The demos (all my second play throughs), 10 meg zip file:
https://dl.dropboxusercontent.com/u/108695968/retrojam5_demos_shamblernaut.zip
Breezeep:
Great geometry, excellent use of a few textures. Good polished map, I felt it could use a little more gameplay testing. I found it really really difficult. I'm pretty sure it would take me about a hundred attempts to finish it without saves. Although that may say more about my skill than your level. I really liked the feel of the map, nice and claustrophobic and "mechanical". Great job, maybe not the best map of the jam, but certainly the most memorable.
Bloughsburgh:
First of all, best map name. Shit-posting in map titles, I like it. For what feels like a small map, there is a lot going on in this map.
To me this map felt a lot like the mission packs, quakey, but different. Like Breezeep, excellent use of limited textures. I liked the encounters, secrets were well placed (found some after my demo) and I really like the in-level difficulty selector, I didn't know that was possible. I liked the upside down flames, adds a nice touch. Awesomely done.
Newhouse:
Your style is really distinctive and interesting style. I really like your ideas, but sometimes your execution of the ideas falls a little short. I feel you're somewhat like me in that regard. In this case however, I think it is an exception.
You're really good at setting an environment that I want to know more about. I feel like it is a shame that I couldn't explore the obelisk further. Excellent use of push mechanic, floating grenades! My only criticism with this map is that it is too short and maybe the encounters are a bit "vanilla". Otherwise, excellent map.
Qmaster:
This was my favourite of the bunch. It is especially amazing considering it is pretty much just one giant box room. I really liked the need to jump over the gap and being "sniped" by the vore. The difficulty was spot on.
I felt like the fake wind / jump pads into spikes were either a) not punishing enough or b) to obvious they were a trap. On my first play through (not recorded) I embarassingly too waay to long to figure out where to jump on the jump pads. Did you try having them at ground level so walking into them would raise you?
The arrow pointing you to jump down to get the blue key I felt needed to be better illuminated. Finally I felt like the walls could have been textured with a little more detail. But that is just a personal taste thing. Amazing job, well done.
Mystery Mapper:
Excellent map, really really solid, good gameplay, well balanced. Quite a large map considering the time constraints. This map probably feels the most like "the wind tunnels" to me. I don't know what else to say, it is just really well done.
Tens:
Lets start with the title, what does it mean? I searched google, nothing. Is there a reference to something that I'm missing?
I can see why some of the other guys mentioned the texturing. It has some pretty wild colours going on, it feels kind of "doomy" in that regard. I think this is a shame, because it is a very well constructed level.
I want to say that I disliked the explicit lack of direction in the level, but maybe that isn't entirely correct. I feel that maybe some mapping language needs to be included to convey better where the player needs to go. There were a few times I walked into an area and thought, wait, have I been here. Now it wasn't awful because it is quite a small level, but if the level was bigger I think this would have been an issue.
Of all the maps, yours had "technically" the best wind tunnels, not in their use of gameplay, but certainly in their ability to not disorient the player. Here your use of textures was excellent. Texturing so that the player can easily follow where the pipes are leading him.
It was a brave move making an outdoor area during a 5 day jam, it is really hard to make rock/cliff faces look good in quake to begin, let alone with the time constraints. I feel like this hurts your map a little, especially because you see it so early on after being hit with those intense textures. I think more time would have helped you a lot with this map.
One thing that impressed with this map was the encounters and the mob placement. It was a solid map, I just wish it had a few aesthetic changes. Congrats :)