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Screenshot of bluemonday_v2
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_MsgboardModDB
Type:Partial conversion
BSP: ✔ • PAK: ✘ • PROGS.DAT: ✘ • Custom Models/Sounds: ✔
Dependencies:quoth2pt2full_2

Files in the ZIP archive
Files in the ZIP archive:
File Size Date
docs/bm_5th.txt3 KB20.01.2021
docs/bm_bmfbr.txt2 KB14.01.2021
docs/bm_chrisholden.txt2 KB17.01.2021
docs/bm_dfl.txt3 KB16.01.2021
docs/bm_gnemeth.txt4 KB18.01.2021
docs/bm_greenwood.txt2 KB16.01.2021
docs/bm_ish.txt2 KB17.01.2021
docs/bm_mh_readme.txt2 KB18.01.2021
docs/bm_pinchy.txt3 KB18.01.2021
docs/bm_qmaster.txt1 KB18.01.2021
docs/bm_quasiotter_readme.txt6 KB18.01.2021
docs/bm_raped readme.txt1 KB18.01.2021
docs/bm_zigi.txt3 KB17.01.2021
gfx/conback.lmp129 KB08.01.2021
gfx/env/bluebone_bk.tga3073 KB30.11.2020
gfx/env/bluebone_dn.tga3073 KB30.11.2020
gfx/env/bluebone_ft.tga3073 KB30.11.2020
gfx/env/bluebone_lf.tga3073 KB30.11.2020
gfx/env/bluebone_rt.tga3073 KB30.11.2020
gfx/env/bluebone_up.tga3073 KB30.11.2020
gfx/env/d4sky03_bk.tga3405 KB16.12.2019
gfx/env/d4sky03_dn.tga3850 KB16.12.2019
gfx/env/d4sky03_ft.tga3375 KB16.12.2019
gfx/env/d4sky03_lf.tga3393 KB16.12.2019
gfx/env/d4sky03_rt.tga3546 KB16.12.2019
gfx/env/d4sky03_up.tga3417 KB16.12.2019
gfx/env/darkstorm_bk.tga3073 KB14.01.2021
gfx/env/darkstorm_dn.tga3073 KB14.01.2021
gfx/env/darkstorm_ft.tga3073 KB14.01.2021
gfx/env/darkstorm_lf.tga3073 KB14.01.2021
gfx/env/darkstorm_rt.tga3073 KB14.01.2021
gfx/env/darkstorm_up.tga3073 KB14.01.2021
gfx/env/emer_bk.tga3073 KB15.12.2020
gfx/env/emer_dn.tga3073 KB15.12.2020
gfx/env/emer_ft.tga3073 KB15.12.2020
gfx/env/emer_lf.tga3073 KB15.12.2020
gfx/env/emer_rt.tga3073 KB15.12.2020
gfx/env/emer_up.tga3073 KB15.12.2020
gfx/env/flatrock_bk.tga769 KB11.07.2015
gfx/env/flatrock_dn.tga769 KB11.07.2015
gfx/env/flatrock_ft.tga769 KB11.07.2015
gfx/env/flatrock_lf.tga769 KB11.07.2015
gfx/env/flatrock_rt.tga769 KB11.07.2015
gfx/env/flatrock_up.tga769 KB11.07.2015
gfx/env/hw_blue/blue_bk.tga669 KB28.12.2008
gfx/env/hw_blue/blue_dn.tga688 KB28.12.2008
gfx/env/hw_blue/blue_ft.tga717 KB28.12.2008
gfx/env/hw_blue/blue_lf.tga643 KB28.12.2008
gfx/env/hw_blue/blue_rt.tga690 KB28.12.2008
gfx/env/hw_blue/blue_up.tga462 KB28.12.2008
gfx/env/hw_blue/hw_blue.shader1 KB28.12.2008
gfx/env/hw_blue/license.txt1 KB28.12.2008
gfx/env/vrkorabk.tga4097 KB28.02.2020
gfx/env/vrkoradn.tga4097 KB28.02.2020
gfx/env/vrkoraft.tga4097 KB28.02.2020
gfx/env/vrkoralf.tga4097 KB28.02.2020
gfx/env/vrkorart.tga4097 KB28.02.2020
gfx/env/vrkoraup.tga4097 KB28.02.2020
maps/bm_5th.bsp1836 KB20.01.2021
maps/bm_5th.lit462 KB20.01.2021
maps/bm_bmfbr.bsp16855 KB16.01.2021
maps/bm_bmfbr.lit899 KB16.01.2021
maps/bm_chrisholden.bsp15961 KB17.01.2021
maps/bm_chrisholden.lit6042 KB17.01.2021
maps/bm_dfl.bsp13086 KB16.01.2021
maps/bm_dfl.lit3326 KB16.01.2021
maps/bm_gnemeth.bsp4259 KB18.01.2021
maps/bm_gnemeth.lit1923 KB18.01.2021
maps/bm_greenwood.bsp1084 KB16.01.2021
maps/bm_greenwood.lit282 KB16.01.2021
maps/bm_ish.bsp2596 KB17.01.2021
maps/bm_ish.lit1087 KB17.01.2021
maps/bm_mh.bsp1352 KB18.01.2021
maps/bm_myki.bsp3003 KB20.01.2021
maps/bm_myki.lit780 KB20.01.2021
maps/bm_pinchy.bsp3470 KB20.01.2021
maps/bm_pinchy.lit1958 KB20.01.2021
maps/bm_qmaster.bsp5576 KB18.01.2021
maps/bm_qmaster.lit2684 KB18.01.2021
maps/bm_quasiotter.bsp410 KB18.01.2021
maps/bm_quasiotter.lit45 KB18.01.2021
maps/bm_raped.bsp2797 KB18.01.2021
maps/bm_raped.lit818 KB18.01.2021
maps/bm_shades.bsp21208 KB17.01.2021
maps/bm_shades.lit421 KB17.01.2021
maps/bm_zigi.bsp1820 KB12.01.2021
maps/bm_zigi.lit1656 KB12.01.2021
maps/brkpinchy/bluemetal.bsp36 KB17.01.2021
maps/brkpinchy/bluemetal.map1 KB17.01.2021
maps/src/bluemonday_ish.map1119 KB17.01.2021
maps/src/bm_5th.map1337 KB20.01.2021
maps/src/bm_chrisholden.map4583 KB17.01.2021
maps/src/bm_gnemeth.map5129 KB18.01.2021
maps/src/bm_mh.map583 KB18.01.2021
maps/src/bm_myki.map2861 KB20.01.2021
maps/src/bm_pinchy.map3852 KB20.01.2021
maps/src/bm_qmaster.map2791 KB18.01.2021
maps/src/bm_quasiotter.map87 KB18.01.2021
maps/src/bm_raped.jmf4071 KB18.01.2021
maps/src/bm_raped.map1676 KB18.01.2021
maps/src/bm_zigi.map746 KB12.01.2021
maps/start.bsp13981 KB20.01.2021
maps/start.lit504 KB20.01.2021
models/glowsphere.mdl776 KB09.03.2020
models/tree.mdl506 KB03.01.2021
models/treeBig.mdl506 KB03.01.2021
music/Track84.ogg1972 KB18.01.2021
music/track107.ogg4188 KB17.01.2021
music/track111.mp32985 KB07.01.2021
music/track120.mp33750 KB18.01.2021
music/track120.ogg1641 KB18.01.2021
music/track127.ogg6608 KB17.01.2021
music/track47.ogg11072 KB18.01.2021
music/track72.ogg3018 KB21.10.2020
music/track78.ogg4140 KB09.01.2021
music/track79.ogg1898 KB16.01.2021
music/track87.mp38083 KB02.04.2012
music/track96.mp311327 KB01.12.2020
music/track96.ogg8379 KB01.12.2020
progs/flamew.mdl64 KB16.01.2021
sound/ish/tainmove.aup2 KB17.01.2021
sound/ish/tainmove_data/e00/d00/e00000ce.au768 KB17.01.2021
sound/ish/tainmove_data/e00/d00/e0000cc7.au7 KB17.01.2021
sound/ish/tmove.wav191 KB17.01.2021
sound/ish/tstop.wav57 KB17.01.2021
sound/skree.wav190 KB18.01.2021
source/bluemonday_ish.map1119 KB17.01.2021
source/bm_pinchy.map3895 KB18.01.2021
textures/#water_warm.tga17 KB17.01.2021
textures/blu_bulb_01.tga3073 KB09.01.2021
textures/blu_bulb_01b.tga3073 KB09.01.2021
textures/blu_entry_01.tga3073 KB06.01.2021
textures/blu_floor_01.tga3073 KB06.01.2021
textures/blu_floor_02.tga3073 KB09.01.2021
textures/blu_portal.tga193 KB13.01.2021
textures/blu_wall_01.tga3073 KB06.01.2021
textures/blu_wall_02.tga3073 KB09.01.2021
textures/bm_bek.tga257 KB16.01.2021
textures/bm_cop_pig.tga17 KB16.01.2021
textures/bm_icekirby.tga4 KB17.01.2021
textures/bm_maksim_by_marikedrawinge.tga43 KB16.01.2021
textures/bm_sebastian.tga97 KB18.01.2021
textures/bm_water_warm.tga17 KB17.01.2021
what even is a blue monday.txt3 KB20.01.2021

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: 4.4/5 with 22 ratings
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12345
fairweather, rated this a 4 24 January 2021, 13:13

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 :)


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Crob4r, rated this a 5 24 January 2021, 22:08

Awesome, super fun jam to play!


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emprosthotonos, rated this a 5 24 January 2021, 22:41

"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!


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Agentflit Registered 9 February 2021, 0:34

Lots of high quality maps here. I especially enjoyed the one from gnemeth

Arkl1te Registered, rated this a 5 22 February 2021, 2:30

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

Arkl1te Registered, rated this a 5 22 February 2021, 2:37

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.

MikeTaylor Registered 4 May 2021, 13:18

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.

MikeTaylor Registered 4 May 2021, 15:23

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.

MikeTaylor Registered 4 May 2021, 17:32

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.

MikeTaylor Registered 5 May 2021, 16:50

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.

MikeTaylor Registered 5 May 2021, 18:29

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.

MikeTaylor Registered 5 May 2021, 21:48

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.

MikeTaylor Registered 6 May 2021, 14:23

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!

MikeTaylor Registered 6 May 2021, 14:48

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.

MikeTaylor Registered 6 May 2021, 18:13

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.)

MikeTaylor Registered 6 May 2021, 22:07

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.

MikeTaylor Registered 7 May 2021, 12:08

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.

MikeTaylor Registered 7 May 2021, 12:49

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.

MikeTaylor Registered 7 May 2021, 15:43

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.

MikeTaylor Registered 7 May 2021, 16:19

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.

MikeTaylor Registered 7 May 2021, 18:45

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.

MikeTaylor Registered 7 May 2021, 18:47

In summary, I think Fairweather naied it above:

The main triumph here is just how varied the "Blue" interpretation is here

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.

whirlstr Registered, rated this a 4 16 May 2021, 19:36

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.

FifthElephant Registered 13 June 2021, 20:55

@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.

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