Rooftops Jam

Reviews 4.29 star(s) 10 reviews

What a high-quality map pack! I've finished all the maps and had fun playing every single one of them. It was really interesting to see how different people interpreted the theme. I had a blast! Thank you for all your hard work.
Skill
Hard
I think the entire right-side of the hub-world is a real treat to play through, but as with any map-jam, there's no guarantee you're getting the gold standard with every map. Started off great, then come the last batch of levels, I noticed a drop-off in design and quality. Overall, it's okay.
Again a community map pack - and again one of quite high quality!
Nice to see this mix of old hands and newcomers, and the incredible spread of ideas on a single subject. Well done, everybody!

I don't usually pick single maps out - it is a community effort after all - but in this case i simply have to do it:
Radiatoryang's little mediterranean village is perhaps the most beautiful bit of 'natural' mapping i have ever seen. This village could be anywhere in the south of Spain, Italy or Greece. When not shooting baddies, i felt like sitting down on one of the chairs in one of the tiny gardens, with a bit of cheese and red wine, and just enjoying being there...

My compliments to everyone for a really nice and varied map pack - and extra compliments to Radiatoryang for a map this outstanding...

Thanks for all Your hard work, and thanks for sharing!
big pack of maps with a cool theme! lots of new faces here too

think the results of the jam are a mixed bag for several reasons, but there are some really good maps here. my #1 overall complaint is that many of the maps were very dark and used lots of ranged enemies sniping you from multiple angles. i wish to never see a crossbowman in a map ever again...

still, this was a fun mapjam to play through, thank you all for participating and making cool stuff

adornesibley - really large ambious map to build for a first map! it looks cool overall, a bit crudely built, but it was neat adventure to explore up and around and through some tunnels. i really disliked the use of a kill trigger to stop players from jumping down early. combat was ok in general, but think you used a lot of really tough enemies thrown directly in the players face early on with little room to dodge which felt unfair. good effort for your first map, hope you make something for a future jam

atziri - the rooftops and exterior buildings look great, a lot of this looks like it would fit half-life2... but a lot of the interiors are very poorly lit/detailed and i couldn't see the guys sniping me from the dark. in fact, a lot of this map feels like it's half-finished with a layout that often feels very confusing where you're meant to be going. the gameplay and combat doesn't help it, because it often feels like you have no health or ammo while dealing with a bunch of new enemies that just teleported in every time you walk 2 feet forward, or locked into a tight space with several waves of assholes. if the map cut half the enemies and used teleporting less, had some clearer goals, and there was some more polish to to several areas this could've been a great map, but as it is, it's just a confusing frustrating mess

chrisholden - it's a really nicely detailed environment, the map looks great. gameplay felt a bit flat because it's all base enemies with a few knights, even with the expanded set of AD base enemies it really could've used a couple fiends or shamblers to spice things up

clenow - really lovely mirror's edge-alike, the vibes were perfect and this did a great job recreating the aesthetic in quake. i liked the lowpoly ladies chilling on the edge and laying in the sun and waving to me, and especially the one in the intermission camera, those were a cute touch. really the only complaint is that i wish there was a bit more to it, but tbh maybe i got that anyway because i spent like 5 minutes playing it and then a further 20 minutes noclipping around it to look at all the distant scenery. great work!

entsoy - this is an interesting concept being in total darkness, and there were some great moments (like the elevator down). the atmosphere was spooky and overall the map did well to lead the player through such a dark area... but also it felt a bit frustrating not being able to see edges and enemies up close, and i think like a denser fog would've helped highlight silhouttes up close for the player. so this was really unique and interesting, but i think it could've been executed better

grumpuswumpus - really cool sort of underground industrial secretbase that feels like it's out of a james bond game or something. i think some of the brushwork is a bit crude on the terrain, but overall its impressive work for a first map and i liked a lot of the shadows from the light through the trusses. the combat was mostly just a bunch of arena fights, but they were fun enough as you adventured through the base. biggest criticism is that there's a large section of map the player can drop down to where the player is just stuck if they go down there... really should've added some ladders / etc other ways to get out of those areas without noclipping. otherwise, a nice map

jitspoe - really like the steampunk look of this, the atmosphere climbing up and around all this stuff was great, and there was some fun bits of humor and shameless self-promotion; the map really uses the rooftop theme well. i think the gameplay needed a bit more of a massage though, there's a lot of tough enemies to fight early on with just a shotgun and i wish the nailgun had been placed earlier. backtracking to use the gold key felt a bit awkward, and then end of the map felt like a bunch of tough enemies stuffed into a tiny box. overall though it was a cool map in a fun setting

jude - love the overall look of this and all the little jokes and billboards in it, there's a lot of character here. lighting was a bit too dark though, making it really hard to see things. combat was pretty straightfoward, though i really liked the use of eddies and enemies popping out of walls and elevators and jumping off roofs. according to the secret i found this was your first map, which makes this a great first effort, nice work
(idk what that review saying the ladder didn't work is about... the ladder worked perfectly fine)

kali - i did not heed the warning in the txt file, killed the fisherman my first attempt through the map and i got what i deserved. :) in any case, this is a good looking city, but perhaps a bit dark with too much open space. felt like most of the combat was on a flat level ground, and it would've helped to put some of the enforcers up on the crates or something to vary things up a bit. for a first quake release, this is a solid effort and the music was cool. good work

lanepowell - really classic looking sort of map here, feels like something out of the expansion packs or zerstorer, which is real cool to see. the combat was overall really well done, felt like i was being challenged from many different angles and needed to prioritize targets, and it combined well with how vertical the map is; but also i felt very low on resources at the end of the map when all hell broke loose (maybe i misused the quads though). i didn't end up having any issue getting around, but i could absolutely see some of the jumps that are required being a bit too tough for some people. i really liked this map though, good work

mars - fantastic looking environment... but also frustrating because i got caught on so many little 'realistic scale' objects while dickheads shot at me from all angles in the dark. needed more func_detail_illusionary's on things, and wish the sunlight values were brighted up so enemies could stand out more. i did like searching for secrets in this, and while i found the combat frustrating, it kept me on my toes and i was given enough tools to deal with it all. so not my favorite, but it was a decent well made map

moko - a very film noir city, this really feels like the movie its title referances with all the dramatic spotlights and emerald lighting. the combat at the very start was a bit rough thanks to how dark the entire map was... there were enforcers taking potshots from everywhere that i couldn't see. after getting over that hump though, the map is well routed and it was cool to climb over and around everything. nice use of the theme to make a pretty cool map

naitelveni - really impressive environment as well as the sheer scale of the map that clearly a bunch of work went into to make the neat trees and that one big ass door and all the terrain. absolutely stunning work! but on the negative side, wow did all the sniper crossbow dudes annoy me in this... felt like i was being pelted from miles away all over the place the entire map. i also think the drop down from the DBS onto a pair of jump boots could've been made clearer, because i missed that pair at first and spent a long time trying to use the other pair to progress with. the 'bonus content' unlocked at the end of the map was very statisfying... got some quad rocket revenge on those bastard snipers... >:) excellent work overall here

onyxthezebra - really awesome looking environment here, the two giant towers raising out of the clouds look excellent, and i love the zebra hedges and statue and the little office area inside is well detailed. the combat is just some basic arena fights, but they were fun and varried enough. just a nice short and sweet map

princeofbees - really cool map that wears its darksouls influence on its sleeves. liked the layout and gameplay throughout, great vibes and was fun to explore and leap to ladders and such. donno if i like the heavy use of scaled textures... sometimes the map was able to get higher resolution lightmaps from it which was neat, but it looked inconsistent and odd to me... like a high resolution texture pack applied to half of a low poly classic quake map. i also felt the end arena was a bit 'meh' because of the respawning ammo and health. but even still, the map overall was fun

radiatoryang - incredible map, just fantastic looking with well laid out gameplay and combat. really liked the detail of how the map is a jumbled mess of houses, and then the top of the map even the houses are a jumble of windows, balconies, and doors. i don't really have any complaints, because even the crossbowmen and other annoying AD enemies i've come to despise over the course of playing this jam i felt you used in reserved and fair ways. excellent work

razzzor - excellent looking dilapidated swamp castle, really loved the vibes of this map. felt like something that might've been made with quoth in the 2000s era of the community. loved traversing up and over the rooftops of this, with the minor quarrel that i found all the crossbow guys really annoying. only other real criticism is that the terrain was a bit jank to climb at times and i wish the outer swamp area had some more connections into the lower central area to get you back into the action if you fall off the roof. but overall i really liked this map, great stuff

whark - very cool use of solid color textures to make a surreal sort of liminal space / mirror's edge hybrid of a map. i liked the various sorta surreal events and little puzzles that happened as you go through, but found the combat a bit lacking... i feel like with this style of map you should either have no combat and just focus on the vibes or go all out with it as a big challenge; this ends up in a middle ground where the combat feels like it's "just there". neat map nonetheless, good work
Skill
Hard
As is usually the case with jam maps, it's a mixed bag.
And as is usually the case with me, I like some of the maps and others not so much - which, of course, isn't necessarily the mappers' fault.
It's exciting, and once again, I'm surprised by what Quake has become and what's possible with it today.
My favorites:
qrt_adornesibley, qrt_naitelveni, qrt_scampie, qrt_jitspoe.
And, most of all, qrt_radiatoryang. A worthy successor to qbj3_radiatoryang.
Many thanks to all the mappers.
It rocks!
Skill
Easy
Quake - [Mod: Arcane Dimensions] - [RoofTop Jam] - Map 02 - The town of despair - [4K • 60ᶠᵖˢ • HDR] - 100% Secrets


Quake - [Mod: Arcane Dimensions] - [RoofTop Jam] - Map 03 - Alarm - [4K • 60ᶠᵖˢ • HDR] - 100% Secrets


Quake - [Mod: Arcane Dimensions] - [RoofTop Jam] - Map 04 - Concrete Heart - [4K • 60ᶠᵖˢ • HDR] - 100% Secret

Skill
Normal
While some maps managed to capture a unique aesthetic pertaining to the theme the overall level design is rather poor. Mermaids In The Basement and City of Traitors easily stole the show in terms of level design and aesthetics; amazing job to those map makers. The rest varies in quality.

You have several maps like Malignant Normality that are giant where I was able to find 14/16 secrets, but not half of the enemies. Not because I went out of my way to find them but because the map maker did such a poor job in terms of direction and where to go.

Maps like New York Shitty where ladders just didn't work and I had to NoClip my way up to where I needed to go

And the worst offender of all (and something I am quite frankly tired of seeing in jams in general) are maps like Town of Despair where A) there were flatout missing textures from the stairs and B) 90% of all enemy encounters are monster spawn-ins akin to Doom Eternal. I get that arenas have been part of Quake and AD's history but I fail to understandf the logic behind constantly spawning in enemies when a simple placement could've worked. It's not challenging, it's not creative. At best it's cheap difficulty and at worst it's mind-numbing, exhaustingly, eye-rolling, heavy sghing bad level design and it needs to stop already. When I see 200+ enemies at the start of the map I already know the map maker has several slaughter-slop areas where he's going to spawn in a bagillion enemies at once.
Skill
Hard
I was pretty excited by the concept of this jam - I'm bad at *traversal*, but outdoors, rooftop theme sounded exciting, and definitely "not the usual" Quake jam.

However, I think over time I've become increasingly equivocal about AD as a mod for Quake - there's just too much stuff in it (and I really dislike the damage over time effects from some mobs) - in some cases, the AD monsters made maps here more of a drag for me than they might have been.

There's some standout maps in this pack:
RadiatorYang's is amazing and probably the most fun I had in anything here, with a continuation of his style iteration from QBJ3,
Prince of Bees has a very explorey map with great anticipatory secret signposting
Onyx Zebra's short-but-sweet map has a great early setpiece
Moko's map is exactly what it says it is marks off for Ranger failing to learn to Tune
Scampie's map has great atmosphere and progression, although I found some of the traversal in the inverted castle a bit finicky due to clipping
Clenow's map has no combat, at least on Easy, but I thought the vibes were immaculate. Enjoyed it more than Mirror's Edge, which I never beat the tutorial of! ;)

There's other maps I liked but had issues with (mostly to do with traversal being hard or falling to my doom far too many times) like
Naitelveni's - beautiful map, but the progression was weird to me and the timed jump boots were just stress inducing
and
Lane Powell's - the progression just got far too hard for me by the end (and I dealt with the boss rush that was teasered by... hiding and apparently everyone just killed each other?)
Jitspoe's map was actually pretty fun, except it was definitely the map I fell to my doom incredibly frequently on (and has far too punchy encounters, especially outdoors).

Marks for Billboards for Jude's map (and a lot of detail and reactivity to things you do, even jokes!)

Sadly, Entsoy's map made me sad - I know they like darkness, but this was basically impossible to navigate, and I fell to my doom even more often than in jitspoe's (especially with having to do jumps from uneven surfaces). This was one of the few DNFs in the pack for me.
Skill
Easy
A more unique theme for Quake given most of the time it's set indoors. It's using AD so you know it will be punchy, but it's more toned down and balanced than usual which is great. I personally really like that everyone tried their hands at unique and more puzzle-y / obscure and open ended exploration and progression, nevermind great looking locales.
Skill
Nightmare
FRICK YEAH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Skill
Nightmare