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Author: | ArrrCee, digs, DOOMer, ericw, FifthElephant, ionous/mfx, mechtech, onetruepurple, RickyT23, Scampie, skacky, sock |
Title: | Func Map Jam 1 - Honey Theme |
Download: | func_mapjam1.zip (37d6a597cb70a817ca9c0f9efe591499) |
Filesize: | 22609 Kilobytes |
Release date: | 06.07.2014 |
Homepage: | |
Additional Links: | Func_Msgboard • |
Type: | Partial conversion |
BSP: ![]() ![]() ![]() ![]() |
Download | Skill | Length | Player | Protocol | Date |
---|---|---|---|---|---|
jam1_arrrcee | Nightmare | 0h01m34s | death112 | 666 | 2016-12-16 |
Nightmare Max |
Files in the ZIP archive
File | Size | Date |
---|---|---|
docs/jam1_arrrcee.txt | 2 KB | 01.07.2014 |
docs/jam1_doomer.txt | 2 KB | 03.07.2014 |
docs/jam1_fifth.txt | 3 KB | 30.06.2014 |
docs/jam1_ionous.txt | 4 KB | 03.07.2014 |
docs/jam1_ionous_d.txt | 4 KB | 06.07.2014 |
docs/jam1_skacky.txt | 2 KB | 25.06.2014 |
docs/jam1_sock.txt | 3 KB | 06.07.2014 |
func_mapjam1_readme.txt | 3 KB | 06.07.2014 |
maps/jam1_arrrcee.bsp | 3427 KB | 01.07.2014 |
maps/jam1_arrrcee.lit | 1136 KB | 01.07.2014 |
maps/jam1_digs.bsp | 4103 KB | 02.07.2014 |
maps/jam1_doomer.bsp | 2600 KB | 03.07.2014 |
maps/jam1_ericw.bsp | 2038 KB | 30.06.2014 |
maps/jam1_fifth.bsp | 2710 KB | 30.06.2014 |
maps/jam1_ionous.bsp | 4493 KB | 05.07.2014 |
maps/jam1_ionous.lit | 1237 KB | 05.07.2014 |
maps/jam1_mechtech.bsp | 2172 KB | 02.07.2014 |
maps/jam1_mechtech.lit | 515 KB | 02.07.2014 |
maps/jam1_otp.bsp | 3306 KB | 01.07.2014 |
maps/jam1_rickyt23.bsp | 2223 KB | 02.07.2014 |
maps/jam1_scampie.bsp | 5566 KB | 30.06.2014 |
maps/jam1_scampie.lit | 3749 KB | 30.06.2014 |
maps/jam1_skacky.bsp | 8671 KB | 25.06.2014 |
maps/jam1_sock.bsp | 4685 KB | 06.07.2014 |
maps/jam1_sock.lit | 1431 KB | 06.07.2014 |
progs/backpack.mdl | 26 KB | 05.07.2014 |
progs/end3.mdl | 20 KB | 05.07.2014 |
progs/end4.mdl | 19 KB | 05.07.2014 |
progs/flame2.mdl | 73 KB | 09.01.2014 |
progs/grenade.mdl | 4 KB | 05.07.2014 |
progs/invulner.mdl | 21 KB | 05.07.2014 |
progs/k_spike.mdl | 6 KB | 05.07.2014 |
progs/missile.mdl | 9 KB | 05.07.2014 |
progs/quaddama.mdl | 22 KB | 05.07.2014 |
progs/s_spike.mdl | 2 KB | 05.07.2014 |
progs/spike.mdl | 2 KB | 05.07.2014 |
progs/v_spike.mdl | 9 KB | 05.07.2014 |
progs/w_g_key.mdl | 10 KB | 05.07.2014 |
progs/w_s_key.mdl | 10 KB | 05.07.2014 |
progs/w_spike.mdl | 7 KB | 05.07.2014 |
progs/zom_gib.mdl | 20 KB | 05.07.2014 |
quake.rc | 2 KB | 06.07.2014 |
source/jam1_arrrcee.map | 334 KB | 01.07.2014 |
source/jam1_digs.map | 1481 KB | 02.07.2014 |
source/jam1_doomer.map | 853 KB | 03.07.2014 |
source/jam1_ericw.map | 2168 KB | 30.06.2014 |
source/jam1_fifth.map | 1145 KB | 30.06.2014 |
source/jam1_ionous.map | 2519 KB | 05.07.2014 |
source/jam1_mechtech.map | 1187 KB | 02.07.2014 |
source/jam1_mechtech.rmf | 4952 KB | 02.07.2014 |
source/jam1_otp.map | 673 KB | 01.07.2014 |
source/jam1_rickyt23.map | 850 KB | 01.07.2014 |
source/jam1_rickyt23.rmf | 3165 KB | 01.07.2014 |
source/jam1_scampie.map | 1826 KB | 30.06.2014 |
source/jam1_skacky.map | 5681 KB | 25.06.2014 |
source/jam1_sock.map | 2931 KB | 06.07.2014 |
func_mapjam1.zip
Func Map Jam 1 - Honey Theme
Map jam #1 - a community project at Func_Msgboard. The pack features 12 Honey-themed maps of varying sizes. It comes with a couple of modified models. The map sources are included.Note: Some of the maps require an engine port with increased limits.
Tags: large, medium, small, medieval, cistern, bricks, fog, source, honey, jam, mfx, chains, mist, halls, dungeon
Editor's Rating: Excellent
User Rating:
4.4/5 with 55 ratings
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This could use a better screenshot.
It has now, thanks to sock and negke (who did the crappy one before).
Can't finish doomer. Must "a kill shambler"? Where?
It's really not useful to have all three of these tags: large, medium, small...
Great pack, my favorites are Skackys, Socks and Ionous entries. Absolutely beautiful! And Scampies is cool too! Which is the mfx map? The link to func_board says he made one too.
MFX helped Ionous out and it ended up in a full-fledged collaboration. My favorite of the pack are Ionous/MFX's, Scampie's, Sock's and Digs'.
Yeah he got called to duty, and he asked for someone to fix the map, as it had leaks. While fixing it, i kind of fell in love with the map, and my urge to participate in this Mapjam took over. After talking to Ionous about his original "vision" of the map, he gave me order to build exactly that:) Socks delayed release of the pack came in handy as well, So I added the whole cave section, a bunch of details all over, retextured some parts and whatnot. Last but not least i added the lighting, and tweaked gameplay a bit. I really went into beastmode over the last 2 days i guess, but seeing Ionous happy and so many people admiring it was worth the effort i guess.
The whole bunch of maps raised out of this jamming is amazing, and 3 maps stand out for me:
1.skackys map was full of well planned encounters, lovely brushwork and so tastefully lit, hmm.. 2.socks map for above reasons, and the textures he made.. 3.scampies map, i dont no why exactly but it says lol rekt somewhere..
I added mfx to the authors. :)
Awesome maps!
OK, call me Old Doctor Dum-Dum if you like, but I can't figure out how to get out of the start room in jam1_digs. I assume it's related to "ask the zombie to open the barrier", but ... what zombie?
Mike look around, especially down..
Video playlist with commentary
Will be adding videos to this playlist as I make them. Enjoy!
Well, I don't know how I missed that. Many thanks for the tip.
Having now played through jam1_digs, I can say that it's really beautiful and a lot of fun -- well worth 5/5 on its own. But much depends on making the right random choice when you first come out of the water. I chose wrong, and it made the level much harder than it needed to be.
In terms of sheer physical beauty, jam1ionous (Probable Carcinogen_) sets a new standard. Its gameplay is fine, too, but just as an environment to look at, it's truly lovely. Great to see barriers still being pushed back after eighteen years!
jam1_mechtech is nice, but very short. And the narrative seems wrong. You can;t get the grenade laucher until you've got the gold key; and at that point you don't need it: you don't have to go back and kill the zombies, you can just walk through the teleporter and win the level.
jam1_otp, like all these maps, is at least nice to look at. But progression feels very arbitrary, and most of the areas feel severely underpopulated. Worth playing, but one of the pack's weaker levels.
these maps are all great to look at. most have fabulous gameplay. some are VERY honey; some not so much. overall: lovely.
jam1_skacky is another one that's just beautiful. An absolutely lovely environment to be in, and one of those levels that I just don't want to come to an end. Excallent gameplay, too, if just occasionally a bit over-linear. I've not even played Sock's contribution yet, and already this is by far the best Quake SP download I've ever played.
To my great sadness, I just finished jam1_sock, the last map in the pack. Once more, beautiful and very atmospheric.
My only quibble is that the level ended very suddenly, with only 88/120 kills (on hard). Where are all the missing monsters? I found 6/10 secrets, and it's hard to believe that 32 monsters are hiding in the other four!
Hard to believe that 32 monsters are hiding in the other four? How about all of them hiding in one? ;-)
Just replayed Probable Carcinogen. Absolutely beautiful.
Replayed Teh Ratz in Teh Wallz again, too (jam1_scampie). Also a truly beautiful place of work. So much atmosphere, such a strong sense of place and of actual exploration. Lovely, lovely work.
And now I replayed I Don't Mind If Your Hands Are Cold (jam1_skacky), and that one is also just magnificent. Big, beautiful, open, multi-level areas dripping atmosphere and isolation. Clever mechanisms. My word but this pack has some absolutely astonishing work.
I couldn't find the silver key in jam1_digs. Running around for some time now, I ask for suggestions. Cheers
Replayed sock's map, this time with 10/10 secrets and 120/120 monsters. What an absolutely sensational piece of work.
In response to JohnNy_cz above:
The Shambler in Doomers map is spawned by a trigger hidden inside the megahealth in the large room below. Unfortunately the trigger appears to either be misaligned or too small so it's possible to pick up the MH without spawning the shambler. To fix this problem, run around where the MH is/was until you hear that familiar roar.
I can only assume this is a slightly clumsy attempt at controlling progression through the map. It would have possibly worked better if the Shambler's death triggered the lift you have to use to get up to the high ledge, as in his current position he doesn't really relate to the door in any logical way. Fixing the trigger brush would also go a long way to solving the problem, but only in a technical rather than a design sense.
Just got round to playing this pack, really enjoying it so far.
Another pack with maps that deserve a separate entry here and everywhere. (maybe some of them have it, I did not check it)
-Skaky's Cold Hands: Yes, Skaky pissed on the cistern. A good one, a little unorthodox but full of interesting encounters. Many fights in closed claustrophobic corridors and wide open spaces, like the original "honey". 5/5
Ionous / MFX carcinogen one: Brilliant. Awesome. It could be bigger but not better. A masterclass of combat design in tight spaces. The kind of architectural design this game deserves. 5/5
Digs' Honey map: Very Good, a full medium sized map with many areas resembling the original "water supply honey map". There is some point in which you can get lost (maybe a couple of monsters to lure you into the right path could fix it) 5/5.
-Fifth's Zeitgeist: Good. Maybe a bit small, it only has a couple of big battlegrounds and the Grand Finale, but you enjoy every bit of it. 4/5
The other six are interesting too, but in a more narrow scope.
The quality of the levels in this pack varies a lot. There are some cool levels, and then there are some levels that just suck.
For example, jam1arrrcee is an average level, the brushwork is so so, and the textures combination is not good (they don't fit one another). jamsock1 is a very solid level, with 100+ enemies to kill and 10+ secrets. Once you keep loading and playing the levels, it'll be like that: a very good level followed by a raw amateur rough level.
Lots of levels feature the same textures and the same style (wide-open areas and huge tall doors, plus some weird looking wide area thin bars). I guess this is the honey theme, but I myself did not like it, it feels too odd.
So, despite the above comments screaming about a dozen awesome levels, not all the levels are actually good. One another thing that I think might be good, is joining the levels into a mini campaign; I don't know about the others, but I got tired of typing map ... in the console after looking at the readme file.
Yeah, but then again you have oldtimers, who hate start maps/hubs that connect all maps into one "episode" and they always complain when you work on one. 2nd option is to point exit portal to next map, but it's hard logistically when people work under time pressure. People bail out from jams, or they work till the final minute. Then you have to compile map and it can take hours when you don't know how to optimize stuff.
Idk what engine are you using but most of them have autocomplete with Tab key, so typing map name takes 1-2 sec. And with "maps" you can get all maps installed in a mod/game you are currently playing. Another option is Quake Injector or other GUI soft that runs map packs for you.
Historic note: jam 1 was supposed to have a start map but that was dropped at the last minute.
QuakeSpasm has a "randmap" command which loads a random map from the current mod folder. Open the console, type "bind r randmap", now every time you press R it will load a random map. I usually play the packs without a start map this way, beats typing each map's name in the console.
Please make proper level selection hubs for Jams 1-4! It would be much more comfy playing it.
The five maps by guys with an "s" in their names are the most Honey-like and by far the best of the bunch. Of those, digs' entry is the weakest, and the other four rank among the best maps ever, right up there with Honey itself.
Digs was a bit confusing for me: for anyone else stuck at the same point, there's an elevator that you'll probably just take upwards at first. Try going back to it, and looking to the right of the elevator for boxes. Ride the elevator and jump over those boxes, and you should land in a newly accessible area to progress.
Decent overall.
The last three levels of the map pack (in the order in the readme) are the standouts, and definitely feel like they could be in an episode with Honey :) Love that epic style.
You can tell many of the mappers really thought about what makes Honey a good map. Skacky's is relentless, I particularly liked that one.
A really fun pack with High quality gameplay and design Highly recommanded
My top 3 favorite :
are the one from Sock Skacky and Scampie with a special star for Ionous/MFX one
I think sock's map is the only one that really comes together gameplay-wise here. Definitely not his best, but a good one to remember when I'm in the sock mood.
skacky and Scampie's maps look good, but are mostly just frustrating.
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Did you read the file's readme?