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Screenshot of xmasjam2020
Author:Artistical, Bal, Chris Holden, Comrade Beep, DragonsForLunch, entsoy, Greenwood, grome, Heresy, ionous, ish, muk, Naitelveni, onetruepurple, Pinchy, Qalten, QMaster, quasiotter, Shademaster, Strideh, vbs
Title:Xmas Jam 2020
Download:xmasjam2020.zip (319258bb0698050936dd454149ce8225)
Filesize:395608 Kilobytes
Release date:20.12.2020
Homepage:
Additional Links: Func_Msgboard
Type:Partial conversion
BSP: ✔ • PAK: ✔ • PROGS.DAT: ✔ • Custom Models/Sounds: ✔

Files in the ZIP archive
Files in the ZIP archive:
File Size Date
_readme/xj2020.txt3 KB20.12.2020
_readme/xj2020_artistical.txt4 KB17.12.2020
_readme/xj2020_bal.txt67 KB15.12.2020
_readme/xj2020_chrisholden.txt2 KB14.12.2020
_readme/xj2020_dfl.txt2 KB16.12.2020
_readme/xj2020_entsoy.txt2 KB13.12.2020
_readme/xj2020_greenwood.txt2 KB16.12.2020
_readme/xj2020_grome.txt2 KB14.12.2020
_readme/xj2020_heresy.txt4 KB29.11.2020
_readme/xj2020_ionotp.txt2 KB16.12.2020
_readme/xj2020_ish.txt2 KB14.12.2020
_readme/xj2020_muk.txt2 KB14.12.2020
_readme/xj2020_naitelveni.txt2 KB16.12.2020
_readme/xj2020_pinchy.txt3 KB15.12.2020
_readme/xj2020_qalten.txt2 KB14.12.2020
_readme/xj2020_qmaster.txt2 KB17.12.2020
_readme/xj2020_qmaster2.txt2 KB17.12.2020
_readme/xj2020_quasiotter.txt3 KB14.12.2020
_readme/xj2020_shades.txt2 KB16.12.2020
_readme/xj2020_strideh.txt2 KB17.12.2020
_readme/xj2020_vbs.txt1 KB14.12.2020
_src/start.map5142 KB18.12.2020
_src/xj2020_chrisholden.map3336 KB14.12.2020
_src/xj2020_entsoy.map13924 KB13.12.2020
_src/xj2020_grome.map2527 KB14.12.2020
_src/xj2020_heresy.map15381 KB09.12.2020
_src/xj2020_ionotp.map2074 KB16.12.2020
_src/xj2020_ish.map850 KB14.12.2020
_src/xj2020_muk.map2001 KB14.12.2020
_src/xj2020_naitelveni.map6904 KB14.12.2020
_src/xj2020_pinchy.map894 KB15.12.2020
_src/xj2020_qalten.map1937 KB14.12.2020
_src/xj2020_qmaster1.map1418 KB18.12.2020
_src/xj2020_qmaster2.map43 KB18.12.2020
_src/xj2020_quasiotter.map449 KB16.12.2020
_src/xj2020_strideh.map3140 KB17.12.2020
ad_1_8.def393 KB12.10.2020
ad_1_8.fgd245 KB12.10.2020
ad_changelog.txt90 KB12.10.2020
ad_v1_80_credits.txt16 KB12.10.2020
ad_v1_80_documentation.txt148 KB12.10.2020
ad_v1_80_readme.txt9 KB12.10.2020
ad_v1_80p1changelog.txt91 KB14.10.2020
gfx/conback.lmp63 KB18.12.2020
gfx/env/balebs2_bk.tga3073 KB15.12.2020
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gfx/env/canyonlandsup.tga12976 KB18.12.2020
gfx/env/cloudy/graycloud_bk.jpg636 KB14.12.2020
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gfx/env/cloudy/graycloud_dn.jpg660 KB14.12.2020
gfx/env/cloudy/graycloud_dn.tga3073 KB14.12.2020
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gfx/env/cloudy/graycloud_ft.tga3073 KB14.12.2020
gfx/env/cloudy/graycloud_lf.jpg663 KB14.12.2020
gfx/env/cloudy/graycloud_lf.tga3073 KB14.12.2020
gfx/env/cloudy/graycloud_rt.jpg638 KB14.12.2020
gfx/env/cloudy/graycloud_rt.tga3073 KB14.12.2020
gfx/env/cloudy/graycloud_up.jpg660 KB14.12.2020
gfx/env/cloudy/graycloud_up.tga3073 KB14.12.2020
gfx/env/cloudy/readme.txt3 KB14.12.2020
gfx/env/d4sky02_bk.tga3139 KB14.12.2020
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gfx/env/duske_lf.tga769 KB21.11.2020
gfx/env/duske_rt.tga769 KB21.11.2020
gfx/env/duske_up.tga769 KB21.11.2020
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gfx/env/grimrt.tga3073 KB26.11.2020
gfx/env/grimup.tga3073 KB26.11.2020
gfx/env/iceflow_bk.tga698 KB14.12.2020
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gfx/env/iceflow_rt.tga667 KB14.12.2020
gfx/env/iceflow_up.tga532 KB14.12.2020
gfx/env/mnight/mnight.shader1 KB15.12.2020
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gfx/env/mnight/mnight_up.tga395 KB15.12.2020
gfx/env/mnight/readme.txt2 KB15.12.2020
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gfx/env/ozymandias_up.tga769 KB14.12.2020
gfx/env/peaksbk.tga2537 KB18.12.2020
gfx/env/peaksdn.tga223 KB18.12.2020
gfx/env/peaksft.tga2804 KB18.12.2020
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gfx/env/peaksup.tga2183 KB18.12.2020
gfx/env/techasky_BK.tga3073 KB14.12.2020
gfx/env/techasky_DN.tga3073 KB14.12.2020
gfx/env/techasky_FT.tga3073 KB14.12.2020
gfx/env/techasky_UP.tga3073 KB14.12.2020
gfx/env/techasky_lf.tga3073 KB14.12.2020
gfx/env/techasky_rt.tga3073 KB14.12.2020
gfx/env/wakeworld_bk.tga461 KB08.01.2003
gfx/env/wakeworld_dn.tga768 KB08.01.2003
gfx/env/wakeworld_ft.tga459 KB08.01.2003
gfx/env/wakeworld_lf.tga514 KB08.01.2003
gfx/env/wakeworld_rt.tga438 KB08.01.2003
gfx/env/wakeworld_up.tga178 KB08.01.2003
gfx/env/white_bk.tga13 KB15.12.2020
gfx/env/white_dn.tga13 KB15.12.2020
gfx/env/white_ft.tga13 KB15.12.2020
gfx/env/white_lf.tga13 KB15.12.2020
gfx/env/white_rt.tga13 KB15.12.2020
gfx/env/white_up.tga13 KB15.12.2020
gfx/qplaque.lmp5 KB18.12.2020
maps/start.bsp22648 KB20.12.2020
maps/start.lit1054 KB20.12.2020
maps/xj2020_artistical.bsp10916 KB11.12.2020
maps/xj2020_artistical.lit1325 KB11.12.2020
maps/xj2020_bal.bsp20021 KB15.12.2020
maps/xj2020_bal.lit6151 KB15.12.2020
maps/xj2020_chrisholden.bsp5023 KB14.12.2020
maps/xj2020_chrisholden.lit1510 KB14.12.2020
maps/xj2020_dfl.bsp1934 KB14.12.2020
maps/xj2020_dfl.lit328 KB14.12.2020
maps/xj2020_entsoy.bsp12116 KB13.12.2020
maps/xj2020_entsoy.lit1277 KB13.12.2020
maps/xj2020_greenwood.bsp3381 KB19.12.2020
maps/xj2020_greenwood.lit1332 KB19.12.2020
maps/xj2020_grome.bsp2733 KB14.12.2020
maps/xj2020_grome.lit746 KB14.12.2020
maps/xj2020_heresy.bsp33293 KB10.12.2020
maps/xj2020_heresy.lit5535 KB10.12.2020
maps/xj2020_ionotp.bsp2807 KB16.12.2020
maps/xj2020_ionotp.lit621 KB16.12.2020
maps/xj2020_ish.bsp7336 KB15.12.2020
maps/xj2020_ish.lit522 KB15.12.2020
maps/xj2020_muk.bsp3927 KB14.12.2020
maps/xj2020_muk.lit665 KB14.12.2020
maps/xj2020_naitelveni.bsp18492 KB14.12.2020
maps/xj2020_naitelveni.lit2582 KB14.12.2020
maps/xj2020_pinchy.bsp1909 KB15.12.2020
maps/xj2020_pinchy.lit560 KB15.12.2020
maps/xj2020_qalten.bsp9139 KB14.12.2020
maps/xj2020_qalten.lit960 KB14.12.2020
maps/xj2020_qmaster1.bsp2795 KB14.12.2020
maps/xj2020_qmaster1.lit1037 KB14.12.2020
maps/xj2020_qmaster2.bsp526 KB19.12.2020
maps/xj2020_qmaster2.lit41 KB19.12.2020
maps/xj2020_quasiotter.bsp1785 KB16.12.2020
maps/xj2020_quasiotter.lit410 KB16.12.2020
maps/xj2020_shades.bsp15989 KB19.12.2020
maps/xj2020_shades.lit881 KB19.12.2020
maps/xj2020_strideh.bsp4330 KB19.12.2020
maps/xj2020_strideh.lit1081 KB19.12.2020
maps/xj2020_vbs.bsp15089 KB16.12.2020
maps/xj2020_vbs.lit731 KB16.12.2020
music/AQM_poster.png652 KB14.12.2020
music/AQM_tracks.txt1 KB14.12.2020
music/track110.ogg7947 KB14.12.2020
music/track111.ogg6917 KB14.12.2020
music/track15.mp38492 KB28.11.2020
music/track187.ogg5719 KB22.11.2020
music/track188.ogg48 KB14.12.2020
music/track198.mp33025 KB01.12.2019
music/track217.mp34586 KB14.12.2020
music/track45.mp33320 KB14.12.2020
music/track46.mp33737 KB14.12.2020
music/track57.ogg1270 KB16.12.2020
music/track66.mp31139 KB13.12.2020
music/track69.mp39437 KB14.12.2020
music/track95.ogg3029 KB02.12.2020
music/track99.mp35580 KB27.11.2020
pak0.pak263703 KB18.12.2020
pak1.pak5341 KB22.11.2020
pak2.pak13543 KB22.11.2020
progs/PineTree_Models.txt3 KB07.07.2019
progs/balxj_tree_a.mdl469 KB16.12.2019
progs/balxj_tree_b.mdl469 KB15.12.2020
progs/goldring.mdl7 KB14.12.2020
progs/gw/banner.mdl248 KB16.12.2020
progs/gw/bottled.mdl44 KB16.12.2020
progs/gw/chair.mdl10 KB16.12.2020
progs/gw/chest1.mdl19 KB16.12.2020
progs/gw/chest4.mdl13 KB16.12.2020
progs/gw/coin.mdl44 KB16.12.2020
progs/gw/empathy.mdl43 KB16.12.2020
progs/gw/g_saw.mdl158 KB16.12.2020
progs/gw/gib_elfcane.mdl61 KB16.12.2020
progs/gw/h_santa.mdl50 KB16.12.2020
progs/gw/keg1.mdl49 KB16.12.2020
progs/gw/misc_skull.mdl59 KB16.12.2020
progs/gw/skell.mdl74 KB16.12.2020
progs/gw/skelly2.mdl197 KB16.12.2020
progs/gw/stool.mdl8 KB16.12.2020
progs/gw/sword.mdl85 KB16.12.2020
progs/gw/sword_shield.mdl72 KB16.12.2020
progs/gw/table1.mdl116 KB16.12.2020
progs/gw/wpn_rack.mdl22 KB16.12.2020
progs/maxx/chair.mdl10 KB14.12.2020
progs/maxx/dragon.mdl257 KB14.12.2020
progs/maxx/pine_maxx.mdl316 KB14.12.2020
progs/maxx/pine_scraggy_maxx.mdl255 KB14.12.2020
progs/maxx/pine_small_maxx.mdl319 KB14.12.2020
progs/maxx/pinetree_models.txt3 KB14.12.2020
progs/maxx/stool.mdl8 KB14.12.2020
progs/maxx/wpn_rack.mdl22 KB14.12.2020
progs/pine_scraggy.mdl255 KB22.11.2020
progs/pinetree.mdl316 KB22.11.2020
progs/pinetreem.mdl319 KB22.11.2020
progs/xmas/barr.mdl43 KB15.12.2020
progs/xmas/beacon.mdl43 KB15.12.2020
progs/xmas/bigflag.mdl64 KB15.12.2020
progs/xmas/bottled.mdl44 KB15.12.2020
progs/xmas/cranea.mdl91 KB15.12.2020
progs/xmas/flag.mdl196 KB15.12.2020
progs/xmas/gen3.mdl462 KB15.12.2020
progs/xmas/gib_elfcane.mdl61 KB15.12.2020
progs/xmas/gib_rdleg1.mdl25 KB15.12.2020
progs/xmas/gib_rdrockpack.mdl38 KB15.12.2020
progs/xmas/gib_santagun.mdl35 KB15.12.2020
progs/xmas/gib_santasack.mdl33 KB15.12.2020
progs/xmas/gib_snowball.mdl5 KB15.12.2020
progs/xmas/gib_snowclaw.mdl42 KB15.12.2020
progs/xmas/gib_snowgun.mdl19 KB15.12.2020
progs/xmas/h_elf.mdl117 KB15.12.2020
progs/xmas/h_raindeer.mdl33 KB15.12.2020
progs/xmas/h_santa.mdl50 KB15.12.2020
progs/xmas/h_snowman.mdl43 KB15.12.2020
progs/xmas/hangman.mdl95 KB15.12.2020
progs/xmas/heating.mdl239 KB15.12.2020
progs/xmas/kabels.mdl424 KB15.12.2020
progs/xmas/keg1.mdl49 KB15.12.2020
progs/xmas/levels.mdl35 KB15.12.2020
progs/xmas/misc_cable.mdl57 KB15.12.2020
progs/xmas/misc_circuit.mdl7 KB15.12.2020
progs/xmas/misc_oscill.mdl50 KB15.12.2020
progs/xmas/misc_radar96.mdl20 KB15.12.2020
progs/xmas/mon_elf.mdl313 KB15.12.2020
progs/xmas/mon_raindeer.mdl126 KB15.12.2020
progs/xmas/mon_santa.mdl291 KB15.12.2020
progs/xmas/mon_snowman.mdl59 KB15.12.2020
progs/xmas/pallet.mdl498 KB15.12.2020
progs/xmas/poster.mdl172 KB15.12.2020
progs/xmas/proj_elfsnow.mdl8 KB15.12.2020
progs/xmas/proj_rdrocket.mdl4 KB15.12.2020
progs/xmas/proj_snowball.mdl5 KB15.12.2020
progs/xmas/stool.mdl8 KB15.12.2020
progs/xmas/table1.mdl116 KB15.12.2020
progs/xmas/turret.mdl213 KB15.12.2020
progs/xmas/wanted.mdl28 KB15.12.2020
progs/xmasjam/balxj_tree_a.mdl469 KB09.12.2017
progs/xmasjam/dead_tree.mdl263 KB24.09.2019
progs/xmasjam/pritchard_chair.mdl80 KB07.12.2017
quake.rc9 KB14.10.2020
sound/Hit_Hurt44.wav21 KB16.12.2020
sound/Randomize21.ogg30 KB16.12.2020
sound/Randomize21.wav176 KB16.12.2020
sound/ambience/hh_alarm_hl2.wav195 KB14.12.2020
sound/ambience/hh_alarm_hl2_x2.wav389 KB14.12.2020
sound/ambience/hh_default_stop.wav97 KB14.12.2020
sound/ambience/hh_door_latch1.wav77 KB14.12.2020
sound/ambience/hh_mine_charge.wav160 KB14.12.2020
sound/ambience/hh_particle_suck2.wav48 KB14.12.2020
sound/ambience/hh_sleighbells.wav108 KB14.12.2020
sound/ish/ropesnap.wav2549 KB14.12.2020
sound/strider/str_alarm1.wav259 KB01.12.2020
sound/strider/str_alarm2.wav259 KB28.11.2020
sound/xj20bal/beach.wav285 KB15.12.2020
sound/xj20bal/waterocean1.wav302 KB15.12.2020
sound/xmas/elf/attack1.wav173 KB13.11.2017
sound/xmas/elf/attack2.wav87 KB13.11.2017
sound/xmas/elf/cane_hit1.wav5 KB12.11.2017
sound/xmas/elf/cane_hit2.wav6 KB12.11.2017
sound/xmas/elf/cane_swipe1.wav2 KB12.11.2017
sound/xmas/elf/cane_swipe2.wav2 KB12.11.2017
sound/xmas/elf/death1.wav14 KB17.09.2017
sound/xmas/elf/death2.wav11 KB17.09.2017
sound/xmas/elf/idle.wav56 KB12.11.2017
sound/xmas/elf/jump1.wav18 KB13.11.2017
sound/xmas/elf/jump2.wav9 KB13.11.2017
sound/xmas/elf/magic.wav16 KB13.11.2017
sound/xmas/elf/miss.wav15 KB26.06.2015
sound/xmas/elf/pain.wav11 KB12.11.2017
sound/xmas/elf/sight1.wav21 KB12.11.2017
sound/xmas/elf/sight2.wav31 KB12.11.2017
sound/xmas/elf/sight3.wav10 KB13.11.2017
sound/xmas/elf/sight4.wav7 KB13.11.2017
sound/xmas/raindeer/attack1.wav6 KB17.09.2017
sound/xmas/raindeer/attack2.wav7 KB17.09.2017
sound/xmas/raindeer/death.wav10 KB17.09.2017
sound/xmas/raindeer/hit.wav6 KB17.09.2017
sound/xmas/raindeer/idle.wav8 KB17.09.2017
sound/xmas/raindeer/sight.wav24 KB17.09.2017
sound/xmas/santa/death.wav98 KB15.11.2017
sound/xmas/santa/death2.wav98 KB16.11.2017
sound/xmas/santa/fire.wav22 KB16.11.2017
sound/xmas/santa/good_hohoho.wav54 KB17.11.2017
sound/xmas/santa/good_saved.wav76 KB17.11.2017
sound/xmas/santa/hohoho.wav50 KB15.11.2017
sound/xmas/santa/laugh1.wav57 KB15.11.2017
sound/xmas/santa/laugh2.wav115 KB15.11.2017
sound/xmas/santa/laugh3.wav40 KB17.09.2017
sound/xmas/santa/laugh3_com.wav44 KB15.11.2017
sound/xmas/santa/pain1.wav7 KB17.09.2017
sound/xmas/santa/pain2.wav10 KB17.09.2017
sound/xmas/santa/sack_hit.wav14 KB15.11.2017
sound/xmas/santa/sack_swing.wav9 KB15.11.2017
sound/xmas/santa/sight.wav98 KB15.11.2017
sound/xmas/santa/smack.wav22 KB15.11.2017
sound/xmas/snowman/claw.wav9 KB17.09.2017
sound/xmas/snowman/death1.wav12 KB17.09.2017
sound/xmas/snowman/death2.wav14 KB17.09.2017
sound/xmas/snowman/icehit.wav4 KB17.09.2017
sound/xmas/snowman/icemiss.wav4 KB17.09.2017
sound/xmas/snowman/idle.wav58 KB15.11.2017
sound/xmas/snowman/nail_fire.wav26 KB15.11.2017
sound/xmas/snowman/pain1.wav8 KB17.09.2017
sound/xmas/snowman/pain2.wav8 KB17.09.2017
sound/xmas/snowman/shotg_fire.wav7 KB17.09.2017
sound/xmas/snowman/sight1.wav10 KB17.09.2017
sound/xmas/snowman/sight2.wav16 KB17.09.2017
textures/#rainbowgradien.tga13 KB16.12.2020
textures/ace.tga17 KB16.12.2020
textures/agender.tga17 KB16.12.2020
textures/bear.tga17 KB16.12.2020
textures/bi.tga17 KB16.12.2020
textures/gq.tga17 KB16.12.2020
textures/nb.tga17 KB16.12.2020
textures/p_adv.tga769 KB16.12.2020
textures/p_ash.tga661 KB16.12.2020
textures/p_atp.tga109 KB16.12.2020
textures/p_bkb.tga109 KB16.12.2020
textures/p_blm.tga109 KB16.12.2020
textures/p_car.tga661 KB16.12.2020
textures/p_cube.tga661 KB16.12.2020
textures/p_donuts.tga661 KB16.12.2020
textures/p_gator.tga109 KB16.12.2020
textures/p_husbandos.tga661 KB16.12.2020
textures/p_jsr.tga661 KB16.12.2020
textures/p_nitw.tga661 KB16.12.2020
textures/p_platformer.tga433 KB16.12.2020
textures/p_quake.tga661 KB16.12.2020
textures/p_redistribute.tga661 KB16.12.2020
textures/p_vacation.tga109 KB16.12.2020
textures/pan.tga17 KB16.12.2020
textures/rainbow.tga17 KB16.12.2020
textures/transbipoc.tga17 KB16.12.2020

xmasjam2020.zip

Xmas Jam 2020

Annual Christmas mapping event. This pack features 19 small maps in varying styles where all gameplay takes place within a 1024x1024x1024 space. It runs on Arcane Dimensions 1.8 (included) and comes with some additional content like sounds, models, skyboxes and music tracks. The map sources are included.

Note: These maps require a source port with increased limits + BSP2 support.


Tags: small, 1024, start, realism, winter, snow, medieval, makkon, kingpin, textures, sounds, models, ad, arcanedimensions, skybox, music, limits, bsp2, source, jump boots, half-life 2, hl2

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onetruepurple 23 December 2020, 16:19

Reiterating my argument from akm1: I'd very gladly give this a 9/10 instead, if given the opportunity, as this is a very good release but not on the same level as something like Honey or Rubicon 2, IMO.


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Markie 23 December 2020, 23:25

@otp

Granularity in an aggregated ratings system is universally a bad idea. A 3/5 can mean something completely different from one person to another.

There's a reason why most websites have moved to a thumbs up/down system.


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onetruepurple 24 December 2020, 1:44

Well, I don't know about "most websites". I know that YouTube moved to thumbs up/thumbs down because 5 stars and 1 stars were the vast majority of ratings left. I'm making a safe assumption that other enterprises followed suit for a similar reason (or for none).

And even still, YouTube does sometimes bring up a prompt with a request to rate a video on a 1-5 scale, for whatever algorithmical reason.

Having administrated https://www.jazz2online.com/ for almost 15 years and counting, I'm aware that increasing rating granularity tends to bring diminishing results over time, and that it's a pointless experience to try and reverse-quantify the actual meaning of ratings like 7.3 and 7.4, or 82% and 83%.

There is probably also an argument to be had that granularity in the lower half of the range serves no purpose - you probably don't need 6 different ways to say "I didn't like this map".

However, my point still stands - there's currently 269 uploads on Quaddicted with a 5/5 rating, from my own experience I can tell that there's still a wide variance of quality between all of those, which is not appropiately reflected by the rating. This also makes the rating an useless metric for the average end user who will often want to check only the very best of the best.

And inversely, this would also mean the people who weren't as fond of Ter Shibboleth didn't have to place it in the "worst possible rating" tier alongside all the fullbright, unexitable boxmaps from 1997.


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Spirit 24 December 2020, 10:06

I'd suggest you take these thoughts into a forum thread? I have some input on this but won't post it hidden in a discussion thread of a release.


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GunSgtHighway 25 December 2020, 3:51

Its great!

Thank you for this peace of work. The graphics are AAA and the gameplay is challenging.

Best wishes Gunny Highway


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edGeLoRD 25 December 2020, 4:53

Great maps. Show completed when you finish so you won't be playing levels twice.

Great Christmas present in a wack year. Do a new years/2020 pack!


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Alex 27 December 2020, 23:49

Hi, I'm using the markv engine and in the menu when I try to view the maps of Arcane Dimensions (from the "Levels" option) the engine crashes and the error message "Can't open adrock1" is displayed. I looked and "ad_rock1" isn't among the maps. Same error with the Xmasjam2020 pack. Can somebody help me fix this?


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Bal 28 December 2020, 14:16

Alex, Mark V's level menu just doesn't seem to work with AD as it's trying to parse some bsp files it shouldn't. Unfortunately there's no fix unless you want to fix Mark V, just use the map command in the console or use the start maps like in other engines.


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Alex 28 December 2020, 16:08

Thank you, good to know.


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Lane Powell 28 December 2020, 22:13

Bal's map here is something else


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Dirk 30 December 2020, 12:19

Cool collection of maps

How do I get back to playing the actual Arcane Dimensions maps though? When I type Map Start it takes me to the XMAS hub


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Dirk 30 December 2020, 12:39

Never mind, I made a separate folder called "XMAS" in my directory with all of these maps instead.

Bal's map was awesome!


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Oldfrt 2 January 2021, 3:06

Outstanding level architecture and level design hindered by cruel enemy placement. Vores and Shamblers spawning out of thin air on open arenas with no way to take cover myself, multiple stacked Spawn on underwater corridors ready to blow you up or Fiends jumpscaring me on pitch black mazes and usually getting out of ammo let me believe I was playing some sort of halloweenjam...


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Party Boy 3 January 2021, 0:15

Hi, I did a complete walkthrough on Nightmare:

https://www.youtube.com/watch?v=Dr4HZzMzIWs&list=PLl2feK8Fmw9uqzuVVxpBHfSOR979YuR

I didn't like Village of Claws and Hrim Hrevenge, the arenas were balls to the wall not fun, Knowledge is not Made for Understanding was a little more permissive...

All is Dust is a good concept but also ruined by its difficulty, there was no need to start with 20 hp...

I personally don't like these maps where you have to memorize it 100% to have a chance of success...

Nice architecture overall, though, looking forward to next year's jam...


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Vasya shkolnik 23 January 2021, 22:32

Artistical, Edgar Froese's PA701 is interesting choise for soundtrack


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Vasya shkolnik 30 January 2021, 12:42

[I had to replace language and discussion that was out of place here.

See https://www.quaddicted.com/forum/viewtopic.php?id=847 for what happened next...

-Spirit]


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onetruepurple 30 January 2021, 13:18

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Vasya shkolnik 30 January 2021, 22:04

[I had to replace language and discussion that was out of place here. -Spirit]


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Ogre Lives Matter 30 January 2021, 22:31

[I had to replace language and discussion that was out of place here. -Spirit]


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Markie 31 January 2021, 0:46

[I had to replace language and discussion that was out of place here. -Spirit]


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onetruepurple 31 January 2021, 11:53

[I had to replace language and discussion that was out of place here. -Spirit]


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Spirit 31 January 2021, 13:12

1) Vasya shkolnik, that kind of language is not welcome here. Keep your expletives at home and don't stink up the community like that.

2) I am not going to allow political discussion to take place here, that path leads to a toxic environment and is completely out of place for a gaming archive.

A comment like "I don't like the political aspects of XXX's map" is perfectly ok. Discussing their contents is not.

Thanks for understanding. Anyone who posts on the topic in this comment feed again risks their account.


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bmFbr 31 January 2021, 13:19

[I had to replace language and discussion that was out of place here. -Spirit]


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Spirit 31 January 2021, 13:22

[I had to replace language and discussion that was out of place here. -Spirit]


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bmFbr 31 January 2021, 13:25

[I had to replace language and discussion that was out of place here. -Spirit]


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MikeTaylor Registered 13 April 2021, 13:26

I really enjoyed Red Ranger (xj2020_vbs), with its novel challenge of surviving with single hit-point and absolutely no weapon until discovery of the axe, and with its unusual theme of clearing out a ruined tenement building. Really solid work, and with a satisfying rooftop climax.

MikeTaylor Registered 13 April 2021, 18:04

House of Cards (xj2020_ish) was confusing but fun. It was a surprise to start both of my first two maps with no weapon and low health, but this time there's a nice and brief backstory here that explains your predicament.

After I reached the staircase that takes you up and down into differet areas from the one you started in (you know what I mean), I was reduced to wandering around searching for something new, which I did find the form of newly spawned monsters. But I would have preferred to have a stronger sense of what I was trying to achieve.

MikeTaylor Registered 13 April 2021, 21:49

Microcosmosophy (xj2020_ionotp) is a lovely example of doing a lot in a small space. It goes through areas representing most of an ID episode all within its 1024x1024x1024 boundary, offering some horrible ambushes and a very generous 13 secrets (of which I found nine). Consistently interesting, and hard enough to give a real sense of accomplishment on completion.

MikeTaylor Registered 14 April 2021, 17:13

We have a winner!

Nuclear Winter is Coming (xj2020_heresy) is by far the best 1024x1024x1024 map I've ever played. It's beautiful to look at, fascinating to explore, satisfying to fight in and filled with secrets (I got nine of the ten, and particularly enjoyed the triple-shotgun secret). And as it that were not enough, that is an excellent endgame in which the castle is repopulated with four Christmas-themed monsters. Truly outstanding and easily worth five stars all on its own.

MikeTaylor Registered 15 April 2021, 1:38

Well, in the end I gave up and god-moded for the last part of the incessant arena combat near the end of Hrim Hrevenge (xj2020_grome). Which is shame, because I was really enjoying it up to that point: a claustrophobic exploration using RRP textures and enjoyably tactical combats. And I enjoyed the code, too, working my way back to the start of the map to reach the exit teleport. But, really, there is only so much running round and round an arena that I can take.

It would have been a 5/5 map for me if only that arena combat had ended a few rounds earlier.

MikeTaylor Registered 15 April 2021, 12:44

Yuletide Slayer (xj2020_greenwood) is a lovely example of how a relatively constrained map can work really well as a coherent and complete whole, rather than feeling like a disconnected assemlage of chunks from a bigger map. What really makes it stand out is the combats: in monster selection and positioning, it feel like the author again and again asked himself "What would be fun to fight here?"

MikeTaylor Registered 19 April 2021, 16:12

All Is Dust (xj202_entsoy) provides a fascinating location and some great atmosphere, but rather spoils it with ridiculously too-hard combats where you find yourself repeatedly fighting zombie hordes without explosives while in single-digit health. In the end I shrugged and god-moded through a couple of the more ludicrous parts. Shame — it was nearly outstanding.

MikeTaylor Registered 19 April 2021, 18:29

Nice and simple in Ghadamons pit (xj2020_dfl), where you have to climb your way up to the top of a cubic open area, fighting along the way. Perhaps relies a bit too much on monsters spawning in, but it's always pleasant to see the jump-boots put in an appearance.

MikeTaylor Registered 20 April 2021, 10:44

We Can All Fly (xj2020_chrisholden) is interestingly different, a science base with only 12 enemies, all robotic, which must be avoided on an unarmed climb to the top where a weapon is found. Only then can they be eliminated, and the exit found. Doesn't take long to play, but it's fun while it lasts.

MikeTaylor Registered 20 April 2021, 11:43

What a marvellous piece of invention is Eternal Return (xj2020_bal) — a map taking place in a 1024 cube, which is nevertheless infinite in extent. I've never seen anything like this before, and the execution of the wrapping architecture is flawless. Of course, nothing comes for free, and monsters and items can suddenly vanish and reappear as you pass the boundaries, but that if anything adds to the eerie atmosphere of this bizarre floating city. Great stuff.

MikeTaylor Registered 20 April 2021, 13:38

Igneous (xj2020_artistical) is perfectly competent, but short and honestly a bit lacking in inspiration. The ssslllooowww prologue adds nothing, and the ending is anticlimactic. Sorry.

MikeTaylor Registered 20 April 2021, 17:56

Lovely work in I Climb the Stairs, Wearing My Best (xj2020_strideh), and excellent demonstration that a map can be small but still memorable. It takes place around a huge drill which you must sabotage, fighting with only the plasma gun. Progression is largely vertical, with small waves of enemies warping in when you perform elements of the sabotage. Really fun to play, and lovely to look at.

MikeTaylor Registered 21 April 2021, 10:03

From the moment of entering Village of Claws (xj2020_ shades) I was stuck by how lovely it was to look at, and looked forward to exploring this beautiful environment. How deeply disappointing, then, to find that it's merely an intense and tactically vacuous arena fight surrounded by invisible walls.

MikeTaylor Registered 21 April 2021, 10:10

I just god-moded. And as the combats escalated into ever more ludicrous overmatching, I've never been more glad to have done so. A ridiculous waste of architecture.

MikeTaylor Registered 21 April 2021, 11:13

Gay kisses for Christmas (xj2020_quasiotter) is all kinds of weird. I enjoyed the theme of helping the Quake-world denizens for once, instead of killing them, but I would gave preferred less out-there textures, so that the maze of rooms, ramps and passages felt more navigable. It was too easy to get lost — though the map is small enough that it wasn't too hard to just wander around until I re-found (say) the silver-key door. Anyway, refreshingly different. C'est magnifique, mais ce n'est pas la Quake!

MikeTaylor Registered 21 April 2021, 11:58

I loved all the exploration and rooftop climbing of Removing Canyon Invaders (xj2020_qmaster1), though the combats felt a bit mundane my comparison. My only real complaint is that, having obtained the gold key, the rest of the level was anticlimactic, with no further enemies. A bit of repopulation would really have helped. Oh, and the skybox! Beautiful!

MikeTaylor Registered 21 April 2021, 14:46

There is an astonishing amount of gameplay packed into Pentori Aurum (xj2020_qalten): four differently themed sub-quests that can be taken in any order, one final quest, and a coda, all making up a story of sorts. How all that fits into the 1024^3 cube is amazing — each of the individual quests twists and turns, and at various points on any given quest you see glimpses of the others through windows and breaks in the walls. At 120 kills (including a little bit of spawning) there is plenty of combat, and there's also a lot of variation between one fight and the next. The whole thing took me 35 minutes to complete, which is pretty amazing for a cube-map.

So far, so outstanding. What stops this short of being among the very very best maps is the ugliness of the build: both architecture and lighting are poor, perhaps because of the limited timeframe to get the map done in time for the jam. But those cosmetic problems are easy to forgive in light of the sheer amount of stuff here.

MikeTaylor Registered 21 April 2021, 18:49

Market Cube (xj2020_pinchy) is lovely to look at, but disappointing to play. The bulk of the game happens in an underground flooded area, and results in your obtaining the gold key. Then you have to snipe your way to safety from the cover of the gold-key shed, and then ... that's it. I thought the gold key would take me to the next area, but instead the map just ended. It left me wanting to visit all the areas I could see.

MikeTaylor Registered 22 April 2021, 16:38

And so to Knowledge is not made for understanding; it is made for cutting (xj2020_naitelveni). This is just a very very long and very chaotic arena battle which I admit I got bored of trying to survive legitimately, and instead god-moded through. I feel like there are big difficulty issues here.

MikeTaylor Registered 25 April 2021, 23:34

A Door-Key Level (xj2020_mux) seems to be the last level available from the main hub, and what a great one to end on. It's a beautifully inventive floating castle, half ruined and full of secrets and surprising paths. Very well balanced diffculty meant I was often low on health or ammo, without ever feeling it reached the point of taking the fun out of it. And I loved the super-secret climax, where you get the joy of the rocket launcher in exchange for the curse of the scrag-mother. An absolutely marvellous achievement in 1024^3.

MikeTaylor Registered 25 April 2021, 23:35

Sorry, I meant xj2020_muk, not xj2020_mux!

MikeTaylor Registered 26 April 2021, 0:20

Is there a legitimate way to get to xj2020_qmaster2? I see it in the maps directory, but no portal to it from the start map.

Jehannum Registered 3 May 2021, 22:01

I had a blast with most of the maps in this pack! It's way past Christmas time, but ho, ho, ho to all you Merry Mappers who contributed.

There were definitely some five-star maps there! Thank you all!

smeetooie3 Guest 12 May 2021, 5:01

@MikeTaylor - it is a secret that you can get to (I think from Removing Canyon Invaders)

triple_agent Registered 1 August 2021, 11:38

Some of the maps featured in the jam, are one of the most outstanding examples of contemporary 'Quake'-scape technological possibilities, as well as prevailing design trends; experimental, among them. 'Arcane Dimensions' mod, is a leading platform in the realm discussed, offering a wealth of solutions, becoming genuinely a next iteration of 'Quake'.

However, for the jam, I do not like the start hub - it is overdone and prone to clipping errors. I believe the start map itself, should not pose a gameplay challenge; securing firm access to further gameplay stages.

aoanla Guest 28 September 2021, 22:22

Yuletide Slayer is great (on skill 0) up until the (presumably) final battle, where I ran out of ammo against annoying AD enemies and was reduced to trying to use my axe. [No, on godmoding it past that sequence, it's not even the final battle, and I still have no ammo on skill 0!]

Nuclear Winter is Coming does a huge amount with the amount of space available to it... but I am not convinced it's quite balanced for skill 0.

aoanla Guest 28 September 2021, 23:04

Gay kisses for Christmas is eclectic, and I'm not actually sure how I managed to complete it (the message text goes away far too quickly each time), but it was definitely worth a change!

aoanla Guest 29 September 2021, 10:27

Eternal Return is very well done (nice use of fog to keep the amount of mirrored geometry managable!) as an "infinite" space in a very limited volume, making use of the looping for actual gameplay too.

aoanla Guest 29 September 2021, 21:13

I Climb the Stairs, Wearing My Best is also a lovely level - appropriately difficult at skill 0 - built around a strong concept.

We Can All Fly also has a climbing concept in common with the above, but with actual stealth (at least as much as Quake has). Despite being awful at stealth games, I thought this was an appropriately tense experience.

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