Jam Christmas Jumper Jam

An open community project that typically includes maps created within a period of time.

Reviews 4.48 star(s) 10 reviews

Excellent pack of wintery moods and great movement level design. Many maps with cool ideas that keep you warm if you know what I mean.

I don't have much to say about specific things, but sze has mastered space reuse perfectly. Riktoi coming up with some ideas that really made me smile. Pinchy painting perfect winter environment. A lot of Makkon textured maps. Tough challenges in couple entries.

There is something for everyone in this pack I feel.
Skill
Hard
Late review, but it's still winter, hey!
Great pack with nice variety of maps, was very fun to play.

* xmjr_avix: Nice short level, great secrets, good use of boots, funny trap with the blocking wall. Combat was pretty easy.
* xmjr_chuma: A little bare bones in looks department, but conceptually layout and encounters are fun.
* xmjr_jameson: Looks great, really atmospheric map. I was having great fun but it ended very suddenly. Jump boots also were late I think. The swarm of exploding zombies was stressful but cool. Pretty easy secrets.
* xmjr_pinchy: The map is great looking but very busy visually, a lot of high contrast small details, it strained my vision. I don't usually like symmetrical maps, but here layout is well interconnected and compact, it was fun to explore. Spicy combat, as I usually expect from Pinchy.
* xmjr_rabbit: Insane music (in a good way) and a nice flow of encounters and secrets. Great use of open spaces, you can run fast and jump far. Fantastic super secret with vases. I didn't like how the map just ended without any crescendo.
* xmjr_riktoi: A very unique theme and unique mechanic with ice sliding (and it is introduced very well). A lot of very nice secrets, I liked how some secrets required additional jump boots from other secrets. I'd like to play more maps in this style.
* xmjr_roj: Fantastic combination of two themes, beautiful and very well constructed. Second part is very fun to explore with multiple layers and loops. Secrets are pretty easy and final fight disappointing.
* xmjr_sze: Outstanding map, great idea of switching from hot to cold and back, fun progression with various obstacles and puzzles, pretty difficult fights. 10/10.
* xmjr_text_fish: Couldn't finish, the fiend death pit did me in.
Skill
Hard
A well balanced jam fun for most of the map with sometime some frustration through challenging gameplay or jumps but it was certainly a good gaming moment, thanks to all the creators :)
Skill
Normal
Great set! Loved the start map along with
ROJ's entry, really makes me want to see a full classic ID style episode for the IKwhite/blue themes. Had some great gameplay moments too, with lots of wrapping and cycling about the hub.
Avix's map was great as per usual at this point. Fantastic combat and nice use of the boots.
Plus that secret Minecraft thingy at the end was neat.
Riktoi's level was a unique blast, enjoyed seeing that surfing mechanic used outside of speedrunner gimmick levels.
Sze's level blew me the fuck away. His levels are always quite unique and inventive, but this one was on another level. Really felt like a mini metroidvania, better than any Prime game.
Jameson's map was pretty, but not really my cuppa gameplay-wise.
A great pack. I had a lot of fun. Thank you all so much.

- xmjr_start: Great starter. Made me want to jump around a bit. Took me a while to figure out how to get to evil.
- xmjr_avix: Unfortunately I didn't find all the boxes. I like the idea of having the mapper's personal best at the end.
- xmjr_chuma: I like the tree at the beginning and the battles. What confused me: I found it easier to discover the scret gank path than the normal way.
- xmjr_jameson Can't go wrong with an old castle and lots of nice secrets.
- xmjr_pinchy Massive map with chaotic combat. Overwhelming here and there.
- xmjr_rabbit The enemy positioning was remarkable. The music was insane. The secret hunt was a lot of fun.
- xmjr_riktoi It took me a while to figure out how the skating mechanic worked. After that it was some amazing platforming.
- xmjr_roj Feels like two levels in one. One hard cut. But both are fun.
- xmjr_sze My personal highlight of the pack. The two states of the map blew my mind. The guitar was catchy as hell. And the platform fight at the end was really challenging.
- xmjr_text_fish I found this very difficult. I was confused the whole time and didn't understand the fiend pit.
Skill
Hard
Pretty solid gameplay.
Excellent set of the maps.
Recommended.
Skill
Other
nice pack of maps. as usual for these end of year events there's a lot of variety in gameplay styles on display here. thank you all for your mappery i had a good weekend playing these

avix - nice basic castle map, i enjoyed the gift hunt for hotdogs. makkon textures are well used with some cool lighting to make something that feels a bit like a castle out of unreal, only real complaint is the slime being lit made it too dark to see that it was green slime

chuma - cool destroyed facility with lots of stuff to jump up and around with the jump boots, i even found the secret gank path. thank you sia for helping save quake mapper christmas, keep working on your mappery chuma!

jameson - short zendar style map, well made and i really liked how the exploding zombies were used. didn't really use the jump boots besides the last jump, but whatever, it counts imho

pinchy - fun theme, dkt fantasy town decorated for the holidays. took me a few tries to plan out where i was going, and not just keep blindly stumbling into a tight corner full of assholes. it was fun making a plan how to best collect the various powerups so i could actually get through the map... felt sorta dungeon crawler like i suppose

rabbit - great map really colorful and fun, i very much enjoyed hopping through this map madly blasting things. well done

riktoi - lovely setting for a map, and the ice physics mechanic is a cool hack that works with the jump boots in clever way... but it annoyed me to no end trying to accomplish the first few jumps in this. once i got it, it was actually kind of fun, felt like a source engine surf map... but it took awhile for me to get it

roj - really cool to see a sockq3base/ikq3base base, but also it's an ikwhite palace :) well paced combat and good use of the jump boots, fun map

sze - excellent map. great setpiece fights throughout, and i loved the fire/ice theme and how it worked with the jump boots to make something that felt very metroid/zelda

text_fish - i liked what this map was going for; a bunch of deathtraps that you use jump boots to get out of, and it uses the jump boots really well in that regard... but overall it ended up feeling a bit frustrating for me, and the lighting didn't have enough contrast so felt like everything was dark and it hard to see enemies/items
For a "jump jam", actually many of the maps are very approachable for those of us who are poor at traversal skills.

In terms of standout maps - I enjoyed Chuma's in general, Avix's hotdog hunt (I *did* find all of them, but I did need to noclip to hit one of the triggers for them because I am not up to that kind of rapid aiming), SZE's hot/cold map mechanic making a return in his for a nice bit of puzzling - I liked this the first time I saw it, and it's great here too, and the general feeling of RecycledOJ's.
On Easy, I thought Pinchy's was still a bit spicy - although the design itself is impressive - I was stuck several times in Rabbit's on the traversal (a few jumps that I missed enough times that I assumed they weren't the intended path), and after some time on Riktoi's trying to master the airstrafing/iceskating mechanic and still being stuck in the room where you get the jumpboots despite quicksaves I had to give up on it (the map itself looked nice from what I could experience of it).
Text_Fish's map I'm torn on - there's some nice traversal puzzling (although I'm not convinced by the map's solution to "you jumped down here before you have enough jumps to get up" being to send hordes of fiends at you, even on Easy the room that was mentioned as being super-deadly on Evil is still incredibly difficult, and I found myself - apparently having done all the things the map wanted up to then, unable to actually break the ice - shooting it explosives, the axe or nails doesn't work, and neither did falling on it from the highest point I could. Noclipping implied that you're supposed to continue under the water, so I am sure I just missed something...
Skill
Easy
Very good quality map pack!
I always look forward to these Xmas jams, and this one certainly was worth the wait. Good quality planning and mapping, good use of the AD features.
Very well done. everybody! Thaks for Your efforts, thanks for sharing, and a Merry Christmas and a Happy New Year to y'all!
Really good pack with a good chunk being great regardless of the fact this was a jam. Polished experience in both gameplay and looks department. Selection of both more bitesized and more medium to large affairs, but all are definitely quite unique and bombastic. AD roster and features utilised incredibly well outside of the main appeal of the pack aka the jump boots.

This review will address the maps in the context of the Evil difficulty (not sure to what extent difficulty was tuned for enemy setups or world geometry/timing wise for specific sections). I personally recommend Nightmare or Hard at most, I was never a fan of the 50hp cap, and I already play in a very safe/conservative way, only really sometimes being more brazen. Despite that, it was great to play on Evil, the challenge was fun. Only 2 encounters get so spicy as to not fully recommend Evil.

  • xmjr_start: Pleasant map to set the expectation of the jump boot requirement. Aesthetically great, reminded me a bit of PLaw's Trickster's Domain and mfx's Realm of Enceladus but definitely has its own style. I wish to see more like it.
  • xmjr_avix: Fun brick-y platforming with tight combat and great progression. Couldn't find all the hotdogs sadly but the ones I did find were great to hunt for. Great jump boot usage.
  • xmjr_chuma: Decent rundown snow-y facility with fun encounters. Colour scheme was neat. Decent jump boot usage.
  • xmjr_jameson: I LOVE the opening to this, pseudo stealthy. Possibly too claustrophobic but I found it just right. Great progression & combat and aesthetics were on point. It's clear this was fun to plan encounters for, they were playful. Jump boots were OK but a bit late.
  • xmjr_pinchy: Chaotic combat as usual but great. Very dense, every place had a purpose and was not left "unfurnished". Great colour scheme and texture choice. You get the boots a bit late but that's fine.
  • xmjr_rabbit: This felt sooo liberating to move around in, great flow and it was a joy to hunt for the secrets. I liked the colour scheme too. Jump boots utilised very well.
  • xmjr_riktoi: In a way I got reminded of Mazu's Neon White inspired map in the Six Textures jam, very clever use of airstrafing (and tutorialises it well for noobies like me). Really fun progression and secrets, and INCREDIBLE brushwork and theme. Really good jump boot usage. Stand out map in the pack.
  • xmjr_roj: Always good to see a techbase combined with another theme, progression was very fun and encounters were laid out well too. Good jump boots.
  • xmjr_sze: Incredible adventure game-y progression with the 2 in game "states". Puzzley but never obscure. One encounter on Evil gets particularly spicy where good footwork is required around lava while dodging projectiles and fiends. I would love to see more maps like this as solo releases where the exploratory / secret hunting nature is expanded further. Stand out map in the pack. Really great jump boot usage.
  • xmjr_text_fish: Loved the dense nature of this, hunting for the boots was great much like in Riktoi's. Combat is quite spicy on Evil, early on there are some ammo woes. I loved the progression. Spicy encounter in this one surely has to be the fiend encounter around the pit. I think I could have done it legitimately but I resorted to using the quirk of the jump boots to ride the mosh pit of fiends and melee them from above. I quite liked the floating quad and how to get it & use it, but the room it was meant to be used in was hellish. Not sure how one would make it easier without drastically changing it. Possibly the tiniest amount of additional cover or distance between yourself and everybody in the room. The quad WITHIN the room too is hard to spot I find. Great map regardless, I enjoyed the chaos. Possibly a fish bug in the ice if you back out of the water early. On top of the "river" it's obviously walkable as it's icy, however some of the fish can nibble you or worse yet, clip through it.
Skill
Other