For the first time in Map-Center’s young existence we get to celebrate a major anniversary for Quake. We love doing our Retro, Traps and Xmas jams for the game, but this one is of course extra special. We’ve decided to not only pay tribute to the original game, but also honour people like Fingers, Kell and Metslime who were instrumental in the early days of Quake modding. That means you can use the IKBLUE, IKBASE, Knave and Rubicon texture wads for this event. We’ve also come up with some very specific guidelines to ensure this event stays true to the original game so please take note of that. Now, let’s celebrate 30 years of Quake together!
Aesthetics: Build a map that still looks and feels like Quake, but without the hardware restrictions of the time. Only use the textures we provided (vanilla + SOA | DOE), IKBLUE, IKBASE, Rubicon and Knave) and push those details to the max. You can use advanced compiling parameters, lit water, colored lights, fog, etc. Show them what 30 years of community improvements can do!
Progs: id1 (vanilla quake)
Music: No custom sound effects or music this time, but feel free to add a track number to your worldspawn by setting the sounds key to a number between 5 and 11.
Design: Make a map that honors the gameplay of the original. That means no slaughter and wave-based arena maps. Quake wasn’t about fighting hordes of enemies. Focus on smaller combat spaces with a few strategically placed monsters and with a heavy emphasis on verticality. Make it more about the journey of navigating and surviving these abstract places and Eldritch horrors from another dimension.
Specifics: No ports, remakes or retextured maps. It must be a brand-new or yet unreleased submission. Map name format: mc_q30th_mappername. The trigger_changelevel entity should point to "start". Maps should be compatible with Quakespasm AND Quake Remastered (KEX) engines. No huge maps that take hours to finish. Maximum length should be 15 to 20 minutes and no more. Also, no skymaps or custom models. Make sure to include 3 info_player_coop and some info_player_deathmatch entities. Please consider adjusting gameplay for different skill levels via spawnflags. Remember to test the map with "developer 1" active to catch all map errors.
Starts Friday February 27th and ends Sunday March 29th, followed by a public playtesting period. You must give yourself the Jamming role if you're participating (see rules channel). Submit your map by making a post in the playtesting-forum and pinging me (Sprony) and the "playtester" role. Must include your .map, .bsp, a .txt readme. Also, when submitting, please mention the theme, average playtime and targeted difficulty (easy, medium, hard, nightmare) of your map in the playtest post (see the FAQ for more details). If you're not on Discord, you can use our forum to participate as well.
