8769d2a9785f2ec4e9232ce0b3bd595b1243cdb5a6bf47e697eb71698252ff6a

8769d2a9785f2ec4e9232ce0b3bd595b1243cdb5a6bf47e697eb71698252ff6a
overall_rating 3.681818181818182 22

Forum thread for 24h_jam

Quite a challenge to get a fully functional map in this little of time. All of the levels show a lot of work was put in them so a 3 is merited. I reviewed these more in-depth on func.

Why was SM178 renamed to “24h jam”?

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It was called 24h jam from the beginning. Only at some later point someone mentioned SM178 and then the release thread was titled like that.

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Mukor’s map is small, but perfectly formed. It’s fun, but – inevitably – over quickly.

Naitelveni’s is much longer and more adventurous. It’s very arbitrary, and smell much more like Doom than like Quake, but it’s a lot of fun. (I always enjoy hordes.) The lowlight is definitely the long, slow process of taking out four shamblers with only the RANG and an inadequate supply of shells. I would much rather than area had features (say) a dozen ogres. The level is further marred by an anticlimactic ending, with two transitions following after the last enemies have been killed. But for all that, it’s enjoyable enough that I’ve played through it twice.

Newhouse’s map is nicely constructed but tiny – basically just one room with a couple of atriums – and it’s all over in a couple of minutes. Worth playing, but maybe not worth returning to.

All in all, an interesting enough pack, with Naitelveni’s map the clear winner for my money, despite its having the least impressive build quality of the three.

Unregistered user “NewHouse” posted:

Thanks Mike*

Next time I should actually use more than 6 hours for these maps. I am by no mean fast mapper, and this map was more like demonstrating use of extending platforms. Thanks to this map I made couple more polished platform prefabs which are going to be used in future industrial/idbase map. There is no replay value tbh.

I greatly liked Naitelveni’s map. But don’t forget mukor’s attention to flow and details, combat felt a bit more thought out in my opinion.

Speed Map Pack 178 on The Quake Grave

Pretty cool pack of maps here! One feels like Quake 2, one features a cool little trap for the enemies and one is a super polished base map. Watch for more. Nice work everyone!

The video has the name SM178 from before it was on Quaddicted, so if there is any issue with that in the future… well, you know why.

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Bad packing.
lit, bsp, map files should be in 24h_jam/maps directory.

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Unregistered user “AnthonyS” posted:

These maps were created in 24h? Pretty impressive. Had a good time playing these maps, interesting level designs. Left me wanting some more.

4/5 stars

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These maps were created in 24h? Pretty impressive. Had a good time playing these maps, interesting level designs. Left me wanting some more.

4/5 stars

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I think 24hs to map is a very short time, but I truly can’t say. Ranked it a 4, considering the short time they had.

Naitelveni seemed the most completed one. Although I found strange the start (4 shamblers, a shotgun), but after killing 2 and legging it, realised I was suppose to avoid. Cool map, although it lacked a punch at the end.

Newhouse was cool, the secrets we’re interesting, I played twice after realising the high damaging acid and the chance to dump the starting enemies on them. Short but fun.

Mukor was ok, I don’t like the pressing a button to a door when the button is two steps away. And at the end, I could hear the vore, scrag and grunts, but they didn’t teleport for the finale.

The door having a button was to stop the player or other monsters from opening the door inadvertently.

I think the teleporting is broken on skill 2+. I believes its that i didnt set ambush flags on some monsters, so they walked off the trigger_teleports.

Thanks for playing!

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