Quake Brutalist Jam III

@Gambit, this can be easily patched with sed. 4 model definitions are affected
Code:
$ strings qbj3_cicadian.bsp | grep -i 'progs'
"model" "progs\\item_armor_light.mdl"
"model" "progs\\g_pistol.mdl"
"model" "progs\\pistol_mag.mdl"
"model" "progs\\pistol_mag.mdl"
"model" "progs/backpack.mdl"
[deleted]

we have to replace those \\ with two //, because we are not allowed to change the size of the patched bsp file.
sed -e 's%progs\\\\%progs//%' qbj3_cicadian.bsp > qbj3_cicadian_patched.bsp

Code:
$ strings qbj3_cicadian_patched.bsp | grep -i progs
"model" "progs//item_armor_light.mdl"
"model" "progs//g_pistol.mdl"
"model" "progs//pistol_mag.mdl"
"model" "progs//pistol_mag.mdl"
"model" "progs/backpack.mdl"


quake should now load the map qbj3_cicadian_patched.bsp from console.
rename qbj3_cicadian_patched.bsp to qbj3_cicadian.bsp
You can also patch it (replacing the \\ with /) with a BSP editing tool like https://jpiolho.github.io/QEBSPEditor/ if you'd rather not mess with the CLI, which is how I verified the fix when I reported it and was talking to Cicadian about it. (The tool updates the chunk sizes etc itself on export)
 
I feel with a bit more polish, this mod can be potentially great.

I'm ok with mappers not attaching strictly to brutalism, but as it stands right now, the player definitely feels underpowered. In many situations, I died near-instantly because some monsters like the suiciders give you no time to react (Explodes instantly for 80+ damage AND is super fast?). Many maps put you in very cramped spaces where you cannot progress without dying over and over again. In vanilla Quake, you usually get red armor if you are expected to fight shamblers and the entire roster at once. Here, I rarely saw heavy armor pickups, and all pickups tickle down to 100 over time with just 50% armor protection. Mappers couldn't unanimously decide wether to include teleporters if you fall down chasms, so you have to guess every time. Many of the monsters idle and death sounds are either inaudible or blend too much with the rest (Would help with all the unfair ambushes).

Whenever you need to fire shots quickly you get stopped by the forced cooldown before firing on all weapons. Rocket launcher is too situational and like most of the guns it locks you in place firing rockets you don't want to use. Grenade launcher range is way too short. Rebar launcher has a weird arc that makes you waste shots. Nailgun could sound better (Q4 sound maybe?). Shotgun is fine (Why do enemies have hitscan shotguns?). Pistol being better than half the guns should raise some eyebrows. Wrench feels great. Invoker doesn't work on circular arenas (If all weapons feel nerfed already why does this one have an extra cooldown as well?). Makes it feel as if there's no weapon in this mod that can get you out of terrible situations.

From what I played, the worst fights so far were in the last sections of "In The Shadow of the Machine" and "Ctrl + Alt + Concrete":
-In the first one, you cannot beat it unless you cheese it by staying behind the ledge next to the red console. There's almost no cover and space with shamblers spawning in, and only has a few armor and health pickups. The quad damage powerup comes up way too late.
-In the second one, you have to get lucky enough not get shot by the hundreds of mines and grenades in the pathetically small platforms, particularly after the first wave when you are entirely out of armor. The only chance you have is to surf down from the quad to the vampire powerups to the superhealth (Made for QW pros in mind?). Monsters respawn way too fast.

Played first 10 maps from left to right and "Overscoped Clusterfuck" on nightmare. Standalone version works great ^^ but I do miss my Quakespasm-Spiked decals and shadows, though.

Edit: Forgot to mention but I get stuck in the corrupted part of the main hub if I don't quickly grab the invoker when the platform goes down. Or else it goes under the geometry and is impossible to grab.
 
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Not sure if fixable but the gohome command blacks out the door of the map quit from.
 
Hey folks! I installed ironwail on my cachyos desktop, and it runs fine. I installed it in my steam quake directory, and it loads up no problems. But when I issue the console command "game qbj3" it tells me that no such mod exists. The qbj3 directory is in the same ~/.steam/steam/steamapps/common/Quake as ironwail and the id1 directory.

Is there anything else I should try to get this to run?
 
Try putting your qbj3 directory inside of: $HOME/.ironwail

edit: It's also possible that your Ironwail install is using the rerelease's gamedata (and directory) as its base. If that's the case, you could move the qbj3 dir there. I don't use & am not really familiar with Ironwail's steam-install-detection so not sure about that.
 
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Hey, are there any other uploads of this mod? Every single one of the mirrors for both versions just instantly fails for me.
 
I added extra US and Asia mirror on qbj3 site, they don't work for you?
Nope, every available download just gets up to 20 kb/s and fails a couple seconds after that. The problem could very well be on my end but it only seems to happen for this mod.
----
P.S. If nobody else is reporting this issue you really don't have to waste any of your time on me. I'll ask a friend to download it for me or something.
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P.P.S. It seems like I solved the issue? I tried multiple other browsers and downloading the mod specifically through operaGX worked. No idea why.
 
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I feel with a bit more polish, this mod can be potentially great.

I'm ok with mappers not attaching strictly to brutalism, but as it stands right now, the player definitely feels underpowered. In many situations, I died near-instantly because some monsters like the suiciders give you no time to react (Explodes instantly for 80+ damage AND is super fast?). Many maps put you in very cramped spaces where you cannot progress without dying over and over again. In vanilla Quake, you usually get red armor if you are expected to fight shamblers and the entire roster at once. Here, I rarely saw heavy armor pickups, and all pickups tickle down to 100 over time with just 50% armor protection. Mappers couldn't unanimously decide wether to include teleporters if you fall down chasms, so you have to guess every time. Many of the monsters idle and death sounds are either inaudible or blend too much with the rest (Would help with all the unfair ambushes).
There'll be no amount of polishing that will fix the inherent qualities of such a large scale community map jam, unfortunately. I do agree that some folks used the new monsters in annoying ways. Folks love spamming blisters and swarmers around corners for whatever reason. In Dwell, we always gave time to see/hear them coming and react accordingly. I think this is just the reality of having so many mappers who are either new to the game entirely, or new to this huge daunting mod.

Whenever you need to fire shots quickly you get stopped by the forced cooldown before firing on all weapons. Rocket launcher is too situational and like most of the guns it locks you in place firing rockets you don't want to use. Grenade launcher range is way too short. Rebar launcher has a weird arc that makes you waste shots. Nailgun could sound better (Q4 sound maybe?). Shotgun is fine (Why do enemies have hitscan shotguns?). Pistol being better than half the guns should raise some eyebrows. Wrench feels great. Invoker doesn't work on circular arenas (If all weapons feel nerfed already why does this one have an extra cooldown as well?). Makes it feel as if there's no weapon in this mod that can get you out of terrible situations.
It's kinda interesting the differences in opinion between players on this front.

The Rocket Launcher is an absolute room-eating beast. It instant-kills even higher-tier monsters like the Amalgam and Vore in a single volley, and cuts through groups of smaller enemies like butter. It's situationally amazing, which you'll find is what I love designing into weapons.
The Grenade Launcher is literally the exact same thing as the stock Quake launcher, but we've gotten so much feedback that it doesn't fire as far and such. Maybe a bit of a placebo effect from the projectile having a different avelocity (which is purely purely cosmetic)?
Pistol is certainly overpowered, but I kinda like it that way honestly? It removes the common issue in Quake where you're left tickling enemies to death with the regular SG well after that is any fun.
Nailgun actually did have a different sound at one point! But any NG sound other than the one we picked just sounded so grating and high-pitched. And this mod already has problems with audio balancing :D
Enemies have hitscan because hitscan enemies rule imo.
 
There'll be no amount of polishing that will fix the inherent qualities of such a large scale community map jam, unfortunately. I do agree that some folks used the new monsters in annoying ways. Folks love spamming blisters and swarmers around corners for whatever reason. In Dwell, we always gave time to see/hear them coming and react accordingly. I think this is just the reality of having so many mappers who are either new to the game entirely, or new to this huge daunting mod.


It's kinda interesting the differences in opinion between players on this front.

The Rocket Launcher is an absolute room-eating beast. It instant-kills even higher-tier monsters like the Amalgam and Vore in a single volley, and cuts through groups of smaller enemies like butter. It's situationally amazing, which you'll find is what I love designing into weapons.
The Grenade Launcher is literally the exact same thing as the stock Quake launcher, but we've gotten so much feedback that it doesn't fire as far and such. Maybe a bit of a placebo effect from the projectile having a different avelocity (which is purely purely cosmetic)?
Pistol is certainly overpowered, but I kinda like it that way honestly? It removes the common issue in Quake where you're left tickling enemies to death with the regular SG well after that is any fun.
Nailgun actually did have a different sound at one point! But any NG sound other than the one we picked just sounded so grating and high-pitched. And this mod already has problems with audio balancing :D
Enemies have hitscan because hitscan enemies rule imo.

I very nearly bounced off QBJ3 due to some terrible choices made my mappers turning me off the mod. Had to take a step back and remember that this was jam and you have to take the rough with the smooth! Jams often causes mappers to go all-out which can end up ruining the flow of the map. Fortunately there are also a lot of maps in here which have been a little bit more restrained with the new enemy types.

My biggest criticism of some of the new enemies is "readability", i.e. being able to immediately determine what the enemy is and what it's currently doing based on their silhouette. This mainly affects the humanoid enemies such as the new soldiers, death knight and ogre. Some slightly more exaggerated animations with a more telegraphed wind-up periods could be an improvement. The reduced bulk of the DK and Ogre also harm their readability a bit and often seem to blend into the background (grey enemies on concrete maps...).

One area I have pretty much no complaints about are the weapons. Finally having a pistol instead of having to use the basic shotgun to plink things is great. The single target damage at range is a bit too strong but this is also the main use of the weapon and it quickly becomes useless in large fights and there are much better options at close range. The new shotgun is very chunky and gets work done like before. Nailgun spray and pray is great. Stake launcher is fantastic once you realise it pierces through multiple enemies so it's great for shredding things in corridors, it's also great for taking out Scrags if you herd them properly. Damage seems equal to a direct rocket hit which is a great way for balancing out the power of the old rocket launcher. I've barely used the grenade launcher, but most of the maps I've used haven't really been designed in a way to make the most of it. The new rocket launcher is AMAZING and I say this as someone who loves the classic launcher as well. Whoever did the sound design on it needs a medal. I like that I can use it as a concentrated burst into a single enemy to one shot them or I can spread the shots when fireing to clear rooms. Unlike the old RL, if I'm aiming at one enemy then I have to maintain the aim on them which is easier said than done during big combat encounters. Finally the red beam of death... honestly this one I'm not keen on. Hard to use in big arena fights and so far it's mostly been used as an excuse to spawn an excessive amount of shamblers. This might be a weapon that shines with more mapping experience though.
 
Not sure if fixable but the gohome command blacks out the door of the map quit from.
This was intentional, just to avoid annoyance where you might not remember (very easy with 77 maps) which one(s) you weren't big on, and end up stumbling inside again... it's also quite an annoying thing to fix, because it would mean changing the way we even swap the flags. So it's a happy, partially-intentional accident that it works this way.

Finally the red beam of death... honestly this one I'm not keen on. Hard to use in big arena fights and so far it's mostly been used as an excuse to spawn an excessive amount of shamblers. This might be a weapon that shines with more mapping experience though.
We went through SO many different concepts for the super-weapon. At one point it was a Quake 2 style chaingun weapon which became less accurate and faster over time. At another it was a Flamethrower, which we weren't happy with the gameplay or visuals of. The Invoker was just the one we picked that would be the most flashy, and different from your usual roster pick. At one point we thought about making it act like the BFG from Doom, where it would simply instakill anything you were looking at when you fired it... and that's really cool, of course, but we went with the big anime death beam 'cause it was mechanically safer. Didn't wanna turn every single map into a bonafide slaughtermap simply due to how we designed a single weapon.
 
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Hello all. Is this a bug or am I missing something? I'm new to this mod.
The Fiendish Concrete City (Bug?)

There is a full video of the level completion and a save.

I really liked JAM, but I encountered this on the very first level. It might be my fault. By the way, in the video, you can see how the room changes when you try to get back. I also noticed that you can get stuck among the boxes there.
 
Hello all. Is this a bug or am I missing something? I'm new to this mod.
The Fiendish Concrete City (Bug?)
Yes, it's a bug. I was going for a liminal spaces/MyHouse type thing with silent teleports, hence the rooms changing, and the door at the bottom should open but it turns out that it doesn't open if the bars that block it from the other side are placed too close to it, even though they aren't overlapping. It should be addressed in the next patch to QBJ3 along with some other non-gameplay fixes for texture and geometry issues (e.g. that dev texture that crept in at the top of the lift really shouldn't be there).
 
A couple of minor glitches:

On qbj3_annihilazor, in one of the secret room, if jumping on the chair of that central console you remain stuck in the geometry:

20260107232011_1.jpg





On qbj3_janvanderweg, you can see that room's grid from outside:

20260107223735_1.jpg



But not from the inside of the room:

20260107223730_1.jpg
 
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Thanks for the reply, sir. I'll wait for the patch. Also, note that after 2:01, if I fell between the boxes, I couldn't get out. Perhaps this is a common situation in the JAM, or maybe it's because I don't know a better movement mechanic. I don't know.

I'll ask just in case. Are there any ways to get out of the trap when you're stuck, for example, between the boxes? Is it only by loading an earlier save?
 

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Thanks for the reply, sir. I'll wait for the patch. Also, note that after 2:01, if I fell between the boxes, I couldn't get out. Perhaps this is a common situation in the JAM, or maybe it's because I don't know a better movement mechanic. I don't know.

I'll ask just in case. Are there any ways to get out of the trap when you're stuck, for example, between the boxes? Is it only by loading an earlier save?
You can always open up the console (¬ or ~, the key in the topleft of your keyboard usually) and type

noclip

which will give you flight + intangibility until you turn it off (with noclip again).
 
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Thanks for the reply, sir. I'll wait for the patch. Also, note that after 2:01, if I fell between the boxes, I couldn't get out. Perhaps this is a common situation in the JAM, or maybe it's because I don't know a better movement mechanic. I don't know.

I'll ask just in case. Are there any ways to get out of the trap when you're stuck, for example, between the boxes? Is it only by loading an earlier save?
You can use noclip as aoanla mentioned, but I reckon that I will need to change the layout of the boxes for the next patch so that it isn't so easy for a player to get stuck between the boxes.
 
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Loving the mod so far! Ran into a bit of an issue though. I've been working my way through the resurfaced maps and Rampage crashes on load every time. No error, just freezes and goes unresponsive. The standalone version loads right away and I haven't seen anyone else mention this yet, so I'm guessing it's on my end? I'm on the linked version of Ironwail installed over a fresh download of original Quake from GOG so it shouldn't be conflicting with anything, and everything else has loaded fine.

Anyone have any ideas?
 
Having fun with the slower levels in this, but new to ironwail and have a question: does anyone know how to change the directory it writes saves and screenshots to in WINE? It won't even autosave...
 
Music is not playing on some maps, for instance "Encased". Console says "couldn't find a cdrip for track 0" Is there a way to solve this. Playing on Linux Mint, Ironwail 0.8.1