6434617019582f9eeefca0dc74d1bbf4c33a6fbdd51a178309887b42aa8fd031

6434617019582f9eeefca0dc74d1bbf4c33a6fbdd51a178309887b42aa8fd031
overall_rating 4.428884711779449 57

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Replayed sock’s map, this time with 10/10 secrets and 120/120 monsters. What an absolutely sensational piece of work.

In response to JohnNy_cz above:

The Shambler in Doomers map is spawned by a trigger hidden inside the megahealth in the large room below. Unfortunately the trigger appears to either be misaligned or too small so it’s possible to pick up the MH without spawning the shambler. To fix this problem, run around where the MH is/was until you hear that familiar roar.

I can only assume this is a slightly clumsy attempt at controlling progression through the map. It would have possibly worked better if the Shambler’s death triggered the lift you have to use to get up to the high ledge, as in his current position he doesn’t really relate to the door in any logical way. Fixing the trigger brush would also go a long way to solving the problem, but only in a technical rather than a design sense.

Just got round to playing this pack, really enjoying it so far.

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Unregistered user “Atzuras” posted:

Another pack with maps that deserve a separate entry here and everywhere. (maybe some of them have it, I did not check it)

  • Sock’s Viaduct: beautiful and well constructed, I love the flow and the progression of this one. The Scraggs’ (scraggses’ ? scragges’?) ambush was just awesome. 5/5

-Skaky’s Cold Hands: Yes, Skaky pissed on the cistern. A good one, a little unorthodox but full of interesting encounters. Many fights in closed claustrophobic corridors and wide open spaces, like the original “honey”. 5/5

  • Ionous / MFX carcinogen one: Brilliant. Awesome. It could be bigger but not better. A masterclass of combat design in tight spaces. The kind of architectural design this game deserves. 5/5

  • Digs’ Honey map: Very Good, a full medium sized map with many areas resembling the original “water supply honey map”. There is some point in which you can get lost (maybe a couple of monsters to lure you into the right path could fix it) 5/5.

-Fifth’s Zeitgeist: Good. Maybe a bit small, it only has a couple of big battlegrounds and the Grand Finale, but you enjoy every bit of it. 4/5

  • Scampie’s Ratz: Complex and assorted. Good tricks and combats but maybe too many grunts for my taste, I feel they are a bit out of place in a “honey map”. 4/5

The other six are interesting too, but in a more narrow scope.

Unregistered user “Repus” posted:

The quality of the levels in this pack varies a lot. There are some cool levels, and then there are some levels that just suck.

For example, jam1_arrrcee is an average level, the brushwork is so so, and the textures combination is not good (they don’t fit one another). jam_sock1 is a very solid level, with 100+ enemies to kill and 10+ secrets. Once you keep loading and playing the levels, it’ll be like that: a very good level followed by a raw amateur rough level.

Lots of levels feature the same textures and the same style (wide-open areas and huge tall doors, plus some weird looking wide area thin bars). I guess this is the honey theme, but I myself did not like it, it feels too odd.

So, despite the above comments screaming about a dozen awesome levels, not all the levels are actually good. One another thing that I think might be good, is joining the levels into a mini campaign; I don’t know about the others, but I got tired of typing map … in the console after looking at the readme file.

One another thing that I think might be good, is joining the levels into a mini campaign; I don’t know about the others, but I got tired of typing map … in the console after looking at the readme file.

Yeah, but then again you have oldtimers, who hate start maps/hubs that connect all maps into one “episode” and they always complain when you work on one.
2nd option is to point exit portal to next map, but it’s hard logistically when people work under time pressure. People bail out from jams, or they work till the final minute. Then you have to compile map and it can take hours when you don’t know how to optimize stuff.

Idk what engine are you using but most of them have autocomplete with Tab key, so typing map name takes 1-2 sec. And with “maps” you can get all maps installed in a mod/game you are currently playing.
Another option is Quake Injector or other GUI soft that runs map packs for you.

Historic note: jam 1 was supposed to have a start map but that was dropped at the last minute.

QuakeSpasm has a “randmap” command which loads a random map from the current mod folder. Open the console, type “bind r randmap”, now every time you press R it will load a random map. I usually play the packs without a start map this way, beats typing each map’s name in the console.

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