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Screenshot of func_mapjam1
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: ✔ • PAK: ✘ • PROGS.DAT: ✘ • Custom Models/Sounds: ✔



Walkthrough demos:
DownloadSkillLengthPlayerProtocolDate
jam1_arrrceeNightmare0h01m34sdeath1126662016-12-16
Nightmare Max

Files in the ZIP archive:
File Size Date
docs/jam1_arrrcee.txt2 KB01.07.2014
docs/jam1_doomer.txt2 KB03.07.2014
docs/jam1_fifth.txt3 KB30.06.2014
docs/jam1_ionous.txt4 KB03.07.2014
docs/jam1_ionous_d.txt4 KB06.07.2014
docs/jam1_skacky.txt2 KB25.06.2014
docs/jam1_sock.txt3 KB06.07.2014
func_mapjam1_readme.txt3 KB06.07.2014
maps/jam1_arrrcee.bsp3427 KB01.07.2014
maps/jam1_arrrcee.lit1136 KB01.07.2014
maps/jam1_digs.bsp4103 KB02.07.2014
maps/jam1_doomer.bsp2600 KB03.07.2014
maps/jam1_ericw.bsp2038 KB30.06.2014
maps/jam1_fifth.bsp2710 KB30.06.2014
maps/jam1_ionous.bsp4493 KB05.07.2014
maps/jam1_ionous.lit1237 KB05.07.2014
maps/jam1_mechtech.bsp2172 KB02.07.2014
maps/jam1_mechtech.lit515 KB02.07.2014
maps/jam1_otp.bsp3306 KB01.07.2014
maps/jam1_rickyt23.bsp2223 KB02.07.2014
maps/jam1_scampie.bsp5566 KB30.06.2014
maps/jam1_scampie.lit3749 KB30.06.2014
maps/jam1_skacky.bsp8671 KB25.06.2014
maps/jam1_sock.bsp4685 KB06.07.2014
maps/jam1_sock.lit1431 KB06.07.2014
progs/backpack.mdl26 KB05.07.2014
progs/end3.mdl20 KB05.07.2014
progs/end4.mdl19 KB05.07.2014
progs/flame2.mdl73 KB09.01.2014
progs/grenade.mdl4 KB05.07.2014
progs/invulner.mdl21 KB05.07.2014
progs/k_spike.mdl6 KB05.07.2014
progs/missile.mdl9 KB05.07.2014
progs/quaddama.mdl22 KB05.07.2014
progs/s_spike.mdl2 KB05.07.2014
progs/spike.mdl2 KB05.07.2014
progs/v_spike.mdl9 KB05.07.2014
progs/w_g_key.mdl10 KB05.07.2014
progs/w_s_key.mdl10 KB05.07.2014
progs/w_spike.mdl7 KB05.07.2014
progs/zom_gib.mdl20 KB05.07.2014
quake.rc2 KB06.07.2014
source/jam1_arrrcee.map334 KB01.07.2014
source/jam1_digs.map1481 KB02.07.2014
source/jam1_doomer.map853 KB03.07.2014
source/jam1_ericw.map2168 KB30.06.2014
source/jam1_fifth.map1145 KB30.06.2014
source/jam1_ionous.map2519 KB05.07.2014
source/jam1_mechtech.map1187 KB02.07.2014
source/jam1_mechtech.rmf4952 KB02.07.2014
source/jam1_otp.map673 KB01.07.2014
source/jam1_rickyt23.map850 KB01.07.2014
source/jam1_rickyt23.rmf3165 KB01.07.2014
source/jam1_scampie.map1826 KB30.06.2014
source/jam1_skacky.map5681 KB25.06.2014
source/jam1_sock.map2931 KB06.07.2014

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

Editor's Rating: Excellent
User Rating: 4.8/5 with 30 ratings
You can NOT add ratings if you are not logged in.
12345
Breezeep Registered 7 July 2014, 15:07

This could use a better screenshot.

Spirit Registered 7 July 2014, 20:49

It has now, thanks to sock and negke (who did the crappy one before).

JohnNy_cz Guest 7 July 2014, 22:55

Can't finish doomer. Must "a kill shambler"? Where?

QuakeForever Guest 8 July 2014, 3:16

It's really not useful to have all three of these tags: large, medium, small...

Rich Guest 8 July 2014, 8:44

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.

skacky Registered, rated this a 5 8 July 2014, 12:44

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'.

mfx Registered, rated this a 5 8 July 2014, 13:44

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..

Spirit Registered 8 July 2014, 16:52

I added mfx to the authors. :)

Awesome maps!

MikeTaylor Registered, rated this a 5 8 July 2014, 18:53

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?

mfx Guest, rated this a 5 8 July 2014, 19:30

Mike look around, especially down..

Daz Registered, rated this a 5 9 July 2014, 15:02

Video playlist with commentary

Will be adding videos to this playlist as I make them. Enjoy!

MikeTaylor Registered, rated this a 5 10 July 2014, 1:28

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.

MikeTaylor Registered, rated this a 5 12 July 2014, 0:21

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!

MikeTaylor Registered, rated this a 5 13 July 2014, 19:02

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.

MikeTaylor Registered, rated this a 5 13 July 2014, 19:18

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.

dBAudio Registered, rated this a 5 14 July 2014, 0:26

these maps are all great to look at. most have fabulous gameplay. some are VERY honey; some not so much. overall: lovely.

MikeTaylor Registered, rated this a 5 16 July 2014, 1:54

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.

MikeTaylor Registered, rated this a 5 16 July 2014, 11:51

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!

onetruepurple Registered, rated this a 4 12 August 2014, 21:52

Hard to believe that 32 monsters are hiding in the other four? How about all of them hiding in one? ;-)

MikeTaylor Registered, rated this a 5 3 November 2014, 17:29

Just replayed Probable Carcinogen. Absolutely beautiful.

MikeTaylor Registered, rated this a 5 4 November 2014, 12:39

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.

MikeTaylor Registered, rated this a 5 4 November 2014, 17:04

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.

ludicrous Guest 8 April 2015, 20:31

I couldn't find the silver key in jam1_digs. Running around for some time now, I ask for suggestions. Cheers

MikeTaylor Registered, rated this a 5 8 September 2015, 0:30

Replayed sock's map, this time with 10/10 secrets and 120/120 monsters. What an absolutely sensational piece of work.

Text_Fish Registered 26 November 2015, 17:45

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.

Atzuras Guest 18 April 2017, 2:21

Another pack with maps that deserve a separate entry here and everywhere. (maybe some of them have it, I did not check it)

  • Sock's Viaduct: beautiful and well constructed, I love the flow and the progression of this one. The Scraggs' (scraggses' ? scragges'?) ambush was just awesome. 5/5

-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

  • Scampie's Ratz: Complex and assorted. Good tricks and combats but maybe too many grunts for my taste, I feel they are a bit out of place in a "honey map". 4/5

The other six are interesting too, but in a more narrow scope.

Repus Guest 17 December 2017, 17:29

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.

khreathor Registered 18 December 2017, 18:02

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.

onetruepurple Registered, rated this a 4 18 December 2017, 18:10

Historic note: jam 1 was supposed to have a start map but that was dropped at the last minute.

Greed Registered 19 December 2017, 11:04

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.

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