21d33c8a494b6c569696e156f36ce43485c3ed1db4ae38f2f7722e71db83404b

21d33c8a494b6c569696e156f36ce43485c3ed1db4ae38f2f7722e71db83404b
overall_rating 4.699000370233247 74

Map Jam 9 Part 2 on The Quake Grave

Part 2 houses the next 5 maps in alphabetical order. All ten maps I’ve played so far have been super high quality, again, still not a bad map in the bunch!

Haunter’s Map:
First off, welcome to the community (if you are indeed new?) and I really liked your map! I have a very special place in my heart for short maps and your map here is short but it not only offers up a good amount of variety in the gameplay and combat but it also just looks beautiful! If I had to nit pick anything, it might be that the first room with the 2 buttons is a little uneventful but not a big issue really. Absolutely love that last area with the 2 Vores. Based on the presentation alone, the stone tablet, the broken stone floors, the spinning monolith and all the dead bodies… This one room tells such a frightening story and it rocks! Really looking forward to seeing your next release!

Ionous’s Map:
I’m going to echo a few of the same sentiments I had for Haunter’s map, which is that it’s also awesome to have a short map and it’s really well crafted! The flow of this map was great! It felt very organic and natural the way the enemies were spawned in and introduced. I also really liked the idea that this castle was on top of or surrounded by lava and I would’ve loved to see a bit more of that used in the map. Really not sure how to get to any of those secret areas I saw. I was able to get to one, but I had no clue about the others. Awesome job on this one Ionous!

Kell’s Map:
I really enjoyed this one as it was so different from the rest! I wasn’t expecting a map with low gravity and I really wasn’t expecting a void map at all from the man who brought us the original episode! This one did well to stand out from the other maps so far and it’s actually really good too! Good flow, lots of fun jumping form platform to platform. The custom pieces made for this map rock. The prisoner in the weird floating contraption… I had a hard time not looking at it when I walked passed it. I will also echo what most others have already said and that is that the stargate in the middle of the map is amazing looking! The way it’s introduced is even better though. You jump to the first floating dock and turn to your left to see some pointy spikes and you wonder what the hell it might be. Then once you get in front of it, you see it in all of its glory and it’s stupendous! This map feels like the beginning of a brand new episode or the end of one. Like the Quake guy has defeated a demon in a castle and created a rift in time, revealing the stargate and ripping the castle apart. You jump from platform to platform, castle brick to castle brick to reach the stargate, but where does the Stargate lead? I love how some of these maps suggest stories like that and yours really allows for some of that creativity. Great job on the map and thanks for Contract Revoked!

Mukor’s Map:
This map was very interesting in its approach. The first half of it is a normal Quake map, with several rooms and enemies leading to the silver key. I actually really enjoyed the pacing of this part. Then the last half you’re thrown into a wave-based/horde fight and this fight is tough! I was able to cheese the boss monsters to take them out at each interval, but had I not been able to do that, I’m not sure that I would have finished it. I love the skybox used on this one too, but there are very few times you actually get to see it. All around, great map, love the atmosphere and pacing of the first part of it but that last fight was pretty damn challenging, you sadistic man you! =P Great job nonetheless, there were some great moments in this playthrough!

Nailelveni’s Map:
Nait, I’ve played through a few of your maps for jams over the time I’ve been doing the show and I have to say that I think you really out did yourself with this map! You’ve never made a bad map in the past but this one, I feel, puts you into a new bracket of talent. This map starts off in a base, a very Quake 2 feeling base… I wasn’t expecting that at all! Then while I’m thinking, is this just a base map? You have the player walk through a portal into the hell of the Contract series. Nicely done introduction! The rest of the map is really well done as well, as it flows you through MANY different areas. You go through courtyards, castle halls, the underground, the moated area, the library which all leads you to this immense horde fight at the end! It’s all very well paced, well put together and an all around great map! Excellent job on this one Nait!

The final part coming soon!

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Most impressive Jam to date, all maps are 4.5-5 in my book.
Great job guys!

Favs are Skackys 3 entries, followed by Pulsars and Ionous, as is tradition.

6/5. Go map!

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Map Jam Part 3 on The Quake Grave

Here are the final 5 maps of the pack!

Newhouse:
This map had a really awesome looking beginning area and the main courtyard that is revealed to you right after looks very demonic, dark and hellish. The map itself sort of feels like an old school custom DOOM wad. The unfortunate part of it is that I just couldn’t find my way around well enough to actually finish the map. Confusing corridors and buttons sort of kept me from progressing much in this one. I really like the look of it though!

onetruepurple:
This is a great example of how to do a lot with a little. OTP was able to take a smaller sized level and add quite a lot of variety to the visual story and gameplay here. This map is sort of the sewers of Contract Revoked. I love the flow and pacing of this map, but my only really gripe is the use of spawns. I can’t stand them! Other than that, this is an excellent map!

Pulsar:
This is definitively in the running for favorite of the pack. It’s in the same line as onetruepurple, where a lot is done with a little. The flow and pacing of this map is perfectly my speed, as it offers a fun challenge but also offers nice little breaks in the action. I’m glad that the tongue and teeth make a return here and little bits of flesh are used throughout to keep the theme going. I also LOVE the orange skybox on this one! That end fight was brutal and I expected to beef it when I saw all those big guys but surprisingly I made it out alright. Really nice work on this one Pulsar!

ShoTro:
I wasn’t expecting what I got with Shotro’s map here, as it’s basically a whole episode! A very cleverly built episode. There are around 5 stages to how his map works, where each one uses a well known Quake trope and makes a separate level out of each. So in one you will fight Chthon, in another you will fight in an arena, in another you will fight another boss and so on and you collect a rune for each one and then finish the map with that rune. Once you restart, it automatically puts you right at the start of the same map. So the first time you play it, you learn the map and where to go. Then when you finish, the second time you play it, other areas have opened up to reveal the next step or task. It’s like the Groundhog’s Day movie but in Quake. I wish I knew going into this that the map would be sort of its own thing because I would’ve given this one it’s own episode!

Anyway, I thought this was very clever and I’m not sure how you had the time to do this within the time for the map jam, so congrats on that! There was a lot of variety in what you were offering here in this map (or should I say map pack?) and I think a lot of people will be inspired by what was created here. The library comes to mind as one of my favorite areas, because different things happen as you touch different book shelves. The arena fight with all the grunts was also a good way to blow off some steam. This map had so many sections though, it’s worth watching my playthrough for more thoughts as they happen. Nice work on this!

Skacky:
Great map here Skacky! This probably felt the most like Contract Revoked of the 5 here, as the whole level is a gigantic library! That’s sort of a blessing and a curse because much of it looks the same and I felt like I got turned around a little looking for the next thing to do, thankfully those teleporters were there. Lots of books! I would’ve liked a little more variety in the gameplay for such a long map too. Maybe have it so you have to solve a puzzle for the 2nd pillar or something to that effect just to change it up? It’s nit picky though because the map is a really good, straight forward Quake map. I did not expect to survive with the odds stacked against me at the end there, but somehow I pulled through.

Also wanted to do a special mention for the start map for you as I think this might be one of the best start maps I’ve seen so far!

I love how everyone sort of brought a different approach to CR here and it really made the map jam unique. it felt like everyone had a separate adventure they wanted to show off in the CR universe and they were all very cool. Great job everyone!

I want to play this so bad, those maps look really cool. Too bad I download 2 GBs of Unreal maps instead.

*already downloaded

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Unregistered user “VasyaShkolnik” posted:

Otp, how can I open first secret? I broken all red glasses, but there is no effect.

A hidden button opens the first secret.

It look pretty good :slight_smile: Are there no way this mappack works with quakespasm?

Slydk:

It also requires an engine port with increased limits, BSP2 support and support for the -quoth command line switch.

Quakespasm fits all of these requirements, at least the versions of the last one year or two, so you can use it with no worries. Only the second requirement is somewhat recent, the other two have gotten common for several years so almost every engine supports those them both.

Thank you :slight_smile:

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Very well done map pack. Great design and challenges. I do not think Quoth is necessary as I played it perfectly fine with QuakeSpasm.

@AnthonyS - Quoth is the mod the maps are meant to played under not the engine. Quakespasm is the engine, among other engines that may run it.

The level designers made these maps to play under the Quoth 2.2 MOD, which has new enemies and weapons. You must install these maps into the Quoth 2.2 maps folder and launch them under -game quoth according to the instructions, or you will not see any new enemies or monsters.

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I always dread going into a Quoth map pack, and this pack is definitely on the harder side of Quoth.

I don’t know, the maps are finely designed, with impeccable attention to detail, textures, architecture and lighting, but I’m afraid as the Quake community is growing smaller, it’s also becoming exclusively hardcore.

Tried mukor’s map first. No way I can beat the second half with all the powerful monsters and a huge boss shooting explosives everywhere all at once. OK, let’s try something else. Kell’s map was surpringsingly easy, so there’s still hope for me, or so I thought. Then I went into dumptruck’s map. Even more ridiculous. How about you get locked into a small room with 2 death lords that have shambler’s lightining attacks on top of a protective aura? Or how about fighting 3 shambler in a row right after that accompanied by a hoard of vorelings that are very fast and take several hits to die each? It’s clever in a way, once you kill the vorelings and shift your sight to the shambler, the game spawns some more damn vorelings and you realize that only as they start clawing at you.

Finally, I just fed up with quick saving and reloading all the time. This is not a challenge, this is tedium, not unlike scraping a concrete wall with a rusty spoon.

For the record, I always play on skill 1 (normal), since at least in theory this is supposed to be the baseline and all the other difficulty modes are derived from it. I won’t leave a negative review out of spite, but this rabbit hole is definitely getting deeper.

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