Quake Brutalist Jam 3 Announced

@Fairweather I'm sure you guys have already thought about it but how about splitting the maps into 2 packs with 30 maps each? It might make things more manageable for you but also make it a bit more 'bite sized' for us players too. :)
In some ways a sensible idea, but also not sure what two separate packages would accomplish. A start map can certainly fit all the maps, and sorting the one start map in a logical/manageable way makes a lot more sense than having two packages of the same mod. How would one even split which maps would go into package 1 and which into package 2?

It would be great to combine some maps that are similar in style and design into separate episodes, as in the original game.
Also not sure what the point of this would be, and how one would choose which maps go into each episode. Moreover, that would require making all the maps ending teleporter lead into the next map, which would be a massive pain.
 
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The start map would be huge... and impressive, I can't wait ! We'll need shortcuts and teleporters... Jump boots even ! What an overwhelming participation... and a giant Xmas gift to come ! 🤩

As fun and seductive the idea of crafting episodes may seem, this community project was ment as a jam, not as a full expansion episode ! In this sense, I support the KBJ3 team's reluctance here.

Years ago I did an exprimental custom package/episode with a bunch of small vanilla maps... I'm no mapper, so, to concatenate them, I went inside each bsp file, with a ressource editor to modify the existing trigger_changelevel name, and make it point to the next map. It worked. But what a pita ! The exact same amount of chars as of the original name has to be applied, unless the bsp ends up corrupt and unusable.

I did this with 6 or 8 maps, I don't exactly remember. The work to keep the whole thing as a coherent episode was such a puzzle ! I can't even imagine doing it with 60 maps ! 🤯
 
the final count is 75 maps.
43 main maps
18 new faces maps
14 ??? maps

I've begun the layout for the map room. this is going to be an insane challenge.
The most excellent idea. There will be more additions to the map. Make it global and similar to 100 maps, something similar to coffee jam. Try to collect and sort each map as a story or even a speed mode. Moreover, 75 maps is a very large number. Imagine how you and your team can help and actually implement not just every teleport, but also 4 episodes with runes like in the original. This is a better and more juicy indicator. At least try to scatter like sock in AD
 
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Yeah it's quite the massive jam, thanks in no small part to the fact that it's now a partial - or total - conversion. Whatever it falls under nowadyas (def would be a TC in the past!). As for me, I haven't forgotten about WRATH and that to me sits in a similar area of 'Quake but new' for me to make my own, custom episode. Speaking of which....

If the maps in this were planned for level-by-level progression and rune acquisition from the getgo then MAYBE dividing them up into 4 episodes would be feasible, but they'd haveta mod in shotgun starts and the like. Also the mod should be way smaller map-wise and it would require unnecessary 'extra work' for it to happen at this point, even with shotgun starts per map. People pointing their maps to another author's maps, certain maps would be 'boss' levels with a rune, etc.
 
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Sorry for the noob question; I'm here cause I saw the trailer on youtube and thought it looked fantastic.

I noticed the blood splatter fx (especially visible at 0:24 in the trailer) were new, does anyone know where they are from or if they were made custom for this mapset?