14:23:50
#419 posted by AAS on 2014/07/10 16:54:26
Thank you guys! That was awesome!
I really appreciate what you did in this pack.
And IMO this is far better than any speedmap pack in terms of style and direction. You can compare original and derivatives and see each mapper's vision.
Of course there are leaders and outsiders but most important thing to me is a feel of bringing memories back seeing these reinterpretations of known material.
First Two
#420 posted by than on 2014/07/11 01:16:23
I played the first couple of maps last night, and I think that so far they've been great.
Digs' map was very polished, although I found the GK door INCREDIBLY hard to find because I had forgotten about the little tiny arrow above some crates earlier in the level. Because of this I ended up walking around for what seemed like an eternity looking for something similar to the SK door, but with a GK mark on it. BUT IT WASN'T THERE. Eventually I noclipped and figured out where I had made an error. Would have been incredible if not for that. The layout was otherwise very nice and it great visuals.
Oh, and I died a bunch of times. Half because I seem to be very twitchy now and ended up spinning around and getting stuck on details or slashed by knights in cramped areas, and later on because I was low on ammo and trying to use the axe (and failing at it).
Arrrcee's map was OK, though over very quickly. I think I played it and began to think my Quake skills are still there even though I haven't played in a while, and so went into Digs' map thinking it would be a walkover :/
Guess I'll go play the others now :)
Played Some More
#421 posted by than on 2014/07/11 02:05:37
doomer - ionous
Doomer's map was gigantic and very easy, but fun. It was easy because there was so much space almost all the time, with the exception of a couple of ledges with knights on.
Ericw's map was pretty sweet looking, and had a couple of nice combat setups, and some scary spawn encounters, but was over very quickly. I completely fucked up the end and died, but I had fun :)
Fifth Element's map was fairly challenging and tense, with some good combats and well placed enemies. I nearly died a bunch of times, finally kicking the bucket at the end when I couldn't figure out how to escape the quad area until it was too late and I got scragged.
Ionous' map is my favourite so far. The gameplay is not especially challenging, but the atmosphere was excellent - especially at the start where you don't have many supplies. I had an extremely tense encounter with a spawn, which I knew had to be dealt with using my last handful of shells or I wouldn't be able to pass it. Taking those shots was nerve wracking! The underwater combats were sometimes a bit weird, but it was cool to see something a bit different. The end shambler was kind of useless though, since I just got out of the water and killed it from above :)
I'll play the other maps later. Kinda Quaked out right now.
Jesus
#422 posted by than on 2014/07/11 04:13:03
some awesome maps!
I just cleared scampie's map and it was amazing. Maybe scampie's best map? Lots of well placed enemies (vores and spawn were EVIL!), great layout, and some very fun combats with death from all angles and it looked great to boot. Dismal Oubliette ending was also quite well done.
Rickyt23's map was very large, with lots of open areas to fight in. I liked the end, and thankfully there were a few cubby holes to hide in to avoid getting bashed by the shamblers. Vores were pretty evil here too.
otp's map was kinda weird, with the fog and the weird penis texture all over the place, but it had a couple of fun moments. Wa generally very easy and I didn't feel the flat lighting and thick fog really worked that great visually.
Mechtech's was super short, but had some cool looking architecture. Gameplay was a bit weak though. The fiends were kind of fun to fight.
Guess I'll play the last two after I do the laundry.
Psychedelic Jam Pack
#423 posted by Mike Woodham on 2014/07/11 11:34:03
I haven't played Quake for years so thought I would have a nostalgia trip running through this pack. But what were you guys on... ?
http://imgur.com/xrRGPwT
What did you put in your so-called 'jam', 'cause I'll have some of that.
Anyway, what's my problem here - notice the HUD colours are all OK.
Umm
Try r_drawflat 0?
All Clear!
#425 posted by than on 2014/07/11 11:49:46
Skacky's map was insanely good. I was very impressed by how much gameplay he managed to fit into it and the size and polish achieved in the two week deadline. There were a few ineffectively placed ogres, but mostly the monster placement, item balance etc. was about perfect. Definitely my favourite of the pack.
Sock delivered another very well polished fun map in this pack. There were lots of ogres on small stairs, which I love, because you can run under their grenades as they fire and shoot them with the dbs. The end was a bit anti-climactic and felt like he ran out of time, but it was still a great map.
demos: http://www.quaketastic.com/files/demos/func_mapjam1_demos_than.zip
Umm
#426 posted by Mike Woodham on 2014/07/11 14:04:41
Thanks, that put it right. And I found out what put it wrong: I had the sound switched off when I started the map and when I switched it on during play using the touch-switch on the laptop, it went psychedelic. It doesn't matter why, I wont do it again.
Played a couple of the maps and died in various ways - fell off a walkway, got trapped by DK, ran into a vore ball that I didn't until I died. "Oh what fun we had, but did it really turn out bad..."
#427 posted by - on 2014/07/12 02:45:50
than: so you did finish my map? (you died horribly in the demo you sent)
I was so scared for you when you fell down into the sewer with the vores! But then you were doing fine until you got freaked out by the spawn :D
A Box Of Quaker-Jacks !
#428 posted by Barnak on 2014/07/12 05:54:23
I was replaying Skacky's map and found a nice box full of Cracker-Jack's :
http://fsgregs.startlogic.com/Public_Files/Cham/Pictures/box.jpg
I droped in-there just to say "Hello!", and then it was a bloody Rave party, Texan style !
Hehehee !
http://en.wikipedia.org/wiki/Cracker_Jack
Scampie
#429 posted by than on 2014/07/12 06:18:31
Yeah, I finished it, I just don't know how to record a continuous demo after dying. That spawn section was hell because it was so dark (at least on this comp) and I just knew that I was going to get pwned by it if I stuck around. I tried to run but ended up dying anyway.
In most of the maps I just ran away from spawn when I could hear but not see them. Once they start jumping around they become extremely dangerous, but very prone to infighting so I tend to just run away and wait until the mayhem calms down a bit.
Question
#430 posted by nitin on 2014/07/12 06:55:05
are some of these maps a bit slow for anyone else? Quite a few like ricky's, scampie's, skacky's and especially ericw's.
#431 posted by Joel B on 2014/07/12 07:17:38
I noticed one of them chugging a bit yeah. Don't remember which now.
I Would Say
#432 posted by nitin on 2014/07/12 07:47:21
about half chug for me.
#433 posted by - on 2014/07/12 08:25:36
Those maps can be high on the polygon count if you have an old-ish machine running Quake. I took a look at a few with r_speeds 1 on.
wpoly = world polygon: all the static geometry of the level
epoly = entity polygon: any dynamic actor's polygons, so this includes doors, lifts, monsters, and so on.
sock and skacky's maps can get to around 4k wploys and around 10k epolys in some spots. Mine tends to cap out at 2k wpolys and 9k epolys in a couple areas. These numbers are just because the maps are large, open, and detailed with curved surfaces. I know I tried to make an effort to visblock areas reasonably well, which is the only reason my numbers don't get too insane.
Ericw's start area is roughly 5k wpolys, most from those girders which eat a ton of polygons. Looking in r_showtris 1, it seems that vis made the entire height of the girders visible despite the lower polygons clearly being behind a solid floor... possibly this is because they are a single func_detail so they are thought to be in the same leaf as the higher parts? Or just vis being lazy with creating vertical PVS leafs as was suggested a few weeks back in mapping help. This might be something to investigate, vis wasn't doing much favors for this map.
Ricky's map just isn't vis'd, so it hits 5k wpolys and 20k epolys because the entire map is rendered much of the time.
These numbers would have once seemed insane to Quake, I remember when guidelines for DM maps would try to stick to no more than 600 wpolys. These days, people have stopped caring as much since most graphics cards are quite optimized at chewing through large amounts of polys... but I'm sure there's a large range of machines out there running Quake and these are likely pushing those a bit.
For Referance
#434 posted by - on 2014/07/12 08:48:33
a couple areas and their rough r_speeds
e1m1 - bottom of first elevator looking across bridge : 350 wpoly 1200 epoly
ikspq4 - main room : 750 wpoly 4250 epoly
februus - end arena : 1350 wpoly 1050 epoly
apsp2 - looking down watery shaft : 1300 wpoly 2500 epoly
scampsp1 - V shaped room : 1050 wpoly 2650 epoly
zendar - start, looking up at castle : 3000 wpoly 2450 epoly
Interesting Notes Scampie
#435 posted by ericw on 2014/07/12 08:50:20
Yeah, vis didn't do much for my map. The girder towers are divided into func_detail chunks 3 cubes high.
I haven't played all the maps yet, I stopped when I had chugging / stuttering on ionous's caused by dynamic lights, which I'd never noticed on my setup before (quakespasm, macbook w/ nvidia graphics). I sent in a patch to quakespasm with MH's dynamic light fix, that fixes this particular instance of chugging for me, so hopefully that will make it in to the next QS release.
So if you're running Quakespasm and have any chugging, and if "r_dynamic 0" fixes it, try Fitz Mark V.
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