Quake Brutalist Jam III

It's really quite nice seeing so many maps in the newest community project. Honestly, some of these are pretty rough, but a healthy amount of new mappers is like a strong heartbeat for this community. :) I will say though, some of these are wayyy too dark. Turning up the gamma kills the vibe, but using the pistol as a flashlight hurts my eyes.

Also, wow these weapons are fun as hell. Widowmaker, Stake Gun, Bonk Wrench, Enyo rocket launcher, Hollow Purple...I love that the grenade launcher is unchanged (that is because it is without flaw). The enemies are beautiful too, god damn. These are the kind of designs that I'd do fanart of.

Always...Dwell Episode 3 in 2028? Kidding, everyone that contributed has more than earned a nice long break (and at least 1.6 of the trillion dollars invested in gen AI).
 
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This feels more like a standalone product rather than just a mod which is impressive... and Its still FREE!?

The amount of maps is astounding!
Each map has Its own unique feel, but they're still mostly coherent in terms of style.


There is a single level that might take 3 hours to complete.... that's longer than Quake 1 Itself.

Edit:
This mappack contains multiple unique level maps (haven't completed It yet) that are simply beautifully crafted in terms of story.
I haven't seen many maps like that.

This is the first room in Sector 7 that made me realize, old engines can still produce good things.
qbj3_id0_2026-01-09_08-32-59.png
 
Thanks to all the creators !

Playing Escape from KOE-77 :cool:

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

Also get this ...

Code:
ESCAPE FROM KOE-77

USING PROTOCOL 999

WARMING: 3125 MODELS EXCEEDS OS IMIT OF 2048 (MAX = 4096).

COULDN'T FIND CDRIP FOR TRACK 9
 
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
Track 0 is the track folks use to disable the music. In OG Quake, Track0 was the data track for the game so it's inherently invalid.

Are the "monster_swarmer" the same entity than the crazed Zombies from Necros'es "The Altar of Storms"?
I believe they are in practice, yeah. The Swarmer is also a monster in Alkaline, which bmFbr ported to QBJ3.

This is the first room in Sector 7 that made me realize, old engines can still produce good things.
Sector 7 was such a surprisingly gorgeous level, especially from a new face. Good gameplay, too. One of my favourites.

Honestly, some of these are pretty rough, but a healthy amount of new mappers is like a strong heartbeat for this community.
100%. I wouldn't change a thing about that. New mappers have been just as much of a driving force in the great bits of QBJ3 as they have been in the below-average bits, and the sheer energy from folks has been incredible. I think some folks got real worked up by the TC aspect and forget that this is all a fun, free community project made by a mix of newbies, regular mappers, vets, and that everyone was trying to work with these new tools in a very short amount of time.
 
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(...)I
believe they are in practice, yeah. The Swarmer is also a monster in Alkaline, which bmFbr ported to QBJ3.
(...)I
I think that good practices for JAMs should be to include a credits.txt files explaining where their stuff comes from, even when the codes/models are from Open Source projects, recognition should never be skipped
 
I think that good practices for JAMs should be to include a credits.txt files explaining where their stuff comes from, even when the codes/models are from Open Source projects, recognition should never be skipped
Yeah. I think it skipped our collective minds. Helps that it's the only example of that, too. None of the other monsters/weapons/etc are from non-team folks. Will for-sure update the credits with the update for attribution though, Necros is a Quake god.
 
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This mappack contains multiple unique level maps (haven't completed It yet) that are simply beautifully crafted in terms of story.
I haven't seen many maps like that.

This is the first room in Sector 7 that made me realize, old engines can still produce good things.
View attachment 7116

Oh yes, I just played this level last night and loved it. The vibe is on point, there's some gorgeous (brutal) vistas and the architecture really fits the brief. At the end I had to put god mode on - a standard practice for me as I'm rubbish at big fights but I don't let that bother me -- I'm just love being in these spaces even if I can't play them well :) This map was way more coherent and well designed than I'd expect from a new face, I suspect they have experience mapping for other games. (I did have one gripe about the teleports, they felt a bit out of place and I'd have preferred environmental shortcuts, but that's just my personal taste.)
 
Thank you all, I'm glad you liked my map. :)
This map was way more coherent and well designed than I'd expect from a new face, I suspect they have experience mapping for other games.
Yeah, some, here and there, but this is really my first map for Quake.
(I did have one gripe about the teleports, they felt a bit out of place and I'd have preferred environmental shortcuts, but that's just my personal taste.)
This is just by design. I left these pixelated red teleporters from vanilla to connect the universes.
 
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It's really quite nice seeing so many maps in the newest community project. Honestly, some of these are pretty rough, but a healthy amount of new mappers is like a strong heartbeat for this community. :) I will say though, some of these are wayyy too dark. Turning up the gamma kills the vibe, but using the pistol as a flashlight hurts my eyes.
Yep, I agree with all of this, but especially the "too dark" criticism. I know Quake always was dark, but when there's huge areas that are completely black it makes the game unplayable. Mappers could experiment with a low global light or _minlight worldspawn value to alleviate this, and if using the ericw tools, compile with the -addmin flag to get a much more balanced lighting setup. I've had good results with this and maps look much more realistic this way.
 
Can you tell me what I need to do at the "qbj3_eber" map to get at least one of the keys? They are on the other side of the right doors. Somewhere far behind my back! All doors are closed at the beginning of the journey and require keys!
 
these are the upcoming changes to the QBJ3 readme, which includes license terms. I'll update the mod page to include the full pasted text in a spoiler for convenience as well.
 

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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.
67
 
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 ain't reading allat
sorry that happened though
or im happy for you (y)
 
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.
AYO 6️⃣7️⃣ Dab on them fools 6️⃣7️⃣
 
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 might be down bad for hell knight 😔
 
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.
Can you play 67 maps more to make your full opinion? Like you got to see maybe 1/20 of the mod...
 
I'd like to express my gratitude and appreciation for the Das Brut level.

It was a wonderful adventure, requiring attention and patience. The level plays out like Wolf Einstein and Tomb Raider—your task is to be a good explorer. I found 10 of the 16 secrets, and that's thanks to getting lost. The level is magnificent. I'd like to recommend a couple of points to its creator:

1. I would replace the invisible wall with buoys and an anti-sabotage net, which would then sink or something else would happen. (See attached image.)

2. There's a trap—watch the video. There's no escape—this can be frustrating for those who don't save. Yes, I've already been told what command to use, but I still recommend fixing this.

The level name reminded me of the wonderful film about German submariners, Das Boot. Incidentally, there's a submarine in this level.
 

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