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Quake 1024 Christmas Jam Released
The 1024 Quake Christmas Jam is upon us. Twenty-one maps of compressed Arcane Dimensions goodness.

Download it here: http://www.quaketastic.com/files/single_player/mods/xmasjam2018.zip

Jam Poster: https://imgur.com/a/pf7ZwwP

The Lineup:

Wintry Advent by Bal and Ionous
Entering the City of Pale by Bal
Train Station Infiltration by Ing
Shadow and Flame by Ionous
Abyssal Nimiety by Ish
Surrounded by Ish and Rhoq
Airgapped by JCR
Fully Integrated by JCR
Coal in your Socks! by Krampus
You see me, you a stranger. I see you, I see danger by Naitelveni
Hall of Shards by Pinchy Skree
Gift of the Boxlord by Qmaster
Cop Speed Gentlemen by Qmaster
Aftermath by Queenjazz
NoQuarter by Scampie
Chapel Perilous by Shambler
Moonlit Keep by Shotro
A Christmas Romp by Spipper
A Crooked Clergy by Strideh
Mutagenesis by Strideh
Frozen Demise by Bloodshot
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@QMaster 
All of the player combat fits in the 1024^3 space... except one secret. The secrets do go outside the bounds for items and the enemies will attack from outside those bounds. I thought the 1024^3 box is pretty apparent from my perspective but it is good to hear that players are questioning it. Really wished that door wasn't broke though. A remix/fix is on its way with the DLC release in a few days. 
Yay 
Got around to playing some more tonight on stream.
https://www.twitch.tv/videos/349095068

Did Spipper, Strideh(1), Ionous, Qmaster, Ing, Shotro (think I broke it though!), Ish & Rhoq, JCR (2), and Nait.

Lots of cool stuff in these. 
Quick Newcomer Question 
I'm extremely new to the Quake Modding community and I have one very quick question regarding Xmas Jam 2018. Lets say I wanted to post a wall of text type review of all the maps in this jam with some links to my youtube playthroughs of said maps, would this be a good place to do it? I know Quaddicted is the review site but the jam hasn't been posted on there yet and I don't know how y'all do things around here. 
Anon 
Yeah this is the place to do it.
Hopefully it should go up on Quaddicted eventually. 
 
Entering the City of Pale by Bal

The blueballs I got from exiting the map were a prime example as to why the 1024 limit should be more strict. I practically forgot that the map is not actually going to let me visit the rest of the city until I was about 2/3 done with it :(

Visually it's an outstanding map, obviously. Felt like some medieval version of Blade Runner actually, with the fog and the candlelit windows in the distance, and the feeling of skulking like a rat through the lowest decks of an absolutely massive city...

Really reminded me of the kind of things necros was doing in Quake before disappearing, with animated setpieces featuring unreachable enemies as actors, and vast masses of brushwork outside the playable area to increase the sense of place. The moving bridge setpiece at the start was exactly that sort of jam, and I adored it greatly.

The textures from Daikatana E3 usually don't work for me, but with the colored lighting and the hours of photoshopping spent on them, it didn't take long for the aesthetic to click for me.

So once again, it's quite a shame that we don't get to spend too much time in this dingy seashore medieval metropolis, and not only because of the 1024^3 limitation, but because the map is actually pretty short even considering its size. The Bal map from last year ran for at least twice as long, with a lot more of revisiting of areas and a tighter layout - this map, being a much less abstract affair, consequently features a visibly simpler layout. It's well designed, though, and also nicely interconnected (I liked the unlockable ladders, reminded me of Rubicon 2).

There's around 100 enemies on Normal, and while the map begins as relatively difficult (my early game misplays were punished pretty strongly), the ancient "harder to start than it is to finish" Q1SP syndrome also surfaces here, since after you get the stronger weapons, the enemies come in bigger quantities but not necessarily stronger types, which doesn't make it more threatening. I wouldn't say the map bored me, but it could have been more interesting in the middle section.

I wasn't the biggest fan of the ending and the apparently infinite Imps either - having monsters pop up on the intermission screens while I already had 100% kills, while also having used enemies that don't increase the counter, gave me an overall feeling of unfinished business (as if I didn't already have it, thanks to the setting).

Overall, a very well crafted map, but not quite a masterpiece. Perhaps I should just need to replay it on Hard to completely get it. 
...sequence Complete. 
Scampie: Really good. Nice secrets! Interesting shambler caves, was tempted to axe my way through the shambler but once there was a 2nd one I figured it best to move on.

Ish & Rhoq: Good layout, liked the room especially right above the ladder...good corner ledges. Could have done with another secret maybe. The ramps to nowhere were interesting, liked how they ended up leading somewhere by the end.

Ish: Interesting, liked the abyssal maze of ductwork...nice use of the theme. Very interconnected, nice! I didn't like how dark it was and I had 0 ammo for more than half the map. Of course it didn't help that it was dark and I didn't know what the ladders looked like at first...it always always takes me ages to find ladders unless they are 1. Well lit, 2. Obviously a ladder and not trim/pipes/vines/single-rope, and 3. Have a giant arrow and a sign saying Ladder or Ladder Access...seriously though a small arrow might help. It wasn't until close to the end that I found out there was a ladder litterally right where you start.

sock: Insanely awesome as usual. Trimmed to the max, skulls on books were nice. I love the stairs...the simple angled parts and how they draw you to the direction you should go. The ceilings are great too...liked how the beams don't touch the top. The angled in portions really give a solidity to the place and make it feel sturdy, cozy, and look great. Excellent ITS-type secrets...liked how you disabled the illusionaries. Amazing custom textures...figured out the oreo bit right off lol. I might use your black bricks to remake the Black Cathedral from hipnotic someday.

Bal: Tie with Sepulchre and Swampy for one of my most favorite maps of all time. You really nailed the atmosphere...skybox was ridiculously impressive. The beginning drawbridge sequence had me staring for the first minute just watching the drawbridge and taking it all in. I had fun axing all the death guards in the beginning, ramped up nicely from there. The hell knight jumping across the rooftop really took me by surprise! Nice and interconnected. Simply amazing overall. Found all super secrets. Nice mailbox. Amazing..also yes the view was nice ;) I probably spent as much time noclipping around at the end as did playing it and it was a long one. Excellent gifts at the end too. Definitely needs to be longer...I have just a taste now and now I'm starving for the rest.

negke: Ugly, confusing since it is too symetrical, didn't realize there were 2 courtyards at first. Wierd layout, not sure what was up with the transparent fiends...NO EXIT. :(

Merry Christmas All! This was great! 
 
Abyssal Nimiety by Ish

Arachnid Nimiety more like. I swear this map had more spiders and scorpions than all the ones I've played combined.

Felt pretty much like a sequel to your underwater jam map, with some common motifs i.e. a looped, almost DM-like layout, hardcore-bordering-on-excessive difficulty, and the textures that I don't have a single clue as to where they came from, but somehow they remind me of negke speedmaps from the mid-to-late-2000's.

I rather enjoyed the exploration based progression and the twisty layout, but I suspect I'd have more fun with more health/ammo/around around ;-) I played on skill 1, and what's there is just about acceptable for Hard.

If anything, this map helped me realise that almost 3 years in, and two dozens of maps with change later, I can truly say that I find AD gameplay more annoying than fun in principle. :(

Still, I enjoyed the map, and it makes me want to up my own layout game. Thanks for making it! 
Co-op Demos 
Incredible jam you guys, really impressed with everything on show this year.

Of all the maps though I am stunned at Bals entry, truly a masterpiece of design and I hope to see another jam on this dkt texture theme.

I would have liked to see co-op spawnpoints as standard, some of these demos start with a lot of telefrags. Also the start map should have reset guns and ammo, I had to keep restarting the server and losing the progress of which maps were completed.

Anyway, here's the link to the demos for every map (90ish mb)-

http://www.quaketastic.com/files/demos/5th_xmas2018demos.zip

Only 1 map couldn't be completed and it's due to final trigger not firing. (sorry bloodshot) 
XMAS Jam 2018 Part 1 
Just letting you all know that I streamed some of the XMAS Jam earlier today and you can find that here:

https://www.youtube.com/watch?v=4ovi6hDvG04

I got through close to half of the maps here, below are the ones I played through (sorry these are not in order of playthrough). Don't worry I'll get to the rest in a Part 2 and 3 if I have to.

Entering the City of Pale by Bal
Airgapped by JCR
Fully Integrated by JCR
Hall of Shards by Pinchy Skree
Aftermath by Queenjazz
A Christmas Romp by Spipper
A Crooked Clergy by Strideh
Mutagenesis by Strideh
Train Station Infiltration by Ing
And the super secret map from Negke! 
Ps Co-op Demos 
you have to cache the demos by going to the start map first. At least that's true on my machine. Also the readme tells you which engine I used and a link if they dont run on your preferred engine. 
 
Gift of the Boxlord and Cop Speed Gentlemen by Qmaster

I ended up playing the second map before the first map, probably the right thing to do since the first map is much better than the second.

Both decent layouts but navigation felt stunted, spent a lot of time falling through holes or climbing pipes. The fact that both are very dark didn't help matters.

The first map was nice conceptually, though the eventual Boxlord fight was hindered by the area, some more arena-like design would have been decent. I also liked the violet snow unlike some haters!

The second map didn't mesh with me very much, sorry. :( Good job on getting two maps in the pack, though! 
Final Stream 
Finished playing all the maps on stream just now, also did a kind of quick post-mortem on mine while I was at it.
https://www.twitch.tv/videos/349921664

Was a great pack overall, so many cool maps. I'm still in love with Spipper's christmas experience, and Strideh's second gorgeous map.
Also thanks for all the kind words on my map! 
@Qmaster 
One more thing - your maps would have benefitted tremendously from using (a lot) more ambient sounds, even just the Quake sky ambience. 
 
xmasjam2018_bal 5
xmasjam2018_bloodshot 5
xmasjam2018_ing 3
xmasjam2018_ionous 4
xmasjam2018_ish 2
xmasjam2018_ishrhoq 3
xmasjam2018_jcr1 3
xmasjam2018_jcr2 4
xmasjam2018_krampus 3
xmasjam2018_naitelveni 3
xmasjam2018_negke 4
xmasjam2018_pinchy 3
xmasjam2018_qmaster1 3
xmasjam2018_qmaster2 3
xmasjam2018_queenjazz 3
xmasjam2018_scampie 4
xmasjam2018_sham 4
xmasjam2018_shotro 2
xmasjam2018_spipper 4
xmasjam2018_strideh 4
xmasjam2018_strideh2 4 
 
*evile growling voice* S̡͠҉̲͈ͅh̢̻̟̠̜̀a̮̪̠͇̫͞ḑ̸̹̦̝̕ͅo̸͕̗̼̦̪͙ẁ͍̤̺̰̪ ̸̢̭̫̪̦̞̟̕a̫̯̗̘͕͝n͏̛̣̗͓͚d̛̙̻̺̯̦̺̥̻̕͡ ̡̙̤̕F̠̲͖̫͈̬͢͡͝l̸̫͖͔̝̖̗̝̦a̗͔̰̟̕͢͡m̢̡̛͍͚̗̯̹̮̖̯̦ȩ͇͉̭̯̕ͅ!̧͎̭͕̻̤̖̕!̛̮̲̬̮͜!̧̹̹̠̖̮̮͚̝̘͘!͏̶͙̹ by Ionous


I'll have to eat crow for something I haven't even physically said yet. When I first saw screenshots of this map (in usual ionous fashion i.e. a high resolution of 1024x768), I wasn't actually very enthused by how the map appeared - I thought the colors were clashing and the whole thing was a bit too derived off Firetop Mountain.

So of course as soon as I loaded the map and took a few steps, I realised that I was a big doodoohead to ever doubt the ionous.

Obviously there are still shades of Firetop, but the architecture is chunkier, the metal is more prominent and more colorful, the fog is thick and sulfury, and the ceilings are ornate and intricate, all of which makes the map stand well on its own.

As was the case with Qmaster's both entries, though, the near absolute silence made the map a little unatmospheric, which was a shame.

In terms of reusing the space and fitting within the xmas jam limits, this map is a clear winner so far - Shambler managed to fit a Warp Spasm map within the 1024 cube, which is admirable but this map is a lot more elegant, and barely feels like it was anyhow constrained. It's not quite as tightly packed as the 2017 ionous map, but it's still a full size Q1SP.

And what a fun Q1SP it is, too. I played on Normal so I didn't experience any of the previously reported overcrowding and/or ammo starvation - the only "horde" was the big flock of lost souls up top, and that was easy to take care of with my shotguns. (I wouldn't have minded getting some other weapons than just shotguns, though...) If anything, this map helped me realise that there's still hope for me and AD to get along!

The trademark ionous secrets are here too, of course, tantalising and plentiful alike. I managed to hunt down a total of 5 in my demos, found one more while hopelessly noclipping later, and am completely dumbfounded with the last one. At least I found the one that's the most traditional of them all, and it did not disappoint.

The boss battle caught me by total surprise, while I really should have seen it coming. I think a more peaceful denouement than a Firelord at the exit would have been appropiate, though - unlike in real life, one climax is just enough ;-)

Basically, an excellent map, and a hell of a ionous Q1SP to cap of a year full of ionous Q1SPs. Thanks for making it! 
PS. 
I found it interesting how this failed-SM185-entry-cum-xmasjam-map was named Shadow and Flame - my own SM185 entry was titled "Forged in Flames" before I realised I could make the map a brief encyclopedia of the denizens of Quake. 
PPS. 
Since when does AD actually have the Death Brigade from Quoth?!

All that we need know is the Polyp and the Gug and we can get rolling! 
Short Comments 
A Christmas Romp
Small, but very interesting. I liked solving puzzles, but not everything was obvious the first time. A wagon with demons looks cute :)

Hall of Shards
Too simple, but thanks :)

Chapel Perilous
Very cool! I liked the sound atmosphere. But most of all I liked a lot of moves. The map was linear, but due to the fact that I had to constantly raise and lower somewhere, I completely ceased to realize where I was. Very cool done.

A Crooked Clergy
Beautiful and atmospheric. I liked the detailing.

Aftermath
Some incredible jumble of metal. It was interesting, but too short

Airgapped
I liked it. Detailed. For a while I ran around in circles for a long time, not understanding what to do. In the end, I found the buttons that I needed to shoot. But even after destroying all the monsters, I unfortunately did not find a way out. And I broke everything that could break :)



Shadow and Flame
Interesting architecture, interesting gameplay, a lot of unexpected moments, it was fun.

Gift of the Boxlord
Beautiful architecture and beautiful game. I was very careful. I had to move in small steps. :)

Train Station Infiltration
Simple enough architecture and a tough fight. Not enough beprivopasov. I tried to go several times, but not always successfully.

Moonlit Keep
I could not pass the map, because there are a lot of mistakes. In one place I closed myself. I tried to start over and go the other way. I managed to pass this place, but then I closed myself in another place and could not get out. In the end, I stopped trying again.

Surrounded
Good but too short

NoQuarter
Good performance. I liked the template idea. Good gameplay. There were some interesting solutions.

Fully Integrated
I liked it. Technologically. Small but nice



Cop Speed Gentlemen
Simple enough, but good gameplay. Feature: a lot of knights, but they were not very effective.

Abyssal Nimiety
For several attempts, I could not go far. Perhaps it was necessary to choose some other strategy. The space was too closed. There were several places where it was impossible to pass without loss. And the ammunition was not enough in my opinion.

You see me, you a stranger. I see you, I see danger
Not great, but very pleasant. I liked the detailing. Perhaps in the end it was necessary to put a stronger monster. I played at level 1.

Mutagenesis
Technological. Good detail. The gameplay was good. The last arena was a bit complicated, but that was her interest.

Coal in your Socks!
Nice, nice map. I liked the secret areas. Creation of a full lock of secrets was created.

Frozen Demise
Real winter, good atmosphere.

Entering the City of Pale
Awesome atmosphere! Good details! Interesting gameplay. Many different passages, but they did not allow to get lost.


Doomic Recycling
Good Doom style map. It is a pity that there were no secrets 
 
Short on time tonight, so here's 3 quick ones.

Aftermath by Queenjazz

I've played this one before of course, but not with the lower gravity (which was a good addition if I dare say so myself). Very interesting theme, must have been more annoying to put together than it seems. I think that a full map in this theme, with several of these kinds of "stations" floating in the void, would be probably a real treat.

Surrounded by Ish and Rhoq

A collaboration, pretty cute. This time round the layout wasn't as interesting as ish's other offerings, but it was still decent, and rather nicely populated. Not sure what was the deal with all the pushables, seems like they were more for decoration than something functional, unless I missed something obvious.

Train Station Infiltration by Ing

Sorry, didn't really like this, instant death traps and being forced to use no ammo isn't my idea of fun. There already are other mods that explore the idea of stealth in Quake and they're much better at it. It's a shame since the actual train station map idea is interesting. 
 
There were some breakables that if broken keep you from getting up to the key without the pushable. Its a sub-puzzle. Only necessary if you, like me, shoot all crates, barrels, wood, windows, globes, red things, Q symbols, and demons. 
 
Airgapped and Fully Integrated by JCR

The zip is twice as big as my other ones combined, nice.

I liked this pair of maps, both were really pretty (save for some minor misaligned textures) and seemed to flow into eachother well, as both used the Rubicon 2 texture set rather extensively, with similar characteristics.

Both were pretty hardcore gameplay wise, even on skill 1, but nothing that was overly difficult or unfair. After what was way too many axe starts, I enjoyed that both maps gave me heavy weaponry relatively early on - it made for a nice change of pace, and opened up some different gameplay possibilities.

Map 1 was off to an interesting start, and was very interesting looking, but to be fair I wasn't a big fan of the layout, the progression was done nicely but it felt like I was moving across a box rather than a real place.

I remembered little of map 2, despite having tested it, so some of it was a nice surprise. This time the warehouse/military base justified the somewhat boxy layout, and I felt it was more interesting than map 1. Really liked the sinister "story" of this one.

Are these two maps meant to form a coherent unit together? It felt that way when I played both in a row.

Good work overall! 
New Promo Image For Bal's Map.... 
 
Wow. Even with an HD texture pak it still looks good. 
 
Hall of Shards by Pinchy Skree

A late write-up to a demo I recorded two days ago, so apologies for not remembering too many details.

A decent mix between a classic Quake map and one that is totally off the rails, with all the unique detailing that I appreciated (but not necessarily liked). Definitely felt like the most lived-in map from the jam together with Bal's, but for different reasons entirely. Big props for using the more obscure textures like the marble walls and the ornate carpets.

The layout could have been more interesting (the top floor was decent, despite being just 3 rooms, while the bottom felt like a box was placed first and then bits were added) but the progression through it was fun. I never want to fight another spider or scorpion in AD again, though.

Nice map overall! 
@Qmaster 
I noticed that your map "Gift of the Boxlord" has a line in the bsp where it says:
"_texpart_sky_xsnow" "fte_weather.tex_skysnow"

but there is no snow falling from the sky, even when i write r_particledesc fte_weather or r_particledesc weather on the console :(

I'm using the last version of quakespasm-spiked-win64, but i also tested it with Mark V and quakespasm 0.93

Is there something that i have to write on the console to make it work?

Thanks! 
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