Or would you like to register?

Author: | alex_mmc & Skorly, bmFbr, Chris Holden, DragonsForLunch, FifthElephant, gnemeth, Greenwood, ish, Mista Heita, Myki, onetruepurple, Pinchy, Quasiotter, Qmaster, Shadesmaster, zigi |
Title: | Blue Monday Jam |
Download: | bluemonday_v2.zip (58006e2525d5b754ba7c51d08357ce19) |
Filesize: | 164386 Kilobytes |
Release date: | 20.01.2021 |
Homepage: | |
Additional Links: | Func_Msgboard • ModDB • |
Type: | Partial conversion |
BSP: ![]() ![]() ![]() ![]() | |
Dependencies: | quoth2pt2full_2 • |
Files in the ZIP archive
File | Size | Date |
---|---|---|
docs/bm_5th.txt | 3 KB | 20.01.2021 |
docs/bm_bmfbr.txt | 2 KB | 14.01.2021 |
docs/bm_chrisholden.txt | 2 KB | 17.01.2021 |
docs/bm_dfl.txt | 3 KB | 16.01.2021 |
docs/bm_gnemeth.txt | 4 KB | 18.01.2021 |
docs/bm_greenwood.txt | 2 KB | 16.01.2021 |
docs/bm_ish.txt | 2 KB | 17.01.2021 |
docs/bm_mh_readme.txt | 2 KB | 18.01.2021 |
docs/bm_pinchy.txt | 3 KB | 18.01.2021 |
docs/bm_qmaster.txt | 1 KB | 18.01.2021 |
docs/bm_quasiotter_readme.txt | 6 KB | 18.01.2021 |
docs/bm_raped readme.txt | 1 KB | 18.01.2021 |
docs/bm_zigi.txt | 3 KB | 17.01.2021 |
gfx/conback.lmp | 129 KB | 08.01.2021 |
gfx/env/bluebone_bk.tga | 3073 KB | 30.11.2020 |
gfx/env/bluebone_dn.tga | 3073 KB | 30.11.2020 |
gfx/env/bluebone_ft.tga | 3073 KB | 30.11.2020 |
gfx/env/bluebone_lf.tga | 3073 KB | 30.11.2020 |
gfx/env/bluebone_rt.tga | 3073 KB | 30.11.2020 |
gfx/env/bluebone_up.tga | 3073 KB | 30.11.2020 |
gfx/env/d4sky03_bk.tga | 3405 KB | 16.12.2019 |
gfx/env/d4sky03_dn.tga | 3850 KB | 16.12.2019 |
gfx/env/d4sky03_ft.tga | 3375 KB | 16.12.2019 |
gfx/env/d4sky03_lf.tga | 3393 KB | 16.12.2019 |
gfx/env/d4sky03_rt.tga | 3546 KB | 16.12.2019 |
gfx/env/d4sky03_up.tga | 3417 KB | 16.12.2019 |
gfx/env/darkstorm_bk.tga | 3073 KB | 14.01.2021 |
gfx/env/darkstorm_dn.tga | 3073 KB | 14.01.2021 |
gfx/env/darkstorm_ft.tga | 3073 KB | 14.01.2021 |
gfx/env/darkstorm_lf.tga | 3073 KB | 14.01.2021 |
gfx/env/darkstorm_rt.tga | 3073 KB | 14.01.2021 |
gfx/env/darkstorm_up.tga | 3073 KB | 14.01.2021 |
gfx/env/emer_bk.tga | 3073 KB | 15.12.2020 |
gfx/env/emer_dn.tga | 3073 KB | 15.12.2020 |
gfx/env/emer_ft.tga | 3073 KB | 15.12.2020 |
gfx/env/emer_lf.tga | 3073 KB | 15.12.2020 |
gfx/env/emer_rt.tga | 3073 KB | 15.12.2020 |
gfx/env/emer_up.tga | 3073 KB | 15.12.2020 |
gfx/env/flatrock_bk.tga | 769 KB | 11.07.2015 |
gfx/env/flatrock_dn.tga | 769 KB | 11.07.2015 |
gfx/env/flatrock_ft.tga | 769 KB | 11.07.2015 |
gfx/env/flatrock_lf.tga | 769 KB | 11.07.2015 |
gfx/env/flatrock_rt.tga | 769 KB | 11.07.2015 |
gfx/env/flatrock_up.tga | 769 KB | 11.07.2015 |
gfx/env/hw_blue/blue_bk.tga | 669 KB | 28.12.2008 |
gfx/env/hw_blue/blue_dn.tga | 688 KB | 28.12.2008 |
gfx/env/hw_blue/blue_ft.tga | 717 KB | 28.12.2008 |
gfx/env/hw_blue/blue_lf.tga | 643 KB | 28.12.2008 |
gfx/env/hw_blue/blue_rt.tga | 690 KB | 28.12.2008 |
gfx/env/hw_blue/blue_up.tga | 462 KB | 28.12.2008 |
gfx/env/hw_blue/hw_blue.shader | 1 KB | 28.12.2008 |
gfx/env/hw_blue/license.txt | 1 KB | 28.12.2008 |
gfx/env/vrkorabk.tga | 4097 KB | 28.02.2020 |
gfx/env/vrkoradn.tga | 4097 KB | 28.02.2020 |
gfx/env/vrkoraft.tga | 4097 KB | 28.02.2020 |
gfx/env/vrkoralf.tga | 4097 KB | 28.02.2020 |
gfx/env/vrkorart.tga | 4097 KB | 28.02.2020 |
gfx/env/vrkoraup.tga | 4097 KB | 28.02.2020 |
maps/bm_5th.bsp | 1836 KB | 20.01.2021 |
maps/bm_5th.lit | 462 KB | 20.01.2021 |
maps/bm_bmfbr.bsp | 16855 KB | 16.01.2021 |
maps/bm_bmfbr.lit | 899 KB | 16.01.2021 |
maps/bm_chrisholden.bsp | 15961 KB | 17.01.2021 |
maps/bm_chrisholden.lit | 6042 KB | 17.01.2021 |
maps/bm_dfl.bsp | 13086 KB | 16.01.2021 |
maps/bm_dfl.lit | 3326 KB | 16.01.2021 |
maps/bm_gnemeth.bsp | 4259 KB | 18.01.2021 |
maps/bm_gnemeth.lit | 1923 KB | 18.01.2021 |
maps/bm_greenwood.bsp | 1084 KB | 16.01.2021 |
maps/bm_greenwood.lit | 282 KB | 16.01.2021 |
maps/bm_ish.bsp | 2596 KB | 17.01.2021 |
maps/bm_ish.lit | 1087 KB | 17.01.2021 |
maps/bm_mh.bsp | 1352 KB | 18.01.2021 |
maps/bm_myki.bsp | 3003 KB | 20.01.2021 |
maps/bm_myki.lit | 780 KB | 20.01.2021 |
maps/bm_pinchy.bsp | 3470 KB | 20.01.2021 |
maps/bm_pinchy.lit | 1958 KB | 20.01.2021 |
maps/bm_qmaster.bsp | 5576 KB | 18.01.2021 |
maps/bm_qmaster.lit | 2684 KB | 18.01.2021 |
maps/bm_quasiotter.bsp | 410 KB | 18.01.2021 |
maps/bm_quasiotter.lit | 45 KB | 18.01.2021 |
maps/bm_raped.bsp | 2797 KB | 18.01.2021 |
maps/bm_raped.lit | 818 KB | 18.01.2021 |
maps/bm_shades.bsp | 21208 KB | 17.01.2021 |
maps/bm_shades.lit | 421 KB | 17.01.2021 |
maps/bm_zigi.bsp | 1820 KB | 12.01.2021 |
maps/bm_zigi.lit | 1656 KB | 12.01.2021 |
maps/brkpinchy/bluemetal.bsp | 36 KB | 17.01.2021 |
maps/brkpinchy/bluemetal.map | 1 KB | 17.01.2021 |
maps/src/bluemonday_ish.map | 1119 KB | 17.01.2021 |
maps/src/bm_5th.map | 1337 KB | 20.01.2021 |
maps/src/bm_chrisholden.map | 4583 KB | 17.01.2021 |
maps/src/bm_gnemeth.map | 5129 KB | 18.01.2021 |
maps/src/bm_mh.map | 583 KB | 18.01.2021 |
maps/src/bm_myki.map | 2861 KB | 20.01.2021 |
maps/src/bm_pinchy.map | 3852 KB | 20.01.2021 |
maps/src/bm_qmaster.map | 2791 KB | 18.01.2021 |
maps/src/bm_quasiotter.map | 87 KB | 18.01.2021 |
maps/src/bm_raped.jmf | 4071 KB | 18.01.2021 |
maps/src/bm_raped.map | 1676 KB | 18.01.2021 |
maps/src/bm_zigi.map | 746 KB | 12.01.2021 |
maps/start.bsp | 13981 KB | 20.01.2021 |
maps/start.lit | 504 KB | 20.01.2021 |
models/glowsphere.mdl | 776 KB | 09.03.2020 |
models/tree.mdl | 506 KB | 03.01.2021 |
models/treeBig.mdl | 506 KB | 03.01.2021 |
music/Track84.ogg | 1972 KB | 18.01.2021 |
music/track107.ogg | 4188 KB | 17.01.2021 |
music/track111.mp3 | 2985 KB | 07.01.2021 |
music/track120.mp3 | 3750 KB | 18.01.2021 |
music/track120.ogg | 1641 KB | 18.01.2021 |
music/track127.ogg | 6608 KB | 17.01.2021 |
music/track47.ogg | 11072 KB | 18.01.2021 |
music/track72.ogg | 3018 KB | 21.10.2020 |
music/track78.ogg | 4140 KB | 09.01.2021 |
music/track79.ogg | 1898 KB | 16.01.2021 |
music/track87.mp3 | 8083 KB | 02.04.2012 |
music/track96.mp3 | 11327 KB | 01.12.2020 |
music/track96.ogg | 8379 KB | 01.12.2020 |
progs/flamew.mdl | 64 KB | 16.01.2021 |
sound/ish/tainmove.aup | 2 KB | 17.01.2021 |
sound/ish/tainmove_data/e00/d00/e00000ce.au | 768 KB | 17.01.2021 |
sound/ish/tainmove_data/e00/d00/e0000cc7.au | 7 KB | 17.01.2021 |
sound/ish/tmove.wav | 191 KB | 17.01.2021 |
sound/ish/tstop.wav | 57 KB | 17.01.2021 |
sound/skree.wav | 190 KB | 18.01.2021 |
source/bluemonday_ish.map | 1119 KB | 17.01.2021 |
source/bm_pinchy.map | 3895 KB | 18.01.2021 |
textures/#water_warm.tga | 17 KB | 17.01.2021 |
textures/blu_bulb_01.tga | 3073 KB | 09.01.2021 |
textures/blu_bulb_01b.tga | 3073 KB | 09.01.2021 |
textures/blu_entry_01.tga | 3073 KB | 06.01.2021 |
textures/blu_floor_01.tga | 3073 KB | 06.01.2021 |
textures/blu_floor_02.tga | 3073 KB | 09.01.2021 |
textures/blu_portal.tga | 193 KB | 13.01.2021 |
textures/blu_wall_01.tga | 3073 KB | 06.01.2021 |
textures/blu_wall_02.tga | 3073 KB | 09.01.2021 |
textures/bm_bek.tga | 257 KB | 16.01.2021 |
textures/bm_cop_pig.tga | 17 KB | 16.01.2021 |
textures/bm_icekirby.tga | 4 KB | 17.01.2021 |
textures/bm_maksim_by_marikedrawinge.tga | 43 KB | 16.01.2021 |
textures/bm_sebastian.tga | 97 KB | 18.01.2021 |
textures/bm_water_warm.tga | 17 KB | 17.01.2021 |
what even is a blue monday.txt | 3 KB | 20.01.2021 |
bluemonday_v2.zip
Blue Monday Jam
"Blue"-themed community map pack with 15 mostly small to medium-sized levels including a start map. It comes with a few high-res textures, custom skyboxes, and music tracks. The map sources are included.Note: These maps require Quoth 2.2 and a source port supporting the -quoth commandline switch. Additionally, for some of these maps it must have increased limits and/or BSP2 support.
Tags: small, medium, large, blue, stecki, ikblue, makkon, bricks, base, metal, alien, textures, skybox, music, quoth, limits, bsp2, source, external textures
Editor's Rating: no rating (yet)
User Rating:
4.3/5 with 40 ratings
You can NOT add ratings
if you are not logged in.
You can NOT add ratings
if you are not logged in.
Levels range from average to very good, but the main triumph here is just how varied the "Blue" interpretation is here. There's so much more to Quake blue than just Azure Agony! Also Quoth is very fun :)
[This comment had to be restored. See this thread for context. This means that there might be problems with its formatting or content missing. The information if the user posted while being logged in was not restored. -Spirit]
Awesome, super fun jam to play!
[This comment had to be restored. See this thread for context. This means that there might be problems with its formatting or content missing. The information if the user posted while being logged in was not restored. -Spirit]
"Quality is better than quantity". Well, this jam has both, a big collection of frickin good maps.
My favorite was Holden's, despite being short, it feels completely original and shows what is possible to do with the Quake engine and mapping tools. I would EASILY play a full-game in that style.
Very well done everyone!
[This comment had to be restored. See this thread for context. This means that there might be problems with its formatting or content missing. The information if the user posted while being logged in was not restored. -Spirit]
Lots of high quality maps here. I especially enjoyed the one from gnemeth
Very cool maps, it also felt like a rollercoaster of features, nostalgia and variety. My favorite map in this pool is The Satisfyer by Zigi. Hands down, very bonkers with the quad metal pacing (kudos to Markie Music) \m/ \m/ Azure Drippings by Qmaster: I really enjoyed the beautiful polygon landscape it offered. As much as you might hate it, reminds me of a special Mass Effect Andromeda landscape (which is also dark blue), and also reminds me when I used Unreal Engine 4's scaled pebbles to make mountains and similar shapes. :0 Tears & Gold by DragonsForLunch: Loved the crystaline lamps and the fullbright gold details. The general use of textures blew me away. I almost felt like I was in a different game rather than different dimension. :o Inhumed Sinopis by Ish: Impressive Millennium Falcon design, and the Gug was flying and delivering at the gate like a badass. Nice work! The Color Burns by Chris Holden: A fresh new tileset. We need maps more like this, but longer and packed with more monsters! Still it felt like playing Amid Evil, which is more about the visuals. Very cool concept. :) Towering Terror by Mista Heita: Felt like revisiting the Quake 3 map "Terminal Heights", but for monster hunting. Very nice approach. :) Icemecha Dojo by Pinchy: The tileset reminds me of some maps from Star Wars SOTE and Perfect Dark, while underground also gave me Deus Ex's Area 51 vibes. Cool stuff. :D DarkLand Citadel by ShadesMaster: Beautiful views of the houses and dead vegetation, almost makes me want to repeat christmas all over again. Gameplay-wise? a mix of Heretic's 3rd episode and a bit of Doom. Nostalgic in that sense, which kept entertaining me on that front :0
There's no edit option here, so... Regarding the Mass Effect Andromeda comment (for Qmaster), people may dislike the comparison I did. I personally loved what you did in there.
Alcazar Azul (
bm_greenwood
) is a great start: a multi-level blue stone castle well populated with enough tough enemies to make progression satisfyingly difficult. I did get a bit lost once or twice, despite the small size of the map, due to the areas all looking so similar, but overall it was a fine blast.Tears & Gold (
bm_dfl
) is also really well calibrated to be properly difficult — I was down to single-digit health at one point, and spent much of the map below 50 — and presents plenty of territory to explore. Beautiful interpretation of the "blue" theme, and lots to do. My only quibble with this one would be sense that it felt more like a gauntlet to run than it did like an actual place.Inhumed Sinopis (
bm_ish
) is interestingly different, with a sci-fi setting and an impressively Millennium Falcon-like ship that abandons you early on. I enjoyed that it made good use of the plasma rifle, but as usual didn't much enjoy the vermis — especially as it ate almost all my ammo. The ending is strange: there is no exit and as far as I can make out, you exit the level by killing a certain number of monsters, but not all. I found that unsatisfying.The Satisfyer (
bm_zigi
) does exactly what it sets out to do, and and does it well, but it's just not the kind of thing I enjoy. I'm all about methodical exploration and discovery, so the long sequence of horde combats just didn't tickle my itch.Celestine Cistern (
bm_gnemeth
) is excellent, an ominous fortress with lots of overlooks and intricate retracing of steps, culminating a big fight that's you'd really better have the found the (easy) quad secret for.I really enjoyed Blue Bricks and Dark Skies (
bm_bmfbr
), a classic castle with plenty of exploration and several nice secrets. It was let down only by the very ending, where invisible barriers — a pet hate of mine — surrounded the combat arena.Lots to explore and do in Azure Drippings (
bm_qmaster
), and some satisfying uses of the plasma rifle. Features vorelings and those green floaty things that phase in and out of visibility, but somehow they're not as annoying here as the usually are. All very satisfying until the end, when I didn't understand how I was supposed to exit until I did it by trial and error. A teleport texture floating abve the underwater area would have helped!The Color Burns (
bm_chrisholden
) sure is beautiful, but the gameplay doesn't really match up to the visuals. Symmetric maps often feel padded, and the quest to kill two vermes (plural of vermis, right) was actually pretty trivial given the vast amount of ammo and the good cover. It was fun, but not in a deep way.Towering Terror (
bm_mh
) begins as a Coagula-style void map, but just it's getting going it drops you into arena battle with a gug, a gaunt and a couple of knights, and then ... that's it. A nice start, but it feels more like the opening section of a big map than it does like a complete small map. (Also, I am beginning to think I may have seen enough gugs for now.)I am running out of patience with maps like Museum of Blue (
bm_quasiotter
). I respect that Quasiotter is trying to do something different — I just don't find it interesting. Sorry.Icemecha Dojo (
bm_pinchy
) is a strange experience. it begins with a wide open base area, populated by difficult monsters (plasma enforcers and scorpions) that can snipe at you from range, and is under-provisioned, so it's very difficult to stay alive — but, honestly, not the fun kind of difficulty.Once you survive to the point of making your way underground, ammo and health both become much more plentiful, and I was just starting to really get into it when the map ended. I had not even taken, or used, the silver key: the gold-key door leads to a corridor which out of nowhere turns out to be the exit.
Happily, I had a saved game from near the end, so I went back, picked up the silver key, and searched around until I found the silver-key door — right back at the start. Inside was an area with few more enemies, but even after breaking through to the secret area accessible from the walkway I still ended up with only 79 or 93 kills, despite having all four secrets. I have no idea where the other 14 bad-guys might be hiding.
All in all, it's a bit unsatisfactory — and all the more so because there are the bones of much better map here. All the hard work is done: it just needs better monster selection, more careful balancing, and repositioning the gold key somewhere in the silver key area.
Darkland Citadel (
bm_shades
) is rather a strange choice of name for a map that is set in a village rather than a citadel, and rather a charming one at that. It's fun, though, with it's little radiant-quest hub that lets you choose which order to take the three silver-key door areas.I didn't really enjoy Raped (
bm_raped
). Perhaps i was primed by the very distasteful title, but I found the sequence of random-seeming combats, the teleporting-in bad-guys, the plunges from darkness into death and the arbitrary and bitwise progression all unsatisfactory.Cobalt Compound (
bm_5th
): ENOUGH WITH THE FREAKIN' GUGS ALREADY! We get it!Is it just me, or are rather too many of the Quoth monsters just not much fun to fight against? There are the justly hated vorelings and floaty green invisible things, but I also don't find it satisfying to have to deal with scorpions, or those enforcers with flamethrowers — not to mention vermes or all the freakin' gugs all over the place.
Sorry to be grumpy. It's just that this pack is reminding me how much I love Arcane Dimensions.
Azure Ash Fortress (
bm_myki
) was a good way to end this pack. There's plenty to explore, some fun combat mostly against stock Quake enemies, and nice sense of getting somewhere.In summary, I think Fairweather naied it above:
No one map really stood out for me, but the collection was mostly fun to play, even if I think the use of Quoth was double-edged.
A fun collection of maps with varying styles of visuals and gameplay. My favorite was Celestine Cistern by Gnemeth, which both looked beautiful and played very well with classic looping, interconnected design and well-balanced combat. My least favorite was obviously Museum of Blue by Quasiotter. The author seems to hate beauty and fun, preferring to wallow in no-effort ugliness disguised as wholesomeness.
@MikeT
From what I remember I only put gugs in hard difficulty? You're usually quite fair but judging these maps on the quoth enemies when you don't appear to enjoy quoth seems a little unfair.
Also I agree with you on Raped, I see absolutely no need to name a map as such.
Good take on 'Quoth'. Thematically pretty coherent, nicely done. I have some beef with evaluating jams, though, as the jams, tend to be eclectic and uneven in nature. The latter quality, emerges from their pluralistic and equalitarian aspect.
To an extent, your jam, deals with the eclecticism issue fairly well - minding the mission statement revolves only around aesthetic values - but the unevenness case, is still there present, at least to the potentially varying tastes of different consumers. I am mostly against picking up maps that I deem more suitable for my own taste or alienating those that do not match my kind of current fancy - unless they are made by the same author - albeit, what is good, is that the wealth of choice in the "Blue Monday Jam" pack, is decent.
The maps in the jam are rather of snack-size, which is proper for any jam formula altogether - as I believe that big maps, should be released independently, for more thorough review. Despite that, in all honesty and on a more personal note, I did not even play all the stages present; through some, I simply "god-moded" - I value exploration over challenge; completionism, is not my kind of thing; neither is secret-hunting. I am not a fan of tedious arcade-style encounters as well. So, here is my type of a consumer for your review instead; "the leisure man", maybe "the vibe man" if to get me hooked on.
The soundtrack - blending into soundscape element - pulsating throughout the length of a start map, is superb.
On the technical side, I had to turn the "night light" mode off on my laptop, as to not make the landscapes of a jam, look more like some "violet monday", rather than the "blue monday" instead.
Azure Ash Fortress (bm_myki) might have a broken trigger for Easy? I'm hanging around in the end room and the final couple of enemies (whose deaths unlock the exit gate) never spawn...
Similarly, Inhumed Sinopsis is almost certainly too hard on Easy - I ran out of ammo about 2/3 of the way through, and having to try to cheese things in doors is not the Easy skill level experience. (Cool Millennium Falcon, though!)
Museum of Blue, on the other hand, seems to be trying to do something subversive on the level of The Stanley Parable, but it just takes so long to get started with its narrated experience spiel that you lose any patience you might have had with the whole thing. And the script isn't good enough to actually pull it off.
Towering Terror was nice, but short (and does exactly what it says on the tin). But I think The Color Burns did the most for me visually, even if the mechanical design left something a little to be desired with the symmetry. (But both did scale appropriately to Easy, which is good, too! They were still challenging, just on the right level.)
I'm not done yet but I've got to say, Gold and Tears is a beauty ! Nice to see the semi-auto plasma gun again, it doesn't look like much but it packs a punch, and feels like a superior choice compared to the lightning gun or the laser gun when in comes to ammo consumption.
Like any jam, experience varies, but one trend I liked was occasionally getting a plasma gun early - that lead to aggressive play and some interesting ammo decisions.
After the last battle in Towering Terror, I couldn't find the gold runekey, so I was stuck at the end of the level. I have even quickloaded to the first area to make sure I didn't miss anything. Ended up noclipping through the door to finish the map.
I am running Quoth 2.2 on QuakeSpasm-Spiked.
Wow... I managed to get all secrets on all levels, but did miss some enemies... somehow... ))) Great pack, except one level that's kinda joke... wish there were more slaughter-maps, though.
Post a Comment
Your comment will be parsed with Markdown!Keep the comments on topic and do not post nonsense.
Did you read the file's readme?