Quake Brutalist Jam III

calling the entire thing irredeemable because it's both paradoxically not Quake yet somehow not original enough to be labeled as anything else.
Given this line is certainly about my review, I would like to point out that that is not what I said. I did not, at any point in my review, call the mod irredeemable in any sense of the word. Could I have been more constructive? Absolutely, I concede on that front, but I did provide a fair share of criticisms that explicitly point out flaws and some that do give solutions to these issues.
 
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Thanks for organising. Also thanks for the kind words from the reviewers. I spent more time learning the tools than creating/designing my level, which is typical of jams. I find that if a jam gives you a snippet of a thing that you can expand on later, then it's been worth it. I guess I'm unsurprised to see some gate keeperesque comments, every niche community has em. Making stuff is what's important.
 
...i don't think my map is THAT good, it's kinda 4/5 imho... but thanks glad you liked it. i don't work for anyone right now

Scampie, I think you underestimate your map (I know how difficult it is to be objective when it's about our own creation).

I believe you map is so fucking cool, with its general design and visuals, that I would really like to play other maps with the same kind of aesthetics and feel. Playing this kind of map with dark dystopic techno music is totally awesome.

By the way, I found all four secrets in your map. My only criticism is the placement of the two or three first secrets : I could have found them only AFTER I killed all monsters in their placements (even after replying the maps several times and knowing in advance the secret placements). So the secrets were turning out pretty useless (almost).
 
got an article in The Guardian about this jam!
I commented about this on BlueSky. It's quite remarkable that this jam jumped over to the mainstream press. For those that don't know, The Guardian is a very long established and important newspaper, respected for investigative journalism. It has a varied and lively Culture section and often report on things that you might not normally expect to see in the main stream media. That said, I think it's rather exceptional to see a Quake Mod featured in such a deep article on there. Everyone involved should feel very proud indeed.
 
So I have an issue with the new update, when loading to a new game some loading errors appear and the screen looks like it has some kind of zoom and the HUD doesn't appear even when changing it from the Ironwail menu. Base Quake works fine so I know it's this mod and the previous version worked alright.
 
Hi, i didn't have time to play it yet, but i'm loving everything i'm seeing on youtube. I haven't been this impressed with a Quake mod since Arcane Dimensions, exactly 10 years ago. One question, in some videos I watch on youtube or twitter, some enemies and items still have the same sound files as the original Quake, while in other videos they sound different. Is there any difference between the installation methods that could be causing this?
 
Hi, i didn't have time to play it yet, but i'm loving everything i'm seeing on youtube. I haven't been this impressed with a Quake mod since Arcane Dimensions, exactly 10 years ago. One question, in some videos I watch on youtube or twitter, some enemies and items still have the same sound files as the original Quake, while in other videos they sound different. Is there any difference between the installation methods that could be causing this?
standalone uses librequake, which is quakes freedoom. any sounds that qbj3 doesnt change will use either vanilla quakes (when installed as a mod) or librequake sounds (if installed as standalone)
 
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Awesome mod, it's not very often Quake makes it into the news recently, more impressive than a lot of recent 90s inspired fps'es, it's really impressive.
The 1.2 release has quite a few bugs much like LechuzArgenta noted, the HUD missing problem can be fixed by manually changing the HUD detail within the settings rather than using the -/+ keys, as they don't seem to work. Music also needs to be turned on manually, as by default it'll be set to 0%.
Another strange bug, is that i keep getting these errors requesting for some sound files which don't exist in the QBJ3 folder. I've attached a screenshot of said screenshots, but they're all something among the lines of "splat1.wav", "axhit1.wav" and another whenever autosave kicks in every so often, not the hidden one that saves every couple minutes or so, but the one where it explicitly tells you in a message that it made an autosave, and it'll say that "save.wav" is missing.

To note, i am using ironwail 0.8.1 (as you can tell), and the original Quake 1.06 files from my old digital copy, (Pre-Nightdive remaster as i didn't feel like redownloading the whole remaster just for this) These errors only show up in QBJ3, everything is fine in Quake itself.

Thanks again for such an awesome mod, hope these issues get ironed out!
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Those sounds should be in the qbj3 pak files. Weird that they are turning up missing for you.

Edit: ooh yeah the new release has a messed up pak0.pak. All the resources in there have paths that start with "pak0", so e.g. instead of "sound/doors/locked4.wav" it is in the pak as "pak0/sound/doors/locked4.wav".

That looks like it will mess up a lot of stuff.

Edit 2: Makkon says 1.3 is on the way.
 
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BTW I just now finished the new-faces section, well done all. Hard to believe these are first releases! So much creativity both in the visual design and the scenarios. It really helps having something interesting but still familiar-ish (because Quake) to dip into these days... takes my mind off of lots of things. Y'all are appreciated.
 
okay I'm pretty sure I've fixed:
  • missing HUD on load
  • missing sounds on mod load (fuck pak files, we aren't using them anymore. everything's extracted)
  • music set to zero
  • unintended hotkeys
also updated jm and wiedo maps.

update 1.3 should post in a few days, and we'll update the slipseer page too. I hope this will be the last update, a jam this size is a nightmare to make updates for.
 
In the level 'foreboding brutal religion' there are multiple parts where game indicates that I need HEAVY EXPLOSIVES.
I've been stuck far longer than I thought on this level due to this part.

I've acquired all weapons the game offers and yet I'm still missing something.
 
In the level 'foreboding brutal religion' there are multiple parts where game indicates that I need HEAVY EXPLOSIVES.
I've been stuck far longer than I thought on this level due to this part.

I've acquired all weapons the game offers and yet I'm still missing something.
You're looking for something (not a weapon) that then lets you "touch" the red crosses that asked you to have "heavy explosives". I'm forgetting where it is (too many maps lol) in the map but with perseverance and exploration you should find it.
 
You're looking for something (not a weapon) that then lets you "touch" the red crosses that asked you to have "heavy explosives". I'm forgetting where it is (too many maps lol) in the map but with perseverance and exploration you should find it.
Tried. I have spent WAY too much time on this level than in any other level.
Cannot find this item.
 
In the level 'foreboding brutal religion' there are multiple parts where game indicates that I need HEAVY EXPLOSIVES.
I've been stuck far longer than I thought on this level due to this part.

I've acquired all weapons the game offers and yet I'm still missing something.

It's a unique item that's in a different part of the level.

Back-track until you see the platforms floating in lava with laser beams. That's the start of the section that eventually leads to the heavy explosives.
 
quadmin updated Quake Brutalist Jam III with a new update entry:

QBJ3 1.3

  • Fixed missing sound errors, pak file issue. pak files are no longer used at all
  • Fixed various case-sensative references for compatibility with linux
  • Added linebreak to readme file to enable compatibility with linux
  • Fixed missing hud and music set to zero on default by excluding ironwail config file
  • Organized various files, removed redundancies
  • Fixed custom music not playing on certain maps
  • Replaced tracker song converted to OGG with one exported by author

Read the rest of this update entry...