Jam Two Tone Jam

An open community project that typically includes maps created within a period of time.
Two Tone Jam is a jam that requires participants to combine two different colors, themes, or motifs! It's a speedmap event (~48 hours) using the venerable Copper mod as a base.

Participants:
* 4LT
* CommonCold
* iYago
* Lobotomy Lobster
* Milestone
* Mizuki
* mrtaufner
* ZetaByt
* zigi

ttj_milestone.jpg

ttj_mrtaufner.jpg

ttj_zigi.jpg
Submitted by
4LT
Downloads
642
Views
1,869
Release Date
Jun 17, 2024
First uploaded
Last update

Ratings

4.13 star(s) 16 ratings

Latest updates

  1. V2

    v2.0 Changelog: * Fixed missing player start in Milestone's map on Easy difficulty * Added a...

Latest reviews

For speedmaps these are some quality content. There are couple that really standout considering the short timelimit. Especially enjoyed maps by zigi and ExaByte.

Very interesting takes on the whole 2 tones theme. Cool jam.
Decent speedmaps with some nice textures.
@Lobotomy-Lobster @CommonCold loved your maps!
@iYago I'm not ashamed to have cheated through your map and I failed to find 2 secrets even with noclip... Time and again I realise why I'm not as fascinated with Copper as the others - it's "vanilla+" actually means "vanilla skills PLUS ONE"...
@mrtaufner I most certainly DID NOT like those 2 "smooth" platforms (funcbobs?) and I missed 1 secret in your otherwise awesome map!
@ZetaByt awesome music choice! The map is equally "true Quake" and abstract mind-bending thing! Also, noclipped twice to save myself from replaying due to poor jumping skills
@zigi love the idea, the colors, the fkn flowers (mindblown!).
@4LT it's the first one I played AND COULDN'T STOP - that's saying something, right? Great blending of themes. Failed to find the 2nd secret even though I shot the button. Great map!
@Milestone scrags got the best of me on the platforming section. Was disappointed to get the quad from the slow-opening door
AFTER I finished the guys in that room
. Again, my skills, not your map (which looks and is built awesome). Faster / better Scrags and "smarter" Fiends are probably the only Copper improvements I like vs vanilla
@Mizuki somehow, I ended up axing the Shambler on my first playthrough. Let the scrags take care of themselves on my second and managed to finish but had to noclip for the secret. Great map! And bold coloring! Although felt sorry for doggos and orbs that I had to hurt...

Overall, this (what, 72-something hours?) jam showed how awesome you all are in terms of quality and polish-ness of your maps (applause!)
Skill
Hard
To be honest, h4724 has covered all the important points in their review!

A nice, short speed-map jam.
If I was going to quibble about anything, I think there's a bit too much jumping in iYago's map for me, but that's just a personal position on jumping puzzles ;)
Skill
Easy
Masterpiece.
Skill
Nightmare
Similar thoughts to h4724 but I do want to big up the realised scale of the puzzles and exploration achieved by Milestone and Zigi in such a short amount of time. Zigi's had a very cool exploratory vibe under a super intense combat atmosphere in a beautiful Sandy-esque place. Milestone's while simple on paper when it finally clicks in regards to what you need to do, it's appreciated as it's less seen in Quake.
Skill
Nightmare
Some maps are interesting and others are ok, but overall a very decent quality jam. You can beat all maps in one short afternoon. Recommended!
Skill
Normal
Most of the maps are very interesting and they are made of very high quality.
@4LT The encounters got a lot of fun high-pressure moments on nightmare out of very simple setups. I especially liked the knights in the pillar room, though I might have liked it more if it didn't let me back out. I also like the start map visuals and would love to play a full map in its style.

@CommonCold odd layout, very linear. I enjoyed the scrag jumpscare and the end fight. The secret was a bit lame.

@Milestone interesting vibes and exploration/puzzle gameplay. I thought the combat let it down a bit at times. I found the red outdoor section with the scrags annoying, especially with the death pit. The end took me a while to figure out.

@Lobotomy-Lobster the scale was larger than would normally be good for Quake, although the way the encounters were designed made me glad for it.

@iYago I appreciated the super tight use of space from a design perspective, but unfortunately it didn't play so well on nightmare in a lot of cases. The platforming mechanics were nice even though I wish you did more with them.

@mrtaufner Nice visuals, solid gameplay. I thought the blue side portal was the best. The overall structure didn't enchant me but it works well enough and it's a speedmap so there's nothing to really complain about. I didn't really understand why all the resources in the final area respawned, nor why you had a fiend trapped in a tiny corridor that you could just shoot from outside - if it was supposed to be an ambush, it saw me early and gave itself away.

@ExaByt I still haven't listened to the music jam, but the track in this map by @Aesopolis caught my ear! Very nice atmosphere, though if anything it's a touch too visually cohesive and I wondered what the second element was to make up the jam theme. The gameplay worked well with the fog and precarious geometry. I liked the unmarked secret.

@zigi I liked the architecture. Explosive gameplay!
Skill
Nightmare