Jam Quake Brutalist Jam III


Quake Brutalist Jam III is a megalithic community project more than a year in the making. It features an entirely new arsenal, a set of new monsters, new powerups, and a complete visual overhaul of Quake's existing roster. The community came out in force, producing an unprecedented 77 maps, pushing the limits of the Quake engine to bring the oppressive, gritty, and beautiful aesthetic of brutalism to life.

The goal for QBJ3 was to make something uniquely ambitious for the community to build with us. Beginning production in the winter of 2024, the team slow-cooked a total conversion mod in (semi) secret. In October 2025 the work-in-progress mod was unleashed upon the community, who spent the next six weeks exploring its tools, testing its limits, and ultimately creating the worlds for the mod to take place in.

Thank you to everyone who made this project possible, either through direct contribution, cheering from the sidelines, badgering us about a release date, or dutifully paying attention to the project. Please enjoy the worlds we've all spent so long crafting.

Installation

Standalone:
1. Extract the content of the archive into a folder.
2. Launch "QBJ3.exe"

Mod:
1. Purchase and download Quake. Steam / GOG
2. Download the Ironwail source port, and place it within your Quake directory.
3. Extract the content of the archive with directories preserved into your Quake directory (etc/quake/).
4. If done correctly, Ironwail.exe should be alongside the id1 and qbj3 folders.
5. Launch Ironwail, open the console by hitting escape and type "game qbj3" before hitting enter.

Engines
Quake Brutalist Jam III was created for explicit use with the Ironwail source port, version 0.8.1 and above. If using other engines, especially the Quake Remaster, expect issues.
It is highly recommended you upgrade to the latest version of Ironwail for full compatibility.

Credits
Mod Team:
Makkon - Co-Lead, 3D Models, Start Map, Voices
Fairweather - Co-Lead, Animation, QuakeC, Trailer, Voices
Kebby - 3D Models, Animation, QuakeC, Art Vault
bmFbr - QuakeC
Lunaran - Copper Mod
Apnoiac - Animation
SparrowPhantasm - Rover & Deathknight Voices
Stickflip - Intro Map, Voices, Art Vault
Markie - SFX
ptoing - HUD & Menu art, Graffiti
Alekswithak - Music & SFX
Spootnik - Voices, Art Vault

Map Authors:
Annihilazor, Avix, bmFbr, Bonn, ChadQuad, chaosed0, Chuma, CKDN, Clenow, Colossus, compbluewiz, draqu, DrMelon, EberN150, _efant, ENEMY!!!, F15H00K, FifthElephant, grue, h4724, haikids, id0, ImmortalChickens, JakubM, Jan, joymodulo, Kuroji_Shit2do, Lobotomy-Lobster, maese47, Matt Eldrydge, Mazu, Milestone, MonkeyShock, mrtaufner, MrZuerg, Naitelveni, nickster, plaw, Pinchy, PixelDud, PuLSaR, Quiet, rabbit, racenis, radiatoryang, RecycledOJ, riktoi, rudi, Ryan, Scampie, SewerHrehorowicz, Shadesmaster, Simon Novak, Softi, Spootnik, Strideh, sze, tango, Tei, ThatSpacePirate, vanisch, wiedo, Wons, zbidou72, ZetaByte

AUTHORMAP NAMEFILENAME
MakkonThe Monumentstart
AnnihilazorTotal Recallqbj3_annihilazor
Avix31 spooner streetqbj3_avix2
Avixpenis day at the gymqbj3_avix
bmFbrToxycosis in Self-Improvementqbjr_bmfbr
BonnDoomed 2 start againqbj3_bonn
chadquadSnow, Concrete and Fogqbj3_chadquad
chaosed0Blood Trainqbj3_chaosed0
ChumaAeroforge Gridqbj3_chuma
CKDNBlood From Stoneqbj3_cicadian
ClenowSection 28qbj3_clenow
ColossusMonolithqbj3_colossus
ColossusRampageqbjr_colossus
compbluewizFullmoon Brutalismqbj3_cbw
DraQuConcrete Maximaqbj3_draqu
DraQuCorridor of Concreteqbjr_draqu
DrMelonSiloed Thoughtqbj3_drmelon
EberN150Retribution From Belowqbj3_eber
efantYou've Been Tagged and Now You're Itqbj3_efant
ENEMY!!!The Fiendish Concrete Cityqbj3_enemy
F15H00KChemical Burns Around My Neckqbj3_fhk
FifthElephantCaementicium Ex Mortisqbj3_fifth
grueThe Pits of Insanityqbjr_grue
h4724The Smell of Sunshineqbj3_h4724
haikidsUntitledqbj3_haikids
id0Sector 7qbj3_id0
icTernary Sanctumqbj3_ic
JakubMSlavic Surroundingsqbj3_jm
JanvanderwegGuess where I ran out of time. Everywhere!qbj3_janvanderweg
joymoduloIn the Shadow of the Machineqbjr_joymodulo
KurojiBlood and Concreteqbj3_kuroji
Lobotomy-LobsterHigh Riseqbj3_lob
maese47Sunken Worldqbj3_m47
Matt EldrydgeEnnaum Teferetqbj3_eldrydge
MazuEscape From KOE-37qbj3_hcm
MazuForboding Brutal Religionqbjr_hcm
MazuCritical Condition Concreteqbjr_hcm2
MilestoneThe Whispering Starqbj3_milestone
MonkeyShockTemple of a Heretic Godqbj3_monkeyshock
mrtaufnerRuff Concreteqbjr_mrtaufner
MrZuergCore Contol Unitqbj3_mrzuerg
NaitelveniGodfleshqbj3_naitelveni
nicksterColor Chargeqbj3_nickster
nicksterPollinatorqbjr_nickster
Paul LawitzkiThe Funnelqbj3_plaw
PinchyStalking The Reactorqbj3_pinchy
PixelDudEncasedqbj3_pixeldud
PuLSaRThe Monochromeqbj3_pulsar
QuietPendragonqbj3_quiet
rabbitOverscoped Clusterfuckqbj3_rabbit
rabbitCured Coreqbjr_rabbit
racenisHalls of Eternal and Unending Tormentqbj3_racenis
radiatoryangOne Need Not Be A Houseqbj3_radiatoryang
RecycledOJWhisked in the Panqbj3_roj
RecycledOJMore Sand Than Oilqbjr_roj
riktoiScreeching under a concrete moonqbj3_riktoi
rudiDqbj3_rudi
cYntextureqbj3_cYn
Scampiedevils, demons, alien monstersqbj3_scampie
SewerHrehorowiczDefense Grid 04qbj3_sh
ShadesmasterForeshore Moorqbj3_shades
Simon NovakSavior Machineqbj3_simonn
SoftiTOWER OF SORROWqbj3_softi
SpootnikRaw Materialsqbj3_spootnik1
SpootnikWurstwasserqbj3_spootnik2
SpootnikCtrl + Alt + Concreteqbjr_spootnik
StridehQonqrete: Resurfacedqbjr_strideh
szeThe Oppressing Facadeqbj3_sze
szeElusive Tranquilitiesqbjr_sze
tangoHypervitaminosis Cqbj3_tango
TeiSpaceport Anomalyqbj3_tei
ThatSpacePirateDarkness There, and Nothing Moreqbj3_thatspacepirate
vanischBrutal Deluxeqbj3_vanisch
wiedoMcKinley's Copyright Infringementqbj3_wiedo
wiedoBe Concrete With Meqbjr_wiedo
WonsMinistry of Progressqbj3_wons
zbidou72Das Brutqbj3_zbidou72
ZetaBytColor Decayqbj3_zetabyt

Title : Quake Brutalist Jam 3
Filename : qbj3.zip
Release date : 03/01/2026 (d/m/y)
Mod Authors : Makkon, Fairweather, Kebby, bmFbr, ptoing, Luneran, Markie, APNOIAC, Alekswithak / 黄仲波, SparrowPhantasm, stickflip, Spootnik
Map Authors : Annihilazor, Avix, bmFbr, Bonn, ChadQuad, chaosed0, Chuma, CKDN, Clenow, Colossus, compbluewiz, draqu, DrMelon, EberN150, _efant, ENEMY!!!, F15H00K, FifthElephant, grue, h4724, haikids, id0, ImmortalChickens, JakubM, Jan, joymodulo, Kuroji_Shit2do, Lobotomy-Lobster, maese47, Matt Eldrydge, Mazu, Milestone, MonkeyShock, mrtaufner, MrZuerg, Naitelveni, nickster, plaw, Pinchy, PixelDud, PuLSaR, Quiet, rabbit, racenis, radiatoryang, RecycledOJ, RecycledOJ, riktoi, rudi, Ryan, Scampie, SewerHrehorowicz, Shadesmaster, Simon Novak, Softi, Spootnik, Strideh, sze, tango, Tei, ThatSpacePirate, vanisch, wiedo, Wons, zbidou72, ZetaByte

Quake Brutalist Jam III is a megalithic community project more than a year in the making. It features an entirely new arsenal, a set of new monsters, new powerups, and a complete visual overhaul of Quake's existing roster. The community came out in force, producing an unprecedented 77 maps, pushing the limits of the Quake engine to bring the oppressive, gritty, and beautiful aesthetic of brutalism to life.

Copper Website : http://www.lunaran.com/copper/
Slipgate Sightseer : https://www.slipseer.com

* How to Play *

1. Extract the content of this archive with directories preserved into your Quake directory (etc/quake/).
2. Open the console by hitting escape and type "game qbj3" then hit enter.
3. Select Singleplayer and get to playing!

* Special Thanks *
- Lunaran for the continued support of the best Quake mod ever.
- h4724, Spootnik and Mazu for extensive and painstaking testing of every map in this jam, multiple times.
- APNOIAC and SparrowPhantasm for contributing to this quake mod despite not being part of the quake community.
- Necros for the The Altar of Storms mod, whos Zombies were used as the base for the Swarmer.

* Copyright / Permissions *

The Quake Brutalist Jam III project is an explicitly non-commercial community effort.
Do not use the enemy and weapon models/sounds in this mod for your own (even non-commercial) projects without permission.
We only ask this because we're looking at making a game using the assets, basically! Cheers.

You are encouraged to:
- Review and modify included maps for learning or reference.
- Modify and extend the QuakeC code to create your own modifications.
You may not:
- Reuse, redistribute, or create derivative works using any part of QBJ3's original models, textures, sounds, or music without permission.
- Package or resell QBJ as part of a paid product or standalone asset library.
- Claim authorship of QBJ3 content or present it as your own work.

All third-party components retain their respective licenses.
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Submitted by
Makkon
Downloads
47,200
Views
269,949
Release Date
Jan 4, 2026
First uploaded
Last update

Ratings

4.64 star(s) 67 ratings

Latest updates

  1. QBJ3 1.3

    Fixed missing sound errors, pak file issue. pak files are no longer used at all Fixed various...
  2. QBJ3 post-release update

    Weapon rebalance: Invoker now charges faster 1.4 sec with a slightly longer cooldown 0.7 sec...

Latest reviews

Love this and Monolith mod. Even more than Arcane Dimensions and Slayers Testaments.

I don't know which level I already played, when returning to start map. So I select levels from Ironwail level selector.

For some reason, when playing original Quake maps, the zombies keep reviving even after they were blown out.
Skill
Hard
Disclaimer : Yes I played ALL the maps to give my proper opinion and see what I liked and disliked the most, its easy to be a braindead and throw hate to something without even playing.

I tried very hard to like this, but most of the time I couldn't, QBJ3 offers a nice potential with great gameplay modifications, but for me the flaws in level design ruined the experience, by having most of the maps looking and playing the same.

I know that this follows a theme around concrete, that doesn't mean everything has to look gray or brown (obviously there were exceptions), I've ended with the conclusion that a lot of maps prioritized pretty visuals over good gameplay, without achieving neither of those.

The gunplay was the best on this, with great weapons and powerups. Monsters were fine, the new desings are cool (except the Shambler, my favorite enemy got butchered with a meme design, if it was done on purpose then its fine) and I liked the idea of giving unique monster behavior while playing on skill 3.

If I have to suggest/change anything of the gameplay itself, then I would:
-Buff very very slightly the firerate of the pistol (or mag size) as it is the only reliable source on very far distances, and often there are tanky enemies there (more of a map issue though) I know the twin nailguns works too but sometimes its a waste of ammo.

-Maybe do the same I said above with the shotgun, as a close combat weapon sometimes feels a little too slow while dealing with groups of deathknights for example.

-The twin nailguns are the only weapon I found underwhelming, I would definitely trade a better DPS in exchange of ammo consumption, only find myself using this weapon when I don't have other option or when I have an ammo surplus. Rest of the weapons are fine and fun to use.

- Sploder swarmer should have the same health as the normal one, in some maps it appears when you only have the pistol and theres no way to avoid the damage

- Amalgam spikes should dissapear quick when killed instead of being in the ground for 3 hours, in most cases it just a waste of time.

Level design, it was repetitive and boring, mostly consisting of throwing a bunch of ogres, deathknights and swarmers ending up with a final arena fight with the Invoker and respawning ammo, Its standard Quake gameplay style maybe and its not that bad, but having the same in at least 50 maps gets boring really quick. Veteran mappers ignoring basic design rules, throwing Shamblers and Vores without any cover, (its the Copper Vore so in that case its fine) moments with unavoidable damage, giving the player a Quad Damage with only 3 soldiers to fight, abusing tanky enemies while the player only have shotgun and pistol, or throwing 100 swarmers in a place where you can just jump over something and cheese the fight.
Then we have the Length of the maps, maps that are longer than 25 minutes are a headache to play, but maps that last an hour or more are PAINFUL, thank god there were some good ones, but halving the length would improve those maps by a lot. Knowing the average time beforehand is a nice thing but knowing a map will take too long makes me not want to play it in the first place. The last map, (the 3hr one) Mazu, I like your maps despite being long, so I had high expectations with this one because I enjoyed the one from qbj resurfaced, but sadly this one I didn't, having to kill 400 enemies with just the pistol, I don't understand how anyone could think thats a good idea, got the secret nailguns but almost never used it cuz no ammo. Second half of the map was kinda decent I guess, the endings and the plot were cool.

a SUMMARY here if you dont want to read a dumbass opinion from a minority like me :

Progs: 4/5
Core gameplay: 4/5 (weapons and monsters and how they flow eachother without accounting the maps themselves)
Visuals: 3/5
Level Design: 2/5
Map Lengths: 1/5
Music: 2/5 (is Quake tho who cares)
Character Design: 5/5

Below a list of the maps I actually enjoyed, the rest were mediocre at best.

qbjr_rabbit (you understood the gameplay very well)
qbjr_hcm
qbj3_spootnik2
qbj3_chadquad
qbj3_fifth
qbj3_avix2
qbj3_monkeyshock
qbj3_radiatoryang (the best one!)
qbj3_jm
qbj3_rabbit
qbj3_chuma
qbj3_shademaster (thanks for bringing something unique with fluid combat and with cool music)

From the new faces:

qbj3_kuroji
qbj3_softi
qbj3_ido
qbj3_tango
qbj3_racenis
qbj3_chaosedo

THANKS to them for remembering me why I always love and play Quake no matter what, and sorry if I misspronounced somebody.

QBJ3 left me with a bittersweet taste, a good mod that only a few mappers knew how to implement it, something that could be MUCH better.

Remember, its my opinion, people who didn't like this are a minority, and I am nobody to tell and force you how to map and make things, I just play my favorite game and try to tell my experience.
Respect and thanks to Makkon for hosting such a big project, and all the Quake community for contributing to this in a way and another. Hopefully there is a QBJ4 and more projects in the future, maybe the feedback from the people will turn this into something way better, and sorry for the testament I wrote and wasting your time reading this.
Skill
Normal
Nothing I could ever say would do justice to this fucking behemoth

Favorite Maps: Color Charge, Color Shift, One Need Not Be a House, Overscoped Clusterfuck, Blood Train
Least Favorite Maps: Penis Day At The Gym, 21 Spooner Street (Seriously these should not have been accepted)
Skill
Hard
A monumental project which deserves every ounce of praise and then some. I'm still playing 5 months in. That alone shows the quality (and quantity) of the mighty QBJ 3. Taking my sweet time playing and replaying maps. I can't get enough of it. My personal GOTY of 2026.

The following maps are MUST PLAYS in my opinion. They need to be reference material for future mappers along with AD and Alkaline. They will be known as the Quake maps of all time. I can't glaze them enough. They deserve ALL THE GLAZE!

Concrete Maxima - Draqu
Stalking the Reactor - Pinchy
The Oppressing Facade - Sze
The Smell of Sunshine - h4724
Sector7 - id0
Wurstwasser - Spootnik
All of the QBJ: Resurfaced maps (Cured Core is perfection)

I haven't played maps by Colossus, Zbidou and Mazu's 3 hour epic. Keeping them for the cherry on top.
A few bugs and gameplay issues but I think overall a very good mod (recommend play with librequake for the total conversion feel)
...I have a more extensive review on moddb

---
However I gotta say many "modern" quake mods don't understand that quake is a dungeon crawler not a battle arena shooter. Many maps in BJ3 the player is simply locked in a large room with a horde of guys... it's not good gameplay and it gets old/annoying....
Skill
Hard
this map jam is the first one i've ever played that changed the game to such a crazy extent [this isn't my first rodeo with tc's however; played malice too]
all the maps in here are practically flawless; i particularly applaud clenow's hatred toward the milk snatcher and aggressive placement of pride flags everywhere! pulsar's usage of seamless teleports is Fucking Beautiful and i genuinely wasn't able to find any cut or flaw in the teleportation at all. how the hell do they do it
mazu's map was really long and hard [that's what she said...] and honestly i'm not good enough at quake to be able to actually beat this with ease and without severe annoyance at the level because of what is objectively just a skill issue on my part. avix you fucking legend i love both of your maps they're so god damn stupid hahaha
rabbit's map was really cool and atmospheric and ough so awesome...
pollinator's redux for the resurfaced section was honestly really beautiful. i loved what i saw there.

the weapons were also cool! i really liked using each one [only gripe is the inability to rocket jump :/] the only real issue i have is the existence of the swarmers. honestly if swarmers are gonna be added, especially the ones that explode, you need to add a lot of movement to rover, which wasn't there. honestly, sprawl96 i find to be a go-to mod for movement in quake, so something like that or at least just something akin to the jump boots would be very welcome. as well as this, the invoker imo wasn't really the best choice of weapon for something overpowered. recently i was playing mjolnir, and they have an electric weapon which chains between different enemies. i personally consider this a welcome upgrade/counterpart to the thunderbolt ahead of the invoker, so if another tc for the next brutalist jam is made, something like that would be a welcome addition.

overall this jam was really fun! i can't wait to see more like this in future :3
Skill
Normal
This is absolutely fantastic!
Excellent and remarkable diverse maps.
For once, some new weapons that are actually new; i feel especially enchanted with the Rebar gun. Imagine ramming half a meter of 1/2" rebar through the skull of someone you distinctively dislike...
Thanks fo all your hard work, everyone. And thanks for sharing!
This is my very first exposure to Quake modding, but I have to say it seems like a very strong start! After watching Vinny Vinesauce play through "Penis Day at the Gym" I knew this was a mod I had to play. I've played maybe half the maps now on hard difficulty and they've been an absolute blast with (almost) all or them!

Firstly, the new weapons, enemies, and power ups look, sound and feel awesome. I especially love the pistol, nailgun dualies, and new rebar cannon as I find the elimination of some of OG Quake's arsenal redundancies very refreshing.

The new enemies are very cool and detailed. I especially love the new champions firing projectiles directly at the player instead of just in a wide spread as I find it much more reasonable to play around and utilize. I cant help but notice how bodacious some of these new enemies are (notably the indecent Shambler) and I find it quite humorous.

The maps, however, are by far the highlight of the whole experience.
My favorites:
One Need Not Be A House - Stellar visuals and scale, fantastic ambiance, and fun to explore. An amazing standout in otherwise bleak and overbearing visual design.
The Monochrome - Fantastic pacing, imposing design, fun secrets. Short and sweet.
Godflesh - Immaculate pacing, unique style + bonus points for lots of green ooze. Very stylistically charming. Also short and sweet.
Overscoped Clusterfuck - My favorite so far by far. This map was a journey both mentally and emotionally in elegant map design, beautiful aesthetics, and especially the profound connection I felt to the method of storytelling. What a work of art.

Overall, while there are both amazing standout masterpieces, many of which I have yet to play, there are equally as many maps I felt were underwhelming, frustrating, or occasionally boring. This, I believe, is a testament to the raw creative expression permitted by this collaboration. They won't all be zingers, but the ones that are feel fantastic.

I'd rate this a 4/5 in terms of my personal experience but a 5/5 conceptually. I average them out, round up, punch those numbers into my calculator and it makes a happy face :)
Skill
Hard
I've often heard that the better a work of art is, the more difficult it is to write a lengthy review. Let the length of this review speak for just how good this project turned out to be.
Amazing.
I've played through about 10 maps so far and each one is giving me a challenge, without sucking the fun out of the game. (I'm not particularly good at Quake so Normal is plenty for me, without being boring)
Great work!
Skill
Normal