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Author: | Greenwood, Hardcore Mazu, Heresy, JCR, Pinchy, Vurkka, Shadesmaster, Smilecythe |
Title: | January Jump Jam |
Download: | jan_jump_jam_2020.zip (6656208ad7222d4f0f450a75e0cebb15) |
Filesize: | 82841 Kilobytes |
Release date: | 27.01.2020 |
Homepage: | |
Additional Links: | Func_Msgboard • |
Type: | Partial conversion |
BSP: ![]() ![]() ![]() ![]() |
Files in the ZIP archive
File | Size | Date |
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jan_jump_jam_2020/READ_ME.txt | 3 KB | 26.01.2020 |
jan_jump_jam_2020/docs/jjj_greenwood1.txt | 1 KB | 26.01.2020 |
jan_jump_jam_2020/docs/jjj_greenwood2.txt | 1 KB | 26.01.2020 |
jan_jump_jam_2020/docs/jjj_hcm.txt | 3 KB | 26.01.2020 |
jan_jump_jam_2020/docs/jjj_here.txt | 2 KB | 16.01.2020 |
jan_jump_jam_2020/docs/jjj_jcr.txt | 2 KB | 24.01.2020 |
jan_jump_jam_2020/docs/jjj_pinchy.txt | 3 KB | 26.01.2020 |
jan_jump_jam_2020/docs/jjj_smilecythe.txt | 2 KB | 26.01.2020 |
jan_jump_jam_2020/docs/jjj_vrk.txt | 2 KB | 13.01.2020 |
jan_jump_jam_2020/gfx/conback.lmp | 76 KB | 03.11.2019 |
jan_jump_jam_2020/gfx/env/adgreensky_bk.tga | 1485 KB | 28.11.2015 |
jan_jump_jam_2020/gfx/env/adgreensky_dn.tga | 1529 KB | 28.11.2015 |
jan_jump_jam_2020/gfx/env/adgreensky_ft.tga | 1665 KB | 28.11.2015 |
jan_jump_jam_2020/gfx/env/adgreensky_lf.tga | 1540 KB | 20.12.2015 |
jan_jump_jam_2020/gfx/env/adgreensky_rt.tga | 1667 KB | 28.11.2015 |
jan_jump_jam_2020/gfx/env/adgreensky_up.tga | 1757 KB | 20.12.2015 |
jan_jump_jam_2020/gfx/env/gehenna_bk.tga | 659 KB | 25.08.2004 |
jan_jump_jam_2020/gfx/env/gehenna_dn.tga | 768 KB | 25.08.2004 |
jan_jump_jam_2020/gfx/env/gehenna_ft.tga | 694 KB | 25.08.2004 |
jan_jump_jam_2020/gfx/env/gehenna_lf.tga | 649 KB | 25.08.2004 |
jan_jump_jam_2020/gfx/env/gehenna_rt.tga | 682 KB | 25.08.2004 |
jan_jump_jam_2020/gfx/env/gehenna_up.tga | 498 KB | 25.08.2004 |
jan_jump_jam_2020/gfx/env/interstellar_bk.tga | 3073 KB | 28.08.2005 |
jan_jump_jam_2020/gfx/env/interstellar_dn.tga | 3073 KB | 28.08.2005 |
jan_jump_jam_2020/gfx/env/interstellar_ft.tga | 3073 KB | 28.08.2005 |
jan_jump_jam_2020/gfx/env/interstellar_lf.tga | 3073 KB | 28.08.2005 |
jan_jump_jam_2020/gfx/env/interstellar_rt.tga | 3073 KB | 28.08.2005 |
jan_jump_jam_2020/gfx/env/interstellar_up.tga | 3073 KB | 28.08.2005 |
jan_jump_jam_2020/gfx/env/moonhigh_bk.tga | 1025 KB | 01.01.2018 |
jan_jump_jam_2020/gfx/env/moonhigh_dn.tga | 1025 KB | 01.01.2018 |
jan_jump_jam_2020/gfx/env/moonhigh_ft.tga | 1025 KB | 01.01.2018 |
jan_jump_jam_2020/gfx/env/moonhigh_lf.tga | 1025 KB | 01.01.2018 |
jan_jump_jam_2020/gfx/env/moonhigh_rt.tga | 1025 KB | 01.01.2018 |
jan_jump_jam_2020/gfx/env/moonhigh_up.tga | 1025 KB | 01.01.2018 |
jan_jump_jam_2020/gfx/env/problem-child_bk.tga | 769 KB | 12.04.2003 |
jan_jump_jam_2020/gfx/env/problem-child_dn.tga | 769 KB | 12.04.2003 |
jan_jump_jam_2020/gfx/env/problem-child_ft.tga | 769 KB | 12.04.2003 |
jan_jump_jam_2020/gfx/env/problem-child_lf.tga | 769 KB | 12.04.2003 |
jan_jump_jam_2020/gfx/env/problem-child_rt.tga | 769 KB | 12.04.2003 |
jan_jump_jam_2020/gfx/env/problem-child_up.tga | 769 KB | 12.04.2003 |
jan_jump_jam_2020/gfx/env/sor_sea/readme.txt | 2 KB | 26.01.2020 |
jan_jump_jam_2020/gfx/env/sor_sea/sea_bk.tga | 624 KB | 14.01.2020 |
jan_jump_jam_2020/gfx/env/sor_sea/sea_dn.tga | 521 KB | 14.01.2020 |
jan_jump_jam_2020/gfx/env/sor_sea/sea_ft.tga | 514 KB | 14.01.2020 |
jan_jump_jam_2020/gfx/env/sor_sea/sea_lf.tga | 520 KB | 14.01.2020 |
jan_jump_jam_2020/gfx/env/sor_sea/sea_rt.tga | 538 KB | 14.01.2020 |
jan_jump_jam_2020/gfx/env/sor_sea/sea_up.tga | 551 KB | 14.01.2020 |
jan_jump_jam_2020/gfx/env/sor_sea/sor_sea.shader | 1 KB | 16.12.2008 |
jan_jump_jam_2020/gfx/env/voidsmoke_bk.tga | 3073 KB | 20.01.2020 |
jan_jump_jam_2020/gfx/env/voidsmoke_dn.tga | 3073 KB | 28.10.2015 |
jan_jump_jam_2020/gfx/env/voidsmoke_ft.tga | 3073 KB | 20.01.2020 |
jan_jump_jam_2020/gfx/env/voidsmoke_lf.tga | 3073 KB | 20.01.2020 |
jan_jump_jam_2020/gfx/env/voidsmoke_rt.tga | 3073 KB | 20.01.2020 |
jan_jump_jam_2020/gfx/env/voidsmoke_up.tga | 3073 KB | 20.01.2020 |
jan_jump_jam_2020/jjj_poster.jpg | 4597 KB | 26.01.2020 |
jan_jump_jam_2020/maps/jjj_greenwood1.bsp | 3110 KB | 26.01.2020 |
jan_jump_jam_2020/maps/jjj_greenwood2.bsp | 1524 KB | 26.01.2020 |
jan_jump_jam_2020/maps/jjj_hcm.bsp | 8776 KB | 26.01.2020 |
jan_jump_jam_2020/maps/jjj_hcm.lit | 3177 KB | 26.01.2020 |
jan_jump_jam_2020/maps/jjj_here.bsp | 13345 KB | 19.01.2020 |
jan_jump_jam_2020/maps/jjj_here.lit | 2868 KB | 19.01.2020 |
jan_jump_jam_2020/maps/jjj_jcr.bsp | 6072 KB | 26.01.2020 |
jan_jump_jam_2020/maps/jjj_jcr.lit | 3121 KB | 26.01.2020 |
jan_jump_jam_2020/maps/jjj_pinchy.bsp | 3105 KB | 26.01.2020 |
jan_jump_jam_2020/maps/jjj_pinchy.lit | 934 KB | 26.01.2020 |
jan_jump_jam_2020/maps/jjj_shades.bsp | 1149 KB | 17.01.2020 |
jan_jump_jam_2020/maps/jjj_shades.lit | 689 KB | 17.01.2020 |
jan_jump_jam_2020/maps/jjj_smilecythe.bsp | 14083 KB | 26.01.2020 |
jan_jump_jam_2020/maps/jjj_smilecythe.lit | 3559 KB | 26.01.2020 |
jan_jump_jam_2020/maps/jjj_vrk.bsp | 2978 KB | 14.01.2020 |
jan_jump_jam_2020/maps/jjj_vrk.lit | 700 KB | 14.01.2020 |
jan_jump_jam_2020/maps/start.bsp | 3825 KB | 26.01.2020 |
jan_jump_jam_2020/maps/start.lit | 2421 KB | 26.01.2020 |
jan_jump_jam_2020/music/Track187.ogg | 3148 KB | 22.03.2019 |
jan_jump_jam_2020/music/track116.ogg | 965 KB | 01.05.2019 |
jan_jump_jam_2020/music/track155.ogg | 7604 KB | 25.01.2020 |
jan_jump_jam_2020/music/track228.mp3 | 9770 KB | 19.04.2019 |
jan_jump_jam_2020/music/track29.ogg | 2395 KB | 12.01.2020 |
jan_jump_jam_2020/progs.dat | 442 KB | 26.01.2020 |
jan_jump_jam_2020/progs/beacon.mdl | 43 KB | 29.08.2019 |
jan_jump_jam_2020/progs/c_spike.mdl | 2 KB | 29.08.2019 |
jan_jump_jam_2020/progs/cent.mdl | 217 KB | 29.08.2019 |
jan_jump_jam_2020/progs/debris.mdl | 26 KB | 29.08.2019 |
jan_jump_jam_2020/progs/dread.mdl | 180 KB | 29.08.2019 |
jan_jump_jam_2020/progs/fgib1.mdl | 10 KB | 29.08.2019 |
jan_jump_jam_2020/progs/fixture1.mdl | 6 KB | 29.08.2019 |
jan_jump_jam_2020/progs/flag.mdl | 76 KB | 29.08.2019 |
jan_jump_jam_2020/progs/flaser.mdl | 12 KB | 29.08.2019 |
jan_jump_jam_2020/progs/floyd.mdl | 338 KB | 29.08.2019 |
jan_jump_jam_2020/progs/fromitz.mdl | 7 KB | 29.08.2019 |
jan_jump_jam_2020/progs/g_axe.mdl | 35 KB | 29.08.2019 |
jan_jump_jam_2020/progs/g_shotgn.mdl | 25 KB | 29.08.2019 |
jan_jump_jam_2020/progs/h_cent.mdl | 12 KB | 29.08.2019 |
jan_jump_jam_2020/progs/h_dread.mdl | 12 KB | 29.08.2019 |
jan_jump_jam_2020/progs/h_floyd.mdl | 59 KB | 29.08.2019 |
jan_jump_jam_2020/progs/jboots.mdl | 48 KB | 09.11.2019 |
jan_jump_jam_2020/progs/jboots_timed.mdl | 48 KB | 09.11.2019 |
jan_jump_jam_2020/progs/s_flame.spr | 25 KB | 29.08.2019 |
jan_jump_jam_2020/progs/s_grate.spr | 25 KB | 29.08.2019 |
jan_jump_jam_2020/progs/s_smoke.spr | 22 KB | 29.08.2019 |
jan_jump_jam_2020/progs/s_spark.spr | 1 KB | 29.08.2019 |
jan_jump_jam_2020/progs/spark.mdl | 10 KB | 29.08.2019 |
jan_jump_jam_2020/sound/ambient/breath1.wav | 217 KB | 28.04.2019 |
jan_jump_jam_2020/sound/ambient/chatter.wav | 187 KB | 29.08.2019 |
jan_jump_jam_2020/sound/ambient/comp.wav | 12 KB | 29.08.2019 |
jan_jump_jam_2020/sound/ambient/crickets.wav | 12 KB | 29.08.2019 |
jan_jump_jam_2020/sound/ambient/drone.wav | 31 KB | 29.08.2019 |
jan_jump_jam_2020/sound/ambient/fan1.wav | 53 KB | 29.08.2019 |
jan_jump_jam_2020/sound/ambient/flow1.wav | 52 KB | 16.07.2018 |
jan_jump_jam_2020/sound/ambient/flow2.wav | 305 KB | 04.08.2018 |
jan_jump_jam_2020/sound/ambient/heartbeat.wav | 70 KB | 28.04.2019 |
jan_jump_jam_2020/sound/ambient/hum02.wav | 37 KB | 29.08.2019 |
jan_jump_jam_2020/sound/ambient/intake.wav | 26 KB | 29.08.2019 |
jan_jump_jam_2020/sound/ambient/lonoise.wav | 33 KB | 29.08.2019 |
jan_jump_jam_2020/sound/ambient/motor1.wav | 52 KB | 29.08.2019 |
jan_jump_jam_2020/sound/ambient/motor2.wav | 51 KB | 29.08.2019 |
jan_jump_jam_2020/sound/ambient/rain.wav | 40 KB | 29.08.2019 |
jan_jump_jam_2020/sound/ambient/runwater.wav | 64 KB | 29.08.2019 |
jan_jump_jam_2020/sound/dread/flameoff.wav | 9 KB | 29.08.2019 |
jan_jump_jam_2020/sound/dread/flameon.wav | 29 KB | 29.08.2019 |
jan_jump_jam_2020/sound/floyd/death.wav | 14 KB | 29.08.2019 |
jan_jump_jam_2020/sound/floyd/fire.wav | 23 KB | 29.08.2019 |
jan_jump_jam_2020/sound/floyd/idle.wav | 5 KB | 29.08.2019 |
jan_jump_jam_2020/sound/floyd/pain.wav | 5 KB | 29.08.2019 |
jan_jump_jam_2020/sound/floyd/sight.wav | 5 KB | 29.08.2019 |
jan_jump_jam_2020/sound/items/jboots_dry.wav | 15 KB | 02.05.2019 |
jan_jump_jam_2020/sound/items/jboots_got.wav | 21 KB | 16.01.2019 |
jan_jump_jam_2020/sound/items/jboots_got_timed.wav | 41 KB | 07.08.2019 |
jan_jump_jam_2020/sound/items/jboots_plyrjmp0.wav | 6 KB | 08.02.2019 |
jan_jump_jam_2020/sound/items/jboots_plyrjmp1.wav | 20 KB | 26.07.2019 |
jan_jump_jam_2020/sound/items/jboots_timed.wav | 307 KB | 31.10.2019 |
jan_jump_jam_2020/sound/ladder/metal1.wav | 47 KB | 01.01.2018 |
jan_jump_jam_2020/sound/ladder/metal2.wav | 47 KB | 01.01.2018 |
jan_jump_jam_2020/sound/ladder/metal3.wav | 47 KB | 01.01.2018 |
jan_jump_jam_2020/sound/misc/airhiss.wav | 11 KB | 29.08.2019 |
jan_jump_jam_2020/sound/misc/airhiss2.wav | 6 KB | 29.08.2019 |
jan_jump_jam_2020/sound/misc/burning.wav | 24 KB | 29.08.2019 |
jan_jump_jam_2020/sound/misc/burning2.wav | 11 KB | 29.08.2019 |
jan_jump_jam_2020/sound/misc/comp1.wav | 23 KB | 29.08.2019 |
jan_jump_jam_2020/sound/misc/comp2.wav | 21 KB | 29.08.2019 |
jan_jump_jam_2020/sound/misc/flow1.wav | 52 KB | 16.07.2018 |
jan_jump_jam_2020/sound/misc/flow2.wav | 305 KB | 04.08.2018 |
jan_jump_jam_2020/sound/misc/laser_on.wav | 41 KB | 29.08.2019 |
jan_jump_jam_2020/sound/misc/laseroff.wav | 66 KB | 29.08.2019 |
jan_jump_jam_2020/sound/misc/null.wav | 2 KB | 29.12.2019 |
jan_jump_jam_2020/sound/misc/song_reverse.wav | 402 KB | 26.10.2018 |
jan_jump_jam_2020/sound/misc/spark.wav | 15 KB | 29.08.2019 |
jan_jump_jam_2020/sound/misc/uwater.wav | 39 KB | 29.08.2019 |
jan_jump_jam_2020/sound/misc/wind.wav | 262 KB | 07.11.2019 |
jan_jump_jam_2020/sound/misc/wood.wav | 473 KB | 07.11.2019 |
jan_jump_jam_2020/src/jjj_hcm.map | 4912 KB | 26.01.2020 |
jan_jump_jam_2020/src/jjj_here.map | 11609 KB | 19.01.2020 |
jan_jump_jam_2020/src/jjj_jcr.map | 3357 KB | 26.01.2020 |
jan_jump_jam_2020/src/jjj_pinchy.map | 3486 KB | 26.01.2020 |
jan_jump_jam_2020/src/jjj_shades.map | 250 KB | 17.01.2020 |
jan_jump_jam_2020/src/jjj_smilecythe.map | 11053 KB | 26.01.2020 |
jan_jump_jam_2020/src/jjj_testmap.map | 102 KB | 04.01.2020 |
jan_jump_jam_2020/src/jjj_vrk.map | 1429 KB | 14.01.2020 |
jan_jump_jam_2020/src/start.map | 1533 KB | 26.01.2020 |
jan_jump_jam_2020.zip
January Jump Jam
Ten maps of varying themes based on the Jump mod (included) which adds double/triple-jump abilities. The map sources are included.Note: Some of these maps require a source port with increased limits.
Tags: source, limits, jump, skybox, exploration, multiple exits, textures, jump boots, hard, puzzles
Editor's Rating: no rating (yet)
User Rating:
4.3/5 with 30 ratings
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One small step for mankind.
Haven't finished yet but so far it's a great pack for a great mod. Heresy's map is possibly the most stylish metal map since ion01. (By the way, the page for Jump Mod/Triune Discovery is completely borked....)
I noticed the link to Jump Mod2/Triune Discovery isn't working from here. This link should work in the meantime.
Jump Mod 2/Triune Discovery
Finally! A taste of FIREBLU! Just what Quake needed!
When I come back from Heresy's map, the jump boots in the selection map are no longer available (they become encased in concrete) and I can no longer access the other maps. Is this a bug or am I supposed to find a workaround?
Oh, nevermind, there's another way to Pinchy's map :)
But when I use the other way (teleporter at the back of the island that drops you at the top) I still can't find a legitimate way to jump across to the highest level portals. Anyone?
That aside (I just used
fly
to get to the entrances to the other maps), this is a great collection. The quality varies, for sure, but HCM's Engineering Mania in particular is just outstanding, a ton of fun with plenty of exploration and lots of revisitability, as you return to earlier areas equipped with the jumpboots, then with the triple-jump. Puzzles, combats, secrets — it really has everything, and would be a five-star map as a standalone.Boomers Sunday Walk is map for bunny-hop professionals only?
JJJ_Smylecicthe, design of clocktower part is very bad, I need to break my brain while precise jumping, and watch to changes in bar configuration at the same time. May be I am so old, by I can do only one thing - I can watch for bars (puzzle part of brain), of I can make 1-pixel precise movings for jump (reflex part of brain), but I cant do two these things at the same time. I try to see, what changed after pushing the button, but after 0.5 second platform move back into the wall and I fall down, and I need to start stressful precise jumps one more and one more time. Gameplay is very stressfull and ugly. When I want to have a stress, I go to work.
JJJ_Smylecithe, and the next question - how return after getting secret rocket launcher?
Rocket jump! :)
JJJ_Smylecithe, if I got rocket launcher with 5 hp, and made quicksave, I need to start level from the beginning?
Yup!
This is one of my favorite releases in quite a while. Some great aesthetic choices, and enough of a tweak to Quake exploration & combat to freshen it up without making it something completely different. The jump boots and the teleport gun were the two things I remember piquing my interest the most from the mod jam, and I'm happy to see this get some takeup.
I do like the "go through an area once, then come back through later with the boots for a different experience" thing a lot, but I'm glad not all the maps leaned on that approach. Some real creativity and thoughtful design going on here.
That said, I didn't finish the pack.
I tapped out of Mazu's map after a while -- personal taste, I'm a little wary by default of a map with multiple hundreds of kills, and especially a base map. I did love the initial minutes, the atmosphere and the way it gradually revealed itself, so maybe I'll come back to it regardless! Sometimes I do end up being a fan of a giant map in the end.
For Smilecythe's map, the timing on the clocktower jumppad puzzle ended up being not fun for me. In fact I would call it impossible to do with any reliability, but I've talked with him & he says that's the intended timing and it's possible to do, so I dunno! The physics for that particular puzzle seem to be easier in FTE (even with sv_nqplayerphysics forced to 1) so maybe that will be my way back in, eventually.
Still a great pack!
An absolutely awesome mappack! The double jumping combined with bunny hopping is a dream come true for players like me, who love the movement mechanics and air control of Quake 1. It was a hell of a fun all the way through. Thank you very much guys!!!
Red is dead A breathtaking level design. After all those years since Quake came up, I'm always pleased and amazed by the visuals, some mappers are able to deliver. Congratulations!
Engineering Mania Easily one of the best tech/base maps out there. I love revisiting areas with double jump boots and then once again with triple jump boots. It was great! Laser traps are kinda annoying after some time, it should be always possible to disable them later on. BTW: I found 35/38 secrets :-) Finding all the computer components was fun and rewarding.
Mana Vemputin Simply one of the most clever designs in quake mapping. Frankly, I was a little lost in the beginning, because I thought that manipulating the stair tower with silver keys has to be done in some particular order. I thought it was a part of a puzzle. I gave up after a while, didn't know what to do. It should have been stated in the beginning, that it doesn't matter, in which order you use the keys. It's just overwhelming for the first time, when you see those silver and goldkey buttons scattered all over the place. Then I saw a video on YT (an interview with the map author during some gameplay) so I gave it another shot. The map left me beg for more, incredible! Although it was a little unfair (on Nightmare difficulty) midway through, when the map was repopulated with enemies. I had problems maneuvering between the hordes of enemies due to the lack of space in the central part of the map. I knew I should have saved the quad damage for this part of the game :-) The Clocktower part was confusing at first, but when I understood what to do, it was fun. But I think I know why people didn't like it. There are 2 technical issues with it (at least for me). The first issue is with the moving bars, they don't push you precisely to the position above the next fan. Sometimes it worked well, but after some reloading it went loose. Bars didn't push me enough, so I had to maneuvre through the air as I was falling down, to precisely land on the vent. And this was way too difficult, even for an old Quake veteran as I am. So I repeat, when I started a new game it worked well, but when I reloaded a saved game, the pushing bars didn't work as intended (I guess) as if they were desynced. It probably has something to do with physics on high framerate, or server tics or I don't know. I believe this can be easily fixed by making the fans bigger. And the second issue is that the fans are closing very fast. They often hit me as they were closing. Make them bigger, otherwise one have to be very precise in the movement, to hit them correctly. Also the floor in this room has various heights (steps), which adds to the frustration from moving around.
For the guy who asked about the Rocket launcher: You can get out of there easily if you have acquired triple jump boots. But at that point of the game, you don't need this rocket launcher, it's obsolete, because the other one is next to the triple jump boots. So this secret makes no sense, unless it is meant to be a super secret for those willing to do rocketjumps (which I think they shouldn't in a singleplayer game). You're just fine to get the secret RL using the double jump boots, but you can't get out of there legitimately. I wonder, how it was meant to be done... I propose, right after you land on that tiny platform with this secret RL, there should be a way (e.g. a shootable button) to make the platform move closer to the starting point, so you can doublejump back, without the need of using rocket jumping / triple jump boots.
That's it! Once again, thank you very much for such a great map pack, it was a blast to play!!!
Okay, the clock tower in Smilecythe's map is completely, hopelessly, ridiculously broken. The pushing platforms barely push me, so I had to always walk to the next ventilator instead. This is doable for all ventilators except the last one, which closes far too quickly.
Apparently you haven't played yet smej2end by Smilecythe ;) Rather don't event try.
Look at Func_Msgboard for walkthrough demos. And yes, me myself can't complete this two brilliant maps too.
... except it all goes like clockwork when I use the shotgun instead of the nailgun, lol. I wonder if that was also the problem the other commenters had with it.
qazzaq, I hadn't seen your comments. As I said, it's actually doable, and it's not even that difficult once you get the hang of it. It's not really the kind of thing I look for in Quake, but I'm having fun with the map so far.
qazzaq, I hadn't seen your comments. As I said, it's actually doable, and it's not even that difficult once you get the hang of it. It's not really the kind of thing I look for in Quake, but I'm having fun with the map so far.
(Oops, the system posted my comment twice. I would remove one of them if I could.)
Hey! This one is surely one of the best jams ever! All maps are great but I would say that pink-brick map by Greenwood here is my fav Greenwood map so far. Don't know why actually, just loved it and a lot. Also I would like to mention Heresy's map. Gameplay wise it's rough sometimes, repetitive with all those jums which are not fun, but visually MAAAN it's stunning. Anyway all maps are great! RECOMMENDED
This jam was amazing! Heresy's map was one of the most beautiful I've seen, and Mazu's was super unique, I already did the Alkaline version but it was a treat to play again, exploring stuff was so fun even though I only found half the secrets. I also rather enjoyed Smilescythe's map even though I'm usually averse to puzzles. I did have to noclip in the big tower with the pillars, but was able to get through everything else, and loved the challenge of it, especially that room with the walls that slide back and forth when you shoot the skulls.
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