Quake Brutalist Jam III

Great mod! I haven't even left the starting area yet, but I've already ended up in the bloody arena. Awesome! Nice work! (y) 5/5

The "QSS" engine, as usual, stands out with its weak adaptation for working with models in MD3-format. This engine doesn't recognize «glow» textures, so I had to enable them manually for this engine.

Please take a look at what's inside the "qbj3.zip" archive:

- Could you please let me know what the "Art Vault" password-protected archive contains? Is this archive needed by everyone, or is it simply stored in a folder to avoid being lost?

- The "progs" folder lacks monster models in MD3-format with TGA-textures, such as "wizard_qbj", "zombie_qbj" and "zombienm_qbj," while other main models are present.

- The "music" folder contains extra folders and files that are already in the right folders.
 
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Great mod! I haven't even left the starting area yet, but I've already ended up in the bloody arena. Awesome! Nice work! (y) 5/5

The "QSS" engine, as usual, stands out with its weak adaptation for working with models in MD3-format. This engine doesn't recognize «glow» textures, so I had to enable them manually for this engine.

Please take a look at what's inside the "qbj3.zip" archive:

- Could you please let me know what the "Art Vault" password-protected archive contains? Is this archive needed by everyone, or is it simply stored in a folder to avoid being lost?

- The "progs" folder lacks monster models in MD3-format with TGA-textures, such as "wizard_qbj", "zombie_qbj" and "zombienm_qbj," while other main models are present.

- The "music" folder contains extra folders and files that are already in the right folders.

-only the Ironwail engine is supported. this is very clearly stated on the download page. you acknowledge that it's a weak engine for MD3, so logically don't use it. we will not be addressing bugs in other engines.

-the Art Vault is a secret, for fun. you find the password in the game. it's not necessary for progression, or anything like that. we will not be spoiling the password.

-not every monster has an MD3 model due to some rough development and source files being lost. it will be animating from scratch to fix this. work we will not be rushing or finishing any time soon.

-we are aware of the extra folders in the music folder. this was a gdrive error.
 
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Now I can play Quake until the end of winter. And the Mazu`s map for the beginning of spring according to my skills! Such a huge amount of work! My congratulations to the development team and all participants on the release!
 
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Small note on a bug: qbj3_quiet has a bug and an issue, which is a pity because it's my favorite map I've played so far by a wide margin.
The issue is the yellow key gate's key icon petrudes just enough to crush you when you open it, the bug is it fails to properly return to the start map, I think because the command it execs is start.bsp instead of just start

Other than this fantastic mapset, I vibe hard with this.
 
Hello. I always play Quake without a crosshair. I downloaded the standalone version from you, but I can't disable the crosshaier in the interface menu. Please fix it. Thank you for the mod.
 
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Is there an alternative download location? cloud.umami.is is not found from where i am. Unable to directly access the IP because Cloudflare.
 
Derp, I might be an idiot but I am in Mazu's map and I need to
pass under two lasers, and seems I need to crouch? how do I do that?
 
Just because I feel like dropping a hint for my own map: if you're struggling with some areas, there is a hidden Invoker.

Look around the same room where you acquire the Flak gun.
 
-the Art Vault is a secret, for fun. you find the password in the game. it's not necessary for progression, or anything like that. we will not be spoiling the password.
That's what I was thinking!🤘Thanks for the confirmation. Can't wait!

EDIT: Thanks for the hints about the pwd. Found it!
 
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Info regarding the zip file password is below, with progressing levels of spoilerness. Nothing in this post actually tells you what the password is, only how to find it. I enjoyed working it out but I fully get that this type of hunt is not everyone's favourite activity. I personally suggest you try to work it out yourself first before coming back to this post if unsuccessful as the start map is really cool.

In the start map there are 7 icons found on the walls. When you get close a word appears. The first letter in each word forms one of the letters in the password. Use all-caps when opening the zip file and entering the password. If you want to know the location of the icons, check the next spoiler.

If you can't work out the word, use an online scrabble solver 🤣

The location of the 7 icons:

1) Outside starting area. Climb the ladder up, then jump on the guard-rail. You're now high enough to jump at the icon and trigger the text.
2) Entrance to the inside area, check around the corner to the left for the second icon.
3) After selecting the difficulty, take the path left which takes you up stairs. Once in the room with the rain, on the far-right is another icon.
4) The middle entrance to the main gallery (look for the signs) has a flower/bush either side of it. Above the left bush is another icon. You can jump up there using the rail behind it or you can jump down from above if you've worked how to start that puzzle.
5) There's a icon towards the start of the jump puzzle on the other side of the mini stairs you climb up
6) In the "no signal" room before the credits room, there's a icon just inside the room to the left as you walk in
7) In the hidden "event", once it's over you can climb up to the top of the right room and then follow the path to the next room. The final icon is there on the floor.

The list above is NOT the order they appear in the password. The order is just the simplest way of finding each letter with minimal backtracking. You still need to work out what word the letters spell. As mentioned in spoiler 1, if you struggle with this then use an online scrabble solver :).

And if you want to know how to find the hidden "event", reveal the final spoiler below.

The hidden "event" can be found by taking the right path after selecting the skill level. Keep following it past the music room and into the employee's only area. Go down the steps and enter the room with the big "no signal" TV where icon 6 is. Stand in front of the TV and move about. Eventually you fall. Good luck.
 
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Is there a console command that will let me "abandon" the current map I'm playing and take me back to the start map that still keeps track of which maps I've cleared so far rather than triggering a brand new game state with no maps completed?

edit: thanks to id0 below, the command is "gohome"
 
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Is there a console command that will let me "abandon" the current map I'm playing and take me back to the start map that still keeps track of which maps I've cleared so far rather than triggering a brand new game state with no maps completed?
 

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After 10 maps played and a good night of sleep afterwards, I have three remarks from my experience:

- Brutalism? This was already kinda annoying to me in the 2nd QBJ after the first one did it mostly well, but it got even worse here. I quote sock here since we had a talk about brutalism a few weeks back: "Just because it's concrete, does not mean it's brutalist. Concrete is a material, brutalism is an artstyle." When you look at the 7 screenshots of the mod in here, it's even worse: 5 of 7 have failed to implement brutalism as an artstyle. Only JanVanDerWeg and Pulsar understood what it is - colorless concrete meeting geometrical forms as decoration meeting an absolute minimal usage of other materials (concrete + a single steel pipe as a railing, glass doors/windows, plants/trees growing in concrete plant tubs/tree areas as common examples). White lights, also in geometrical shapes, only as well.

- How horrible can custom changes be? Certainly a me thing, but I sincerely and utterly hate mods using custom stuff to the extent that Quake is not recognizable anymore. Worst offenders: The Keep mod with its 30+ weapons and a bazillion custom enemies turning the beautiful mapping of Mjölnir into an absolute mess, Alkaline with its overly tanky custom enemies that turn every fight into a slog - and now this. The worst parts were the rocket launcher as a weapon and these overly fast enemies that 3 of the 10 maps I played used as dick moves right behind corners/when I came down an elevator. Yay, so much fun to play when the mapper decides to lower my health without giving me any chance to react. Certainly puts you on my good side when I decide whose map to play in the future. On a positive note: The Painkiller-"stake gun"-like weapon was fun to use.

- Quality control? I get it that it's a community project, but by God... The first map I played was not finishable (no 2nd silver keycard on the CKDN map was to be found after multiple traversals of every room in the map and only the key door being left), the last map I played was 50 copypaste fights in a level and the same set and map pieces over and over and over and over and over again (the Softi getting-over-it map). According to the credits on the latter one, it had 6 playtesters, so there are two options: a) noone told the mapper how horribly bad and repetitive the map is and that it overstays its welcome by a lot or b) the mapper ignored the feedback. Either way, new mappers won't get better without proper - and sometimes harsh - feedback. My feedback would be "If you only have ideas for a 5 minute map, don't stretch those ideas over 20+ minutes and keep repeating yourself. End it quicker, there is no shame in a decent 5 minute map." Apart from all that, pacing tends to be a general problem with a lot of mapsets these days: If there is an ambush after every corner, nothing is an ambush. It's okay to have an eerie empty corridor or a long stairway in a brutalist setting cause it creates atmosphere (maybe with a broken flickering light for example). A good map will always have atmosphere and gameplay.

Final thoughts or tl/dr: From what I saw in the first 10 maps, I'm not gonna play this for 67 more maps. Not enough brutalism. Way too much custom stuff. Not enough good pacing/quality control.
 
I must say, I would love to be able disable the crosshair... Otherwise, very impressive, beautiful !
The crosshair can be disabled, in fact! It's a little hidden, but if you type "toggle_custom_crosshair" it'll disable the system that keeps the crosshair swapping. I really wish there was a more complete way to add CSQC-specific options to the in-game options menu, but that's the best I could do.