 Nice.
#1 posted by Shambler [80.44.157.24] on 2016/03/01 15:49:49
Does exactly what is promised. Good, fair execution of a potentially annoying theme. Nice styles too.
http://www.quaketastic.com/files/demos/exploresham1_demosk.zip
 Tried To Download It, But
#2 posted by Kingold [103.47.209.242] on 2016/03/01 16:07:10
it says "bad request".
 Hm
#3 posted by PuLSaR [66.102.9.32] on 2016/03/01 16:18:17
d/l link works fine for me
#4 posted by adib [200.217.4.26] on 2016/03/01 16:53:22
It wasn't announced here, sadly. Would love to join.
 Adib
#5 posted by PuLSaR [66.102.9.10] on 2016/03/01 17:07:07
This jam was announced by Sock on twitter on Sunday. I think it's a good idea to repost such announcements in GA next time.
 Cool !
#6 posted by Barnak [65.94.232.64] on 2016/03/01 17:11:10
Nice little maps !
I much prefer sock's map, because of its "out of this world" architecture. Pulsar's map is much harder to do, and the geometry is too simple for my taste (too "square").
I activated the secret in sock's map, but wasn't able to find its entrance.
Also, dropping just a few monsters in there would be fun too (depending on the difficulty setting). Easy : no monster at all. Nightmare : well, nightmare number of monsters with Texan style action ! ;-)
Just a small crittic : the small disks floating inside the arches are too crude for my taste. They feel so "unrealistic" or so "old computer game", I think it would be better to make them differently, or adding more polygons to them, so they look like round instead of this crude "supposed to be round" shape. They don't feel "quacky".
 Drat!
#7 posted by Qmaster [70.195.64.194] on 2016/03/01 18:11:24
How do I keep missing out on all these map jams?
Looks interesting, will have to try them later.
 Qmaster.
#8 posted by Shambler [80.44.157.24] on 2016/03/01 19:17:14
Sock's general procedure with map jams is to announce and organise them as secretively as possible, to prevent any people actually entering ;)
 That Was Fun
#9 posted by exhelzar [97.82.183.112] on 2016/03/01 19:52:33
 You Should Follow Him On Twitter.
#10 posted by SleepwalkR [87.146.33.237] on 2016/03/01 20:26:01
 My Demos
#11 posted by Jon [82.33.156.12] on 2016/03/01 21:09:42
 PS
#12 posted by Jon [82.33.156.12] on 2016/03/01 21:09:51
first time I've submitted demos.
 Really Great Concept
#13 posted by Bloughsburgh [73.214.214.192] on 2016/03/01 21:53:02
https://copy.com/ouZCrvkUIPwqT2QD
Pulsar: Lovely little tutorial to start off the jam! I liked the many ways to find buttons and transverse through the area. I could not figure out how to lower the last button's platform however as you will see in the demo.
Sock: Very nice looking design, the entire level flows and it was good fun finding all of the buttons. I found "2" parts of what must be the secret but failed to find anymore. I will have to go back in and search!
If anything, these levels give great ideas for secrets in regular maps. Nice job you two!
#14 posted by necros [66.249.83.83] on 2016/03/01 22:11:40
Looks cool, too bad it was announced here, I love exploration maps. Not sure what the point of keeping it secret was?
 Awesome Idea.
#15 posted by DeeDoubleU [37.229.208.87] on 2016/03/01 22:21:56
I like that kind of secrets and neat jumps to get there.
Almost gave up on Pulsar's map. Was searching in all the wrong places. Platform lowering hidden switch was a bit too dark imho. Wasn't hard to find, but hard to see.
Not saying it wasn't fair, probably just me being blind, but I searched for last button for far too long to really enjoy second half of session.
Sock's map after that was a walk in the park. Wherever you go - there is a button waiting 8)
And much more ramp jumps that isn't very hard to execute, but look cool and make you feel like a defrag pro.
Demos:
https://dl.dropboxusercontent.com/u/58150516/q1/exppulsar.zip
https://dl.dropboxusercontent.com/u/58150516/q1/expsock.zip
 Fun Little Thing..
#16 posted by FifthElephant [86.4.213.148] on 2016/03/01 22:31:47
I spent a few hours making a map myself but it was trash. Then I had a second idea but I had no time left.
I made some demos, should be easy to understand which is which -
https://www.dropbox.com/s/ugict9564sd8g6q/5ejp.zip?dl=0
 Watching Demos
#17 posted by PuLSaR [66.102.9.32] on 2016/03/01 23:34:18
Bloughsburgh: are you sure that you gave the link to the correct file? That button is very close to that platform near, you just have to look down.
DeeDoubleU: It was a complete surprise to me that the last button, that you couldn't find for a long time was hard to find. I supposed that there could be problems with finding button that lowers the platform, but not the other one.
It turned out that me and Sock took completely opposite directions for this jam. Sock's map is a calm sandbox filled with buttons that can be reached in any order, while my map has a strict route with some nasty jumping puzzles (I anticipate Daz's pain) that are necessary to proceed. I really like that Sock's map doesn't require to find all buttons to finish the level. I probably should have done the same in my map for the final part.
Also my map feels more agressive than Sock's one even in visual style and selected audio track.
Overall it was fun to make something different from the common quake gameplay. Thanks Sock for this little jam. Follow him on twitter to not miss any new jam in future.
 Yep
#18 posted by Bloughsburgh [73.214.214.192] on 2016/03/01 23:40:50
Thanks Pulsar for letting me know, that was indeed...not the correct file.
This is: https://copy.com/iUGQPPMwgQ0treFn
I don't know how I missed that last button! I guess maybe it was a wee bit too dark.
#19 posted by quakeisdead [69.123.215.132] on 2016/03/02 00:10:48
Really cool maps, would be cool to see more trickjumping/defrag type maps being made! I haven't played Quakeworld a long time so i butchered a lot of the jumps and they took me a few tries to get down properly :)
#20 posted by skacky [90.0.63.69] on 2016/03/02 00:17:06
Cool little maps. No clue about the secret in sock's map though. I had a centerprint telling me I found it, but I didn't find any proper secret area.
Demos: https://www.dropbox.com/s/uw94jkjqsniz39v/sk_explorejam1.zip?dl=0
 Just A Guess
#21 posted by Bloughsburgh [73.214.214.192] on 2016/03/02 00:43:34
I think the secret is to find all of the buttons. It looks like you don't need all of the buttons to reach the exit. I found this when I pushed what I thought was a "secret" button but got the usual counter towards the end goal.
Pretty neat idea!
#22 posted by Jaromir83 [87.249.129.250] on 2016/03/02 09:40:27
liked Sock's more brushwise. would love to see proper action coagula map with monsters done in this style!
#23 posted by PuLSaR [66.102.9.21] on 2016/03/02 13:11:37
would love to see proper action coagula map with monsters done in this style!
Check Sock's map from this jam.
Now I can easily find all secrets in that map.
 Wow
#24 posted by sock [186.124.231.105] on 2016/03/02 13:41:22
That is a lot of demo's! Maybe because the maps are short and there is less chance of death that so many recorded! Thanks everyone, it was good fun to watch. Especially as some people were unaware of ramp jumping to start with and discovered it during play.
My map is very much about trick (ramp) jumps with the classic 45 degree slope and the half pipe for greater vertical movement. Its certainly something that can be added to combat maps to give alternative routes and puzzles challenges.
The secret in my map is about finding all (13) buttons instead of just 10 to open the portal. There is no special secret room at the end, I ran out of time, jams events are always about a fixed time (Sunday-Monday) frame. I used the brushwork style from my Sky Eater map to speed up the building process.
If anyone wants to take part in my future projects or spontaneous jam events, follow my twitter and join the chat. Its no secret, my twitter account is very much public domain!
#25 posted by necros [172.98.67.99] on 2016/03/02 14:35:46
nah, i don't use twitter. func is the center for quake mapping anyway.
 Sock
#26 posted by adib [200.217.4.26] on 2016/03/02 17:27:31
I'm stalking you on twitter. You can run, but you can't hide.
 Viva La Revolución
#27 posted by sock [186.124.231.105] on 2016/03/02 20:15:11
nah, i don't use twitter
Well obviously that is your choice, but there is a lot of people from this community on twitter who do share they personal mapping projects, videos and views on current topics or trends around the internet.
 Less Chance Of Death...
#28 posted by Shambler [80.44.157.24] on 2016/03/02 20:58:36
...is exactly what worked well in this jam.
 I Still Died.
#29 posted by Shamblernaut [121.45.225.252] on 2016/03/03 04:50:03
the shame...
 Loved It!
#30 posted by adib [177.17.43.229] on 2016/03/03 05:37:42
Awesome idea and executions. I think Pulsar nailed the mood, it's all industrial and brutal with all metal and computer hummm. Couldn't find secret on Sock's yet.
We gotta have more of these.
#31 posted by mankrip [66.249.88.164] on 2016/03/03 05:59:40
Is there a download mirror?
 #29
#32 posted by Shambler [80.44.157.24] on 2016/03/03 12:57:52
HOW?? That is a work of genius! Repeated falling damage? Getting crushed by a lift? Telefragging urself?
#33 posted by adib [66.249.88.169] on 2016/03/03 13:00:34
He amused himself to death.
 @Shammy
#34 posted by Shamblernaut [121.45.225.252] on 2016/03/03 13:27:14
Repeated fall damage while I worked out strafe jumping to a platform.
 Heh
#35 posted by Jon [81.128.178.178] on 2016/03/03 14:17:32
I nearly died in Pulsar's map, got down to about 50 I think (it's all in my demo)
I didn't enjoy Pulsar's from a gameplay POV but the theme and style was nice. I would enjoy seeing a bit more of that
 Omg
#36 posted by PuLSaR [66.102.9.32] on 2016/03/03 15:35:45
Should have made respawnable health. Tho you can feel free to play this map in godmode. I'm not good at platforming myself and I supposed it's really hard to die in my map. I still think so.
I made a small map without monsters a long time ago, that actually tried to kill you with crushers and hazards, while this one doesn't.
 No Monsters
#37 posted by Qmaster [70.195.70.202] on 2016/03/03 16:13:23
Is a nice break from the horde tendancy nowadays. Maybe we should have a 66 enemy limit mapjam or something. Or pehaps a 100 point entity limit (excluding lights?)?
 666 Enemy Limit Maybe?
#38 posted by PuLSaR [66.102.9.21] on 2016/03/03 16:17:14
 As Floor Limit
#39 posted by PuLSaR [66.102.9.10] on 2016/03/03 16:18:41
#40 posted by Rick [75.65.153.192] on 2016/03/03 16:24:09
One thing I've done (on that map I may never finish), is only placing monsters on "Easy" that are required for things such as triggers and counters. Any that aren't needed for the map to work correctly are only on the harder settings. It makes testing things quicker and easier.
#41 posted by Kinn [86.143.78.151] on 2016/03/03 16:30:25
no more than x enemies per y brushes or something equally daft
#42 posted by necros [64.233.172.241] on 2016/03/03 17:03:06
666hp limit. You can place any number of monsters as long as the hp of the monsters adds up to 666 or less?
#43 posted by Kinn [86.143.78.151] on 2016/03/03 17:20:50
use map hax to have 666 shamblers with 1hp each
 666 Monsters And No Weapons
#44 posted by PuLSaR [66.102.9.10] on 2016/03/03 18:05:27
 I Like The Cut Of Your Gib
#45 posted by Kinn [86.143.78.151] on 2016/03/03 18:22:33
you must use all manner of interactive environmental elements to kill the monsters because you have no guns
 Pulsar, That Last One
#46 posted by Shamblernaut [121.45.225.252] on 2016/03/03 18:25:01
is doable.
how about an axejam / trapmapjam?
have to lure all the enemies into traps to kill them.
 Hmmm
#47 posted by PuLSaR [66.102.9.10] on 2016/03/03 18:28:28
I remember there was a map where you had to kill the last shambler with environmental traps, that was cool. May work really.
 Are You Talking...
#48 posted by Cocerello [213.60.80.32] on 2016/03/03 19:58:22
...about this one?
https://www.quaddicted.com/reviews/ritualsp.html
Were quite cool and a good idea itself, but a bit hard to get the shambler behind them.
 Yep, That One
#49 posted by PuLSaR [66.102.9.32] on 2016/03/04 15:43:41
it's a nice idea that can be explanded
#50 posted by adib [66.249.88.169] on 2016/03/05 00:47:34
Every time people here come with a neat idea I keep think about change what I'm doing. Gotta resist that. But "Remo unarmed and dangerous" jam would be great.
 My Demos
#51 posted by primal [81.175.152.198] on 2016/03/05 16:42:30
I played the maps today. They were quite interesting to explore.
The demos demonstrate that my Quake jumping skills are somewhat lacking, but I suppose the map authors might endure them to see how I find my way around. I eventually complete both maps. I did not find the secret in Sock's map.
I recorded the demos with the default protocol in Quakespasm.
http://www.quaketastic.com/files/demos/explorejam1_primal_demos.zip
#52 posted by [90.149.244.93] on 2016/03/06 04:03:07
I played Pulsar's map first and was a bit apprehensive about jumping around as I thought falling into the void would mean instant death. Also it took me a few moments to make the slopejump connection, which was a pleasant surprise - movement tricks being actively encouraged, even necessary to proceed. I don't need an excuse to trickjump! Was a bit stumped a couple of times when looking for buttons, so took me a little under ten minutes.
Sock's map was a bit more interesting visually, although a lot easier gameplay-wise. In the end I had discovered all but one of the "secret" buttons.
Interesting change of pace in this theme I guess, although exploring for the sake of it kinda takes away the fun part of exploring, in my opinion. That is, discovering hidden areas or items and being rewarded in one way or the other, either in gameplay or exposition of storyline elements (not really relevant for Quake). Still, good effort.
Demos: pulsar sock
 #52 Was Me
#53 posted by kaffikopp [90.149.244.93] on 2016/03/06 04:03:53
apparently I forgot to log in
 Going To Be Playing Through These Tonight...
#54 posted by ionous [76.173.83.147] on 2016/03/08 03:13:48
Along with Fourfeather, and Runic Fear. Over at:
http://www.twitch.tv/ionous
#55 posted by mankrip [66.249.88.164] on 2016/03/09 00:49:35
Really fun maps. Sock's map felt almost like a Mario 64 level. Pulsar's was tightly packed with cleverness.
I couldn't find the secret in Sock's map, but I found an extra button that didn't seem to do anything. Got the megahealth, but it wasn't the secret.
Both maps worked in my engine.
 @mankrip
#56 posted by primal [81.175.152.198] on 2016/03/10 18:23:41
The secret is finding and pressing all the extra buttons you don't need to unlock the exit. It's mentioned a few times in the previous posts, but in case you didn't read them, here you go.
I take it that since it was a quick jam, Sock didn't have the time to make it a fancier secret. I did enjoy replaying the map and finding all the buttons.
#57 posted by Jaromir83 [87.249.129.250] on 2017/01/15 15:40:58
health pick-up items in all other maps changed to flacons after intstalling this, wont go back even after deleting all the files, how do I fix it pls?
#58 posted by Jaromir83 [87.249.129.250] on 2017/01/15 17:16:11
had to move the BSPs to another directory, ok
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