21d33c8a494b6c569696e156f36ce43485c3ed1db4ae38f2f7722e71db83404b

21d33c8a494b6c569696e156f36ce43485c3ed1db4ae38f2f7722e71db83404b
overall_rating 4.699000370233247 74

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One of the best mappacks ever made for Quake. Eurotophobia is the top, for me.

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What a treat. I am uncertain, what it was, what I played, though - under the title of “Func Map Jam 9 - Contract Revoked”. It run on ‘Quake’ engine, it looked like ‘Quake’ - okay - but it felt like something different. It was a good game; no, it was one of the best games I have played thusfar - ‘Quake’ style, ‘Quake’ engine, modernized. It also did have a fair share of ‘Doom’ inspiration in it.

“Func Map Jam 9”, is a visceral, picturesque - in own way - as well as a challenging venture, bringing new toys and locally innovative solutions to the old table.

The landscape of “Func Map Jam 9”, has style and identity - that is important; very important.

In terms of quantity, what we have here, are between 15 and 20 maps - depending on how to count - including few “logistical” maps and a secret level; yes, I found all the buttons for this one in the mainhub start map!

The mainhub start map itself, is the most impressive, but simultaneously the most useless level of this kind, I have ever seen thusar in the ‘Quake’ world. The start map in question, fails at the basic premise of what it is meant to do. The start maps, the way I understand it, are meant to guide the player into further playable stages - not to get the player lost in confusion. The start maps, are meant to promote the work of other, related mappers - not to conceal it by obscurity of spatial design.

Therefore, having done a fair bit of exploration and admiring, I simply switched to the engine console - in collaboration with the “readme” file intel - for the gameplay succession.

The artistic consistency throughout the entire pack, is maintained to a very satisfactory degree; bestowing the quality of an episode or a campaign, rather than that of a typical jam.

Definitive majority of the maps - aesthetically speaking - are professional level; the experience of “Func Map Jam 9”, is surprisingly even in the realm discussed. In terms of architecture, there are roughly no “unconvincing” entries in the set; even though, that is for certain a matter of taste.

The theme of the event, in my opinion, is: knowledge; the symbol of which, is a book or a library - a common visual asset, featured in almost every map.

For the difficulty balance, resources availability, enemy plentitude and environmental terms of combat; that, is a different category of measure and I did simply “god-mode” through some of the places. Forgive me the leisure-mindedness; but - what did you expect? If to think about it, perhaps I did use the “god-mode” a few times too often for it to be good for the map pack.

I was amazed how seamlessly the maps worked - on a technological level - especially for the size and the intricacy of some of these; but to credit the mapmakers only for the effect, would be to underappreciate the effort of many others, indirectly involved in the final result.

For the ‘Quoth’ mod itself, I like the novelties proposed in it, even if they are not all perfect. For the particular merits: limited monster infighting, for example, feels intuitive, natural - the original ‘Quake’ setup, was abusing the quirk, in my opinion. For the note, the famous ‘Arcane Dimensions’ mod, owes a lot to the ‘Quoth’, having either embraced or retroengineered it, to a significant degree.

All things considered, someone has said that “Func Map Jam 9”, is the best the ‘Quoth’ mod has to offer. But I say: “Func Map Jam 9”, is one of the best the contemporary ‘Quake’ world has to offer. It is a must-play.

THANKS. It was cool. Best map jam I’ve played so far (I think Insomnia is the only left unplayed by my preciousness). I love big scaled maps. It was a very moody maps collection. THANKS again. *And I loved that Lovecraft photo in a secret with 666 invulnurability :slight_smile:

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Unregistered user “overlord” posted:

i found 6 out 7 secrets in the brimstone mine (including the one with the rune). i can’t find the last one anywhere, any help would be appreciated.

Unregistered user “overlord” posted:

nevermind. of course i find it right after i post. let’s see here, the secrets in the brimstone mine, if anyone still wants to know:
-there’s an elevator in front of a wall with glowing runes on it. opposite that there’s some bars and you can see a gold armor over there. the button to open it is below the elevator once it rises. careful going in there.
-there’s a courtyard with vegetation. drop below to the rotating things.
-there’s some bookshelves. ok, there’s lots of bookshelves, looks like polyp miners are also bookworms. anyway, there’s 3 books that stick out, in an area next to the courtyard where the door that “opens above” is. the ball of light inside is a teleporter.
-once all face buttons are pressed the same courtyard from the above secret will have a portal leading to a secret. be ready to swim.
-in the secret area you swim to, there’s three elevators. you can drop below the last (highest) one once it rises. this is the one that was giving me fits just earlier
-you might notice an elevator above you that does not want to come down. that’s what i noticed first. alternatively, you might notice a megahealth above you in the previous room. the button to lower the elevator is in a nearby barrel. you have to jump on top of it to see.
-in the room with the blue glass on the ceiling and the cylindrical floating things you might notice that you can drop down. careful, there’s a moving platform you need to land on. wooo thunderbolt
sorry i can’t give better landmarks. i just played the map once and i don’t remember where the keys or the doors that needed them are. or any big fights

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These maps are on average a little unpolished, which is normal for a jam, but also quite ambitious. Shotro’s map is very technically impressive, I’d love to see that idea expanded to a multi-episode pak hub.

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