Jam Quake 30th Anniversary "Quickie #2" Speedmapping Jam!

Reviews 4.57 star(s) 11 reviews

Well I just have to go 5/5 based on movement maps alone. Really made my day feel so much better. It feels like the blocky nature of 64 grid didn't hold any of the maps down either. Just fun solid Quake stuff.
Skill
Hard
Cool map especially that "generic tech base no. 64" i wonder who made that one
Skill
Hard
Great jam! The racing map is cool idea tho
Nicely done, jam.
Some of the maps are too sweet to swallow very quickly.
Thank you, guys, for your time and labor.
Skill
Nightmare
Haven't played too many packs around the 64u limitation but this serves as a good reminder, you can make really great maps on this grid size. Very punchy and varied pack
Skill
Nightmare
It's always incredible to see what kind of small masterpieces people create here, especially under challenging restrictions. Every single map was a joy to play. Thank you all!
Skill
Hard
finally getting around to playing this pack, and had a blast! all of these levels ended up being a lot of fun in their own ways... feels like the theme caused mappers to make lots of open areas, which led to some fun fights against lots of enemies. great work

agcs - big map with a bunch of enemies to blast, which makes for a fun speedmap to run through. i played it twice to find all the secerts... kinda wish they had been part of the required path, because my first playthrough i felt like i only played half a map

chris holden - liked the combat in this, it was fun running around and fighting everything. the single concrete texture used on everything kinda made it all blend together too much though, maybe should've quickly thrown a rocky texture onto the some of the terrain

dawnbreez - this had some cool emerald green lighting with dark blues and reds, liked that... but it also some ugly lighting in the exterior area and a really dark ending area that made it hard to see the cool spiral thing you drop down into. pretty straightforward combat, the rune disappearing and that making the gold key door open was a bit odd

knefarious - what we have here is pure distilled turn-of-the-century fps: running around with a dnb loop blarring while you jump around in low gravity throwing grenades at things. think the end was a bit mean with the 2 shamblers, but it was otherwise a stupid fun romp

IC - nice little adventure of a map. maybe a bit plain looking, but i liked the concept of this going around inside a facility and outside to activate the fans, and all the ramp jump secrets were really cool

mazu - great mines of moria themed map, liked how you used enemies to try and make this feel like the movie. really fun combat that has some hordes, but gives you lots of space and items to deal with it. only complaint is i think the lighting, despite being in the depths of a cave, was a bit too dark and could've been a bit brighter overall

moko - this was great fun! loved zipping around doing ramp jumps, and this was a lovely visual theme for a map. end fight was a bit 'meh', but maybe it was just overshadowed by the rest of the map being cool

naitelveni - neat sorta puzzle combat level having to juggle powerups to get through so many shamblers, took me a few tries to route out a path, and even then it was a bit touch-and-go to get through. really nice looking level as well, i liked the big rotated cube in the sky

rabbit - really cute oversized house, feeling bnuuy sized for this map just fits the 64unit restriction quite well. think the combat at the end sorta fizzled out, but it was a good map overall

tango - whew, this one was a challenge, took me many attempts to beat. it's good to have a map that actually tries to kill the player on hard, but i think this could've used some tweaks to the balance like giving the player yellow armor instead of green, and a bit more health before the swarm in the second half, and it'd still be really hard without needing save/load scumming to beat (which i resorted to!). the look of the map was great, only comment there is i think the lighting level overall should've been brighter

quiet - love the use of this theme, this stack of toy blocks is real cute and also fits the theme so well. bit short and basic on the combat, but it was fun enough jumping around and trying to find all the secrets

wons - neat quake2 textured map, the trams with the grunts on them were really cute. also liked the bit where you get the GL and can see through grate some grunts to splatter down and around the corner, great fun
Skill
Hard
Fascinating!
Incredible what speedmapping can achieve!

Very nice little map pack!
The blocky feel of the jam is actually quite entertaining for many of the maps... and there's some nice setpieces in there.
One or two maps a little hard (I'm sorry, Moku, I'm not good enough at movement to get all the obvious pickups, and I had to godmode the final bit of your map), but all fun and interesting.
Skill
Easy
Please, Knefarious! Make a QB3 map based on this lunar idea with the spewing lava high into the air. Like a lunar Hell/Doom Mars base type of thing? With inside and outside areas. I just wanna see QB3 with high spewing lava pits and Doom 2016 vibes lol! Your map gave me that vibe. Someone please do that shit hehe.

Overall a really enjoyable speedmap pack. Moku did somthing unique with the "racing game" idea but my hands are too slow for the bunnyhopping. Speedjumpers will love it! Naitelveni I get what ur going for but hot damn.. I'm a Rabbit fanboy for a reason and even with limited space and detail the atmosphere is there. Perfect colors and lighting as always.

Tango I get what you're going for but got my ass kicked too much so gave up. Mazu impresses once again, this time with a creepy castle descending into the depths. It was great!
Skill
Normal
I am very bad at movement so a couple of these I can only appreciate abstractly, but still all good and inventive stuff, especially enjoyed Morean Passage and Play Touys with me
Skill
Hard