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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.
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Minor Spoilers Follow 
start map: very nice. automatically went to Skacky´s level, extremely cool as always, the CAVE AT THE BEGINNING! never seen anything like that in quake ever. later in the level I´ve noticed similarities with your entry for retrojam3, Skacky (not bad thing at all). technical: which maps exactly require starting using the -game dm4jam command, as I somewhat prefer more vanilla-ish ID setting pls? can not wait to play the rest indeed 
None. 
There is no replacement content other than the conback and the menu graphic. 
New Menu Graphics, 
good job! 
Breezeep, Nait, Mukor 
3 huge maps, lotsa wandering around, the lighting! the details! excellent. liked Giftmacher´s (lighting, details) and Ionous´ (circular rooms) too, thanks a lot to all for making this pack 
 
artistical - some big rooms, liked the vertical one with open roof (above silver key if I remember correctly), interesting (a bit of a lo detail tho)
bloodshot - felt a bit lo detail in places, enjoyable nevertheless
danzadan - ok
digs - tru to dm4
draqu & promeus - suprisingly good!
ionous - nice circular rooms
mariteaux - enjoyed the lava swim
newhouse - start map; found two suspicious shootable buttons on the upper floor, hints for other two somebody pls?
otp - won´t load unfortunatelly
prengle - ok, a lot of crossed bars
rj - that lava/glass rooftop!
shades - looked like a doom level remake, was dark
wedge_one - ok
ww - won´t load unfortunatelly 
Umm 
What engine? 
 
I've uploaded a playthrough of scar3drow's Bad House. It's not a blind playthrough because on my first run one fiend jump into the lava and i couldn't kill him. So i had to start over :P

https://www.youtube.com/watch?v=WxNFq8QP5zY

I also uploaded a blind playthrough of artistical's Final Place:

https://www.youtube.com/watch?v=7g_TcU9aSms

If you go at 09:40 on the video, you'll notice a missing texture pattern. I think this only happens in FTE, because after this i loaded the map in quasespasm and the blood texture was there :P

I also noticed that FTE doesn't show the teleport textures on the start map :/

somebody knows why FTE is struggling with these specific liquid textures? 
Otp, Ww 
liked both maps a lot, nice contrast grey/blu vs orange lava, great lighting...
ww - a lot of nice solid blocks, dark
otp - my fav part was the final square with trees n building 
Hi 
No demos, because I suck. But wrote mini-reviews of each one after playing. Skill 1 used (again, because I suck).

ionous
Liked the curved design and how it eeks so much gameplay out of essentially one room. Good detailing. Combat a little on the cramped side for my tastes but it was well balanced, challenging but fair. Nice overall.

ww
This was interesting. The brushwork was messy in places but artfully messy, like it was deliberately going for the abstract look, as in other places it was neat. Although I think inconsistency is its main problem, it struggles to really hook onto one architectural style. I liked the blue rocks, thunder and lightning... nice atmosphere overall. Fairly easy but fun.

scar3crow
Wasn't a huge fan of this in honesty. Most of the monster setups/ambushes pretty ineffective and I found myself doing lots of backing up / picking off from distance rather than getting stuck into the action. I think this was the case with every vore and shambler in the map, they never really felt threatening due to their positioning and it ended up being a game of duck-and-shoot. I'm a pretty cautious player but I like maps that coax me into playing less cautiously or catching me by surprise and this one never did.

TheMusic
Great deal better than my first map... Some good use of angles, general room design on track. Biggest disappointment was that it started with two ogres and everything that followed was easy base enemy! Build things up.

Nait
Stunning opening shot! Great architecture, mostly great visuals in all barring a few misaligned textures. Creative use of nonlinear gameplay, was nice to navigate around. Started hard (was dodging a fiend with just an axe at one point) but the endgame was a bit disappointing. Fantastic for four days' work in all.

Shades
Little bit dark. I ended up having to restart at one point because I couldn't work out how to cross the slime at first (still not sure of the logic behind those plats) so ended up jumping through the slime to the left until getting the biosuit, which meant I couldn't survive later on when it came to grabbing the silver key. Completed second time round, although if there was a SSG anywhere I missed it, which meant combat wasn't as satisfying as it could have been.

Artistical (A Profaned Place)
Some great detailing on this, loved the chains, broken floors. General epic scale and multi-level aspect was cool! Messages were a nice touch but they disappeared too quickly. End battle seemed like it should have been epic but it was too easy to just run backwards and spray with the SNG from distance.

Artistical (A Final Place)
Yes! Proper DM4 feel to this one :D the details bring it up to date without affecting the vibe. Works really well despite the tight scale. Great action-packed combat, fun end battle that went on just about long enough to worry me!

Mukor
Awesome! Looks beautiful, love the trim and rune features. Seals with the spawn explosion are cool :) and the little hellknight caves... and the ammo shelves. Just full of great details, fun to play too. Ending was surprisingly tricky despite the quad, although I wondered into the exit by mistake on the third attempt before killing everything.

Giftmacher
Brilliant!! About the only remotely negative thing I can say about this is that it felt less DM4ish than the others, but that really isn't an issue when the brushwork is this sexy and the gameplay so well orchestrated. The focus on zombies was something different, I loved it. Great to run about in even when I couldn't find the way forward. Top marks :)

Mariteaux
I liked how it alternated between DM4 and regular metal, they go together well without it feeling inconsistent. The blue/green chequered floor texture was maybe a bit out of place but it looked nice I guess. The DM4 parts were very faithful with the tight scale & frequent teleports. Cool ending (both lava swim and final battle).

[contd.] 
Part II 
Queenjazz
This looked cool, some very nice details. Just a shame there wasn't more of it. And even with the size I couldn't help feeling a bit more gameplay could have been squeezed out, was all over too quickly. Under-lift message made me chuckle :)

Danzadan
This was OK. Visually it was one of the blander ones, although I struggle to pinpoint exactly why; the room shapes are all interesting and there are a fair few light fixtures and different textures breaking things up. It was all good quality but just didn't *pop*... maybe there was too little contrast overall, I'm not sure. Play was ok, although a bit easy with the quad secret. The start was probably the hardest bit.

Draqu & Promeus
Looks brilliant; very slick detailing, nice rockwork and great use of lavafalls. However I had problems with progression, because I am a massive idiot I could not work out how to get past the 'Aren't you forgetting something?' message, and after traipsing around for 10 minutes figured I'd have to grenade-jump to get to the LG. End fight was fun.. but judging by the intermission screen there was a whole section I missed :-(

Prengle
Favourite thing about this was the layout, almost maze-like but with enough logic to figure out where you needed to head / head back to. Nicely balanced gameplay, and fun. Although I ended up psyching myself up too much for the end battle, that room gave me the feeling of "oh shit, something BIG is about to happen" like Chthon busting through the floor or something... but just got two knights, a vore and a shambler on Skill 1. Brushwork good, simple like DM4 only neater, and with some nice details like cages and bars.

Bloodshot
Holy shitballs this map is amazing!! How the hell did you make this in 9 days!??? Fuck man. Sorry I'm a bit lost for words. Instant classic!!

Wedge_one
I really want to be happy about this map, because the idea is cool (and well executed) it looks awesome, it has a great layout, the initial lift drop is spectacular and everything just feels very high quality. However... if there was a SSG anywhere, I didn't find it, so found the whole combat experience frustrating. Not sure if this was intentional. Shame as it likely would have been one of my favourites otherwise.

Digs
Pretty much 'dm4rmx' if ever there was one. Was unsure about some of the wall texture choices. Teleports looked good though, and whole thing plays very nicely.

Breezeep
LOVED this, totally my kind of map, kind of thing I'd want to make had it not been for timelimits (honestly I have no idea how some of you build stuff so quickly). Stunning architecture, wonderful interconnecting layout and great use of vertical gameplay; tough but always plenty of health you can backtrack for. Really satisfying. Could have easily been a standalone release and a damned good one at that! Like Giftmacher's the only bad thing I can say is that it isn't that DM4ish, but I don't care, it's wonderful.

onetruepurple
Again not massively DM4ish but at this point I'm grateful for a bit of variety. Great little map with cool details (esp the broken stones) and a nice layout. End area with the trees & lavafalls was fantastic. Gameplay spot on, can't really fault anything. Maybe the ending was a bit weird.. but different I guess.

skacky
Like Breezeep's this felt like more of a standalone map worked on for months. Just baffles me how so much can be put together in so little time, I thought I was fast and my p.o.s. map was a fraction of the size with about half the detail & polish. But anyway... the map is epic. Fantastic rockwork, great mix of styles, spectacular room design and AA+++ detail game. Aside from the slightly annoying travails underwater without a biosuit at the start, and a bit of a done-it-all-before finale, it was great fun too.

NewHouse
Last but definitely not least... the start map! Great work, loved that it took bits of each map for the entrances (not sure if this is a common thing with func_jams as this is the first one I've played) - very nicely done and really added to the pack experience.

My top 10
1. Bloodshot
2. Breezeep
3. Giftmacher
4. Skacky
5. Mukor
6. onetruepurple
7. Artistical (A Final Place)
8. Prengle
9. Mariteaux
10. Nait

(If I were to play wedge_one's again and a SSG magically appeared, it would probably slot in at #5.)

Well done all! 
Bal, Breezeep 
Thanks for the demos :) yeah that end ambush is a bit evil, sorry. I think Breezeep nailed the 'trick' second time round though. I should have made the exit barrier visible on hindsight so the player doesn't try and exit prematurely.

Both of you were painfully close to the first secret. Breezeep even wrote "could have put a secret here" whilst facing the opposite direction! 
Some More... 
A few more, half way done, great jam so far!

Nait
http://born-robotic.net/stuff/qstuff/demos/dm4jam_nait_bal.7z
Cool layout, lots of fun encounters, and looks quite original, great work!

Bloodshot
http://born-robotic.net/stuff/qstuff/demos/dm4jam_bloodshot_bal.7z
Solid map, wasn't a fan of some of the jumping traps, but had fun overall.

OTP
http://born-robotic.net/stuff/qstuff/demos/dm4jam_otp_bal.7z
Cool map, liked how organic the layout felt, and played quite nicely.

Draqu & Promeus
http://born-robotic.net/stuff/qstuff/demos/dm4jam_draqu_promeus_bal.7z
Some really nice detailing, and many nice situations. was always pretty tough but felt right for Hard (whereas many other maps so far have felt a bit easy for Hard). 
Skill 3 | Unlock Nightmare Difficulty 
 
Two more playthroughs =D

Deimos Revisited by Shades:
https://www.youtube.com/watch?v=KQv7bn3Ovmw


Badly Placated by WW:
https://www.youtube.com/watch?v=vvC5dOPEPJE 
Prog Error With OTP, Skaky And WW Maps? 
I'm currently unable to play these maps for some reason. They doesn't load while I placed the maps in the ID folder, where I prefer to place my standalone maps. Is there a mod required for these maps? 
Okay, It's Solved 
I'm always loading the AD mod by default, and it happens that OTP, Skaky and WW's maps are not compatible with it.

Guys, you should make your maps compatible with AD, which in my opinion is THE standard for Quake now. But what do I know!? 
No 
 
 
Or maybe you could follow the guidelines set up in the readme?

AD disables a lot of the hacks people like to use in id1 maps. So, stop playing id1 maps in AD and you wont have a problem.

hth.

You probably broke a map hack in my map too but since its aesthetic and not related to progression, you didnt notice.

Play the maps in the environment they were designed in and youd have no issues. 
Barnak Ur A Testicle. 
 
Shambler, You Don't Have One. 
 
 
well you're not wrong Barnak.

He has two provided hes never had one removed. 
 
Well, can he count them? I'm not sure he can. 
 
Guys, you should make your maps compatible with AD, which in my opinion is THE standard for Quake now. But what do I know!?

Jesus fucking christ. Sorry, despite how many magazine articles (showing off all those lovely models ripped from Hexen 2) AD gets, it doesn't deserve to have a complete monopoly on Quake. 
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