Jam Snack Pack 3: Trick or Treat

An open community project that typically includes maps created within a period of time.
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In the third installment of the Snack Pack series, mappers came together to contribute maps toward an 8-map Halloween-themed episode, with 3 extra maps in the hub as bonus levels. The pack includes a new 'Penetrator' stake gun weapon, the Rotary Shotgun from Dwell, and the Gaunt from Quoth as well as an updated Copper mod that features new Nightmare mechanics!

FILENAMETITLEAUTHOR
startWelcome to Snack Pack 3!@Strideh
s3b_66ppt99Tip or Trip66ppt99
s3b_comfybythefireAnnihilation Conduit@ComfyByTheFire
s3b_hcmMidnight Hunter@Mazu
fwWITTY MAP NAME!@Fairweather
grueBloodfallsGrue
spootGaunt Haunt@spootnik
lobAlcmaeon's FollyLob
szeOvercast Citadel@Sze
stickflipCandles 'n Candy@stickflip
pinchyGet The Point@Pinchy
alexunderMoonlit Ruins@alexUnder Ros

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Submitted by
Fairweather
Downloads
1,032
Views
3,337
Release date
Oct 31, 2023
First uploaded
Last update
Rating
4.42 star(s) 19 ratings

Latest reviews

Excellent map pack with some gorgeous architecture and some great gameplay.

The end of Bloodfalls and Annihilation Conduit on nightmare... just no. Those were way too much.
Such a wonderful set of various Halloween-y themes. Fell in love from the first moment in the dream-y start map and carried that feeling all the way through the rest of the main set. The rotary shotgun and Penetrator are both sooooo much fun to use, and Mazu's bonus map centered around the Penetrator staked a claim in my heart.
Very solid jam. Worth mentioning that I preferred all maps with shotgun start. I think the maps are more engaging that way. Highlights to me were
- Grue's map. I really loved that mechanic when enemies were hiding in blood pools or behind blood-waterfalls. It made me scared of all of them. To know where a danger may come from but not being sure are great feelings. Last battle was too tough for me, but I do not mind
- Mazu's map. I never ever met a map where you had to kill specific monsters. It felt so fresh after all those thousand of keys & buttons
- SZE map. Gameplay wise it's not special, but it looks soooooo good. Design of buildings and selection of textures grabbed me
- Stickflip map. To be fair I love all Stickflip's map. His approach to gameplay appeals to me personally. It feels natural. I am not a giant fan of closets and opening walls. I prefer when mobs appear more naturally, doing their things not waiting for the player, and sir William "Stickflip" Chance is usually doing just that: naturally appearing monsters. Also cool setpiece with columns and lava below

To be fair all maps are cool but it will be stupid to highlight them all. So let it be these 4. But I loved them all! Skipped none!
Good show. Played every map on normal except Comfy's which I need a DEDICATED SITTING for. Will go back for some Nightmares.

Personal highlights were Overcast Citadel and Candles 'n Candy. Moonlight Ruins was fun for infighting and I enjoyed Mazu's map. The start map was super cute and the custom weapon and weapon reskins are always welcome.

Bloodfalls I would have liked the showpiece fight more with a different enemy mix. The gargoyles with the limited visibility didn't really hit for me (made them hit me a little too easily). The gargoyle enemy felt a tad overused in the pack overall. Fiends might have been interesting or if Quake enemy AI was good enough to simulate enemy sight and hearing. I did otherwise enjoy this level!

Get The Point's gimmick I also didn't really vibe with. It was funny for a little bit then got annoying. The mad dash at the end I greatly enjoyed however.
Given the ominous comments about difficulty, I expected to not get on with this mission pack...

...but actually, it's pretty great (and I liked the pumpkin hunt on the start map).

From a skill 0 player's perspective, the Rotary Shotgun from Dwell remains one of the best things Dwell gave us, and it's similarly satisfying here. The Penetrator does remind me (as it did zaratzara) of Painkiller - but that's mixed for me, since I was equally awful at aiming the arc on there, too! I'm not sure if it's completely intended, the the Penetrator was very much a close-midrange weapon for me, unless I had a lot of time to set things up and judge arcs.

The bonus maps first:
Mazu's is actually a really good focused tutorial on how the Penetrator works, and I do semi-agree with zaratzara that it might have made a good "Map 0" for the campaign, even if you needed to deal with that for balance in the other maps. (I do think the final setpiece probably has a few too many chunks of meat to deal with though...)

66ppt99's is interesting (I took a while to notice the "easy" way to deal with the final challenge because I didn't live long enough to notice it the first few times).
Comfy's... well, even on skill 0, I've not finished hers yet, so we'll come back to it....(I really can't reliably get above about 1k kills before something bad happens, mostly falling off into the void...)

The "main" run of maps is well organised, although some of the later maps I was glad to not be shotgun starting [I share the opinion that the final setpiece in Bloodfalls is the second hardest thing in the pack as a whole, outside of Comfy's map], and I'm still not sure I completely understand Pinchy's map's flow (am I supposed to
run away from the horde of shamblers and then cheese them when I get to the part of the map they can't cross from or was I supposed to
all down and find the ?secret? quad and pent and kill things that way?. (Pinchy's map also has the only combat sequence I had to just god-mode through, with the
small pit full of teleporting in zombies that's too small to use explosives in without killing yourself)

I had a lot of fun in the rest of the maps in the pack - I liked Stickflip's Knave-y map, and AlexUnder's conclusion in particular.
A brilliant Halloween map which manages to bring together unique mechanical innovations, a bit of 21st century pumpkin-cute aesthetic, and some seriously morbidly gripping maps together.

The decision to have most but not all of the maps manifest as an episodic sequence was confusing: Grues map was uniquely challenging, and it felt weird progressing on to much easier maps and disconcerting to realise they clearly weren't designed with weapon carry-over in mind — especially given the potential significance of the Penetrator. If I were challenged to arrange this collection in linear sequence I would have started with Mazus map, which provides an excellent introduction to the Penetrator mechanics, and concluded with Comfys epic set-piece confrontation (and also reset player inventory on start of each anyway). It is incredibly gratifying to be treated to a map pack featuring both of the latter, and Comfy deserves special reverence for finessing her very own distinctive style and synthesising as close as we have to Doom community style Slaughter in Quake (the soundtrack cracked a sickly grin across my face).

Grue also evoked Doom community conventions with that borderline impossible tight corridor combat relying on hugging the geometry — great to have these 3 maps for their particularly hard-nosed understanding of Quake mechanistic physics alongside the introduction of the new weapon!

The Penetrator is a delight. Judicious choice to roll it out alongside the Rotary Shotgun, both of them having blunt but subtle feel, requiring patience & dexterity and similar ammo economy implications: the one rubs off on the other. The semantic overlap with the Nailgun is obvious, and the ammo sharing is very interesting mechanically, but extremely confusing in terms of in-world rationalisation lol. I got some nice Painkiller nostalgia, even considered tweaking the field of view 🥲

Finally, it was a joy seeing the Gaunt revived. I miss all of Quoths bestiary but these guys are just extra special and it was wonderful to see them stretch their wings according to the various mappers distinct interpretations.

Some of these maps stood out for unique artistic merit:

# Spootnik

Phenomenal use of lighting to bring localised character to these ruins. I associate the Egyptian texture / brushwork theme with uniform diffuse half-light, and having the contrast between the fantastically executed pallid lightning-from-dizzying-heights (so appropriate to the Gaunts!) with the variously suffocating dusty hollows and lava-lit pits was wonderfully immersive.

# Comfy

Your dark fireblu palette with its foreshadowing of Quad * Pentagram is excellent as ever but the way this moved from grimly familiar Elder World trappings to the breathtaking vista beyond the gates of hunger was sublime. The Paul D soundtrack & Coppers new combined powerups feedback are the icing on the cake.

# Stickflip

I adored falling back into the realms of Quoth. Something feels very uncanny about seeing the Knave textures outwith the sickly colourless half-light of yesteryear — part of me wants to get cantankerously purist and insist a proper Knave revival should eschew coloured lighting altogether — but this works. Combining the wonderful old murky clouds over star-flecked sky with the vanishing horizon of the blood sea is absolute genius. The necessity for parallax skys to mirror on the horizon has forever been a dated and tacky-looking restriction… but the way you've made that work here is phenomenal. I'm inspired to steal it! And finally, Kells hideous vast portal… in that pitch void, with the door behind stretching up into nothingness… Sublime, utterly sublime.
A nice variety of interesting ideas and visual approaches offering good fun all across the set
Very fun set of maps. There are some really challenging moments on nightmare difficulty. Stake launcher takes some real effort to get most out of it, but is really fun to use.

Special thanks to Comfy making arena fight that is actually fun to figure out how to beat. We rarely see slaughter fights that you really have to test different strategies in how to survive them.
Super fun, playful and beautiful maps. I have only played on Nightmare so cannot comment on the balancing for the lower difficulties but maps felt great to play with the new Copper 1.30, changes being felt immediately. I was worried about the changes to Vores, Shamblers and Enforcers but this pack for the most part did not feel too evil with their appearances. While assuming not everyone designed with Nightmare in mind, the tighter corridors and arenas with the new speed of the enemies was a good challenge. Only one encounter did I really not enjoy and that was in Grue's with the illusory bloodfalls but it is definitely beatable.

Great showing from everyone!