Jam Reload Map Jam

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


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Map jam run by Slipgate Sightseer in cooperation with Reload Magazine, with the goal of picking 3 entries to write about in an article!​


Start map and jam organization by @Markie


Running on the Copper mod by @Lunaran


Featuring artwork by @Makkon


Map Authors:​

alexUnder + Newhouse
Burnham
Commoncold
Chadquad
Mazu
Joymodulo
Krzykyle
llanstoloq (Jameson)
Lobotomy Lobster
Magnetbox
Markie
Nickster
Pinchy
Rorybabory
Skorly
Spootnik
Velcrosasquatch
Vl2m​

Installation​

Place the folder titled "reload" in your Quake directory (should be next to the folder titled id1), launch your engine of choice and type "game reload" in the console without quotation marks, and press enter to launch.​
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Submitted by
Markie
Downloads
1,138
Views
3,850
Release date
Sep 12, 2023
First uploaded
Last update
Rating
4.53 star(s) 15 ratings

Latest updates

  1. Reload Jam 1.1

    Updates to: reload_pinchy.bsp reload_aunh.bsp reload_burnham.bsp reload_chadquad.bsp...

Latest reviews

Fantastic stuff.

Trapped Under Ice — gorgeous environment with some brilliant set pieces. Difficulty was pretty intense on normal skill! I adored the vast ice cavern but thought the ice pillars cut off into bottomless pit was a bit abrupt. +1e6 points for Scrag cloud quad rocket 👍

Blue Velvet Underground — delightfully odd. The opening shoot switch puzzle was good fun & I loved the green-lit industrial crawl-space, reminded me of Event Horizon 👍

Draconian Flesh Isles — nice to get the Gigery Makkon textures out. A lot fot hings felt just a bit off here: the white fog cut out against washed out red background just jarred, it was impossible to parse the skybox contents. A lot of architecture had suggestive lips and drop-down areas that occasionally produced goodies but more often dead-ended. The lip around the central area felt annoyingly precarious, the stairs down from the rightmost area made it difficult to jump back onto the platforms. The single teleport destination at the beginning compounded the frustrating walks. The downward slope after the yellow armour bridge occasionally blocks movement. Top marks for Xen revival though 👍

Heretics Blood in the test chamber — great fun, I loved the eccentric texture usage. Kept me surprised throughout. Finished with 77/113 kills on medium though, maybe I missed something 🤔

A Walk In The Park — beautiful, I loved the little details of the city. The houses doors and the raised beams are particularly cute. The infinitesimally swaying platform screwed with enemy animation a fair bit — I often wonder if situations like that could be hacked so that the surrounding environment moves instead, negating the odd jolty movement effect.

Swim With The Fishes — brilliant, very scary, beautifully simple puzzler.

Yvorax — awesome, best castle in ages! I loved the little mausoleums at the top. Such a joy exploring the place. Missing one secret, can't figure out what the push button in the tower at the very end does.

Lobotomy Lobster — great journeying between 3 distinct themes, some lovely brushwork here and there. I adored the crazy pipes at the beginning, also the way you handled those slopes around the valley was extremely well done for sense of scale IMO — people often struggle with big open areas like that and end up with arbitrarily clunky geometric cut-offs, but this was a really artful approach. Also loved the sense of scale plumbing the depths of the crypt. Extra points for the nail traps, whose triggers I only noticed on the way back — ingenious. Did have a problem soft locking myself into the pits those Fiends emerged from 🤪

The Acid Vats — great nauseating bleak industrial vibe. Reminds me of an ancient Quoth-based episode that originally shipped with its own exe to remove limits 🤔

You Gotta Get The Rune — MY GOD these are the best atmospherics in YEARS! I can't remember seeing such fantastic lighting and the palette composition was just stellar. Screenshotting distracted me during combat. Also those particles emerging through the gaps in the central atrium … don't think I've seen that effect before, looks great.

Crushing Depths — so much to love about this. You really pulled off the looming cyclopean city. The hot start with almost certain infighting is a really nice touch — lots of opportunities for infighting and generally really fresh combat encounters throughout. There were some annoying water geometry artefacts: being able to see weird light coloured top planes from the rooftops was a shame because the vistas are otherwise extremely compelling. I think I would have done the waterfall walls as planes rather than volumes and ensured the top edges faded to pitch black. Everything under the major water surface looked a bit of a mess too but this is all made up for by the excellent dopefish.

Nergal Awakened — very punishing on medium difficulty! Loved the starting area and the house most. The pivot to Koohoo theme was unexpected!

Copper Factory — man I love a Mazu Q2-in-Q1 romp. So soothing… until it turns utterly frenetic!

Hellish Entertainment — short & sweet. Took me a long time to get through the first portal 🤪. The two knights either side of the first portal in the terminus room are immobilised somehow.

A Convocation Of Scions — loved the cavernous alien brutalism and rewarding secrets. Echoes of Lorns Lure. Unimpeachable platforming as always. Final showdown was fantastic. The teleporting in and out, the rumbling… Nice echoes of JCRs The Waters Below.

Rorybabory — great urban brushwork. Light fittings very cool, loved the train action.

Lovely start map Markie. Didn't expect to get lasered and tarred! 😱
I played this jam on Easy (skill 0), and I think most of the maps were balanced well at that skill level (one or two were a bit hard, and one had a progression bug which I suspect is only on skill 0).

In general, the quality here is very high - and the map theming and design is very wide; there's something for everyone.

I think highlights for me were the weirdness of Draconian Flesh Isles (although this also has the progression bug where the "final island"'s pillar doesn't seem to trigger on all the enemies being defeated, soft-locking the player), the beautifully constructed Trapped Under Ice, and Crushing Depths' multilayered watery challenge.
Points for opening theming for Nergal Awakened, and Yvorax's generally striking design as well.
I liked the rest too, (and I almost listed A Convocation of Scions here, but something about the teleporting around the map made the whole thing feel almost "scripted" at points - it was definitely a good experience, regardless), and I should shout out Copper Factory for being very fun on Easy despite having Mazu's usual "expansive" enemy count!

There's something for anyone here, and I find it hard to guess which of these will be picked out in Reload Magazine, as all of them have something or other to catch the eye.