News | Forum | People | FAQ | Links | Search | Register | Log in
Map Jam 2 - "IKBlue/IKWhite" Theme Pack Released
The second Map Jam pack is released! The theme for this pack was the ikwhite/ikblue texture set by Iikka Ker�nen, and we have 8 great maps to show for it!

Screenshots, Download, Mirror, Readme

Authors: cocerello, ericw/fifth, lunaran, mfx, scampie, skacky, sock, tronyn

Read the original discussion thread here.
First | Previous | Next | Last
 
COCKELLERO: I actually had a perverse kind of fun in this map. Reminds me of maps I'd made with a friend when I'd just figured out how to compile brushes - make some quick but sprawling complex, and stuff it to the gills with way too many monsters and guns. The whole thing would erupt into a huge chaotic infight, and we'd replay over and over trying to survive long enough to let the monster count reduce until we could grab the weapons tossed thoughtlessly around, and on every playthrough surprising things would happen. What this map needs is even more monsters, just an utterly unreasonable quantity, and guns everywhere (and not all hidden in the secret parking garage stairwells). Might as well play to its strengths.

FIFTH ERICPHANT: The opening courtyard is the kind of super-conventional room that boring maps are made of, but the gold key door room and everything after it are all very clever and unorthodox spaces that really set the map apart. More levels need neat water sequences. Loved the sudden switch to blue after the teleporter to the boss chamber. Should have been named "Double Djinnitration."

LUNARAN: I railed against locked-in round-by-round arena combat finales a few weeks ago, ran out of ideas for how to end this map, and then built exactly the fucking thing I complained about. gj

MFX: I think there is a portrait of you in your attic that ages every time you release a map.

SCAMPIE: If a map's going to rely on ambushes, they might as well be huge. They were all paced terrifically, each one building in tension but never becoming unfair or over-overwhelming. This is how to go big in Quake.

SKACKY: 'delay 1' lights really are great for hazy, cloudy spaces, aren't they? The foggy moonlit setting combined with the particular way light pooled around every fixture almost made it look like lights were glaring in the mist. Sheer vertical walls of windows kind of felt like an ikwhite Hong Kong apartment block, though.

SOCK: I am saving you for dessert.

TRONYN: I don't get the hype. This had lots of long, long, narrow ramps that it was very awkward to walk or fight on, groups of monsters so big it was exhausting and dull to thud away at them with the SSG for ages, endless places the monster AI would fall and hang up and get stuck ... everything is built at a scale, placed at a range, or otherwise used at a quantity that Quake wasn't designed for and simply doesn't work with. But, large open spaces are impressive, so apparently that's all okay? I know you liked my map and said good things about it, and I'm sorry, I guess I'm just not that into the big map thing. 
Heh 
well you're certainly not obliged to like my map just because I liked yours. And yes, I'm used to a more Unreal-style Quake gameplay, which the Drake AI allows for (in Something Wicked for example, if you've played that, enemies wake up when they're supposed to, and it's similarly on this larger-than-id-quake scale). I actually thought blasting grunts off the high bridge while taking cover behind the tilted crates was a great gameplay moment, but to each his own, plus I didn't have nearly as much time to set up the gameplay as I would have liked (I had to cut architecture as it was). The tarbabies part might have been a bit much but I find those fights fun. I thought skacky's was the hordiest (to say nothing of scampie's, though his was so fast-paced you hardly notice). I also like the narrow walkways suspended in huge areas thing, I know quake's move speed is a bit fast for this sort of thing but I think vertical scale and the chance of actually dying if you fall off can make the atmosphere/experience more intense. Again, personal preferences. 
@Lunaran 
there isn�t, i just looked to be sure. 
 
* Barnak, don't stop there, i am sure you have more, and while you are at it, expand it to the rest of the maps. Having possible flaws of a map pointed out is interesting.


* Lunaran

COCKELLERO
Not original enough, try again.

I actually had a perverse kind of fun in this map.
Glad that you found another way to have fun with it.

and stuff it to the gills with way too many monsters and guns. The whole thing would erupt into a huge chaotic infight, and we'd replay over and over trying to survive long enough to let the monster count reduce until we could grab the weapons tossed thoughtlessly around, and on every playthrough surprising things would happen

If you tell me how to give entites a ''not in nightmare'' spawnflag in WC/Hammer i will make a Lunaran mode in my first release only for you.

If you like that kind of maps, then THIS is probably your best map ever. Enjoy it. Its biggest downside is that if you can survive the first minute it becomes way easier.

By thew way, i have a map i made in 1997 similar to what you are talking about. I think that most of us did somehing similar t least once. In my map the player had to kill dozens of shalraths and scrags in a medium sized layout, mostly with infighting till the player reached the weapons. It was fun to see how many voreballs you could gather behind you.

jam3: remix jam2_cocerello
Not that i would mind to support. You have my full cooperation :P 
Cocerello 
Try 'warpe' - it's pretty rough, but not unfair IMO.

https://www.quaddicted.com/reviews/warpspasm.html 
Cavetest2 
Yeah, definitely the biggest downside with that map is that it becomes way easier after the first minute. 
After Several Tech-errors Last Night... 
... got it to work!

First, my EZ-Q1 folder was setup for QW-LAN play and that didn't work, but it took a while to get everything working. I noted that the game thought I had a "shareware" version of Quake, since I stripped the directory of unnecessary things. When I sorted that out and copy pasted the id1 assets from my steam version, everything worked like a charm, but not with EZ, but with Fitz.

I had a good time playing these and it really shows how good the single player game of Q1 is.
The visuals are stunning.

I noted Sock used my sky, thats always nice!

Now: Where do I go to learn and map for Q1? What tools and how about custom textures? I used to use Quark and Worldcraft I think, back in the days, but that was like 17 years ago. 
HipShot 
Cocerello's Cave Test 
Hey ! That cave test is rally great. Why don't you add it under the building, in your jam2 map ?

Pure chaos, pure fuckfest, what an orgy, what a mess !

Hehehee, love it !

PS. Try this cave map in nightmare mode, with the DMSP mod. 192 + 1 assholes in a masturbation festival ! 
Warpe.bsp 
Was a big inspiration behind the jam2_otp that made it into map source dir. 
Cave Test + DMSP 
Cranck up The Ramones !

http://fsgregs.startlogic.com/Public_Files/Cham/Pictures/cavetest.jpg

Now, that's PURE QUAKE MADNESS ! 
Guys 
I never said that that map was good or fair, or that i loved it ... It was a joke.


* Barnak, that map isn't mine, it is LordHavoc's.


* Ijed, i still have to play Warpspasm even though i know its fame, and many other Quake hard but not unfair gems, but there is too many. Thanks for the recommendation anyway.

About hard maps, i am actually stuck at Arcanum's second map, near the GK, where a hooded warlock kick my ass all the time. I should have shallowed my pride and lower the skill level months ago...


* HIPSHOT, WC is still used a lot, specifically, Hammer 3.3-3.5 with Baker's Qadapter, but Trenchbroom is the trend right now.

If you want to stick with WC, here you have to get: http://quakeone.com/qadapter/
http://www.quaddicted.com/files/tools/ne_q1spCompilingGui103.zip

About guides, you can begin with: http://www.celephais.net/board/view_thread.php?id=4&start=14150&end=14151

Custom textures and tools: https://www.quaddicted.com/archives/start

If you want to do your own textures, use Wally, Texmex and http://www.celephais.net/board/view_thread.php?id=23978
http://web.archive.org/web/20050304015712/http://www.planetquake.com/polycount/cottages/rorshach/ 
It's Not Aged Well 
 
Bullshit. 
 
My Reviews: 
Cocerello: Unfinished, not sure if extra time would have made it much better.

Fifth: Beautiful. Cool ending.

MFX: Possibly the best quake map ever made. I can not fault this.

Skacky: Very pretty, but not that interesting gameplay imho.

Tronyn: Crazy-ass environment that should have been in Dark Souls. Not a fan of the gameplay, although I did thoroughly enjoy the flash flood of spawn at the beginning.

Scampie: Pretty cool map bud, I enjoyed it. ;-) Also mad props for using the Q button texture, haven't seen that been used in probably three years or so.

Sock: A Good Map. I really like Sock's secrets.

Lunaran: Lovely with a bit of warmth after all the cool white and blue. Great map, I thought the fighting in the dark bit was cool. Way to go bithc!



Addendum for all maps: I never want to fight another knight ever again. 
Thank You! 
 
Ok 
now that baker has me sorted, will play these in the next day or so.

And if this pack has managed to lure Hipshot to quake mapping, even better! 
Hipshot 
I recommend GTKRadiant 1.5 (has support for Q1 out of the box) since I assume you are most familar with Radiant.

You'll also want tyrann's compile utils, and I like having necros's compile gui as a simple front end for the compilers.

You'll need texture .wads too. Quakewad.zip is all the stock Quake textures. Get TexMex as well, it lets you edit and explore .wads. GTKr1.5 expects your .wads to be placed in /quake/id1/ btw! 
 
Nehahra or Travail theme for Jam 3 
Demo 
Here's a demo for Tronyn's map:

http://www.quaketastic.com/files/func_mapjam2_ijedemos3.zip

There were a couple of things that bugged me, namely the grunts and sometimes completely black areas, but apart from those it was varied and fun.

I have ijedemos2 at home with demo's for Sock, Skacky and Scampie's maps; I'll upload that tonight. 
Thanks 
I've got all the demos people have uploaded so far and I'll use them when I start on the final version of this map (working on other stuff atm though).

how many mappers started something and produced only scraps for this besides otp btw? 
Tronyn 
i have some startmap leftovers, mostly terrain.
It�s nothing. 
Tronyn 
I've Got A Bunch Of Stuff... 
but I still plan on finishing my map at some point. 
Late But Done It 
finally had time to play this excellent map pack!
you guys did awesome job!

cocerello - ok try for the new mapper, hope u'll continue

fifth - nice setting, lighting and gameplay

lun - unusual usage of pitch darkness and lava with this set (darkness was painful though)

mfx - nice details indeed! and lighting, i was able to see something, there!

scampie - nice details as well, evile packed gameplay. too dark tho!

skacky - interesting design, cool light and fun gameplay.

tronyn - most epic scales ever, weird gameplay and acceptable lighting.

sock - all top notch as ever! your map had the most quake feel to it, next goes scampie's map ;)

first runs with alot of deaths:
https://www.dropbox.com/s/5nz7xkhv7i85wtc/vondur_jam2.7z 
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.