Just Gonna Drop Some Screenshots
#1 posted by Breezeep_ on 2018/07/02 06:21:39
Since the OP doesn't have any:
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#2 posted by Baker on 2018/07/02 09:29:46
All of these maps feel very Koohoo. The jcr one starts with a weapon one does not normally get that early. Interesting spikey area.
The "Shambler" map I thought felt the most Koohoo with the emphasis on part underwater (a second map had an area like too) and the compactness and mazeyness.
It's Not A Map By Me Of Course.
#3 posted by Shambler on 2018/07/02 09:45:38
It's By Negke.
(Again.)
Blah
#5 posted by negke on 2018/07/02 12:20:53
The maps are nice, but please stop hijacking speedmapping for these things. If you can't make a map in a couple of hours single session or get carried away, call it something else and release it accordingly.
Breezeep's map looks great, and I like the shapes. Water area a bit uncompromising though if one doesn't find the invisible air pocket. Fun combat overall.
JCR's map is good and I didn't have a much problems with the traps fortunately. The music does fit, but in a SM context the inclusion is wtf-worthy of course. LG makes it a bit easy, but the quad room is satisfying.
Artistical's map is fine if not very grindy up until the large outside area where I didn't know what to do and how to trigger the fight. I'm not too sad about it, though, since I wasn't really in the mood for a 400 monster arena fight...
Shambler map lolol.
Artsy
#6 posted by negke on 2018/07/02 12:31:42
My bad, I noticed the shootable buttons only afterwards.
#7 posted by maiden on 2018/07/02 15:59:33
What a beautiful map breezeep! Pleasure to see and play. Reminded me in places of skacky's DM4 Jam entry. Very cool.
Negke
1) Cool map, "boss fight" notwithstanding,
2) Obviously this speedmap pack was a bit contentious with the two weeks timespan. But are you also referring to some other past packs?
SM182 was a week long, which worked well and was in line with multiple other week long speedmap packs.
SM181 was weird, also hosted by nait who never does any research.
SM180 took two days, SM179 and SM178 one each.
#9 posted by jcr on 2018/07/02 16:44:33
I agree this pack should've just been called Mayan Jam or something to that effect.
#10 posted by ww on 2018/07/02 17:49:01
Yeah, things were a bit conflicted, sorry I didn't have the balls to start a real jam; and failed to rally the troops in the dying hours. A lot of people looked they were making some cool stuff. Hopeful we can return to the theme in the future with proper force.
@ww
#11 posted by jcr on 2018/07/02 18:12:49
I really like the theme and I think the thematic textures available are excellent-props to whoever made them. I'll get everyone some demos and thoughts tonight!
Oh, I'm in for a Mayan Jam 2. After all the research that went into actual Mexica architecture, I feel like I left a lot of ideas in the inkwell.
I'm sure that if it feels Koohoo is because at least half of the textures used in this jam are Koohoo's. Wouldn't know about geometry though.
Hope you enjoy my map. Tremendously horizontal, but that's what I get for trying to emulate Chichen Itza. Next time, I'll be more abstract :)
Demos
#13 posted by jcr on 2018/07/03 02:00:10
Made some demos for you all! I really enjoyed these and would certainly go for a jam2.
Demos
#14 posted by jcr on 2018/07/03 02:00:35
Haha, nice demos jcr. Man, you really broke the level :) One trigger didn't work, and it would have helped avoiding the backtrack. Things to look out for in levels to come! Thanks a lot, was a blast :)
#16 posted by Mclogenog on 2018/07/03 04:41:21
Fun aesthetic for these maps, would enjoy seeing some more! I played through on skill 2, didn't record demos since I tried recording a video, but my microphone's too garbage for me to upload that either. So, notes instead:
JCR: the platforming was fun, if a little punishing at times. I think the punishment for failing to platform could be falling into a pit with some fiends or such, instead of insta death to spikes. Also, I'm not sure if I broke the map, but I got stuck at the end where it seemed that I needed to have the elevator up for the exit door to be open, but once I rode the elevator down there was no way to return. I had to noclip around to figure out how it worked.
Artistical: The architecture and the sharp-angled sunlight was nice, although the sightlines toward the end felt a bit too much. I have been to Mayan ruins at Tikal, and it's all a bit more dense than the exterior spaces here. Also, I got stuck bad in the "return to the blood" section. Having that one drop down spot that isn't marked clearly had me running up and down the previous blood corridor looking for some hidden switch. I also couldn't figure out how to trigger the final fight. There were also a few sections that required me to kill all of the zombies, and I barely had enough grenades to be able to proceed.
Shambler: Solid gameplay, and some good use of varied backtracking! The lighting felt a bit dark though, and there was one dark corner that I only discovered was the crit path by ruling out other options.
Breezeep: I really dug this map, good secrets, good and subtle usage of the textures to help each area feel distinct. I struggled a bit in the water section, swam a couple laps around before I found the way out. I think if I hadn't been worried about all of the zombies throwing at me and had been able to explore at a more leisurely pace, that wouldn't have been a problem. I also liked the elevator with the broken track, a good surprise!
One True Purple
#17 posted by negke on 2018/07/03 14:31:21
Yes, though I don't have a specific pack in mind. More a general tendency that some of the maps are bigger/more ambitious than they should have been as speedmaps. The reason why the "jam" concept was brought up, although that got redefined pretty quickly too.
This is not meant as a criticsm of ww or anyone in particular. Just to stay true to expectations when it comes to map descriptions. Not sure if "turtlemaps" don't gel well nowadays?
Let's Define Them Then
Why not draft up some "official" definitions and have a vote on and adopt them? One the definitions are completed guidelines are posted.
Speepmapping means from 1-48 hours.
Jam means anything over 48 hours
Turtle maps are anything over X days/weeks.
Because That's Not Really Right Is It.
There have been 5 day jams and (many) 7 day speedmaps, just as there have been 6 week jams and 100 minute speedmaps.
I'm leaning towards "speedmaps" being a description of overall quality rather than actual speed. Sort of like a divide between fast food and a normal meal. Small maps without a lot of focus and effort spent.
EXAMPLE: negke's entry to this very session vs. his egypt map.
#20 posted by Tribal on 2018/07/03 22:12:42
i'm still learning the difference between speedmaps amd jams, but i thought that speedmaps were just loose maps and jams were like mission-packs, with a start.bsp acting like a hub linking all the maps... i guess i was wrong :P
#21 posted by Qmaster on 2018/07/04 00:44:42
Both are for giving mappers deadlines to spur them on to actually finishing something.
Jams are for players who enjoy a particular theme and want to play more of it.
Speedmaps are for players who want to grab a quick bite before heading out.
The Alternative
...is to not bitch about the syntax and enjoy the content. I'm fine either way.
#23 posted by Gender on 2018/07/04 20:09:34
More of those maps please!
Amazing what people can do in just 1 week. Liking the Mayan theme a lot. Are there more maps of that type?
Koohoo
#24 posted by Qmaster on 2018/07/04 20:29:20
#25 posted by Spud on 2018/07/05 18:04:45
Played this instead of lighting off fireworks and sleeping in late. Here's some skill 2 demos.
Artistical: Shame the rising blood pool didn't quite work out as expected. Slaughter arena area was easier than expected, and had a couple surprisingly fun bits like grabbing a Pent and being free to grenade jump with quad damage off the enemies all over the place. As Mclogenog mentioned the 'return to blood' part was iffy. Missed the secret, may have missed kills but may just be the Rotfish bug.
Breezeep: Green! Thought I went backwards at the start and did things in the wrong order, and literally fell backwards into the only secret I found. Underwater area is claustrophobic as hell with all the zombies and no Biosuit and constantly hoping to find an air bubble and not finding one until the other side. Side note: thank you for including water alpha in the map's worldspawn, way too often do maps feel like they're supposed to have transparent water surfaces but the author just assumes the player always has it set as <1 anyway.
JCR: Really nailed the Mayan theme and the distinctly un-Quakey music helped. Lots more Zombies to gib with a gloriously overpowered weapon/powerup combo, getting the LG so early and with so many cells looks like an offering from above but doesn't feel out of place. Not sure what the usage for the second quad is supposed to be. Platforming is annoying as hell going downwards but much easier going up.
Negke: what. Also I may or may not have broken this map in various spots due to climbing up the walls instead of going through the halls like I was supposed to. And one of the silver key doors didn't work.
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