Medium sized lava temple built on progs_dump 3.0 (already included) with some Koohoo textures and assets from Arcane Dimensions. Music by AlekswithaK. Map source is included.<br /><br /> There's no custom start map, load manually via console: "map parallax"<br /><br /> <i>"I wanted to focus more on combat and utilizing progs_dump 3.0 to a larger potential, and creating something that felt essentially like Quake, but had lots of different things going on. I wanted to refresh the mechanical elements of combat, while still letting it feel like the same game. So, I took advantage of pd's monster styles, a lot. I also wanted to make the combat hectic and difficult, while not being unfair. So I feel there's plenty of cover to take from the chaos, and loads of health, but if you get yourself stuck/cornered, or if you forget to keep track of your health and ammo enough, you'll get shafted."</i><br /><br /> Note: probably requires a modern engine / source port with increased limits. "Tested with vkQuake."
Large tower temple map <i>"built entirely on the 64-unit grid. A brushwork experiment taken to strange extremes."</i><br /><br /> Requires <a href="https://www.quaddicted.com/reviews/copper_v1_20.html">Copper v1.20+</a> (NOT included). Custom music by Pantheist; map source is included.<br /><br /> <i>"I originally started this map for the 194 speedmapping event, BigMcGee, an attempt to make a map entirely on the 64 unit grid. Being me, this turned into an attempt to make curved structures on the 64 unit grid, which required vast upscales of size. With architecture that dwarfed the player, it lent itself to the feel of R'lyeh, the fabled city of Lovecraft lore. The custom textures Sock built, inspired by The Castle of Koohoo, fit nicely. <br /><br /> [...] I had planned all sorts of lore to explain the foreign language bits (secret hints), but am rather burnt out. There are many issues with this map, ways it could be improved...but I've got too much other stuff on my plate. Between trying to finish my Wrath responsibilities and Tremor, I can't spend any more time on this. Sorry it's not better..."</i><br /><br /> Note: requires a modern engine / source port with increased limits and BSP support. <i>"This map should work without issue in Ironwail and VKQuake. Quakespasm will work fine, though playing with gl_farclip set to over 20k is needed to avoid long-distance greyflash."</i>
Medium-sized flooded Aztec / Mesoamerican ruins (Koohoo) map with a few puzzles and "cheeky" combat, built on Progs Dump 3 (already included). QuakeC and map source is included. Custom music by Patrick Patrikios.<br /><br /> No start map, load it via console: "game sf; map sunkenfallacy"
A pack of 10 <a href="https://www.quaddicted.com/reviews/koohoo.html">Koohoo</a> themed Mesoamerican temple maps made in two weeks, for vanilla Quake. Custom start map is included, and map source is included.<br /><br /> Note: some maps may need a source port / modern engine with increased limits.<br /><br /> see also: <a href="https://www.quaddicted.com/reviews/?filtered=retrojam">past Retro Jam packs</a>