Quake Brutalist Jam

Makkon

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Jun 5, 2022
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Makkon submitted a new resource:

Quake Brutalist Jam - Community mapping jam centered around Concrete and Brutalist Architecture

QBJ is a 2.5week long mapping jam centered around concrete and brutalist architecture, built in Copper. 35 maps in total made by community members, with veterans and first-timers alike creating some truly unique and fantastic visuals and encounters.

qbj_annihilatorHoover DamAnnihilator
qbj_bmfbrFourth Vertex of TrapazoidbmFbr
qbj_bonnsoul-artBonn
...

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thanks everyone so much for your participation, it's been an incredible and humbling experience to host, and to see and play all of your maps!

anyone feel free to post screenshots of your own map to show off, as well as screenshots of other's maps that you particularly like! discuss your favorite moments!
 
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Not going to review everything, but here's some thoughts from what I enjoyed the most!

Great atmosphere. The HL2 citadel vibes were off the charts! Loved the use of teleportation in encounters, always had to keep on my toes and strategize when entering areas. Ending was really fun pace swap as well.

This was a really cute joint. Loved how you gave the Lightning Gun almost immediately, it was fun to be able to strategize when and where to use it. The whole art gallery gimmick was also done well. Good stuff!

Colossus​
Holy shit! That was something. Big dumb fun. Only died once on Skill 2, I'm pretty proud of that. Can't think of much else to say, really blown away by your progression from your first map to this one.

Loved it. Felt like a mini Metroidvania in how gaining both the first weapon / explosive pack opened up a bunch of paths that felt nonlinear and boosted a sense of self-discovery. The ending got a bit wild and esoteric, once you start throwing in those Freedom Planet booster gates... but not in a bad way. Imo the final fight could have used those in some kind of interesting way, but it's no biggie. Pog map.

This was really neat, and the gameplay was super fun, as I've come to expect from you at this point. I loved the use of funcs to open up that second area, and the way that the indoors area came out into the void. Architecture in that one bit felt really inspired too, well done.

A new high in quality for your stuff. Big fan of the beginning few areas, the visuals are super tight. But once you get a quad, there's kinda just those zombies dumped onto you? Feels a bit weird, but the later pent+quad room was very cool. More of that first bit pls!

Honestly one of the few times visuals have knocked me on my ass in Quake. Unlike most of the other maps in this pack the scale is just right, and the combat comes at you at just the right pace to not feel haphazard in it's approach. Ending was well put together, ammunition / health balance was just right. Only thing I can nitpick is that it could have used a few more (or more interesting) secrets.
 
Makkon updated Quake Brutalist Jam with a new update entry:

Map hotfix 3

Map updates from
-Pinchy: moved the lift trains 16 units away from falls so they don't clip, and slowed the exit bars to 40 to make them more noticeable.
-Rabbit: fixed several softlocks after feedback.
-Grue: fixed a softlock found by Colossus
-Stickflip: general updates

Also added a proper Readme file for QBJ.

Read the rest of this update entry...
 
Makkon updated Quake Brutalist Jam with a new update entry:

Map hotfix 4

Likely the final update. Changes from unijorse, mrtaufner, and porglezomp

unijorse:
-various fixes

mrtaufner:
- fixed an issue where a monster closet wouldn't activate
-changed title of map to exclude author name

porglezomp:
- Improve teleporter visibility
- Elevator safety features (trigger_push for less accidental player squishing)
- Add door messages to the key/hand scanners
- Graphical improvements on the broken concrete
- Some rendering fixes
- Added a real skybox
- Added a hint on a...

Read the rest of this update entry...
 
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Have only gotten to play a few of the levels so far because I've been very busy this week, but the few I've gotten to I've enjoyed so far!

I've got a nicer screenshot of my level here that I'd like as the screenshot on the overview.
Lol, thanks. I was trying my hardest to squeeze every neat bit of geometry in a single screenshot and ended up failing. Didn't check that obscure corner, looks great from there!
 
loved this jam. incredible and amazing.
i have played 22/35 levels.
and i have a question:
in the level - Peculiar Investigation - how i enter in the first blue key door without noclip cheat? where are the first key? i found the second with noclip.

thanks for the jam.

EDIT:
i found. lol
amazing.

EDIT2:
3 keys
 
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looks rad!
any dice on getting this to work in kexquake to any extent? right now starting the game with -game qbj works but there's an invisible error message you can only make visible using console commands stating "a game error has occurred: add-on copper required" [even though copper literally supports the quake remaster?] + some maps crash on load

[i'm aware i could just use any other source port but unfortunately the remaster is the perfect balance between convenience and compatibility for me so it's what i'm gonna stick with]
 
looks rad!
any dice on getting this to work in kexquake to any extent? right now starting the game with -game qbj works but there's an invisible error message you can only make visible using console commands stating "a game error has occurred: add-on copper required" [even though copper literally supports the quake remaster?] + some maps crash on load

[i'm aware i could just use any other source port but unfortunately the remaster is the perfect balance between convenience and compatibility for me so it's what i'm gonna stick with]
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.
 
I thought it might have been a bug in the initial release fixed in subsequent update, but I can't for the life of me figure out how to overcome the first challenge in HrnekBezuchas Peculiar Investigation. Can someone drop me a spoiler please? 😅
 
I thought it might have been a bug in the initial release fixed in subsequent update, but I can't for the life of me figure out how to overcome the first challenge in HrnekBezuchas Peculiar Investigation. Can someone drop me a spoiler please? 😅
EDIT

 
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