I'd like to preface this review by saying that I played the initial dev test of this Jam, that being the tutorial level. I got the impression that these would be very questionable changes to make to the game, both in terms of the new enemies and in terms of the weaponry replacements. Since I had this preview, I admittedly did go into this Jam expecting myself to not enjoy it, yet I do want to mention that I found most of the levels here to be enjoyable maps. Although, I do have a few maps that I had particularly stronger opinions about.
The Good Levels
Darkness There, and Nothing More (ThatSpacePirate) – Despite the first half having questionable enemy placements, I found the latter half of the level to be very enjoyable. The enemies had a lot of room to be fought in, the joke room was fun to see after having played through so many maps by then, and the final arena felt like a good combat puzzle.
Screeching under a concrete moon (Riktoi) – This was the first map that I felt stood out environmentally, as it still followed brutalist architecture while also having something like an Art Deco style. The combat was set up very well with the use of the new powerups.
The Funnel (Paul Lawitzki) – The limited weapons available on the main path made this map into a very enjoyable challenge, though I did rush out of the final area as I couldn't deal with the poor visibility.
Overscoped Clusterfuck (Rabbit) – The music and level design made me feel like I was going mad, but I think that served to make the map far more enjoyable. Excellently made.
Blood Train (Chaosedo) – This was the only map in the New Faces section of the jam that stood out to me, and I'm both glad and disappointed that it is the final level of the Jam (if you are to go through all the levels from left to right). It is an excellent level to send off the mod, but it is unfortunate that it was held to the very end. This map poses quite the challenge with its enemy placements and how much ammunition and health you can get, but it was enjoyable to find methods to get around the horde. I do want to point out that the barricades can be jumped around, letting you skip sections of the level, so I would suggest adding in a way to prevent this.
The Bad Levels
Both the unfinished levels. That being Guess where I ran out of time. Everywhere! (Janvanderweg) and Untitled [Or as called in the level, Pumpstation F103] (Haikids). These maps were fine, but I think adding in levels that are clearly unfinished makes for a poor experience, as with the former you are left with empty environments that take far too long to get through, and with the latter you get an unfinished experience.
31 Spooner Street (Avix) – This is not a level that should have been added. Not even in the sense of "oh, this isn't a funny joke map.," this is just adding in a map just to make the final number of maps a bit bigger.
Fullmoon Brutalism (Compbluewiz) – The stalest gameplay loop with the dullest visuals I've seen. It was so, so boring. It's like the map creator didn't try in either aspect of the level.
Escape From KOE-37 (Mazu) – This level review is going to be far more anecdotal than the previous ones, as I find levels with this sort of length to be quite pompous. I played the Immortal Lock somewhere in March of last year, drawn in by the map boasting about the 5000+ enemy count. I found it to be rather difficult to start the map, started enjoying it halfway through, before it started being just a slog to get through. The vast majority of the enemies being hidden away in two final arduous final arenas felt like I had been tricked into spending far too long on the map, that the map itself felt so proud of having that many enemies that it could freely waste the players time in the way it does. KOE-37 gave me very, very similar feelings. The start was enjoyable, and about halfway through, (during the fake escape sequence) I was ready to finish the map. Yet, the map continued on, and on, and on. The first ending possible feels like the map is just trying to be extremely annoying to get through, that it's wasting your time by tricking you into this frustrating ending, it knowing that you've already spent so much time crawling through the mud and that you will want to get that ending no matter what, that the large enemy count will allow it to pull whatever bullshit it wants. I godmoded the first ending after crawling through it all up to that point, because I was beyond tired of having my time wasted in this level.
Here's a general issue I noticed that applies to a lot of the levels, many of them are not Brutalist. They're industrial. I'm certain the number of Industrial maps outnumbers the amount of Brutalist maps. Of course, this doesn't change the gameplay, but I do feel it is worth mentioning.
Now that I have covered my appraisals and complaints with the levels, I would like to talk about the main part of this Jam. That being that all of base Quake has either been removed or replaced in some capacity, and how I feel this impacts the feel and balance of the game.
Enemy Design
I'll mention the issues I have with the combat of the new enemies first and then move onto what I think of the designs.
The Rocket Grunts are the worst of the Grunt replacements, not only because they are simply a poor idea to add, their rockets home in on you slightly, meaning it's far more difficult to avoid them than you'd initially think. The only redeeming quality is that they share the same health as the other grunts do.
The Kamikaze is far too quick for what it does, and that is being a replacement for spawns that hides among other enemies. They only realistically serve as a jump scare into a load save button combo since you just lost about half of your armour and health. Just a ridiculous enemy type, only being beaten by the next enemy.
The Swarmer. This is the most pointless enemy in the mod. Like the Kamikaze, they just serve as a cheap way to scare the player and make the enemy count of a level go dramatically high for what little content it adds. It's fodder. It being fodder isn't even the worst part, it's the fact that it simply does not work in the game it's in. The Swarmer takes clear inspiration, deliberately or not, from the Filth in Ultrakill. Issue is that Ultrakill has various methods for avoiding these enemies, such as movement beyond small jumps. This lack of movement makes this specific enemy a nightmare to deal with, and it doesn't help that half the maps in the Jam gladly overuse it.
While not a new enemy, the Vore has been changed. The projectiles lose tracking of you after the Vore that launched them is killed, which I find to be a pointless change. Half the challenge of fighting a Vore is figuring out how to deal with the projectiles afterwards.
Now I do appreciate and understand the amount of effort that must've gone into changing all of the enemies visuals, but I find solid argument for these changes beyond the possible "These were changed to fit in better with a Brutalist setting", which I don't even fully believe could be a reason since the Grunt, Enforcer and Ogre are replaced with knights wearing or using modern weaponry and the Scrags have been changed into something resembling a robed wizard. Changes that cause the enemies present to not fit in with each other at all, extremely unlike how base Quake's monsters all fit in together relatively well. Additionally, changing the looks of the enemies means you must change the sound effects as well, but the issue with this is that these sound effects do not help you distinguish what enemy is after you. It is much easier to tell what enemy is telling you to "FREEZE!" and "STOP!" compared to finding out what enemy is constantly telling you "There she is." and "Stop resisting!."
Weapons
Moving onto the combat, I don't think I'd be wrong in saying that all the weapons in this Jam are extremely powerful, which makes the gameplay quite entertaining! The issue is that All the weapons are extremely powerful. I will be comparing each weapon to its base Quake counterpart if possible.
The Wrench, doing 40 more damage than the Axe at the horrifying penalty of a marginally slower swing speed. This weapon can occasionally gib the Grunt replacements.
The Flak does 4 damage per pellet, of which there are 22 of, for a potential 88 damage. The Double Shotgun does a potential 56 damage. Enemy health values are untouched by the Jam, so this results in the Flak being far stronger than the weapon it's replacing, at half the ammo cost.
The Rebar Cannon, alongside the Pistol and the Flak, make the Nailgun basically useless unless you're being pursued by Swarmers. Plus, the maximum nail ammo being increased to 300 lets you carry up to 3000 damage in one weapon. That's enough to beat Armagon on easy mode with 50 nails to spare. There is no point in comparing this to the Super Nailgun.
The Missile Launcher spews out 8 55 damage rockets at the cost of 4 rockets. This gives is the damage potential of clearing out Most enemies in the game with a single, focused volley. It takes about 6 seconds to kill a Shambler with this weapon, while it'd take 10 seconds to do so with the Rocket Launcher. I'm not sure why this weapon specifically was changed so drastically, since the grenade launcher remains the same. The design also prevents you from rocket jumping, and I think that many maps took this for granted while forgetting about grenade jumps.
The Pistol. This is a ridiculously overpowered weapon. 20 damage per shot with a clip size of 10, and an infinite supply of ammo on a hit scan weapon. Most maps seem to have completely forgotten that this weapon exists, and it outright ruins the way you play levels. This is made worse by the fact that QBJ3's recommended source port, Ironwail, having a quick zoom option. This means that the player has constant access to an infinite ammo sniper. One could argue that the issue there lies with how the player approaches the level, but it is ridiculous to say that when the developer is at fault for willingly believing that a weapon like this is a good addition to a Quake mod. One clip to kill an ogre. 1 and a half to kill a Death Knight and Fiend. 2 to kill a Vore. If you land all your shots, you can kill a Shambler in just 3 clips. The only reasonable thing to do would be to completely remove it from the mod and think of something better, because a weapon like this has no place in a shooter game, let alone Quake.
I'm of the belief that Quake has a very delicate balance of weapon functionality and how they affect the enemies you fight, and these changes completely ruin that balance. Don't get me wrong, I do enjoy using these weapons, but this is ridiculously unbalanced.
On a smaller weapon note, I do think the Invoker lacks the sound design to make it feel powerful. As it stands, it makes an incredibly generic laser noise when used, which really does not fit with the sheer amount of power it has. Perhaps a deep, bassy sound when the lasers fires? Or anything to signal a wind-up of power before it fires?
I forgot to write about the power ups in my initial review, so I deleted the review so I can include my opinions on those.
The Ring of Shadows has been changed to copy the Partial Invisibility from Doom. The ring is already a rarely useful item, and this change just makes it worse for no benefit. Vampirism is a power up that I do see the appeal of, but in levels it was rarely used beyond justifying hordes in arenas. I do wish it gave even a slight damage buff, because it just feels a bit poorly thought out in its current state.
Berserk is a real highlight of the mod, even if it's not a fully original idea, it's always fun to use when you see it in a level. I do think the overpowered nature of it should have leaned into a bit more, maybe by making the melee have a wider range, though that change could be biased as Berserk is usually accompanied by hordes in levels.
Armour ticking down like over heal isn't the worst thing in the world, but I do think it's a redundant change that mainly serves to be an annoyance.
Conclusion
Overall, I think most of the levels in QBJ3 are very enjoyable, but my issues with the mod lie at the very roots. It is just not Quake anymore. It's not like it's using Quake as a vehicle for its own ideas, since anything that was already there was changed to fit with what the developer wanted, even if it was not needed. Calling the Vore by its other name, using pre-existing lore and applying it to the new enemies (Trenchknight lore is just Shambler lore), erroneously replacing Ranger with Rover, a word that is synonymous with a Ranger. It is taking parts from Quake while also trying to distance itself away from it. The map makers did an excellent job building the levels available, but the very foundation of every level is Not Quake.
My final verdict would be a 2.5/5. However, Slipseer does not seem to support that sort of scoring system and as my issues lie with the very core of the mod and are thusly present in every single level, I will be rounding this rating down to a 2/5.
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.