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Map Jam 6 : Fire And Brimstone Released!
Screenshot Collage : http://www.quaketastic.com/files/jam6collage.jpg
Download (75mb) : http://quaketastic.com/files/single_player/mapjam6.zip
Shout out in PC Gamer mag:
https://dl.dropboxusercontent.com/u/33279452/pcgamer.jpg

Note : I heavily recommend the Quakespasm engine for this particular release. A level in the pack uses the 2BSP map format and another level will crash Fitzquake . Quakespasm is the only engine that had zero issues during testing!
Download Quakespasm : http://quakespasm.sourceforge.net/download.htm

Map jam 6 : Fire and Brimstone is a single player Quake level pack featuring 13 new fiendish single player levels for your enjoyment!

Thank you very much to all the mappers who took part in this event :

Adib Murad
Breezeep
Daz
EricW & Tronyn
Exhelzar
Ionous
Matecha
Necros
Rick
Scampie
ShoTro
ItEndsWithTens
WarrenM

Good luck and have fun! Remember to record a demo of yourself playing each level for the first time to help the mappers learn what worked and where people got stuck in their maps! (Optional of course)

Important Notice: <Daz> you should start a new game if you still have all your weapons and ammo when going back to the start map <3 ,3 sorry
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Oh My God 
OTT == "Over the top", I'm a dimwit.

Thanks, negke, and sorry about the limit breaking. I'd always prefer not to if it's unnecessary, but in this case I only realized toward the end of the project that I hadn't been running with developer turned on. If I had seen the warning I definitely would have found out what the hell clipnodes are and tried to do something about it, though since Quakespasm was our recommended target engine I may not have tried too hard. I'll be sure to watch out for this with future maps!

I'm not Mapcore, no. The only community I spend any time in is RunThinkShootLive/PlanetPhillip, my only releases thus far have been HL2 stuff. That site led me to Daz and his Youtube channel, where I in turn learned about these jams (and the fact that there was still a singleplayer Quake mapping community). 
Negke 
lol! What a demo :D 
Negke 
that deserves its own release as jam6_daz_proper=)

/me votes for spawn_remix_jam 
Well... 
...a huge thank you to all who took part in this jam. I got lost in the fire and brimstone for some time over the weekend. 
Reviews Part 3 
Exhelzar
----

Congratulations on your first map release! Just getting something out the door is an accomplishment.

I did think there could be a bit more in the way of space to dodge attacks, and some cover for enemies to use. If you were to dogleg some of those narrow hallways, maybe have them fork, and/or widen them a little, I think there'd be more opportunities for entertaining combat.

You did note the map is in the alpha stages, of course, so I don't want to be too critical. I thought you did a good job with the lighting, nice color and very moody.

http://youtu.be/5ymLpbHHkfY


Ionous
----

Hooray for trapezoids! I wasn't kidding when I said I love them, I think the look suits Quake very well. They're ziggurat cross sections, after all.

Your white and yellow color scheme is great, as beautiful as so many of the other maps are it's still a nice change of pace, and still manages to fit the lava texture you used. I also get the willies thinking of this giant mausoleum with bones, or at least skulls, packed behind all the walls.

There were a couple of spots where I got hung up on some of your floor geometry, I take it that was just a deadline issue? I see in your source map that you clipped most of the stuff off.

http://youtu.be/xnNjFRcxKcI


Matecha
----

Hey start map roomie!

This was a little short, but I liked what I saw, and was getting into it when it ended. Maybe some gameplay in the graveyard would punch the place up a little? I'm hardly in a position to be judging anyone for having too few enemies, I know, I just think a minute or two of extra gameplay would round the map out.

Oh, by the way, I'd definitely get some use out of that calculator you mentioned in the dev thread, if you have a chance to share it I'd love to take a look!

https://youtu.be/lruvG3D43Dc


Rick
----

Sorry to say I'm another wayward soul who skipped over the nailgun, but I managed to tough it out and finish the map.

I'm in love with that royal purple fog, you turned out a wonderfully memorable visual with this map. It was pretty enjoyable to play, too, but I do agree with the others that dragging the nailgun out into the open would be a big boost.

https://youtu.be/ij-nv73nfTk 
Gratz To All 
Played over the last few days so not really proper reviews. Liked scampie's, itendswithtens', probably some others I've forgotten :-) necros' is an amazing tech demo :) 
A Recap On My Earlier Post: 
ionous's map:

all secrets apart from one.

1-shotgun
2-megahealth
3-?
4-quad damage
5-megahealth
6-red armor
7-rocket launcher

i've been over the level a couple of times after wiping everyone out, and can't find it. 
Ionous Missing Secret 
I think that there's a missing secret in ionous map : four zombies standing in a small hidden room behind a skulls wall. There's no mechanism to open that wall (or I never found it), and had to use noclip to find this room.

Maybe is it unfinished ? 
Final Three 
Scampie: Outstanding map, liked it a lot. I guess this was the most "conventional" of the pack, but it looked and played perfectly fine for me. Chtons were a nice touch.

ShoTro: If I had to guess I'd say you are a doom mapper? It was a bit 2D and the lighting was overdone, but the gameplay was nice. Had some interesting and challenging moments in that map.

Warren: Upper part of the ruins was supreme. Great flow, felt like I played it backwards somehow, as if I had found some secret passage. Very cool. The fight after the first gold key was outstanding. Lower part was kinda meh, but I guess time constraints.

Demos: http://www.quaketastic.com/files/demos/mapjam6_sleep_5.7z 
Missing? 
ah, so i DID find 'em all :)

i'm gonna check my last save and use noclip to have a look. 
Reviews Part Four 
Scampie
----

"Why can't you be more like Floyd Braun?" The security system's mother shouted at him again. He'd show her. He'd show them all.

You've built a wonderful Industrial Pipey Place, I had fun here. The map starts in a minecart? 10/10. It ends with a fakeout exit shambler? 11/10 I also liked what secrets I found, although I know a certain someone who's going to be disappointed at the lack of goodies under your lifts.

http://youtu.be/dky8PvXlS9k


ShoTro
----

Your different themes didn't fit together too well, perhaps, but this was a fun Quantum Leap/Sliders type situation, jumping from place to place or time to time.

I'm not a big fan of mazes, but I can't help adoring your flesh bridges for obvious reasons. The grand scale of that lava room felt nice, too, though I can imagine polish would be much easier with less space to fill.

Any plans to revisit your brush monster? I like that kind of thing, maybe with more time to work on the idea you could get it working.

http://youtu.be/zBiOPXzqROs


Necros
----

I toyed with Warren's OBJ2MAP in the early stages of the competition, but despite a growing familiarity with Blender I never managed to produce anything like this. It's inspiring, I really want to experiment more now!

This map was a little bit dark in the interiors, and the exterior's collision was a wee bit wonky here and there, but the atmosphere was engrossing, it reminded me of a techy version of the Sunspire from Unreal.

http://youtu.be/Iw52xZMVonQ


WarrenM
----

Like my grandfather always said, "you can't go wrong with lava puke."

Strong theme here, the wooden reinforcement of stone structures feels incredible. A crumbling outpost, sinking into the lava as the centuries pass, one last defense by a desperate horde against players' intrusions. On top of all that, your fog and lighting color are immaculate.

And that final room, with the knights and vores? You know just how to appeal to players like me, thanks for the good time!

http://youtu.be/1WzCRl10pjY

----

And that'll do it, thanks to all the mappers for their wonderful work! I had a great time with this whole endeavor, here's hoping I have the chance to enter more jams in the future. 
Pietretronne 
In the same area as the Megahealth secret there's a shootable button nestled amidst the gold texture. Next to the rope. 
Arghh! 
i remember following that ledge once, but then i think i stopped for some reason and dropped down before going too far.

unlike some of the others, it was kind of obvious, if only i hadn't dropped down too soon i would have spotted that obvious flashing red square!

i think i remember saying to myself that there wouldn't be another secret so close to the megahealth secret...how wrong o was!

i like the fact that you number them, that way i roughly new that it was after the megahealth but before the quad damage (it helps narrow the search down).

no quake level is complete without finding all the secrets (that must be that anal retentive nature i'm guilty of)!

cheers again for a great map ;) 
 
tens

That video was awesome, thank you!


So it's been long enough, I guess I can talk about this ... it seems like hardly anyone saw the quad at the start, which leads to the zombie island, which is where your missing creatures are.

Also, nobody I saw took advantage of any of the speed running short cuts or slant-jumps I set up in various places.

Oh well. :) 
 
In retrospect, attacking with knights at the bottom of the stairs probably distracted too much. 
 
Heh, one thing I discovered watching people play my map is that over 50% of the time it's not at all what I expected. 
Scampies Map On Nightmare...my Shit Got Pushed In!!! 
fuckin' 'ell!!

i died more than christ :0

3 out of 6 secrets.

i had to shoot the shotgun to light up a corner, where i noticed a thunderbolt secret.

i found the pentagram secret

of course, maybe turning up the brightness would help on the next run through looking for the other secrets.

the first 3rd of the map is restrained enough, but it seems to really kick into gear after that. 
@Scampie 
I want to ask a mapping question. Why did you make the lava falls at the ends of the bucket ride solid?

On replaying the map I wanted to see how they'd kill me, and the answer is apparently they will push me off the bucket and I will fall into the lava below. It wasn't what I expected. Perhaps there is a reason why making them func_illusionary wouldn't work?

@Warren In my second demo I use a slope jump :) 
Blah Blah Blah Blah Post 
I was hiding that the buckets are just traveling in a rectangular loop, so I needed them to go behind something, and a big curtain of lava for them to get filled by seemed the best solution. I also intended it would be somewhat harrowing that you have to jump off to the nearby ledge at the last moment to avoid death. I regard lava as signalling 'this will kill you' in my map, and don't expect the player to go into it except in one very rare place where I give you a tool to survive death...

A few people tried to go into the lava fall, I should have recognized that would be something people would want to do and better support that (even if it still killed you), just like those catwalks above Mega Floyd and the ones the Enforcers walk on and shoot at you from. Originally those were just meant to look neat, and you were just going to go up a lift to the blue key without going up to them at all... but the view looked so cool I quickly added a windtunnel just so I could make enforcers shoot at you while you walked on one of the catwalks!

And speaking of odd choices, Sock brought this up, and ItEndsWithTens got confused at this point: To progress in the level, you need to go into the maintenance hatch below the gold key door. This is a source of confusion because you're being clearly shown a walkway that goes toward the gold key door, but there's no clear path to the ledge you drop down onto. Originally, I was going to make that gold key door simply a 'locked' door, and have it hint that you should find a way around, which would have helped quite a bit... but then the layout started going in a different direction.

So I did what I could to point players at that little hatch... the light blinks, there's a sound, there's ammo on the ledge, an enforcer shoots at you from that door earlier in the map, and the shortcut button has a view of the door and ledge when you push it. I hope these things helped direct the player in this admittedly confusing part, but I think it was more the sense of exploration by players that made then jump down and actually go the right way.

TLDR of all this is: I just made cool looking things and quickly connected them together as I went, and there's a lot of things I might have done better had I planned them out ahead of time. 
@Scampie 
Okay, fair enough. 
 
I didn't have much trouble figuring out the maintenance hatch part, but I did almost ride into the lava. It wasn't till the last second when I realized "Uh oh, I need to get off this thing real quick" 
 
It wasn't till the last second when I realized "Uh oh, I need to get off this thing real quick"

This is exactly what I was going for :D 
I Died There :-( 
 
#rekt 
 
Same 
but I was also curious as to exactly how I would die once I realized I'd screwed up :-) 
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