Quake Brutalist Jam

this mod/map pack was built for and tested in community source ports such as IronWail and Quakespasm (as noted in readme file). it was not made for or tested in Kex, and isn't really something we set out to do. I hope you can get it working in Kex but it's outside of the scope of this project, sorry.
fair enough! shame kexquake doesn't receive more widespread community mod support outside of whatever bethesda seemingly arbitrarily chooses to implement but i suppose it could be way worse too. i'm sure i can get it to work if i keep throwing myself at it [outside of whichever maps crash on load No Matter what i do anyways]
 
fair enough! shame kexquake doesn't receive more widespread community mod support outside of whatever bethesda seemingly arbitrarily chooses to implement but i suppose it could be way worse too. i'm sure i can get it to work if i keep throwing myself at it [outside of whichever maps crash on load No Matter what i do anyways]
The unfortunate reality of these kinds of map jams is that everyone has to target *something*. For ages that has been Quakespasm derivative ports, and making things compatible with Kex is both much harder than it may seem, and not in the wheelhouse of the typical newbie or even intermediate mapper.
The best thing would be for the Kex devs to fix any crashes / engine inaccuracies but that team is small and our community is super prolific. I'm sure it's not as simple as a few weeks work fixing things.
 
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drink the coffe, take the paper
look up, behind the desk. the blue key.
I must be missing something obvious, but I've got no idea where this might be. Could you indicate a timestamp from this clip I recorded with further directions for where it is?

I've noclipped behind the doors
and found that in each area there's 1 silver key... So it seems that at least one is redundant. Or by failing to find the office key I've already broken scripting? But after attempting to emulate 'completion' this way I eventually get a message indicating I've seen enough and that I should head back out. But then the lift door back out is locked, and nothing appears different in the office. At that point it's very difficult to work out whether I've broken the system of cumulative scripted interactions :confused:

 
I must be missing something obvious, but I've got no idea where this might be.
Do not drink the coffee or sign the paper. Think of your job, you're investigating this place. Signing off on the place and walking out the way you came in is exactly what the director wants you to do.
The key is here. Signing the paper removes this key.
1665574691729.png
 
Thanks for this nice map pack.
Here are a few suggestions, since I feel the version I downloaded could benefit from some small improvements :

• Came here to find the maps list, with maps author/name/version. I think such a file should be included in the archive (text format)
• Pack's Readme was also lacking a version number. This might have been addressed by now (I had downloaded "qbj.zip" from some YT link, but... can't even know without proper versionning.)
Anyway, just downloaded the 1.05 pack, and it's the same. A simple date, and/or 1.x number would do !
Naming the zip isn't enough, since even when keeping them, extracted contents can be mixed-up if not versioned.
Both those points look crucial to me. For the authors, and for us to know whether we could use some fix.

• The hall (Ruinous stones/start) is a work of art, but in term of QOL, I'd much prefer a simple unique room with maps organized in rough categories. This could simply have been added in an easily accessible secret "shortcuts" room, and could help a lot not getting lost / forgetting which map I liked, etc.
• Also, I think the white portals are an interesting sight (and help noticing levels), but I'd wish I got some "preview pic" of the level, for memorizing what is what. (This could replace the white portals on close inspection, or be put as decorations next to the door... whatever)
Since those pictures seem to already exist (https://www.slipseer.com/index.php?resources/quake-brutalist-jam.126/), if you like the idea and still consider making small additions to the map, this might be a good thing too.
• Oh, and the hall map's name should be qbj_start ! More consistent, and this would also ease autocomplete when typing "map xxxx" !

--
Anyway, great work already, and best wishes for 2024 !
 
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