Here is my map for the jam. Please let me know if there are any problems.
Seemed to work fine for me. I liked the cube puzzle with its multiple pressable buttons, that was really cool! A couple of notes:
  • Gold key signs at the gold key door would be a nice visual touch.
  • A lot of the platforms leading up to the cube puzzle room could be skipped with a rocket jump. Was it an intended shortcut for speedrunners?
 
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Down to the wire (due to procrastination), but I got something. I included a readme, but feel free to alter/modify it or leave it out entirely, it won't hurt my feelings (too much) ;)

I'll be available to cooperate in case there are any issues, so feel free to let me know if any are found.
 

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Down to the wire (due to procrastination), but I got something. I included a readme, but feel free to alter/modify it or leave it out entirely, it won't hurt my feelings (too much) ;)

I'll be available to cooperate in case there are any issues, so feel free to let me know if any are found.
Wow, I loved this!! The bleak dystopian atmosphere was off the charts, and I couldn't get enough of just soaking it in, exploring the map for every last drop of dialogue I could find. I was completely immersed. Great job!

That being said, Here are a few minor things I think could be improved:
  • The skybox blended kinda poorly with the level proper at times. You could easily tell where the level ended and where the skybox started. Maybe a bit stronger skyfog value could help, or a slightly lower fog value. And once you reach the sewers, you could increase the fog value again, since there's no skybox to compare against. (I'm not sure if AD allows dynamic changing of the fog value, like Copper does.) Or, if everything else fails, the city skybox image itself could be edited in a way, that the bottom half of the image fades to the same grey color of the level's fog.
  • By the time I reached the bank, I had forgotten that I had to initiate conversations. So, I did reach the bank teller first, but since it wasn't saying anything to me, I went to the enforcer, who had nothing valuable to say to me. I was a bit confused, so I ended up parkouring behind the bank counters, and I was stuck. I had to fly cheat myself away from there, and only then I remembered that I had to initiate the conversation. I think I could have been spared from the confusion, had there been a reminder tutorial to tell me to initiate conversation by jumping, or better yet, the bank teller would've initiated the first line of the transaction.
  • The maintenance report 71 had a few typos:
    • but into place --> put into place
    • My+best --> My best
    • techtonic --> tectonic
  • Once I obtained the gas tank, I was kinda directionless. I had no idea, where I was supposed to go, since I hadn't realized there was a spot where I could go underwater. I probably would've had a better idea of what to do, had I been forced to go underwater before getting the air tank. Then I would've had the incentive to get the tank in the first place.

the voices in my head
some whisper of sweet death
not my own

the figures i see
beckon me to darkness
the abyss
 
Here's my submission for the jam. It comes packaged with a sky box, sound effects, and music.

This is the first time I put together a map on Mac as opposed to PC, but I tested it on both platforms to be sure everything was still working correctly. That being said, let me know if there are any issues with the files.
 

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Wow, I loved this!! The bleak dystopian atmosphere was off the charts, and I couldn't get enough of just soaking it in, exploring the map for every last drop of dialogue I could find. I was completely immersed. Great job!
Glad you enjoyed it! I have to give credit to the creator of the music track, FREETRELLA, who does a great job with dark-ambient tracks. As far as some of your concerns go, I totally get the stuff with being able to see where the world terminates, and that was one of my biggest worries while making the map. Originally, I didn't want to use any clip brushes to keep the player "in-bounds," just normal worldspawn, but my hubris got the better of me and I procrastinated way too long on the actual building of the world geometry. (Basically, if any parts of the map look like they were hobbled together in a few minutes, it's because they were)
As far as the typos go, good catch! I wrote up all of the other stuff in a separate text editor before putting it in, but that one was a last minute addition at the suggestion of Spootnik. The "My+best" is actually because your crosshair doesn't get hidden while reading misc_textbook. I shifted some text around to fix it, but it might be something to look into for AD.
Did you manage to end the map with 0/0 kills?

Since AlexUnder is still accepting submissions until sorting the whole thing out is finished, I implemented some fixes and added one more easter egg, expanded on another, overhauled the non-playable area (copy-pasted kingpin building prefabs). I'm fairly happy with the result, but it no longer is small enough to fit in a standard BSP, so it's BSP2 now (Sorry winquake users :p)
 

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Seemed to work fine for me. I liked the cube puzzle with its multiple pressable buttons, that was really cool! A couple of notes:
  • Gold key signs at the gold key door would be a nice visual touch.
  • A lot of the platforms leading up to the cube puzzle room could be skipped with a rocket jump. Was it an intended shortcut for speedrunners?
I knew I forgot something. I will have to remember key signs for my next map. Thanks for playing my map!

P.S. Those platforms are for me. I am not very skilled with rocket jumping.
 

A little postpone. SORRY PEOPLE. Move along, do your things. Eventually the jam will be released... This is not a joke nor trolling. Real life problems. Unexpected and harsh. So please respect that & don't whine too much - only 3 rude words per sentence are allowed. Current plan is to release the package sometime May 10-15

 
I wanted to adjust a couple of textures; it's not a big deal if this isn't included since it doesn't change anything gameplay wise. Attached to this post is a drop-in replacement for the bsp & lit files.

This just removes all of the runic metal textures, replacing them with Makkon's metal for more consistency.
 

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I launched the final release in VKQuake, and noticed that the ladders in my map do not work there. I was using the FTE ladder setting, and didn't realize that was going to cause a compatibility issue. Originally, I tested everything in Quakespasm.

Attached is a hotfix with a new BSP & LIT, if there are going to be patches rolled out for this sort of thing.
 

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Since Alex said it was okay, here's my map with a very small texture change. Included are just the BSP and LIT since everything else should be the same
 

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SO SORRY! One more update, Brain let me know there was a misspelling in my map, and I wouldn't be able to sleep at night knowing it was there. I'd totally understand if you didn't add this hotfix, but would appreciate if it was
(Thanks Brain!)
 

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