Jam Coppertone Summer Jam 2

An open community project that typically includes maps created within a period of time.
ctsj2_forum.png

Image Fairweather and Ptoing
Suns out, guns out! The second annual Coppertone Summer Jam is a 22 (+start) map jam for the Copper mod (included) that peels Ranger out of the cold and dark, thrusting him into sunny and hot environments from veteran and new mappers alike!

Featuring new art, sounds and effects, it's recommended that you use a modern Quakespasm derived engine such as Ironwail or VkQuake for the highest compatibility.



FilenameTitleAuthor
start🍉 Ranger Resort 🍉@Fairweather and @ptoing
ctsj2_aleksSoulsucker@alekswithak
ctsj2_balDehydration Station@Bal
ctsj2_dflDeath in the ShadeDragons for Lunch
ctsj2_d57The New Order@Dataram57
ctsj2_ebern150Lethe's Temple@Eber150
ctsj2_fairweatherSCVMFVCK II: FVCKED HARDER@Fairweather
ctsj2_greenwoodSeti in Stone@Greenwood
ctsj2_h4724Weeping Shades of Indigo@h4724
ctsj2_hcmMacGyver Goes Lovecraft Beta@Mazu
ctsj2_hrnekbezuchaRifts to AbhorrenceHrnekBezucha
ctsj2_ionousDearth to DustIonous
ctsj2_iyagoFor Here Shall They Reign AgainiYago
ctsj2_mfkSun King's Passage@Mittens for Kittens
ctsj2_pinchyInner Sea Ruins@Pinchy
ctsj2_radiatoryangBreakfast Under The Balloons@radiatoryang
ctsj2_riktoiPac@riktoi
ctsj2_stickflipA Blaze in the Northern Sky@stickflip
ctsj2_szeRotten RivetSze
ctsj2_trashbangAmid A Fresh Carcass@Trashbang
ctsj2_xeoEnfer@Xeo
ctsj2_zigiThe Satisfyer 2: Holiday in Finland@zigi
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Submitted by
Fairweather
Downloads
2,334
Views
9,509
Release Date
Aug 9, 2022
First uploaded
Last update

Ratings

4.76 star(s) 17 ratings

Latest updates

  1. Copper Progs Regression

    Regressed progs to 1.19, which is what everyone had used to create their maps in the first...
  2. 1.11 - Uhh

    - Removed Akimbo SSG, whoops. To anyone who downloaded the previous version, enjoy. Consider...
  3. CTSJ2 Update 1.1 - Even Fresher!

    Hey y'all! Here's an update for a few maps, plus a progs update to fix a crash on dr57's map...

Latest reviews

I played all maps on Nightmare but stuck to the included Copper version instead of 1.30.

CTSJ 2 is bigger, badder, and better than the first CTSJ, with some absolutely astounding maps and a surprisingly high average quality level despite having many more maps than the original.

There are so many great maps here, ranging from the impossible-to-ignore inventiveness and scale of Fairweather (stone-cold classic right here) and Mazu's maps to more "conventional" but brilliantly executed fare from alekswithak, h4724, Ionous, iYago, Pinchy, Greenwood, and stickflip. I especially loved h4724 and alekswithak's maps, both of which combine dangerously constrained environments and dank aesthetics with hot encounters that keep the player on their toes throughout.

Of course, I'd be remiss if I didn't mention radiatoryang's map, which hit me right in the "gotta save Suldanessellar from Irenicus" feels. It's not the most visceral map, admittedly, but it's so beautiful and has a unique atmosphere that'll stick with me for a while. Trashbang, Pinchy, and Bal's maps also rank high on the bright and beautiful scale, with Trashbang's sand-engulfed decaying metal carcass another map that'll live long in the memory.

Of course, you can't have 22 stunners, and there are a few maps that I'm not quite as keen on. But they're still enjoyable, and there isn't really a bad map here. Essential stuff.
I remember playing this around the end of January earlier this year and radiatioryang's map left a mark on me that I haven't managed to shake off. Everyone showed up here, but there's something about that tree that dug its way into my soul.
unsurprisingly amazing. but also surprising. love to see this sunny kind of approach to quake! i genuinely loved them all but gotta shoutout @alekswithak 's enemy / item placement, it kept me on my toes the entire time
A huge selection of maps, perhaps slightly overshadowed by Mazu's submission (which is both very extensive and also adds a loot and crafting system with some polish... somewhat beyond the usual expectations for a jam submission), not all of which are precisely "sunny" or "summery". (So, hats off to Bal, Radiatoryang and the others who did manage to get a bit of sunshine into the setting...)

In common with a lot of people, apparently, I got stuck on the New Order map - getting to the final key seems to be impossible without cheating, unless I'm missing something. Although it's nice that you can effectively sequence break (some parts of the traversal are a bit nonlinear).
Well done, everyone. Hats off to FW and Ptoing for the amazing fit and finish - lots of personality and love in this.
I had a great time playing most of this jam over 4 consecutive evenings.
I really enjoyed most maps so congrats to all the mappers and people that worked on this! Lots of creativity in gameplay and architecture.

It's been a few days already and I'm bad at remembering maps I played in detail, so will not pick favorites.

I did not finish the big crafting map. Started it in skill 2 and getting stuck on scarce ammo (yep, warning on map start), so I need to start it again in easier mode.

I also could not complete ctsj2_d57 (The New Order) as I found it confusing and got stuck at some point, not knowing what to do.
This jam was fantastic, as expected, and every map shines (including the sunny start map). While I had a ton of fun with all of them, I did want to comment on two in particular. Fairweather's map is one of the best Quake maps I've ever played: it has stunning oldschool architecture and lighting that highlight the best elements of the runic theme, a wonderfully oppressive atmosphere and inventive quad mechanic that guides you and keeps you moving forward, and a sort of combat-puzzle encounter design that I've always wanted to see in more Quake maps. Fans of Sunlust will have a ton of fun with it. Don't forget the hidden final fight! It's the hardest one, and is very satisfying to complete.

Mazu's map was an evolution of (what I consider) one of the greatest strengths of Mazu maps, in that he does exploration like nobody else, except this time you're taking the supplies you find back to crafting/market areas in order to have enough supplies to progress through the map, like a step up from his key market in Chamber of Forbidden Runes. Mechanics like this really add to replayability, since you can approach the level in whatever way you'd like. If only there was a way to see what supplies you had, though! The secrets are plentiful, and are a ton of fun to find, following a difficulty curve from easy to very hard, so there's something for people of all skill levels. I always liken Mazu secrets to munching on a plate of cookies, they're just really satisfying, plentiful, and almost always have tells that let you recognize them if you pay attention. This map is probably the largest I've ever played, and is basically another game in itself. The best part is, it's only the beta version, so I'm really looking forward to playing the final release.
Very solid jam. Of course, with a map pack as large as this by so many different authors, fluctuations in quality are unavoidable. But all of the maps are at least decent and a lot of them range from very good to great.

Fairweather's map is the undeniable highlight, combining some inventive combat setups with great brushwork and lighting to create quad run heaven. After the final encounter, I'll never look at the words "Shambler dancing" quite the same way ever again.
In short it's one of the best jams available. All maps are exceptionally HQ. Play it. Now!

@Henry Ambrose it's my personal fav map out of pack. I love its dark hostile nature. Visually I mean. Very moody. Shallow. Claustraphobic. Derelict. I love its very brutal encounters. All were fun & inventive. I wish it last longer - my one & only complaint. THANKS man

@fw damn what a map! I love it from start to the end. Because every fucking encounter is real encounter. I really admire inventiveness (because I am myself lazy with encounters). My favourite among all your maps. By the way it's not just engaging gameplay wise - it's also very beautiful map, lighting, all the stuff. It could be cool if such map could be added to Quake rerelease so wider audience could experience it - just to know such experiences exist in Q-community. THANKS

@Mazu whaaat a maaap! Maaan!!! I didn't expect such gameplay style is even possible in Quake. It feels like completely reinvisioned Quake. It is still Quake, all there, but crafting system makes it all much complexier. It works. I loved how it came out. And I wonder now what ladders & barricades will do. Well I can imagine what barricades will do. But ladders... hm. Hook should cover higher-ground-places, nope? Anyway. It was such a cool unique experience! THANKS MAN. I am so inspired at the moment. Such a cool experience.

@radiatoryang I playtested it so I remember it. Map is so unique visually that I nearly demand to turn it into proper masterpiece with predesigned encounters and real boss battle. I demand 1 hour map! :) As for now visually it's drastically better than how it plays. It plays fine, absolutely fine. But not genious as visuals are. Please turn it into someting more unique & perfect. Anyway THANKS, you're inspiring

@Bal damn you overdid yourself with beatification. I don't know why exactly but I love these particular combinations of textures colors, lighting, skybox, ocean... everything. It just blinds me visually. I mean like a princess blinds a knight. As for gameplay it's perhaps not your best map. Sometimes it's just enter & shoot. Sometimes spawn in... Interior ambushes were best in this map. And I wish it was bigger with much more mobs & secrets! THANKS

@sze little gem in this pack. Visually it's one of best Makkon's maps I ever saw. Very accurate, detailed, not lazy. Eyes rejoiced. Switches from claustrophobic interiors for open wide exteriors was pretty cool and unexpected. Really nice map visually. Encounters were not lazy at all, all fun & fairly challenging. Perhaps I'd prefer a bit more challenging, but also I didn't try it on Hard, so... one of best maps in pack subjectively. Just loved it and that's it. I do tend to love maps if I love 'em visually. THANKS. Will check your other maps definetly

@Greenwood you never dissappoint aren't you? Perhaps one of very-very few mappers who never makes a dull maps or mediocre maps... nope. Never. All maps are engaging and fun to play. And I mean it - all!!! When I see a nick Greenwood I know it will be good map. This one particular is slightly better than usual. Because of secrets. I love when secrets aren't chaotic, but systematic - like there's a solid unifying visual system. So it was cool to search for bloody secrets. THANKS as always

@stickflip Your best map to date. Very challenging. Engaging enclosed battles - I love 'em. And very fun to explore. And I appreciated non-linearity! The only complaint is the absence of some sight, memorable place; without such it's harder to feel(!) you're progressing. THANKS man. Want more

@trashbang What a stunning visuals! Jaw dropping. The most jaw dropping map in pack so far. Mad Max vibes - at least I perceived it that way. As for gameplay - brutal, short and amusing encounters. I am starting to get used to your anti-lazy style - when all encounters are more or less designed (in a best sense of word). THANKS

@ionous cool e4 map. Sometimes it was waaaay too dark. But well it's e4. Cool as always. You never dissapoint. I am your fan. THANKS

@DragonsForLunch I knew it! I don't know how you do it, but your every new map is better than previous. This one is no exclusion. Verticality and interconnectiveness at its best. How you do it? Simply your best map to date (well imo). THANKS

@iYago Really cool AD style map with interesting layout, engaging encounters. Really cool. Was my pleasure to play it. Perhaps the only complaint is that maps with Sock's textures call for being exactly AD and nothing else. Maybe you will rerelease this map as solo AD? No? THANKS anyway

@Pinchy in general I personally lean toward non-linear maps, because they're fun. So I am perfect audience for this map. Loved it from start to end. Also I love this particular skybox, but that's subjective, just love that skybox for no reason. All in all fun, brutal, confusing and I love confusion. THANKS

@EberN150 damn what a nice map! Lighting amused me totally. Combinations of fog color and warm/cold lighting was plain gorgeous. I only wish you made some memorable central place - not exactly central but anything that could be memorable. A sight. Without it it's harder to feel you're progressing, all the same. Anyway it was my pleasure. THANKS

@Xeo cool Q3 themed map! Quite brutal due to being very tight. Layout is looping nicely. It's a classic map, nothing very special, classic Quake experience. THANKS

@lzj124 cool but small. Want more. Layout was fun to traverse. Battles were perhaps on simpler side, but I do not mind. THANKS

@HrnekBezucha loved work of shadows. Gigantic forms and moody shadows. Was nice to traverse such a space. Encounters were a bit hordish and just enter and shoot. But I didn't mind. For a change. Do more. I want. THANKS

@zigi very interesting slow pacing even stealthy map. Even horror map! All encounters are very well-thought-out, real ambushes! THANKS man. I was waiting for such a relaxing map

@riktoi hey! What a cool idea!!! I grew up on packman. Very fun mechanic and very cool tribute to classic. Was smiling all the way while playing it. THANKS

@dr57 damn man! The map is very cool. Stealthy. Challenging. Demanding for exploration. But way too confusing. I could not finish it. While I loved it. I wish you could test it more and release as solo but more polished, less frustrating. Also ammo starvation is a problem. THANKS

@MittensForKittens well I playtested it, so u know already it's a lovely lil fun map. THANKS