News | Forum | People | FAQ | Links | Search | Register | Log in
Q1SP: DM4 Jam
DM4 jam is now available. A single player Quake map pack inspired by the original dm4 map "The Bad Place" by American McGee. 23 maps new maps! Some of these maps are from first time Quake mappers. A start map is included. Some of the maps support Coop and Deathmatch as well. Check the readme for more details.

You can download the pack from here.

Here is the jam “poster”.

artistical
bloodshot
breezeep
danzadan
digs
draqu & promeus
giftmacher
ionous
mariteaux
mukor
nait
newhouse
otp
prengle
queenjazz
rj
scar3crow
shades
skacky
themusic
wedge_one
ww

Here’s the original func_msgboard thread for some history on the jam.
First | Previous | Next | Last
 
@dumptruck_ds 
Thanks, but my work is easy. I just play the game and put the video on youtube. Anybody can do that.
Your videos, however, are really unique and much more useful to the community =D 
Post Part One. 
Some time has already passed since the release, but I haven't gotten down to writing my own feedback!

I was going to rewrite my notes on each map that I've played (not counting the ones I've beta tested) into a paragraph on two, but then I realised I'd be writing until the morning, so a simple transcription will have to do ;-)

Artistical I:
- pretty dark
- nice damaged brushwork and ceilings, but the walls need more love
- I got the SK before seeing a SK door?
- "take a swim" seems like instant death for me
- final horde spawns too early, I could just snipe the lot with the SNG from very far away

Artistical II:
- instant improvement over map 1!
- the scale and the layout reminded me of e3m3
- good gameplay but bullshit Shamblers
- "wait" -1" on doors broke my progression
- final horde pretty funny :)

Bloodshot:
- very good detailing!
- good colored lighting, except for the sunlight
- actual route choice! so good
- I wrote a bullet point saying just "pit" but I have no idea what I meant
- the water area gave me proper telefragged.bsp vibes
- the finale was tough

dm4 theme of digs:
- blue sky texture? id.wad is to blame, I suppose
- I liked the more mechanical tilt in the theme (base enemies, crates, cog textures in the walls)
- nice remix overall, with the new areas very faithful to the dm4 ethos
- full respect for the Tarbaby tunnel
- 0 secrets found :(

DraQu feat. Timbaland - PromiscEUs Girl:
- VERY impressive for a first time Q1SP, detailing and colors are A+
- quite tough, the GA might have come a bit late?
- nice layout, was fun to see how it all fits together in the end
- no way back from the ending - but why? could've added a teleport
- I found the ending actually the easiest, since I just circlestrafed until only a couple enemies were left
- possibly the best "obligatory debut map in a jam" so far???

ionous:
- never really got a chance to give you proper notes, so here goes:
- walks a fine line between enjoyably hard and unplayably hard ;-)
- DARK!
- pitch black corners + fulldark Zombie models = excuse me wtf?
- ran pretty slow for some reason
- small & nice enough to keep trying to beat it... but not for long
- as was the case with 1024, the map laughed at my pitiful secret finding skills again

Mariteaux:
- nice palate cleanser after ionous: easier, lighter, simpler construction
- interesting layout, feels like dm4 broken into bits and then put together in different ways
- good combat flow
- nice and oldschool
- only 1/7 secrets found :( 
Post Part Two. 
Nait:
- weird upscaled textures
- multiple Death Knights vs. barely any ammo
- tight passageways
- interesting ideas but lazy/rushed execution?
- slightly disappointing, you've done better maps in much less time :(

Pringles:
- lava glow bit too strong for my tastes
- closest to the dm4 "spacial theme" without being cramped
- expected an underlift secret at that one lift with the shootable button
- good extra touch with the [†] lights
- again, SK spotted before SK door
- I also wrote "tip: angles on trigs" but don't remember why, even after replaying

rj (you got some of this in our mails):
- the "obligatory return in a jam"!
- I've never actually played the TFL maps
- lots of symmetry in room designs
- big in scale, RMQ?
- almost missed the GL in the shadows
- stingy on health
- I liked playing stealthy with the Fiends at the 3 buttons area
- I was already getting slight E4 vibes at the area with many small lifts... then I looked up :)

scar3crow:
- holy moly
- rudely bright
- got that "speedmap from when the numbers were in two digits" feel
- ironically I had the most fun in this map, probably

Shadesmaster:
- another Doom E2M1 remix in a jam, I must be missing something about the original map since I find it very weak
- dark af, the high saturation on the colored lights partly to blame
- OK gameplay but the layout didn't tickle me

TheMusic:
- ok map!
- base monsters and base sounds on buttons/lifts? (not sure why I wrote it down, it's not a complaint)
- again, strong lava glow, but it goes with the map name I suppose

wedge:
- wtf opening, good brushwork on that slipgate though
- very nice conceit with the whole cave thing
- SG vs DKs = :(, far too few nails!
- good use of teles!

ww:
- another interesting conceit
- wtf, a working thunder sound in id1?
- cool "dimensional" Shambler, pretty DOOM PWAD-esque
- I got lost a total of 3 times, playtesting 20+ maps before release truly left its mark

And that's pretty much it! No demos, sorry - I played all of these as part of testing the pack before release and as such I didn't know if there would be changes to the maps or not, so I opted out of recording anything.

I certainly did not expect this jam would have many entries, let alone 22(!), in one fell swoop we've caught up to 2017 in terms of how many maps were released through the year. Maybe there's hope for another year of 100+ Q1SPs??

My own top 5 goes as follows:
1. skacky
2. DraQu
3. Breezeep
4. Bloodshot
5. digs

Very good work, everyone! 
And Part Three. 
If I'm allowed to be a little conceited, I'm going to waffle about my own map for a bit, since I'm still rather excited about how well it turned out in the end, against all odds ;-)

Back when AD came out in 2015, I had started a different remake of DM4, with a similar theme to Firetop Mountain. It didn't get very far, but I decided to reuse some ideas and textures in this one. In fact, most of the map used the gray brick from rogue/Firetop before Kell advised me to change it, at which point I went through several other brick textures before settling on one from Q3A (recolored by me).

The RL + MH area from DM4 was, once again, the first one I'd built. I originally had the player start at the MH (it's such a fitting place for a player start isn't it), but then I realised I wasn't getting enough gameplay from that room, so after a brief stint of obsessing over E3M7, I built a small chamber with a "secret map" teleporter and put it behind a secret door on the other side of the lava river.

As the map grew, I decided to put the player start closer to the big lava pit, so I moved the teleport chamber, and the secret door became an actual secret, that despite being very obviously a secret, gives people a lot of trouble to open :^)

Not everybody liked my use of the Doom 3 rune textures but I'm still happy with it, I think it gives the map stronger ties to DM4. I even made a D3-ified variant of the dm4 angular rune, but I didn't use it too much since I used it for secret purposes, which maybe was too oblique as far as visual languages go...

A lot of you might remember a pretty old screenshot of a wizard themed map from Kinn. I used it as a reference picture when I was building the MH area, as is rather self-evident by just looking at it: https://cdn.discordapp.com/attachments/348561852990488579/417058816908328960/kinn_abbey08.jpg

The outdoor patio with the lava castle setpiece is probably the bit that turned out the best - I didn't get to see how it looked with proper sunlight until I was done closing it off around 3:30 AM, I was actually taken aback a bit with how good it actually looked with sunlight2 and a skybox. The AD trees contribute to the final visual a lot as well, thanks to khreathor converting the mdl to obj and then to map. He told me I owe him a blowjob and to be fair I haven't fully ruled it out.

I'll also to admit to cheating - the castle exterior is my jam 6 scrap ;-)

All in all, I think this is the best map I've done yet, and also probably the first one I made where a clarified style is beginning to show. I like platforming bits, vertical progression and good combat flow; I think I pulled off all three quite well. I'm also quite flattered with the reception this map is getting - I'm quite proud with how I went from having the worst map back in jam 1, through "good, but not going to be anyone's favorite" in retro6 and jam 9, to one of the most liked in this jam :-)

I must thank dumptruck for giving me (and the others) the motivation to go map! Way to make a community milestone happen. 
@otp 
You have every right to be proud of this map. It hinted at dm4 (verticality, lava, runes) but stepped away from it to really solid results. Great texture usage and encounters. My favorite moments were the central lift area with the easy but nerve wracking jumps and the geo in all the lava areas.

I think the set pieces and encounters were the strongest element overall but all the pistons were firing on this one. Textures, design flow all worked really well. One of my favs of the pack. 
Part 2 
Giftmacher:

So I tested the beta for you and totally forgot I had done so until about a third of the way through my playthrough. It felt really similar but different at the same time. It was quite an unsettling feeling to be honest XD.

I was a little saddened that the eerie feel of the outdoors section was cut from the map, I can see why, it was pretty confronting, but it did break up the "sameness" of the map up a bit. I also thought that the ceiling lift secret was really good. I hope you salvage that idea and can use it in a future map. Again, I can see why you scrapped it, as the implementation was a little awkward in this map.

In the end the improved gold key section was good, as was the tiered fight against the vores. You managed to make a really nice nod to the original map, despite the addition of so much curvature. Excellent job man, well done :)

Ionous:

God damn man, so much curved architecture, you must hate yourself or something =P

Really impressively brushed up map, nice and compact, nice texture choices and adherence to the theme. Lava pit arena fight was one of the more memorable fights from the pack. Not much else to say except thanks, great map :)

Mariteaux:

The few things I would improve to change this from a good map to a very good map are:

Less coloured lighting. You went a little overboard here, with coloured lighting usually less is more.

Fix the pentagram lava swim. A simple way to do this would be to lock off one of the first path, funnel the player into the second path, give them another pentagram at the button, then unblock the first path. Alternatively, give the player a warning message that they need to find two under lava button quickly.

Consider changing those wind tunnels for a more "id-esque" style.

Change that floor texture XD
I mentioned this on stream, it doesn't work great IMO. I just don't think that it fits in with the theme particularly well.

Now those were the negatives, lets look at the positives.

The geo in this map fits the theme quite well. Nice claustrophobic hallways and rooms, good tiered layout. Pretty much spot on there. Your choice of textures was good, and even your placement of the coloured lighting was good (even though they needed to be toned down). Gameplay was a strong point too.

Was a good map, look forward to your next release.

Muk0r:

One of the more unique maps among the jam. In a very Muk0r style. I liked the breaking runes mechanic. The "scripting" was nice but not too in your face. I thought that the explosions at the gates after you shot the runes was a nice touch.

Theme wise it was a fairly large departure from the source material. Having said that I thoroughly enjoyed the map. One of my favourites of the pack.

Nait:

We're starting to expect these massive monolithic maps from you now man. Visually very impressive. Gameplay was also very good. I think I unlocked something in the wrong sequence on my first gameplay and softlocked myself. OR I just missed the key... (that kind of thing happens to me a lot).

One thing I like is when maps give me the ability to rampjump to try and skip stuff. This map was nice in that regard, even if it wasn't intended. Texture wise you stuck to the theme quite well, geometry wise, it was really good, but a departure from the theme. Having said that, it was a good departure, very brutalist lost lovecraftian city. Cool shit.

Things I would have done differently:

There was one portion where you lined up rune textures to convey direction / give light along a hallway. I feel like a bespoke texture would have worked better here.

Also, the wall texture could have been varied a little.

Really these are just small things in an otherwise excellent map. Great job.

OTP:

You kinda threw the theme out the window, but regardless was fun to play and looked really pretty.

Gameplay was excellent (who doesn't love a good quad run). Good geometry, broken blocks in the lava were a nice touch (albeit difficult to traverse occasionally), and nice set pieces (building exteriors, trees, etc).

I wasn't too fond of your lava texture at first, but in hindsight it works for your map. I'm still not too keen on your rune texture choice, a small edit would make it so much better IMO (that is removing the black from behind the rune and changing it to something similar to the rock/brickwork around it).

This was one of the stand-out maps for me. Great job. 
 
Two more blind playthroughs =D

Funnel of Contempt by mukor:
https://www.youtube.com/watch?v=8DsOBgiAbp0

A Pact Beheld by onetruepurple:
https://www.youtube.com/watch?v=Juj_jZhDdcA 
Nightmare Playlist 
These maps are giving me flashbacks to 1996 and its a great feeling: https://www.youtube.com/playlist?list=PLnVnWr4MqNWc03zZdHpgE57kd-TiE2LpN 
 
http://quaketastic.com/files/demos/spy_dm4jam_skacky.7z

A great tribute to dm4 and the Ep3 by skacky, loved every bit of this map
The ending were a bit tricky thou, this is my favorite map of the pack so far 
And Another Demo 
http://quaketastic.com/files/demos/spy_dm4jam_digs.7z

a good dm4 rmx, not best work from digs, this one's looking like a speed/turtle map 
 
Two more playthroughs =D

Total Fucking Lies by RJ:
https://www.youtube.com/watch?v=s_Y3x2F1B3M

A Profaned Place by Artistical:
https://www.youtube.com/watch?v=4tRi6zi0ke8 
More Demos! 
Here are some more, still missing a few, hope to get aroudn to them this weekend.

Digs
http://born-robotic.net/stuff/qstuff/demos/dm4jam_digs_bal.7z
DM4 turned into an sp map, simple stuff but works well, had fun playing through it.

Mariteaux
http://born-robotic.net/stuff/qstuff/demos/dm4jam_mariteaux_bal.7z
Another very DM4 faithful map, some cool elements, kinda curious what happens if you mess up the pentagram part? Final fight was fun.

Artistical
http://born-robotic.net/stuff/qstuff/demos/dm4jam_artistical_bal.7z
Had to cheat quite a bit on this map cause I didn't want to restart when falling in the lava... :D Had some cool moments, but also some confusing ones, and some easy monster abuse.

Artistical 2
http://born-robotic.net/stuff/qstuff/demos/dm4jam_artistical2_bal.7z
Fun map, liked the tight layout, brushwork was a bit uneven.

themusic
http://born-robotic.net/stuff/qstuff/demos/dm4jam_themusic_bal.7z
Tiny map! Not much to say more, works with the theme anyways.

Shades
http://born-robotic.net/stuff/qstuff/demos/dm4jam_shades_bal.7z
Kinda felt like a doom map, seemed fun but I didn't find any ssg so some of the fighting was a bit awkward. 
Another Demo 
Super Maps ♥ ! 
I'm currently making a "mostly" blind run of all those maps in the pack. Right now, a few maps are quite challenging, some are absolutely STUNNING !

There's a pace of 3 videos a week (monday, tuesday, wednesday) uploaded at 5PM (GMT+1), so make sure to check them regularily.

Once again, all those videos are in french, but I'm having a blast at the moment !

Link to the playlist : https://youtu.be/rH2n3AKK3aY?list=PLJZwl_LvZYhyK5h_AxRItkTeyVMgfrLHj 
How About That 
A jam theme of my least favorite dm map. I may loathe dm4, but I certainly enjoyed each map in this pack! Terrific work to everyone.

First run demos, hard skill: http://www.quaketastic.com/files/demos/orl_dm4jam.rar

Also my apologies to ionous. I did play your map from beginning to end but for whatever reason the demo didn't record properly. 
 
Thanks for the demo! I didn't make the trees though, they're from AD, made by Lunaran, and converted from .mdl to .map by Khreathor. 
 
Three more playthroughs =D

Molten Flesh on a Sunday Night by Breezeep:
https://www.youtube.com/watch?v=pvF8v7FeiSI

Man, this map is beautiful!! And the realtime shadows looks so cool with FTE! I love it! =D

The Worst Place by DraQu & promEUs:
https://www.youtube.com/watch?v=d1W-KzMrRxg

This is my second run in the map. the first time i couldn't get out of the water because i was playing with FTE. So i restarted the map with Quakespasm and i got out of the water without any problem... Somebody knows why this happens?

As Each End Looms and Subsides by Naitelveni:
https://www.youtube.com/watch?v=ZuYUixJZizA

also not my first run. i played it again because this map has a lot of Vores and i wanted to test the new model from Chillo =D (but i deleted the horns) 
Thanks Orl 
But... My Fizquake don't play this demo.

HOST_ERROR: server returned version 999, not 15, 666 or 668.

Where I can download new version of FitzQuake? 
Digs 
http://quakespasm.sourceforge.net/download.htm

It's essentially Fitzquake, with increased limits, compatibility and support for modern map features. All the old Fitzquake settings remain (run with -fitz for extra faithfulness) 
Rj 
It's worked. Thanks 
Dm4_dlc Continuation* 
(repost) dm4_dlc continuation*
Everyone interested of mapping for it, just pm me or
email( mikkou9(at)gmail(dot)com ) early on.

Deadline started Monday 26th 0:00 Func Time and
Ends Monday 9th April 0:00 Func Time.

Hopefully all maps are well tested at that point too, and
having more than just 1 skill mode* 
Skin Of The Teeth 
Day late and nearly a dollar short given the continuation is apparently happening now, finally finished the current maps. In lieu of copying over a massive wall of text and/or ending up on quake_txt again, here is a zip file. Within are blind skill 2 demos and short comments (in-demo and in txt) for every map except Skacky's, because your map made me shit blood, but more importantly has a massive demo compared to the others so you get your very own zip here.

Lots of maps, lots of Places, some of them Bad Places, but none of them bad places. Lots of interesting button texture choices, too, like yellow buttons that turn blinking red instead of vice-versa, or tiny :thinking: Ranger faces that I can only assume were some off-site inside joke/forced meme given it isn't included in dm4jam.wad. I am bad at finding secrets as it is. These tiny grey wall speckles make me sad and frustrated. That is all. 
:qthink: 
#terrafusion Discord joke. The link is around here somewhere. 
 
One more blind playthrough =D

The Dirge of Despair by Bloodshot
https://www.youtube.com/watch?v=e0DKe4vIJww

Ok, i'm no mapper, so i'm no expert about this kind of thing... but how can a map have rotating brushes (like the giant cogs at 15:25) playing with the old vanilla quake progs.dat? I thought that rotating brushes only worked with Scourge of Armagon mission pack (or some customized progs, of course) :P 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.