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
41,155
Views
231,142
Release Date
Jan 4, 2026
First uploaded
Last update

Ratings

4.80 star(s) 60 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

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
I'm a bit of a tourist, this is the first experience with quake, but I can't recommend this level pack enough.

First of all, the vast range of different levels is amazing. I really felt each mapper's personality and style through the levels. Each has a unique identity, and it's great that not only experienced mappers, but also newcomers have a spot to shine.

Being new to Quake, I played all levels on easy for now, since I am mostly here for the visuals, which are my favorite part. I have not played all levels yet, but I think in terms of visuals, "Monument" the level selection map, is my favorite so far. It's gorgeous, well thought out, and
hides tantalizing secrets. The flesh theme pairs exceptionally well with other materials in the level.

I am still trying out levels and trying to crack the password to the art vault. This has been a wonderful introduction to Quake and I can't wait to see more.
Skill
Normal
Changing my review that I made 4 stars before to 5 stars now, I wasn't being able to make work properly on Linux, but now I fixed.

Someone contacted me saying that was working perfectly. So a I tried again, this time with standalone version and worked.
Before I was using Ironwail that I use for other mods, didn't work for some reason.

Amazing Jam.
After playing through all the new maps and replaying some of the remakes, I have a few things to say.

It's a really good map pack, 11/10 in my opinion, completely filled with monsters, but the politics and pro-LGBT propaganda are off the charts.

I really like the new weapons and monsters, and of course, our charismatic Rover, but shouts like "be gay, commit crimes" are unacceptable, in my opinion.

And what about being tolerant of others?

In our company we don't promote anything in our products, other than buying our product to get full functionality.

But believe me, I (and others) have some political concerns.

I can't recommend this to others.

This is sad.

ADMIN EDIT:

User was banned for this review:

Discrimination of any kind will not be tolerated.
No sexism, racism, homophobia, transphobia and so on.
For this in particular, you will not receive the courtesy of a warning.
Skill
Hard
Makkon
Makkon
an underprivileged and oppressed class of people expressing themselves in their own art is not propaganda. it's just expression. your intolerance of it, however, is indicative that state propaganda works exceptionally well on you. I hope someday you actually meet someone who is gay and see how human they are.

this is not a "product." it's art. we are not selling it. it's free. you do not have to play it, and we are not concerned with customer satisfaction. mapping jams are a celebration of the creativity of the community, not something to be sold.

btw Rover is canonically a lesbian, and so is the person that voices her in real life. enjoy that little factoid.
In common with many here, I find it really hard to write a single score for such a huge project - especially when that project is not merely large but also complex: comprising 77 maps and a new almost-total-conversion with new weapons and altered/new enemies.

The Mod
The mod, in v1.0 (I understand some tweaks are happening in the patch release being worked on) is very good, but not perfect.
It's definitely more tactically interesting to give a range of different weapons - the rebar cannon featuring as a culmination of a number of similar designs tried in other projects in the last few years, for example.
As such, we now have:
the reliable plinker (pistol), an effective closer-range broad-angle weapon with ricochets (the shotgun), a rapid fire weapon (nailguns), a 1-d "beam" penetrator (the rebar launcher), the classic grenade launcher, a missile launcher which clearly borrows from the rotary shotgun from Dwell in delivering a spray of projectiles (thus allowing controlled spread but also needing you to be in view of your target for longer), and a reworked super weapon in the Invoker - again doing the "massive damage, but you need to charge up first" tradeoff, meaning it's not a useful emergency weapon if you're going to die right now.
In general, the weapon roster is more powerful than in stock Quake, and I perfectly happily used just the pistol and the shotgun in combination for 90% of most maps' playtime. Others have commented on the issues with the pistol encouraging a more cautious playstyle - it's powerful enough that, with infinite range and infinite ammo, it's optimal to plink at distant (or lone close) enemies at it and save your more potent weapons. I know some of the mod makers have described this as a player problem - "just don't play in a boring way" - but I've noticed this as a tendency in videos from very good players, so it feels that this is just an obviously optimal strategy on any difficulty.
A more "skill level" balancing issue is the Invoker and the Missile launcher - their design is clearly intended to raise the skill ceiling for players, but this also has the consequence that they're less useful to low-skill players. A low-skill Quake player can still use the LG to fry a shambler and rely on pain chance to save them from dying. A low-skill QBJ3 player has to learn to dodge, time the weapon release, and potentially shambler-dance to use the Invoker (or the Missile launcher) without dying anyway.
(This is also reflected in how some maps work on Easy, which we'll get to).
The remainder of the weapon roster is great - although the rebar launcher is a lot more situational than you might think - and I especially like the ricochets on the shotgun pellets.

Monsters... are mostly great. Kebby has done a great job with the new designs - I do prefer the alternate skins to the more "traditional" ones, as they go with the concrete theme better.
I think the swarmers and explodey-swarmers are much more difficult to use properly than some mappers realised - you need to give them a run-up and not just put them behind a door, otherwise it feels cheap.
I'm quite torn on the Amalgam - I like the design and the idea, but in practice what happens to me (a low-skill player) is that I focus fire on them because I know I'm not going to avoid their caltrops... and then I stand still until the caltrops fade away. As such, their main effect is to slow down play for me, introducing interludes.

Power ups: I like the vampirism powerup, and I found I could use it generally effectively. The berserk I don't get on with - I didn't get on with it in Dwell, and this hasn't changed here: I tend to take a lot more damage if I try to melee, even with the intrinsic damage reduction it gives, and it's almost always better for me to just skip it on a map and use conventional weapons. Ironically, the fact that the wrench feels really good for melee just makes berserk feel even worse (fists have a much narrower hitbox than the wrench does).


The Maps
I feel like alexUnder has said most of the things I want to say about map design here. I'm also not a fan of "low-effort horde/slaughter", and it does feel like a number of maps in this pack just can't resist having an "ending setpiece" which is just "throw a lot of monsters at the player".
(There's a few maps in the pack which also do hordes well, but they're a minority - arguably some pieces of Mazu's map are hordey, for example, but are well designed.)
There's also a tendency to give the player the Invoker and assume it's going to allow them to deal with a large number of high-damage monsters, especially groups of shamblers, with little cover. This may be true for people who play on Hard/Nightmare, but in my case, the end result was almost always that I just died because the Invoker is not an "oh-shit-I-need-that-enemy-gone-right-now" weapon. One of the reason's Nickster's map is so good is that it does understand this tradeoff, and its equivalent setpiece has plentiful cover to use.

That said, there's also plenty of really good maps as well. To mention a selection of the very best: Ebon's map is, as others have noted, strikingly different to most and has some clever mapping tricks in it as well as a lot of atmosphere; CKDN/Circadian's map is one of the best of the New Faces maps with lots of good design (I'd love to see more from them); Nickster's new map and the re-design of Pollinator for QBR are both great (although I'm unconvinced by Pollinator's (new?) ending setpiece); Colossus' map, once I figured out that some things that look like forcefields are not, is really good as a longer map; and Naitelveni's map is at her usual high quality.
Skill
Easy
As expected this is excellent - soooo much content and it feels almost like a whole new game!
Some insane levels like Mazu's of course in there.
The weapons all felt well balanced, and the monsters were all tough but never unfair.
Some comments/issues I noticed:
  • On normal I didn't notice a difference between the 'blue' enemy variants and the regular ones
  • The pistol muzzle flash seemed too bright when it reflected off the walls near me
  • The hub world level information trigger zones felt too close to the level transition trigger so while trying to read info I ended up running into the levels often
  • The female knight/champion and Amalgam enemies are great
  • The shamblers look a bit weird to me looking like shaved monkeys (I know they're not supposed to be furry etc)
  • The berserk power up punch damage cone feels too narrow to me
  • I had no idea how to progress in the 'Brutal Deluxe' level after I got the shotgun so I gave up on that one
  • There is a big missing texture in the lower level of the 'The fiendish concrete city' map just after the silver key and the lava appears
  • On Hypervitaminosis C you can just jump around the gold key door and finish the level in less than a minute...
  • The Hawk Tuah reference in the 'Penis' level felt childish, even the mission title as well
Skill
Normal