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Screenshot of ad_ctj_1
Author:Blaze, Chris Holden, FifthElephant, Greenwood, ish, Omni, PoolboyQ, Pinchy, quasiotter
Title:Chotex Jam (8532dc344fe1f26d8633ec97710dfe2f)
Filesize:24264 Kilobytes
Release date:29.06.2020
Additional Links: Func_MsgboardPatch
Type:Single BSP File(s)
BSP: ✔ • PAK: ✘ • PROGS.DAT: ✘ • Custom Models/Sounds: ✔

Files in the ZIP archive
Files in the ZIP archive:
File Size Date
ad_ctj_readme.txt3 KB29.06.2020
gfx/env/bal_swampn2_bk.tga3073 KB29.06.2020
gfx/env/bal_swampn2_dn.tga3073 KB29.06.2020
gfx/env/bal_swampn2_ft.tga3073 KB29.06.2020
gfx/env/bal_swampn2_lf.tga3073 KB29.06.2020
gfx/env/bal_swampn2_rt.tga3073 KB29.06.2020
gfx/env/bal_swampn2_up.tga3073 KB29.06.2020
maps/brkpinchy/bluestone1.bsp25 KB29.06.2020
maps/brkpinchy/bluestone1.map1 KB29.06.2020
maps/brkpinchy/bluestone2.bsp26 KB29.06.2020
maps/brkpinchy/bluestone2.map2 KB29.06.2020
maps/brkpinchy/bluestone3.bsp25 KB29.06.2020
maps/brkpinchy/bluestone3.map2 KB29.06.2020
maps/brkpinchy/bluestone4.bsp25 KB29.06.2020
maps/brkpinchy/bluestone4.map2 KB29.06.2020
maps/ctj_blaze-readme.txt1 KB29.06.2020
maps/ctj_blaze.bsp14347 KB29.06.2020
maps/ctj_blaze.lit4200 KB29.06.2020
maps/ctj_chrisholden.bsp2675 KB28.06.2020
maps/ctj_chrisholden.lit1271 KB28.06.2020
maps/ctj_chrisholden.txt2 KB28.06.2020
maps/ctj_greenwood.bsp4635 KB29.06.2020
maps/ctj_greenwood.lit1759 KB29.06.2020
maps/ctj_greenwood.txt2 KB29.06.2020
maps/ctj_ish.bsp2782 KB29.06.2020
maps/ctj_ish.lit803 KB29.06.2020
maps/ctj_omni.bsp1665 KB29.06.2020
maps/ctj_omni.lit566 KB29.06.2020
maps/ctj_pinchy.bsp2150 KB29.06.2020
maps/ctj_pinchy.lit696 KB29.06.2020
maps/ctj_pinchy.txt3 KB29.06.2020
maps/ctj_poolboyQ_readme.txt3 KB29.06.2020
maps/ctj_poolboyq.bsp13047 KB29.06.2020
maps/ctj_poolboyq.lit3656 KB29.06.2020
maps/ctj_quasiotter.bsp375 KB29.06.2020
maps/ctj_quasiotter.lit92 KB29.06.2020
maps/ctj_quasiotter.txt3 KB29.06.2020
maps/ctj_start.bsp2388 KB29.06.2020
maps/ctj_start.lit1019 KB29.06.2020
maps/src/ctj_blaze.map5079 KB29.06.2020
maps/src/ctj_chrisholden.map3696 KB28.06.2020
maps/src/ctj_omni.map931 KB29.06.2020
maps/src/ctj_pinchy.map2476 KB29.06.2020
maps/src/ctj_poolboyq.map5312 KB29.06.2020
maps/src/ctj_quasiotter.map151 KB29.06.2020
maps/src/ctj_start.map1961 KB29.06.2020
progs/misc_bonepile.mdl109 KB29.06.2020
progs/misc_flag.mdl16 KB29.06.2020
progs/pbq2/flak.mdl414 KB29.06.2020
progs/pbq2/locket.mdl455 KB29.06.2020
progs/pbq2/statue_venus.mdl279 KB29.06.2020

Chotex Jam

Mapping jam event based on a custom texture set created by Chris Holden: nine small to medium-sized levels including a start map. It comes with a skybox and a few new models. The map sources are included.

Note: These maps require Arcane Dimensions and a source port with increased limits + BSP2 support.
A patch for three of the maps is available here.

Tags: small, medium, textures, purple, skybox, models, start, ad, arcanedimensions, limits, bsp2, source

Editor's Rating: no rating (yet)
User Rating: 3.8/5 with 16 ratings
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Greenwood Registered 21 July 2020, 5:44

FifthElephant made a patch for this, for those interested:

MikeTaylor Registered, rated this a 4 16 December 2020, 14:28

I enjoyed Lilac Lunacy (ctj_greenwood) without being particularly aware of any lilac. It's nicely balanced with decent combats, though marred by an arbitrary progression that doesn't make much sense as a journey through a real place. But worst is a bug related to the silver key that made it impossible for me to legitimatelt get through the SK door, and so robbed me of what would have been an enjoyable fiend ambush. I noclipped and notargetted my way past this bit and came back later to take out the fiends.

MikeTaylor Registered, rated this a 4 18 December 2020, 17:03

Menth Erdis (ctj_ish) is clever, but I didn't enjoy it at all — no part of it. A lot of that is because it's so difficult, but the thing is there are many different kinds of difficulty, and this map hits all the wrong points for me (I realise others' tastes may differ). It's difficult because of the difficulty breathing, in the early stages. It's difficult because of sudden deaths out of nowhere, as with the circular saw. It's difficult because of how it is to find your way underwater. It's difficult because of swarming by lots of tiny, hard-to-hit monsters. It's difficult because there's no nearly enough ammo. It's difficult because of ambushes in pitch darkness with no room to manoeuvre. And, finally, it's difficult because of a poorly queued puzzle right at the end.

I did beat it, but only by cheating in giving myself more ammo (give s 100). And by the end, I was feeling relieved that it was over, rather than pleased with myself.

All of which is a shame, because the map scores highly on architecture and atmosphere (apart from the brief non-sequitur above-water part). But everything about the game play is the opposite of what I enjoy.

MikeTaylor Registered, rated this a 4 19 December 2020, 0:33

And Castle Illbedamned (ctj_chrisholden) goes to the other extreme, being very generous with the ammo and health, and being scrupulously fair throughout — even warning that pickup up the Axe Of Shadows will wake the zombies, as though we hadn't guessed. But it works well anyway for two reasons: the nice use of architecture, returning to the central area several times from different directions; and the escalation in monster difficulty, concluding with a properly different final combat. Very nice.

MikeTaylor Registered, rated this a 4 30 December 2020, 23:32

I enjoyed Retribution Revisited (ctj_juz2) for its entremely satisfying, chunky combats and for its sense of exploration, but I found the ending a bit anticlimactic, especially as I finished with so many kills unkilled (presumably hidden in secrets) that I felt sure the teleporter that turned out to be the exit was going to take me to an end-game area. Lots of fun, though.

MikeTaylor Registered, rated this a 4 30 December 2020, 23:51

The opening of Dense Durance (ctj_omni) is interestingly different with only the grenade launcher provided, and a sequence of combats that are tricky to pull off without the usual low-end weapons — for example, some high-up snipers who are hard to hit with grenades. But once the shotgun is discovered — although it's a relief to find it — things get more standard and correspondingly less exciting. The ending seems particularly silly: on entering the final area, you are presented with a rocket launcher and invited to use it to kill three shamblers. Hmm.

MikeTaylor Registered, rated this a 4 8 January 2021, 12:36

I found Mauvestone Aqueduct (ctj_pinchy) a bit unsatisfying. It stars very difficult, but with a kind of difficulty I don't much enjoy: ammo scarcity. Then the middle is much easier, before a climactic battle that is not actually all that hard so long as you keep moving. But the most frustrating part is that I grabbed the quad (the only secret) just before the final battle, only to find the monsters warping in rrreeeaaalllyyy slowly so that it had worn off before I could use it on more then two or three of them. Is there anything more irritating than a wasted quad?

MikeTaylor Registered, rated this a 4 8 January 2021, 17:01

The Great Annanias (ctj_poolboyq) is in many ways unsophisticated — long, empty passages with minimal texturing, but I really enjoyed it. Can't explain why, but something about it was just deeply satisfying. The three hoard combats were all fun in different ways, and the corridor stuff in between was enjoyable too.

MikeTaylor Registered, rated this a 4 9 January 2021, 1:52

Chones (ctj_quasiotter) is a small void map with no monsters, just a complex jumping puzzle. It may be good of its kind, but it's just not my thing. Pass.

MikeTaylor Registered, rated this a 4 9 January 2021, 1:56

Finally, Again and Again and Again (ctj_blaze) is a neat example of how to re-use a piece of map geography multiple times but with different combat challenges each time. Unfortunately, none of the combat setups are particularly interesting or difficult, and nearly all of them fall to careful sniping. So it's better as a tech demo than as a game.

All in all, I rate this pack as good but not great, with Retribution Revisited (ctj_juz2) the best of the bunch.

Greenwood Registered 15 January 2021, 23:56


Yeah, you must've hugged the walls & rubbed against the always opened doors in the prior doorway. They can "eat" your silver key, since they are also set as "silver key required" (an accidental result of copying and pasting). It's too bad that none of my beta testers noticed that, however, they all went through them :)

In hindsight, I should've skipped the attention to detail and merely had an archway, sans any door bits. Glad to hear that you enjoyed it otherwise!

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