Quake 30th Quickie Speedmapping Jam!

Reviews 4.46 star(s) 10 reviews

Great map pack. Despite the extreme limitations, there are some real gems in here. Of course, the quality varies in a larger pack like this, but I enjoyed every single map. Short and punchy, just the way I like it. Thanks to everyone involved — and happy birthday, Quake.
Skill
Hard
Goes to show that limitation provides creativity, really punchy almost survival-y nature to a lot of these maps. It was very pleasing to find some were even quite open ended despite some even "just" being arenas and some are quite pretty. I agree a lot with scampie's sentiment of a feeling of good, especially because it doesn't feel that the maps are following a "solved formula" and while that generally goes for any jam it's especially noticeable here, it really is quite varied as far as bitesized Quake can allow and the only thing uniting the maps is a technical limitation as opposed to an artistic or gameplay one.

aesopolis - Really pretty swampy & brtualist and despite the scale still fun
agcs - A fun small romp, paced nicely.
atom1k - A lot of moving bits to this, really nice vanilla vibe with good ambushes.
auh - Very cute quad run, I thought there'd be less of them placed around but the cake celebration demanded it.
cc - Kind of a sucker for this simple and semi dark vibe, proper 90s and kind E4 vibe.
chadquad - I like the return of the snow from qbj3, fun action.
chrisholden - Really impressive organic ground, a slightly confusing layout that I welcome, Some things I didn't think would be secrets ended up being secrets which made me look even harder for potentially unmarked things lol. Really good.
clenow - Very good bitesized timed wave horde (what a mouthful), great use of ramps. Once you know how much ammo you have and when your weapons arrive it's really not so bad but the learning aspect is great.
ehot - Similar to cc's but with a way darker / edgier vibe and atmosphere. Very off but at the same time I like it. Combat was neat.
fw - 30 monster scumfucked vibes, quite replayable I would say as I feel most on a first play would play it more safe and miss the really quite big secrets. Also very pretty.
h4 - Amazing artistically with really nice verticality. Feel this one is also replayable due to some possible skips in routing. As mentioned by scampie also very than-y.
hcm - Real standout for me because I love open ended maps, quite a lot of ways to go about it but I do think infighting from ogres and enforcers is incentivised. Resource management / survival is really good and tense, secrets are fun and it looks like a nice runic arena. Curious in others' routing.
ic - After you figure out one of the early buttons is unpressed this is really quite neat. Good use of space to jump around in.
lob - Another personal fav simply because of the bridge having 2 functions, nice small adventure.
magnebox - First map I tried in the pack and it was good impression, quite tricksy, bitesized nature is great.
moko - Love this vertical maze, didn't quite find everything as it's very dense and open ended. Would love to see this get retouched or extended with maybe some landmarks but as it is it's still really fun.
nickster - Really good texture set use, felt more industrial than a lot of stuff in Quake in general so it's particularly impressive with the brush limit. Feels like a lost entry to the Factory Jam.
rastrelly - Old school vibe but potentially a bit too much at the end lol. Still neat.
rj - I love the repopulation done in the map, seriously pretty and cosy.
roj - Nice E3 vibe, felt comfortable to move in with nice fights.
scampie - Love this, the coloured fog for some reason made me think of dimension of the machine lol. The route is nice, geometry is pretty, would love an extended cut of this too.
spoot - Felt very classic spoot and I was somehow not ready for the ending lol. It was very fun to figure out, as tough as it was. Curious to see how others tackle it. Great bitesized action.
trashmeister - Another very classic vibe, wish it was slightly more clear which liquids hurt you, can be cheesed but if played earnestly it's a neat route.
voila - I was not able to reduce the contract :( . Honestly quite impressive how a lot of knave details were crammed into 96 brushes just in the first room.
wons - A little cramped but neat, enjoyed the combat.
zg3n - Even with the repetetive nature it was neat, I liked the underground.
zigi - Swampy castle goodness with some e4 sprinkled in, very nice.
Skill
Nightmare
nice pack of speedmaps, overall it kinda feels like the primordial old days of custom mapping before everyone "solved" how to make good maps and you had a bunch of earnestly made trash and unique little ideas and the occasional classic

this pack's limitation of 96 brushes and 30 enemies meant a lot of contorting by the mappers to get as much possible from what they placed, and there's a lot of variety how people approached the challenge, which is great to see in a level design challenge

great work everyone who contributed, here's some comments on each map:
aesopolis - the scale overall is maybe a bit too big for quake's enemies, their combat distance and how many monsters you had to work with, but this was a really interesting looking map and i liked the use of ramp jumps early on, then walking through below the giant pillars, and then the end jumping section to reach the bat signal to exit was really cool

agcs - nice fun quick bit of combat here, blowing up barrels to kill grunts as ogres rain grenades. this would work really well as an area in a full map

auhsan - whoa, blast from the past mapper, one of the spainish weirds! fun teleporter madness map with a quad... so scary to be teleporting into a bunch of spawn or a shambler. lol at the end with the cake and dog :)

atom1k - real fun little combat map, there were some great ambushes in this! felt almost like a classic speedmap from the 100min timelimit days

clenow - clever gimmick using some func_trains to fake an endlessly ascending arena, though likely needed a bit more time polishing to really execute it right. thank u to the rainbow dopefish for helping me be at peace

chadquad - just a basic map with 3 levels of combat in a cylinder, but i liked how you used some moving platforms to set up a contraption to delayed spawn several enemies using minimal brushes

chris holden - cool mountain pass, neat layout for a nonlinear map letting you get the two keys needed to exit in either order. bet this could be a fun speedrun map figuring out the optimal path through

commoncold - nice little graveyard maze map to maximize the use of those brushes... maybe could've saved an enemy or two to put behind the gold key door though?

ehot - like the blood and skulls look, and good use of triangular roofed areas to save some brushes. wish you had lit up the underwater platform in the corner, spent ages trying to find that

fairweather - ur disgoostang! nice little combat setups in this, felt almost like a proper map cut down to bite size to fit the limitations, great work

h4724 - absolutely impressive map, cutting faces into brushes all over to get as much detail out of each as possible. the combat and layout were great, felt a bit like a than map in minimum. laughed when i found the useless secret at the end, very good map

ic - nice map and i liked the terrain in the starting area, had several cool gameplay ideas going on with the 'hurry up!' door, the ogre ambush right after, and jumping between pillars to reach the gold key

lobotomy lobster - cool map, felt a bit like a lost episode4 map. really liked the bridge you have to raise and lower to progress

magnetbox - map that feels a bit like something out of the depths of cdrom.com back in the 90s... rip to the zom-bros who got smooshed at the end

mazu - really maximized the use of your 30 enemies using a bunch of the healthier enemies to make a big horde combat map, had a lot of fun running around getting everyone infighting. awesome you managed to get 5 secrets into a map given the limits

moko - really liked this one, very cool use of brushes to maximize their use and a great looking theme

nickster - neat use of some underused quake3 textures, liked the offset ceiling light texture to save brushes. nice little map

rastrelly - it's a newbie map, but i liked the action of the initial combat over lava that you're teleported into the middle of, and the tall gold key door has a cool looking facade

roj - wow, just a nice little map that feels right out of episode3. great stuff

rj - really good looking map, and uses its brushes well to make a cool little adventure collecting all the runes. loved it, awesome use of a beefed up shambler at the end

spootnik - whew, map throws you into the action and doesn't let up. nice nonlinear design given the limitations and i thought the lightning gun secret was very cool... think the ending was maybe a bit too much with all the voreballs and slime, but i beat it on my second try

trash meister - very mysterious blue brick maze... my first time beating it i raised the platform and just swam through the damaging water to exit, and then played again and 3 enemies didn't teleport in. very odd that some of the liquid is slime and some is water, which apparently freaks vis.exe out

voila - nice little quoth style map, the gold key fight was very frantic and fun. found the secret by accident when grenading a fiend :)

wons - ok little back and forth map, think you could've used your brushes a bit more effiencently and gotten more gameplay space out of this. as for the secret, chuck norris certainly is finished, i hear that mr t ate his balls

zigi - really dug the look of this with the moss and vines and wood, felt real classic quake. just wish it was longer, cuz this felt like it could be a nice section of a bigger map

zg3n - i like the stretched out texture to make multiple light fixtures along a single trim brush, clever idea. nice to see a proper id1 chthon fight at the end
Skill
Hard
What a nice little unpretentious map pack!
Maps of all possible styles, from simple to elaborate... and all speedmaps!
Well done, everybody. This is good for a couple of hours of entertainment, no matter what kind of maps are your favourite!
Thanks for all Your work, and thanks for sharing!
Sometimes I can"t trust to my eyes: 96 brushes? - no, it is impossible! Thank you for a nice playtime I spent!
Skill
Hard
5/5 purely from mappers perspective. Just seeing how well some authors used their 96 brushes is cool to see. Most maps also play really well, but there are some rough edges because of limitations understandably.

Map by H is simply amazing with all angles and brushes sticking through creating new areas. Highlight for me from this jam.
Skill
Hard
I think the jam overall gets a 4 rather than a 5, as there are a few duds here that come naturally from a challenge like this. But hey, it's not about making masterpieces, and I had a great time contributing and then playing everyone else's maps.

I think everyone deserves a review, but I don't have that kind of time so want to call out some of the most memorable for me.

Wizards Floating Island Resort - Scampie
Visually striking, solid layout, fun combat, and great opportunities for fiend skydiving. Got out alive with 1HP left.

Eternal Imposter Syndrome - RJ
Imposter syndrome unwarranted! Impressive use of brushes for varied environments and ideas. Felt less like a speed map and more like a concept that could be expanded on.

Eisenman - Moko
The longest map by several minutes (12 to complete). So many nooks and crannies, Visually very cool, artistic in approach, and the execution could have been MUCH messier with the time we had. Came together very nicely.

West Bound Reception Room - AGCS/Shinko
Looked like a Doom map, felt like a toy. Made me think of Andrew Yoder's design philosophy of making a playground. Short but fun.

Darkling Dreams - Clenow
While it felt like throwing everything at the wall to see what sticks, I think this got the biggest reaction out of me. The manic chaos had my head spinning. Why are the walls moving? Where did the spikes come from? WHAT IS HAPPENING?! 10/10, would panic again.

For the mappers I did not review, you all rock and can watch my play through here if you'd like:
Skill
Normal
they call me the slipseer scoundrel
Skill
Hard
Considering how little time was available to spend on them, these are all nice short Quake experiences, some of them even referencing important things in Quake's 30 year history.
Skill
Easy
Excellent set of one bite maps.
I like it.
Thank your guys for your labor & time.
Skill
Nightmare