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Posted by Shamblernaut on 2016/10/16 22:23:12 |
After weeks of mapping, and a few delays, Quake Map Jam 8 has finally been released! This time around there were four submissions,
- Ionous with his map "Buried by Time and Dust"
- Newhouse with "Black Future"
- Pritchard with "One Ranger Two Boomsticks"
- Shamblernaut (myself) with "The Hackopolis" and the start map.
Screenshots:
http://imgur.com/a/a7Hpr
Downloads:
https://dl.dropboxusercontent.com/u/108695968/jam8.zip
http://www.quaketastic.com/files/jam8.zip
To install, just extract the zip file to your quake directory (remembering to preserve directories). Run using your favourite (limit extending) engine with the commandline options -game jam8 +map jam8_start. Happy fragging! |
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Total_newbie
#35 posted by Newhouse on 2016/10/17 16:29:05
"a) what happened to those grunts-with-fedoras (I think khreathor made them)? They would have worked really well in Pritchard's map."
Totally agree with you. After all it was.. only map with grunts after all? So it wouldn't affect on other maps or themes.
@total_newbie
#36 posted by khreathor on 2016/10/17 16:56:12
It's me who you want to blame... Unfortunately I haven't finished grunts, but I'm slowly working on Gangsters mod.
If Pritchard will be interested in extending his map, I would love to add it as one of the maps in mod.
Khreathor & Bloughsburgh
#37 posted by Newhouse on 2016/10/17 23:01:19
khreathor:
Thanks for your demo khreathor, it was pretty fun to watch ;) unfortunately I can't much help through that phone. But certainly see couple parts I should put more thought about now that I have more time for this this map.
Bloughsburgh :
This second scene after first spiders in old factory where suddenly lights went off, earth starts shaking(earthquake), lights's cover glass breaking in over you and fiends appearing when lights turn on below you, I really need to extend that glass floor a bit so players will not out run that intended 'cinematic jumpscare' scene. If you stop and try to act like normal human would be in "real" situation, that scene would make whole lot of sense* But I really need to try to execute in a different way, maybe adding more on scripting so it indicates which type of player you are -> careful/slow or wild/speed runner.
In my school I talked about this situation how to make it much more understandable.. one person suggested to add falling building structure that would break the glass.. sure it would be a lot like in this case that it will be falling in front of you like in this case but the visual message should be much more fair that way.
Stupid me just thought people would already worry about ground, because in the beginning player had to worry not fall down to lava pit, worry not die while running over that subway hallway and in both cases there were earthquake and something happened on the floor making it dangerous, but maybe there were too much pause between those scenes. It is hard to see what people are thinking just by watching demos, but those are better than nothing and I really appreciate them.
Thanks for everyone so far sending these demos*
#38 posted by PRITCHARD on 2016/10/18 02:36:50
How long does it usually take for a release like this to show up on Quaddicted? It'd be the easiest way to get my less quake-literate friends to play, thanks to the Quake Injector.
Normal
#39 posted by mjb on 2016/10/18 13:31:42
I'll share with you NewHouse, what my player mind was thinking during the fiend pit scare:
The first screen shake section encouraged the player to run fast to escape the breaking floor. So with that in mind, the next time the screen shakes, I figured I need to run because the floor is crumbling beneath me. Now add that it is extremely dark in this section and you have a recipe for fiend soup...er well...fiend's soup.
But an unintentional side effect I am sure, I used my brain and grabbed the pentagram and used that to tackle the pit head on!
Your map had some crazy stuff going on with it and it is certainly one of the showstoppers in the jam.
Bloughsburgh
#40 posted by Newhouse on 2016/10/18 14:21:57
Actually now it makes a lot of sense. Though I am not quite sure yet how to make it for the extended version. I really thought that darkness would make the player stop and think... but there was too much light.. and I can only assume that was their focus in that moment (even though they might not have notice that, because something like that happens really fast).
Pritchard
#41 posted by Newhouse on 2016/10/18 15:12:06
Your jam map seemed very close combat focused which I liked a lot* Beginning & Ending parts were the most memorable and very good pacing in overall. Maybe too much hogres in a sense.. since hogre is z aware ogre, so it would have benefit more.. placing couple of them higher than the player or lower.. but other than that basic game flow felt really good. Is this really your first release?
Playtesters?
#42 posted by Newhouse on 2016/10/18 15:56:34
If someone would be interested, I'm making one tweaked version during this week, so if you're interested play testing just let me know, my email should be on my profile.
My Few Thoughts...
#43 posted by khreathor on 2016/10/18 16:21:34
Shamblernaut: First of all you have a big slap in your face for not making this start map as a regular map. Well done, but you could make it much better with enemies and some cool gameplay! Idea of cinema is awesome. I had a similar idea, but in mine player enters huge old 50s TVs to select a map, anyway cinema is much better, so big + for that.
So... The Hackopolis... It's a nice map, cool remix, but doesn't fit the theme ;)
Pritchard: Very good map. I love usage of destructibles in it. Crates, exploding walls etc. Another good thing was texture choice, it built atmosphere very nice. You should try to set some thin fog, to give this "cold night" chill vibe to it. Anyway it's probably my favorite map from this pack and sorry you didn't got my modified models. Now I see what you meant, when you mentioned of a Shambler with fedora and suit. We can always fix this and you can release it as a separate map.
NewHouse: This map has nothing to do with Noir... but is good and well designed. It kinda reminds me of Bloughsburgh entry from the jam7. Simple clean brushwork, with little details, but quite complex map topology.
I had no problems with "fiends pit". I instantly recognized there is something wrong with this floor, so I slowly moved on the edge near the wall. No surprises. The "falling apart street" was a different story. First time I played this map, catapulted from the hole directly on top of the street and then earthquake started and I just died in lava - lesson learned. Another thing was this underground passage with a floor mixed with lava. It was annoying, especially when zombies woke up.
Nightmare was super hard, but after few retries I finally found a recipe how to finish it :)
Ionous: Concept is good, you should finish it. I haven't found the secret, but I saw vod of your stream, so now I know where it is :D
To sum it up... good job guys! I just have one conclusion:
We shouldn't make jams too often. It can drain energy and creativity too fast. Another thing is to announce a jam one month earlier, so people can schedule time for mapping.
#44 posted by dwere on 2016/10/18 21:44:18
Technical aspects should be ironed out early as well (so no rekt textures or anything like that).
So My Turn To Comment On The Jam.
Pritchard
What a smashing (hehe) map. I really liked the execution. I wish khreathor's model was available for the jam. Oh well. We'll just have to wait for his mod then make him some maps :)
I think you balanced this quite well, but it is worth mentioning: There is a danger with too many movement obstructing objects (breakables in this case) that gameplay will slow down. Also giving the player too much geometry to exploit the weak quake enemy "AI". I thought that this could have been an issue, particularly earlier in the map where there are cramped rooms.
Pretty amazing job man. Well done.
Newhouse
Lots of people have been saying that your map doesn't fit the theme. I sorta think it dips its toe in the theme then backs out. The execution of the map, like Pritchards was extremely well done. A huge map considering the time frame.
I know you've put a lot of effort into the map and it shows. I have a little feedback though. I felt like the pacing was a little off. There is foreshadowing with the eliminators? (flying enforcers) and the zombies, but then there aren't many encounters until the zombies awaken. I would have liked to have seen the zombies (maybe one or two from each group) awaken a little earlier and then maybe scale up in numbers later. I'm not sure.
Overall I loved the theme of your map, noir or not. I liked the contrast between the tech and the brickwork city.
I have one complaint, and it is a stylistic one, rather than anything important. I hate the entrance to your map. It was the same in your last map aswell. Something about it just really frustrates me. So, take that with a grain of salt :)
Ionous.
What can I say man, I want to play a full version of the map, the concept is great, and having you explain it in your playthrough really sold me as to how it could work when executed well. I didn't find the breakable secret because I tried breaking a couple of the black walls and they didn't break. I didn't notice any difference in the breakable one to make me think I could. I guess that is part and parcel of a rushed map.
So all in all, thanks guys. You created some really interesting "worlds", to the point where I want to know more about each of them. That should say something about what you were able to achieve.
I really like when people are able to tell a story through something so simple.
Funny Pack...
...very well executed b&w theme.
Black future is the absolute pearl here, awesome in oh so many ways. Been a long time since I experienced such tension in a Quake map.
Buried by Time and Dust - kinda nice, not very much to do, great sense of place.
One Ranger Two Boomsticks - definitely has its moments and does a good job of making you forget the funky taylor those space age gangsters use. Ogres charging through doors preceded by a mob of grunts are awesome.
Hackeropolis - brought back shivers of one of the absolute best Quake levels ever. Unfortunately, it crashed 4 times Quakespasm on me when I tried to Quicksave. Did not restart it the fifth time.
The start map is all kinds of awesome.
All in all, feels a bit like Painkiller: disjointed levels with brutal action and some tricky parts.
Something Different
#47 posted by Orl on 2016/10/18 23:08:45
And I like it. Especially the start map, wandering into an old cinema felt so satisfying.
Pritchard - Most faithful to the theme. All of the breakable doors and boxes and windows really made it feel alive, and you captured the film noir essence very well.
Ionous - An interesting premise, I just wish there was some combat to go along. Breaking into an abandoned building was neat, but nothing but zombies and an axe to fight them off with, kind of ruined it for me.
Newhouse - Quite a large map for a jam, shows you worked hard on it. I managed to avoid the fiend pit the first time purely by luck, which had I fallen victim to I might not have been able to finish the map alive.
Shamblernaut - What.
The black and white color palette may have gotten stale after awhile, but the film noir theme is really unique, and I wouldn't mind seeing more it. It's nice to see new environments in Quake for a change, even if it doesn't always work. Good job everyone.
#48 posted by PRITCHARD on 2016/10/18 23:48:49
@newhouse
Yep, first finished Quake map! I've released a few maps for Cube 2 and Tesseract (Cube 3?) in the past but this was my first finished product for this game. I'd definitely say my experience working in that engine helped me a lot when figuring out what kind of quality I wanted, and although working with brushes is quite different, I don't think I'd want to go back to how those games do it...
@khreathor
I wouldn't mind coming back to this map and extending it if it's possible to include it in your mod release, although as time went on I began to include more and more AD entities (the elevator is something i'm quite proud of, and AD allowed me to turn what was a map hack into something more sensible), so you'd either have to borrow a fair bit from that mod or reimpliment it yourself for it to be compatible.
@Shamblernaut
I totally get what you mean about the risks of my map. I think if I were to do it again I'd probably change the design of the double doors especially; it's too hard to get through them if only one or two sections are broken. I tried to hold off using them excessively for that reason, and having monsters target and destroy them (that's a pretty cool feature!) if they're in the way helps a lot with saving the player from having to axe their way through too much.
Personally I think the AI handled the smaller areas pretty well, the biggest issue being the grunts' tendency to run away rather than through the hole that gets broken in the wall in the office. I could have polished that up with a monsterjump to make them leap through when it breaks, but that probably would have been tricky to get right and I never tried. The area with the troughs turned out pretty well though, the biggest issue being that sometimes the monsters there trigger early if they spot you through a pixel or something...
@the silent
I'm glad you liked it! I'm also glad that you actually saw the door being charged through, watching demos etc. a lot of people missed it as they didn't commit to that section of the warehouse and instead hung back as they finished the first set of enemies, which meant they didn't get to see the others arrive...
@Orl
It's funny that i'm getting this feedback so much; that I captured the theme so well. I really wasn't expecting to, since aside from a few neo-noir films (Scarface, the newer one etc.) I don't actually know that much about the genre or what makes it tick. I guess I lucked out!
@Shamblernaut
#49 posted by Newhouse on 2016/10/19 05:21:50
I'm definately going to make an different entrance to my map, this was just the temporary solution to be honest. Like iounous mentioned about it in his stream, it felt like it was kind of added during the last minutes.
About zombies, in a city center. There will be couple alive even first time visiting that area, but just in a shake of demonstrating couple mechanisms which I couldn't have as enough time as needed. Basically for this version there is 2 places where you can shoot part of the tech structure (ones that sparks so much, smoke or are even in flames). When those tech/pipe things explode those would kill so many zombies at once. It will be a bit technical part of the gameplay.. can you use the environment and be clever. It will need a lot of work.
I was thinking to demonstrate it by showing it in front of the player when player enters the city center first time.. zombie(s) wakes up, smoke+sparks coming from this specific brakable tech thing and kaboom. Player might wonder what happened first.. and maybe right after that just letting there be one of those things without any danger (just pure curiosity.. maybe I will try to shoot those things.. and then player experience the "Eureka" moment)
@Pritchard
#50 posted by khreathor on 2016/10/19 13:17:18
I keep that in mind, that's why it need some proper planing and designing from my side. No rush.
I want to make everything to work as expected, so you don't have to spend some extra work on this.
DarkP
#51 posted by Doc_Holliday on 2016/10/19 13:31:15
Running DarkP at 1920 is very choppy - which engine do you recommend?
Cheers
Doc
#52 posted by khreathor on 2016/10/19 13:33:42
Have you tried Quakespasm?
#53 posted by Mugwump on 2016/10/19 14:29:24
I made a 2nd DP install without the fancy textures and it works well now... mostly.
1. In the start map, the car poster to the right of the gas station (where there's the Diesel sign) flickers and disappears in the distance like it's sharing the same space with the wall brush behind it.
2. In NewHouse's map, the teleporter at the beginning doesn't work properly and sends you back in front of it. Please fix this for the updated version, I want to play this map with DP's superior lighting - speaking of, is it normal that I'm seeing some blueish lights in both DP and QS?
It is generally not a good idea to design a map for one specific engine. Keep that in mind for future releases. BTW, what happened to the music you wanted to use? Oh and don't worry, the latest DP build does support alpha masked textures.
Quakespasm 0.92, on the other hand, brings another issue: I have to load levels manually via a console command because entering the movie doesn't work.
@mugwump
#54 posted by PRITCHARD on 2016/10/19 14:57:46
Unfortunately, mappers for Quake can't afford QA teams /s
The fact of the matter is that DP breaks a lot of things vs. other engines, I mean it has a whole set of cvars to revert behaviour changes (I wonder if fiddling with those would help your problems? I'm not familiar with them at all), sv_gameplayfix_*, just so that it can be made to work more or less like the original engines.
The outcome of this is that people who don't test against DP (like myself, I did try loading my map in it for a lark but I never played it all the way through) tend to produce maps that won't compensate for its quirks. There's a reason I only listed one engine as "Designed and Tested for" in my readme.
Anyway, minirant that's been said a thousand times before over...
There are a few coloured textures in map, specifically anything that wasn't touched by the palette such as fullbrights (this can be seen on the various mdl light fittings, which have blue and yellow tints), and I think the start of NewHouse's map is supposed to have coloured lighting. .lit information isn't affected by the palette, but no one seems to have been brave enough to use it to add colour highlights anywhere other than NewHouse, and they did it quite subtly.
It's interesting that you're having those other issues especially though, since I've had none of them. The car poster sits a good few units away from the wall in my copy of the start map, which is strange since that doesn't match your description of it. And although I didn't get that you're supposed to attack the movie posters to select the film which made me think something was broken, once someone told me it worked fine.
The only difference that I can think of is that you said 0.92 rather than 0.92.1 for your QS version, but I'm not sure what changed and I doubt it was anything so significant. Weird stuff...
Spas
#55 posted by Doc Holliday on 2016/10/19 15:00:23
I get a 'not type 2 or 10 error' with Spas but that might not be the maps fault...even at 1280 with DarkP it's choppy...
#56 posted by khreathor on 2016/10/19 15:13:01
Try: r_useportalculling 0 in Darkplaces and let me know if it helped with a case of flickering.
It is generally not a good idea to design a map for one specific engine.
Yes, but Darkplaces has many parts rewritten. It treats physics and other stuff differently. It even can't "emulate" original Quake 100% accurately. For example, map works in all engines, but is broken in DP, because it calculates some shit differently. So if I hear map is broken, I already know what engine player is using.
DP is like a beautiful but handicap girl. Looks nice but need special care.
Wheelchair Prom Queen
#57 posted by PRITCHARD on 2016/10/19 15:28:58
That's... One way to put it, I guess. Poor DarkPlaces...
#58 posted by damage_inc on 2016/10/19 15:31:40
I used DarkPlaces just fine for this mapjam, no issues or choppiness :) It's my preferred engine and since this 'jam was based on Arcane Dimensions prog's I figured it was okay.
Now mapjam7 with Quoth, well that's a different beast there. Had to use QS ofc.
But I ask, is it really that difficult to have updated versions of each engine and if your preferred engine is not working just use the current defacto standard(QS)?
That is what I do at least.
@Mugwump
#59 posted by Newhouse on 2016/10/19 15:40:11
To be honest, I really wanted to make it work on DP as well, but had to make some fast decisions which probably made it unplayable in DP. Things like invisible walls don't work in DP? So I simple thought I want to focus on Quakespasm at the moment. Also my previous jam map wasn't meant to be played on DP.
Though it didn't know teleports doesn't work in DP? Maybe it is handling player's position and collision detects differently.. or maybe even player's collision box is bigger or something. I have no clue something like that is changed even in DP, if that is the case here?
Standalone version(s) definitely will be tested to be played at least with the current version of DP, isn't Quakespasm going to have many of the same features like DP as well? Even mankrip is working on his own engine thing that looks so far a lot like DP.
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