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Quake 2 Remaster PSX Jam II Announcement

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howveryGracie
Squad Lead
Members
81 posts 29 Aug 2025 joined
10 Sep 2026 at 00:34 #1

We’ve already brought 11-brand-new maps to Paril’s amazing Quake II PSX mod and we would like to add a couple more. This time we have an industrial subtheme focusing on moving parts. Show them what an industrial revolution under the Strogg would look like! Since brushwork and layouts are meaningfully simpler than those in the base campaign, this is the perfect jam for new mappers to join or for existing mappers to get acquainted with mapping for Quake 2. Not to spoil anything, but we’re going to kick off 2027 with something big for Quake 2, so you might want to get your feet wet while you can. Come with us if you want to map!

The guidelines are as follows:

Industrial Subtheme: This jam has a subtheme! Think moving parts, power cores, electricity, lasers, and other visually interesting machinery. The power and biggun maps are a strong source of visual inspiration.
Aesthetics: Use Quake II PSX textures only. Custom textures and skyboxes are not permitted. Use of the \_surflight parameter, as explained here, is strongly encouraged.
SFX: Custom music and sound effects are allowed.
Map Size: Maps must fit within a 2048 × 2048-unit area.
Design: Maps should emulate the feel of the original PSX levels. The textures and \_surflight\_color surface lighting will do much of the visual heavy lifting. Brushwork and layouts should also be meaningfully simpler than those in the base campaign. Combat encounters should feature fewer enemies overall while emphasizing higher-tier Strogg. For example, use fewer Guards and Infantry and more Gunners and Gladiators. Strategic power-up placement and ammo conservation, particularly on Hard and Nightmare difficulties, should be central to the gameplay.
Specifics: Target\_changelevel must target psxjam2\_start with spawnflag 56 and targetname changelevel. Name your map psxjam2\_ (e.g., psxjam2\_shartuterie). Set an in-game name using the message key in worldspawn. Navigation files are strongly encouraged. PSX physics are not required for this jam. As always, your BSP must be fully compiled with an exit status of 0.

Starts August 14th and ends August 30th, followed by a public playtesting period. Countdown timer is provided here. If this is your first Quake II jam, review our Jamming 101 tutorial for a straightforward introduction.

howveryGracie - BF support
Ammo box is friendship.

prosto_Angelinochka
Squad Lead
Members
88 posts 28 Jun 2019 joined
10 Sep 2026 at 00:34 #2

Nah

prosto_Angelinochka - ET / smokes
Utility first.

Podzaborniy_Alkash
Engineer
Members
43 posts 17 Jul 2025 joined
10 Sep 2026 at 00:35 #3

Yah.

Podzaborniy_Alkash - EU evenings
CET after work.

prosto_Angelinochka
Squad Lead
Members
88 posts 28 Jun 2019 joined
10 Sep 2026 at 00:35 #4

I do not consent. Jam is canceled. I forbid it.

prosto_Angelinochka - ET / smokes
Utility first.

IceXz1
Engineer
Members
43 posts 27 Aug 2020 joined
10 Sep 2026 at 00:35 #5

says the dude with a cornball ai profile pic 🤓

IceXz1 - Axis defense
Do not walk my MG line twice.

prosto_Angelinochka
Squad Lead
Members
88 posts 28 Jun 2019 joined
10 Sep 2026 at 00:36 #6

You are banned from Quake prom. Push any more and I’ll see that your Quakespelled

prosto_Angelinochka - ET / smokes
Utility first.

BF_Charlie
Panzer Ace
Members
129 posts 7 Jul 2019 joined
10 Sep 2026 at 00:36 #7

YES

BF_Charlie - Battlefield 64s
Conquest or nothing. No hardcore salt.

SanDoodlecs
Covert Ops
Members
57 posts 22 May 2024 joined
10 Sep 2026 at 00:36 #8

Sweet, looking forward to it.

SanDoodlecs - Allies rifle
Spawn on me.

liumiantouming
Field Medic
Members
28 posts 25 Feb 2021 joined
10 Sep 2026 at 00:37 #9

why not

these things are fun

liumiantouming - Map votes
Frostbite supremacy.

Dzot77
Squad Lead
Members
93 posts 25 May 2018 joined
10 Sep 2026 at 00:37 #10

Imagine taking the blatant bait that hard

Dzot77 - ET / smokes
Utility first.

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