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Screenshot of xmasjam2021
Author:ChrisHolden, Greenwood, Grue, Heresy, ionous, ish, JCR, Krak, Krampus, Magnetbox, Makt, Mememind, Mrtaufner & Radiatoryang, Mykee, Naitelveni, Omni, Pinchy, Repator, Riktoi, Scythe, sock, Textfish, Wiedo
Title:Xmas Jam 2021
Download:xmasjam2021.zip (6314878bab7fcd7aac69b5dae1ba3d66)
Filesize:237791 Kilobytes
Release date:14.12.2021
Homepage:
Additional Links: Func_MsgboardModDB
Type:Partial conversion
BSP: ✔ • PAK: ✔ • PROGS.DAT: ✔ • Custom Models/Sounds: ✔

Files in the ZIP archive
Files in the ZIP archive:
File Size Date
ad_v1_80_credits.txt16 KB12.10.2020
ad_v1_80_readme.txt9 KB12.10.2020
csprogs.dat93 KB12.12.2021
gfx/bigbox.lmp6 KB30.12.2012
gfx/community.lmp1 KB15.02.2013
gfx/complete.lmp5 KB29.12.2012
gfx/conback.lmp63 KB12.12.2021
gfx/conchars.lmp17 KB12.12.2021
gfx/conchars.png14 KB12.12.2021
gfx/conchars.tga65 KB12.12.2021
gfx/env/ame_iceflats/iceflats_bk.tga769 KB27.02.2002
gfx/env/ame_iceflats/iceflats_dn.tga769 KB27.02.2002
gfx/env/ame_iceflats/iceflats_ft.tga769 KB27.02.2002
gfx/env/ame_iceflats/iceflats_lf.tga769 KB27.02.2002
gfx/env/ame_iceflats/iceflats_rt.tga769 KB27.02.2002
gfx/env/ame_iceflats/iceflats_up.tga769 KB27.02.2002
gfx/env/ame_iceflats/readme.txt1 KB14.01.2009
gfx/env/bal_swampn2_bk.tga3073 KB02.11.2021
gfx/env/bal_swampn2_dn.tga3073 KB02.11.2021
gfx/env/bal_swampn2_ft.tga3073 KB02.11.2021
gfx/env/bal_swampn2_lf.tga3073 KB02.11.2021
gfx/env/bal_swampn2_rt.tga3073 KB02.11.2021
gfx/env/bal_swampn2_up.tga3073 KB02.11.2021
gfx/env/bluecloud_bk.tga3073 KB22.11.2020
gfx/env/bluecloud_dn.tga3073 KB22.11.2020
gfx/env/bluecloud_ft.tga3073 KB22.11.2020
gfx/env/bluecloud_lf.tga3073 KB22.11.2020
gfx/env/bluecloud_rt.tga3073 KB22.11.2020
gfx/env/bluecloud_up.tga3073 KB22.11.2020
gfx/env/bluepeopleeater_bk.tga769 KB26.11.2021
gfx/env/bluepeopleeater_dn.tga769 KB26.11.2021
gfx/env/bluepeopleeater_ft.tga769 KB26.11.2021
gfx/env/bluepeopleeater_lf.tga769 KB26.11.2021
gfx/env/bluepeopleeater_rt.tga769 KB26.11.2021
gfx/env/bluepeopleeater_up.tga769 KB26.11.2021
gfx/env/d4sky02_bk.tga3139 KB20.11.2019
gfx/env/d4sky02_dn.tga2654 KB20.11.2019
gfx/env/d4sky02_ft.tga3140 KB20.11.2019
gfx/env/d4sky02_lf.tga3201 KB20.11.2019
gfx/env/d4sky02_rt.tga3131 KB20.11.2019
gfx/env/d4sky02_up.tga2995 KB20.11.2019
gfx/env/eaglesdare180b_bk.tga769 KB01.06.2021
gfx/env/eaglesdare180b_dn.tga769 KB02.06.2021
gfx/env/eaglesdare180b_ft.tga769 KB01.06.2021
gfx/env/eaglesdare180b_lf.tga769 KB01.06.2021
gfx/env/eaglesdare180b_rt.tga769 KB01.06.2021
gfx/env/eaglesdare180b_up.tga769 KB02.06.2021
gfx/env/frozendusk_bk.tga698 KB11.01.2001
gfx/env/frozendusk_dn.tga752 KB11.01.2001
gfx/env/frozendusk_ft.tga603 KB11.01.2001
gfx/env/frozendusk_lf.tga541 KB11.01.2001
gfx/env/frozendusk_rt.tga616 KB11.01.2001
gfx/env/frozendusk_up.tga291 KB11.01.2001
gfx/env/hell90_bk.tga769 KB16.09.2020
gfx/env/hell90_dn.tga769 KB20.10.2021
gfx/env/hell90_ft.tga769 KB16.09.2020
gfx/env/hell90_lf.tga769 KB16.09.2020
gfx/env/hell90_rt.tga769 KB16.09.2020
gfx/env/hell90_up.tga769 KB20.10.2021
gfx/env/ish/Blood Valley.txt5 KB05.12.2021
gfx/env/ish/blood-valley_bk.tga769 KB05.12.2021
gfx/env/ish/blood-valley_dn.tga769 KB05.12.2021
gfx/env/ish/blood-valley_ft.tga769 KB05.12.2021
gfx/env/ish/blood-valley_lf.tga769 KB05.12.2021
gfx/env/ish/blood-valley_rt.tga769 KB05.12.2021
gfx/env/ish/blood-valley_up.tga769 KB05.12.2021
gfx/env/ish/license.txt1 KB05.12.2021
gfx/env/olos_bk.tga589 KB06.09.2004
gfx/env/olos_dn.tga610 KB06.09.2004
gfx/env/olos_ft.tga613 KB06.09.2004
gfx/env/olos_lf.tga605 KB06.09.2004
gfx/env/olos_rt.tga675 KB06.09.2004
gfx/env/olos_up.tga524 KB06.09.2004
gfx/env/tablemt2_bk.tga3073 KB16.12.2019
gfx/env/tablemt2_dn.tga3073 KB16.12.2019
gfx/env/tablemt2_ft.tga3073 KB16.12.2019
gfx/env/tablemt2_lf.tga3073 KB16.12.2019
gfx/env/tablemt2_rt.tga3073 KB16.12.2019
gfx/env/tablemt2_up.tga3073 KB16.12.2019
gfx/env/wolf-pack512_bk.tga769 KB23.11.2002
gfx/env/wolf-pack512_dn.tga769 KB23.11.2002
gfx/env/wolf-pack512_ft.tga769 KB23.11.2002
gfx/env/wolf-pack512_lf.tga769 KB23.11.2002
gfx/env/wolf-pack512_rt.tga769 KB23.11.2002
gfx/env/wolf-pack512_up.tga769 KB23.11.2002
gfx/help0.lmp63 KB14.06.2016
gfx/help1.lmp63 KB14.06.2016
gfx/help2.lmp63 KB28.11.2018
gfx/help3.lmp63 KB14.06.2016
gfx/help4.lmp63 KB14.06.2016
gfx/help5.lmp63 KB14.06.2016
gfx/loading.lmp4 KB14.06.2016
gfx/mainmenu.lmp27 KB29.12.2012
gfx/mainmenu2.lmp31 KB22.04.2017
gfx/p_load.lmp7 KB24.06.2016
gfx/p_mod.lmp7 KB08.06.2017
gfx/p_mod_idver.lmp3 KB06.06.2017
gfx/p_multi.lmp7 KB14.06.2016
gfx/p_option.lmp7 KB14.06.2016
gfx/p_save.lmp7 KB14.06.2016
gfx/pause.lmp4 KB14.06.2016
gfx/qplaque.lmp5 KB14.06.2016
gfx/ranking.lmp4 KB14.06.2016
gfx/sell.lmp63 KB14.06.2016
gfx/ttl_cstm.lmp7 KB14.06.2016
gfx/ttl_main.lmp7 KB29.12.2012
gfx/ttl_sgl.lmp7 KB29.12.2012
gfx/vidmodes.lmp5 KB14.06.2016
maps/ad_brk/all_brick.map23 KB12.12.2021
maps/ad_brk/all_glassa.map9 KB12.12.2021
maps/ad_brk/all_metal.map13 KB12.12.2021
maps/ad_brk/all_rocka.map10 KB12.12.2021
maps/ad_brk/all_wood.map9 KB12.12.2021
maps/ad_brk/brick01.bsp8 KB12.12.2021
maps/ad_brk/brick01.map1 KB12.12.2021
maps/ad_brk/brick02.bsp8 KB12.12.2021
maps/ad_brk/brick02.map1 KB12.12.2021
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maps/ad_brk/brick05.map1 KB12.12.2021
maps/ad_brk/brick06.bsp9 KB12.12.2021
maps/ad_brk/brick06.map2 KB12.12.2021
maps/ad_brk/brick07.bsp11 KB12.12.2021
maps/ad_brk/brick07.map2 KB12.12.2021
maps/ad_brk/brick08.bsp14 KB12.12.2021
maps/ad_brk/brick08.map4 KB12.12.2021
maps/ad_brk/brick09.bsp8 KB12.12.2021
maps/ad_brk/brick09.map1 KB12.12.2021
maps/ad_brk/brick10.bsp9 KB12.12.2021
maps/ad_brk/brick10.map2 KB12.12.2021
maps/ad_brk/brick11.bsp11 KB12.12.2021
maps/ad_brk/brick11.map2 KB12.12.2021
maps/ad_brk/brick12.bsp14 KB12.12.2021
maps/ad_brk/brick12.map4 KB12.12.2021
maps/ad_brk/brick13.bsp8 KB12.12.2021
maps/ad_brk/brick13.map1 KB12.12.2021
maps/ad_brk/brick14.bsp8 KB12.12.2021
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maps/ad_brk/brick19.bsp11 KB12.12.2021
maps/ad_brk/brick19.map2 KB12.12.2021
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maps/ad_brk/brick23.map2 KB12.12.2021
maps/ad_brk/brick24.bsp13 KB12.12.2021
maps/ad_brk/brick24.map4 KB12.12.2021
maps/ad_brk/brick25.bsp8 KB12.12.2021
maps/ad_brk/brick25.map1 KB12.12.2021
maps/ad_brk/brick26.bsp8 KB12.12.2021
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maps/ad_brk/brick27.bsp9 KB12.12.2021
maps/ad_brk/brick27.map1 KB12.12.2021
maps/ad_brk/brick28.bsp8 KB12.12.2021
maps/ad_brk/brick28.map1 KB12.12.2021
maps/ad_brk/brick29.bsp24 KB12.12.2021
maps/ad_brk/brick29.map1 KB12.12.2021
maps/ad_brk/brick30.bsp24 KB12.12.2021
maps/ad_brk/brick30.map1 KB12.12.2021
maps/ad_brk/brick31.bsp25 KB12.12.2021
maps/ad_brk/brick31.map1 KB12.12.2021
maps/ad_brk/brick32.bsp24 KB12.12.2021
maps/ad_brk/brick32.map1 KB12.12.2021
maps/ad_brk/glass01.bsp8 KB12.12.2021
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maps/ad_brk/glass02.bsp7 KB12.12.2021
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maps/ad_brk/glass04.bsp8 KB12.12.2021
maps/ad_brk/glass04.map1 KB12.12.2021
maps/ad_brk/glass05.bsp24 KB12.12.2021
maps/ad_brk/glass05.map1 KB12.12.2021
maps/ad_brk/glass06.bsp24 KB12.12.2021
maps/ad_brk/glass06.map1 KB12.12.2021
maps/ad_brk/glass07.bsp23 KB12.12.2021
maps/ad_brk/glass07.map1 KB12.12.2021
maps/ad_brk/glass08.bsp24 KB12.12.2021
maps/ad_brk/glass08.map1 KB12.12.2021
maps/ad_brk/glass09.bsp24 KB12.12.2021
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maps/ad_brk/glass11.bsp23 KB12.12.2021
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maps/ad_brk/glass13.bsp24 KB12.12.2021
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maps/ad_brk/glass14.bsp23 KB12.12.2021
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maps/ad_brk/glass15.bsp24 KB12.12.2021
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maps/ad_brk/glass16.bsp23 KB12.12.2021
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maps/ad_brk/kn_mtrim2_1.bsp25 KB12.12.2021
maps/ad_brk/kn_mtrim2_1.map2 KB12.12.2021
maps/ad_brk/kn_mtrim2_2.bsp24 KB12.12.2021
maps/ad_brk/kn_mtrim2_2.map2 KB12.12.2021
maps/ad_brk/kn_mtrim2_3.bsp25 KB12.12.2021
maps/ad_brk/kn_mtrim2_3.map2 KB12.12.2021
maps/ad_brk/kn_mtrim2_4.bsp24 KB12.12.2021
maps/ad_brk/kn_mtrim2_4.map2 KB12.12.2021
maps/ad_brk/metal01.bsp8 KB12.12.2021
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maps/ad_brk/metal02.bsp10 KB12.12.2021
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maps/ad_brk/metal03.bsp10 KB12.12.2021
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maps/ad_brk/metal04.bsp11 KB12.12.2021
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maps/ad_brk/metal05.bsp9 KB12.12.2021
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maps/ad_brk/metal07.bsp9 KB12.12.2021
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maps/ad_brk/metal08.bsp8 KB12.12.2021
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maps/ad_brk/metal09.bsp8 KB12.12.2021
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maps/ad_brk/metal10.bsp8 KB12.12.2021
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maps/ad_brk/metal15.bsp10 KB12.12.2021
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maps/ad_brk/wood12.bsp8 KB12.12.2021
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maps/ad_brk/wood13.bsp8 KB12.12.2021
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maps/ad_brk/wood14.bsp8 KB12.12.2021
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maps/ad_brk/wood15.bsp8 KB12.12.2021
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maps/ad_brk/wood16.bsp8 KB12.12.2021
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maps/base_brk/baserub1.bsp24 KB12.12.2021
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maps/base_brk/bz8_brk.bsp13 KB12.12.2021
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maps/base_brk/crate_r1.bsp29 KB12.12.2021
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maps/base_brk/explodebox_1.bsp8 KB12.12.2021
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maps/base_brk/explodebox_2.bsp7 KB12.12.2021
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maps/base_brk/explodebox_3.bsp11 KB12.12.2021
maps/base_brk/explodebox_3.map2 KB12.12.2021
maps/base_brk/glass01.bsp8 KB12.12.2021
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maps/base_brk/grate_r1.bsp33 KB12.12.2021
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maps/base_brk/pbt04.bsp18 KB12.12.2021
maps/base_brk/pbt04.map1 KB12.12.2021
maps/base_brk/phk_03brk.bsp89 KB12.12.2021
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maps/base_brk/rock_sw01.bsp9 KB12.12.2021
maps/base_brk/rock_sw02.bsp9 KB12.12.2021
maps/base_brk/rock_sw03.bsp10 KB12.12.2021
maps/base_brk/sfloor4_2.bsp8 KB12.12.2021
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maps/base_brk/tech10_2d1.bsp45 KB12.12.2021
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maps/base_brk/tech10_2d2.bsp45 KB12.12.2021
maps/base_brk/tech10_2d2.map1 KB12.12.2021
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maps/bmodels/az_chain1.lit33 KB12.12.2021
maps/bmodels/az_chain1.map95 KB12.12.2021
maps/bmodels/az_chain2.bsp326 KB12.12.2021
maps/bmodels/az_chain2.lit22 KB12.12.2021
maps/bmodels/az_chain2.map145 KB12.12.2021
maps/bmodels/az_chain3.bsp302 KB12.12.2021
maps/bmodels/az_chain3.lit21 KB12.12.2021
maps/bmodels/az_chain3.map108 KB12.12.2021
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maps/bmodels/m_bchains2.map42 KB12.12.2021
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maps/bmodels/m_bridge2b.map52 KB12.12.2021
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maps/bmodels/m_chains1.map167 KB12.12.2021
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maps/bmodels/m_chains2.map60 KB12.12.2021
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maps/bmodels/m_chains2l.map60 KB12.12.2021
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maps/bmodels/m_chains2p.lit16 KB12.12.2021
maps/bmodels/m_chains2p.map60 KB12.12.2021
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maps/bmodels/m_chains2r.map61 KB12.12.2021
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maps/bmodels/m_chains2rl.lit18 KB12.12.2021
maps/bmodels/m_chains2rl.map61 KB12.12.2021
maps/bmodels/m_chains3.bsp120 KB12.12.2021
maps/bmodels/m_chains3.map57 KB12.12.2021
maps/bmodels/m_chains4.bsp199 KB12.12.2021
maps/bmodels/m_chains4.map111 KB12.12.2021
maps/bmodels/m_chains4p.bsp201 KB12.12.2021
maps/bmodels/m_chains4p.lit36 KB12.12.2021
maps/bmodels/m_chains4p.map110 KB12.12.2021
maps/bmodels/m_chains5.bsp93 KB12.12.2021
maps/bmodels/m_chains5.map44 KB12.12.2021
maps/bmodels/m_chains5l.bsp115 KB12.12.2021
maps/bmodels/m_chains5l.map45 KB12.12.2021
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maps/bmodels/m_chains5p.lit9 KB12.12.2021
maps/bmodels/m_chains5p.map45 KB12.12.2021
maps/bmodels/m_thanshelf.bsp138 KB12.12.2021
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maps/bmodels/m_thanshelf.map11 KB12.12.2021
maps/bmodels/misc_radar.map6 KB12.12.2021
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maps/bmodels/sep_chain2.lit16 KB12.12.2021
maps/bmodels/sep_chain2.map79 KB12.12.2021
maps/bmodels/sep_chain3.bsp80 KB12.12.2021
maps/bmodels/sep_chain3.lit11 KB12.12.2021
maps/bmodels/sep_chain3.map41 KB12.12.2021
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maps/brkpinchy/ice4.bsp25 KB30.11.2021
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maps/medieval_brk/ad_column1.bsp15 KB12.12.2021
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maps/medieval_brk/city6_8brk1.bsp8 KB12.12.2021
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maps/medieval_brk/plat_brk.bsp59 KB12.12.2021
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maps/medieval_brk/rock_sw01.bsp9 KB12.12.2021
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maps/medieval_brk/rot_p.bsp14 KB12.12.2021
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maps/medieval_brk/waa1.bsp24 KB12.12.2021
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maps/rtex_brk/022a.bsp18 KB12.12.2021
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maps/rtex_brk/022b.bsp18 KB12.12.2021
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maps/rtex_brk/022c.bsp18 KB12.12.2021
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maps/rtex_brk/330a.bsp8 KB12.12.2021
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maps/rtex_brk/340a.bsp14 KB12.12.2021
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maps/rtex_brk/413ra.bsp8 KB12.12.2021
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maps/rtex_brk/413rc.bsp11 KB12.12.2021
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maps/rtex_brk/413rd.bsp14 KB12.12.2021
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maps/speedbz_brk/door3.bsp26 KB12.12.2021
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maps/speedbz_brk/door4.bsp24 KB12.12.2021
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maps/speedbz_brk/rock1.bsp88 KB12.12.2021
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maps/speedbz_brk/rock2.bsp88 KB12.12.2021
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maps/speedbz_brk/spdcrate_r1.bsp13 KB12.12.2021
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maps/speedbz_brk/speedbzvent1.bsp15 KB12.12.2021
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maps/start.bsp5086 KB14.12.2021
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maps/xmj21_chrisholden.bsp6534 KB06.12.2021
maps/xmj21_chrisholden.lit771 KB06.12.2021
maps/xmj21_greenwood.bsp1798 KB02.12.2021
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maps/xmj21_grue.bsp12106 KB07.12.2021
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maps/xmj21_ish.lit698 KB06.12.2021
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maps/xmj21_krak.bsp2381 KB11.12.2021
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maps/xmj21_mememind.bsp11620 KB28.11.2021
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maps/xmj21_mrtfradyang.bsp10109 KB03.12.2021
maps/xmj21_mrtfradyang.lit2874 KB03.12.2021
maps/xmj21_mykee.bsp12140 KB04.12.2021
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maps/xmj21_omni.bsp1773 KB05.12.2021
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maps/xmj21_repator.lit618 KB04.12.2021
maps/xmj21_riktoi.bsp4623 KB20.11.2021
maps/xmj21_riktoi.lit1979 KB20.11.2021
maps/xmj21_riktoi2.bsp2651 KB29.11.2021
maps/xmj21_riktoi2.lit272 KB29.11.2021
maps/xmj21_riktoi3.bsp995 KB03.12.2021
maps/xmj21_riktoi3.lit325 KB03.12.2021
maps/xmj21_scythe.bsp3044 KB26.11.2021
maps/xmj21_scythe.lit1160 KB26.11.2021
maps/xmj21_scythe2.bsp4408 KB01.12.2021
maps/xmj21_scythe2.lit1009 KB01.12.2021
maps/xmj21_textfish.bsp6236 KB09.12.2021
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maps/xmj21_wiedo.bsp3383 KB02.12.2021
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mapsrc/xmj21_chrisholden.map9311 KB06.12.2021
mapsrc/xmj21_grue.map8137 KB07.12.2021
mapsrc/xmj21_heresy.map5848 KB04.12.2021
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mapsrc/xmj21_jcr.map1351 KB06.12.2021
mapsrc/xmj21_krak.map2139 KB11.12.2021
mapsrc/xmj21_magnetbox.map850 KB06.12.2021
mapsrc/xmj21_makt.map2815 KB04.12.2021
mapsrc/xmj21_mememind.map197 KB28.11.2021
mapsrc/xmj21_mrtfradyang.map3395 KB03.12.2021
mapsrc/xmj21_mykee.map7631 KB04.12.2021
mapsrc/xmj21_nait.map5906 KB06.12.2021
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xmasjam2021.zip

Xmas Jam 2021

Annual Christmas mapping event. This pack features 25 "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: textures, small, 1024, start, winter, snow, medieval, base, makkon, sounds, models, ad, arcanedimensions, skybox, music, limits, bsp2, source, sock, jump boots

Editor's Rating: no rating (yet)
User Rating:
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negke Registered 24 December 2021, 10:41

There's a bug in Krampus' map where exiting the level will simply restart it and not return the player to the start hub. To work around this, type "changelevel start" in the console once you're in the intermission screen.

aoanla Guest 25 December 2021, 15:52

I played through this before it was registered here, so some thoughts:

Whilst all 25 maps are "small" in one sense, some have more to do in them than others. There's some good implementations of straightforward maps - "Father's Hand" (xmj21Chrisholden), for example, with nice gold-white textures and an escalating climb. There's some slightly "weirder" escalating maps - "Midnight Mass" (xmj21Magnetbox) seems to go a bit high-concept 2/3 of the way in. Some maps have some nice additional mechanics, like Snapchip Shatter (xmj21Pinchy)'s breakable ice for level progression. And there's some maps that do something a bit different: Bee Home For Christmas (xmj21wiedo), mixing two weirdly compatible themes with metroidvania; Santa's Fragtory (xmj21Heresy) mostly successfully making a map where traps are your friends; Video Kojima (xmj21Ish) doing the theme you can probably guess from the name... ; and the super impressive Microcosmosphy II (xmj21_Ionous), which like the map to which it is a sequel, fits an entire Episode into one 1024 unit cube.

(Also, shout outs to the hidden map - Dichromatic Abomination - which also manages some interesting phases, and is nicely situated).

Maps I have not mentioned are also mostly great, but there's 26 maps in total, so I can't fit everything into a post...

The_Pirate Registered 26 December 2021, 17:23

The usual stuff from the usual gang (give or take a few) in the usual quality: absolutely top class!

Dammit, how do you guys/girls do it?

Very, very good. Thanks for all your efforts; Merry Christmas and Happy New Year (it can only improve) to y'all!

Jehannum Registered 26 December 2021, 23:47

Wow, how do you guys and gals do it indeed? Another Jam and another hit out of the park.

I waited a couple of days to comment since I tend to get really excited and over-amped by these Jams, but it turns out that they really are that good.

I'll be playing all of these maps over because I just can't get enough. The start hub is fantastic as well, and the music/ ambient sound tracks professional grade.

Thanks to all of you mappers, and Merry Christmas and Happy New Year!

Mateyy Registered 30 December 2021, 16:36

I cannot wait every year for these AD jams! This one was really great, much better than hwjam2021.

There's one thing I don't understand. There are several enemies that I haven't seen since 2018 like the ghosts that make scorpions and spiders or the vore that makes vorelings; on the other hand, several enemies like the archer guy or the sword zombie tend to be overused. Then there are enemies like the scorpions or spawns or some of the enemies borrowed from quoth that appear rather rarely. Would be nice to see the monster variety that I once saw in the early AD, especially since there are so many monster classes and types to chose from, just a thought. Hopefully some creators see this and resonate with my word.

But in any case, this brings me a lot of joy regardless and can't wait for more AD content! Great job to everyone!

Scythe Registered 1 January 2022, 2:56

Thanks for the feedback. As far as monster variety goes, I can tell you that a lot of the mappers involved, myself included, were using Arcane Dimensions for the first time. It's a pretty huge mod, and we were under a time limit. Glad you enjoyed the pack anyway!

SharpEyeJoe Registered 1 January 2022, 5:04

Awesome package, lovely present. <3

Vasya shkolnik Guest 3 January 2022, 23:06

Strange problem on Omni's map: some dogs in the second wave are spewned on first floor and are inaccessible. And it is a problem to continue level

Vasya shkolnik Guest 4 January 2022, 14:25

I compared my progress with video: https://www.youtube.com/watch?v=ZI9VR0zpgRA on the video at 0:51 four dogs apperaed on the second floor (near the player) In the Quakespasm only two dogs appeared on the second level

dill Guest 4 January 2022, 17:49

Argh, I'm stuck in the rocket launcher puzzle room in "Holiday Puzzle". So good!

Vasya shkolnik Guest 5 January 2022, 14:48

Disregard that, I updated quakespasm to 0.94.3, all fixed

Vasya shkolnik Guest 6 January 2022, 18:39

Ionius map is one of the stranges map I ever seen. It is something of remake of some original Quake's levels (their names partially used in names of secret books), but the TIGHTer version. Usually modern mappers doing remixes with WIDE spaces, but here it opposite. Very small volume 1024 (it is about 30 meters) cuted to 8 "sublevels" with 15 meters side, and this volume used on 100%. I remember only one pack with so high density of rooms - abandon (https://www.quaddicted.com/reviews/abandon.html)

Mars Registered 8 January 2022, 15:02

Everyone involved in this jam did a great job! Here is my playthroughs: https://www.youtube.com/playlist?list=PL-qnqiE69iOKVZsexP780rmhh7PlOmm-7

Custom Longplay Registered 10 January 2022, 14:46

I am simply thrilled and had a lot of fun playing all these maps. What the mappers have come up with to realise everything on such a cramped setting is simply fantastic. Full 5 stars from me!

I have packed all the videos into a playlist!

Quake - The Offering - [Quake 1024 Christmas Jam 2021]

Mistawright Registered 30 March 2022, 0:38

So good.

I especially liked Silent night that played in one map.

Strange problem on Omni's map: some dogs in the second wave are spewned on first floor and are inaccessible. With noclip I could finish the map normally.

Shade Guest 31 March 2022, 11:44

I noticed the same issue Vasya shkolnik and Mistawright had on "Rust Clot" by Omni. Noclipping and shooting two dogs underneath the floor you spawn on fixed the issue. I'm on vkQuake 1.10.0-beta 3

CyberdemonMUD Registered 26 April 2022, 23:01

I have the same problem as Vasya and Shade on "Rust Clot" when playing on Quakespasm Spiked. With vanilla quakespasm i have no problems

MikeTaylor Registered 5 May 2022, 14:14

Here I come, four months late ...

Starting with The Town Inside a Snow Globe (xmj21_riktoi): this is small indeed, arranged around a single courtyard, but makes good use of the space to deliver several different combat experiences, some of them pretty brutal. I was satisfied to finish with 46/46 kills and 3/3 secrets, and found the final combat -- which intially felt unfair -- really pleasing to resolve in a fairly clever way. Good start, but not great.

MikeTaylor Registered 5 May 2022, 15:09

Holiday Puzzle (xmj21_repator) is a nice change of pace -- a novelty map that is fun and satisfying to play through, where most novelty maps become frustrating (at least to me) quite quickly. My only disappointment is that I am not quite sure why the solution to the final puzzle works -- I had tried lots of things so eventually tried the thing that worked; and it did but I don't know why.

MikeTaylor Registered 5 May 2022, 15:53

When There Were Wolves (xmj21_mrtfradyang) is an object lesson in how to make a small level that doesn't feel cramped, has lots of progression elements, and feels very Arcane Dimensiony. Lovely use of the Ice Palace texture set (what is its proper name?) and that delicious AD crunchiness, especially once the widowmaker is found.

MikeTaylor Registered 5 May 2022, 16:30

I enjoyed Snapchip Shatter (xmj21_pinchy) but got stuck after killing all the zombies, not understanding where to go or what to do. I had to read the comments here to get a spoiler. I think the solution could have been cued a bit better when earlier attempts to do the necessary thing failed. Otherwise, nice. Blocky, but good.

MikeTaylor Registered 5 May 2022, 16:49

Five Bulls a-Beating (xmj21_krak) is already an excellent small level even before the false ending and the re-use of the same arena for some different combats. If I'm being critical, the architecture feels a bit lumpen and out of scale, but it's a definite winner on gameplay. I only wish even more of the map could have been repurposed for the end-game.

MikeTaylor Registered 6 May 2022, 13:11

Wither Wonderland (xmj21_greenwood) is a very tightly constructed corridor battler than also manages to integrate a few more open areas into its restricted area. Again, there is that delicious AD meatiness to some of the later combats, and an admirable sense of exploration. Good use is made of the trick where you first fight your way up to the key, then fight your way back down to the door where you can use it -- I only wish the door was right at the bottom, rather than half way up, so there was a bit more to the return journey.

MikeTaylor Registered 9 May 2022, 17:54

The Lost Rook (xmj21_jcr) is a refreshingly different, a fight downwards through a floating castle turret followed by a quest to find four gold keys to open the exit. There are combats on each key, and fitting the last produces an extremely unpleasant surprise that made me very glad I had saved the quad! Very nice.

MikeTaylor Registered 9 May 2022, 18:06

Father's Hand (xmj21_chrisholden) is a beautiful climb up a semi-abstract floating construction, but it's over all too soon (only 28 kills on Hard) and ludicrously over-provisioned. I enjoyed it, but it didn't feel finished.

MikeTaylor Registered 10 May 2022, 11:33

Cleanup for Santa (xmj21_mykee_ is a pleasant diversion in which you make your way to the top of a rather blocky, overlit house. Enjoyable enough, but the invisible walls keeping you out of the surrounding garden are infuriating -- especially as I suspect they are what prevented me from getting the last kill.

MikeTaylor Registered 10 May 2022, 12:50

The Ash Keep (xmj21_mememind) is a pleasantly minimal arena battle in the style of Leptis Magna, in which you initiate several consecutive waves of combat before using the exit in the middle of the arena. Nice use of the grappling gun. It's all over very quickly, but nice while it lasts.

MikeTaylor Registered 10 May 2022, 17:13

Santa's Fragtory (xmj21_heresy) starts out like a regular sewer crawl before morphing into a puzzle-fest where you need to use machinery to kill monsters that you otherwise lack the weaponry to deal with. The idea is interesting, but the execution is a bit too frenetic for my tastes.

MikeTaylor Registered 11 May 2022, 15:27

Video Kojima (xmj21_ish) is a stand-out in this pack for several reasons. First, clever use of the space means that it feels like the biggest of the maps I have played so far. Second, the atmosphere feels more serious than most or all of the other maps. And third, it's by some distance the most difficult, with multiple combats that I had to over and over until I figured out a way to get through them. All in all, very impressive.

MikeTaylor Registered 11 May 2022, 17:24

Midnight Mass (xmj21_magnetbox) is another standout, this time for the sheer number of enemies (although half of them don't appear till the very end) and the surpisingly intricate gameplay that makes plenty of use of the restricted area. On the downside, the architecture is very blocky, very careless and very overlit. But all of that is redeemed by the absolute slaughterfest at the end. Love it!

MikeTaylor Registered 12 May 2022, 13:55

Rust Clot (xmj21_omni) is yet another standout. It exceeds even Midnight Mass for enemy count, though like that map it cheats a bit, as the the great majority of them are weedy fish and floating skulls. But there is plenty of tough-but-fair gameplay here, especially once you get past the difficult prologue in which you have no ranged weapon. Nice use of verticality, and a very handily placed quad!

MikeTaylor Registered 12 May 2022, 15:08

Possibility is not a luxury; it is as crucial as bread. -Judith Butler (xmj21_nait) is maybe the best-looking of all these maps so far, a beautiful ruined stone courtyard dominated by a gigantic but decayed human skull. Around this courtyard and in a few small surrounding areas, a sequence of combat waves offers satisfyingly crunchy use of the AD triple shotgun, with the emphasis more on number of enemies than on powerful individuals -- at least until the end. Really nice.

MikeTaylor Registered 12 May 2022, 15:21

The Endless Winter (xmj21_scythe2) is short but sweet, a nicely designed and very AD-ish little castle to climb. Everything is competent, but nothing really stands out. Though it's always satisfying to take out one of those disgusting scragmothers with a quadded SNG!

MikeTaylor Registered 12 May 2022, 16:08

Well, Sewer Santa (xmj21_riktoi2) is certainly different! It was an interesting experience, but, shall we saw, not a map that I expect to return to repeatedly :-)

MikeTaylor Registered 12 May 2022, 16:46

Wintry Quadupola (xmj21_riktoi3) is a waves-of-enemies-in-an-arena blaster. It's not bad, and I appreciate the generous provisions of ammunition and a quad at the end, but not really my cup of tea. It suffers in comparison with Possibility is not a luxury, another arena, in not looking nearly so lovely.

MikeTaylor Registered 16 May 2022, 13:00

Realm of the Carpenter (xmj21_textfish) is rather lovely, but very very difficult. I came through a midgame combat with lowish health, saved, and the found that the next two or three much harder combats contained almost no health rewards, so I ended up trying to kill a scragmother, a colossus and a pair of vores on eight or nine health. So it ended up being a challenge, but not always the fun kind. The moral: if you come through a combat successfully but with low health, probably reload and try it again.

MikeTaylor Registered 17 May 2022, 16:02

Microcosmosophy II (xmj21_ionous) may be the single most extraordinary Quake map I have ever played, for the absolutely astonishing amount of gameplay it packs into its 1024x1024x1024 space. I made it to the end, gasping for breath, with 220 kills ... and I'd missed along 88! I had found 17 secrets ... and missed another 11. Honestly, I've never sen anything like it.

As a purely technical tour de force it would be worthy of the deepest respect. But more than that, it's a ton of fun to play. Really just amazing. Ionous, we salute you!

MikeTaylor Registered 18 May 2022, 13:05

The Library of Forgotten Dreams - by Grue (xmj21_grue) may be the most beautiful of all the environments in this pack. I'm a sucker for arcane libraries, but this one is laid out even more gorgeously than most, and the indoor visuals are nicely complemented by the houses floating mysteriously in the distant mist. Gameplay is pretty good, too, though it does contain two of my pet hates: nail traps (has any map ever been improved by them?) and monsters teleporting in behind the player.

MikeTaylor Registered 18 May 2022, 16:04

Yule Be Sorry (xmj21_makt) is another gem, which perhaps falls short of the very top drawer because it feels more like two separate maps stitched together than it does like an integrated whole. The first, lower, map takes place is a beautifully constructed and (over-)colourfully lit semi-flooded area, and makes a pleasant introduction. Once that is complete and you take the elevator up to the main level, things step up a gear. This is a wintry castle with a nicely escalating series of combats that will leave you glad that you saved the megahealth on the lower level for later. Very nice.

MikeTaylor Registered 18 May 2022, 16:33

Finally (unless I missed something), Yuletide (xmj21_scythe) is a very straightforward ending to what has been a magnificent pack. The textures are all light, clean temple; the monsters are all ogres (admittedly of three different kinds). What makes it work is the sheer exhilarating brutality of it. You start out with the triple shotgun, and half way through you get the SNG, both of them deeply satisfying weapons. So this map is a bit insubstantial (only 27 kills), but it's fun.

Closing thoughts to follow ...

MikeTaylor Registered 19 May 2022, 12:42

Finally (unless I missed something) ...

Well, I did miss something! The entrance to Bee home for Christmas (xmj21_wiedo) lurks down under the main hall, where the Chaos and 666 pillars are. (What is the difference between these, by the way).

I'm really glad I found it! It's a novelty map that combines a weird setting and a novel mechanic with some good gameplay, as you have to destroy all the cells in a bee-hive before you can go home. Lots of fun to be had, and I love the rocket-jump belt. A properly useful new(ish) power-up.

MikeTaylor Registered 19 May 2022, 13:00

And that leaves Dichromatic Abomination (xmj21_krampus), which I can't find a legitimate way to get into. Can someone give me a hint, or shall I just noclip through the grate and walk in unworthy?

MikeTaylor Registered 20 May 2022, 16:11

Well! I gave up and cheated to get to Dichromatic Abomination (xmj21_krampus) and boy am I glad I did! What an absolute masterpiece to end with. It uses the space astonishingly well to feel like a full-sized map with endless secrets and alternative routes, well balanced with properly difficult combat that rarely if ever feels unfair. An absolulte joy, and a great way to finish the pack.

MikeTaylor Registered 20 May 2022, 16:13

To conclude: for me, this jam sits in the very top rank of Quake releases, which is pretty amazing for a holiday-themed novelty pack. So many mappers have done so many different things with the 1024^3 cube that it beggars belief. Among these maps are some of breathtaking beauty, others of startling ambition, and yet others that are just joyful to play. There are few if any downright clunkers.

Everyone who contributed: THANK YOU! And a belated merry Christmas!

Neh Guest 12 August 2022, 14:32

I see you can unlock the evil difficulty, is that a reference to Amid Evil?

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