'It's the underground Met Gala of concrete murderzone design': welcome to the Quake Brutalist Game Jam

It's the underground Met Gala of concrete murderzone design: welcome to Quake Brutalist Game Jam

In an unassuming concrete bowl surrounded by rocky outcroppings, a lone spire rises like a sentinel, protecting a rusted trapdoor from the elements. Step on the trapdoor and it will swing open like iron jaws, swallowing you into a subterranean museum. As you emerge from this underground world, dozens of doors line the walls of three vaulted grey galleries, each leading to a pocket dimension of dizzying virtual architecture and fierce gladiatorial combat.

Welcome to Quake Brutalist Jam, the hottest community event for lovers of id Software's classic first-person shooter. First run in 2022, the Jam started out as a celebration of old-school 3D level design, where veteran game developers, aspiring level designers, and enthusiast modders gathered to construct new maps and missions themed around the austere minimalism of brutalist architecture.

This third iteration of the Jam goes much further. In an intense six-week session, contributors designed 77 brutalist-themed maps, where players fight new enemies with new weapons. To put this into perspective, the original Quake, built by legendary game designers such as John Carmack, John Romero, Tim Willits, and American McGee, featured a mere 37 levels when it was first released.

The event's concierge, Ben Hale, is a professional game developer working as a senior environment artist on the forthcoming survival game Subnautica 2. As a child, Hale learned to build Quake levels with his older brother's encouragement. "He was very supportive, despite how often I bluescreened his computer," Hale recalls.

The idea for a brutalism-themed "jam" – a hobbyist term for an intensive, community game development session that takes place over several days or weeks – came from another Quake mapper named Benoit Stordeur, inspired by Hale's concrete textures. "I posted a poll [of themes] for the community to vote on, with brutalism as a choice. Brutalism won by a wide margin," Hale says.

The first Quake Brutalist Jam captured the community's imagination, with participants producing 35 levels in two-and-a-half weeks using Hale's concrete textures. In a game that already features oppressive gothic and industrial environments, the moody stylings of brutalism proved powerful creative fuel.

This third iteration of the Jam goes much further. In an intense six-week session, contributors designed 77 brutalist-themed maps, where players fight new enemies with new weapons. The overhaul proved hugely successful, with Quake Brutalist Jam 3 having more than double the number of participants for previous jams – so many that Hale had to radically alter his plans for the Start map, the playable mission-select screen.

The range of levels contributed by the community is enormous. There are quickfire experiments that last a matter of minutes, high-intensity "slaughtermaps" designed to test player reflexes, ambitious, narrative-driven exploration levels that pay tribute to the form and shape of virtual architecture, and gargantuan gun-fests that last an hour or longer.

The featured map, Escape from KOE-37, is almost a game in its own right – an epic three-hour affair heavily inspired by Half-Life with its own storyline and more than 1,000 enemies to fight. Its creator, who goes by the online handle Mazu, spent about 400 hours building it.

The community's efforts are remarkable, given that linear, single-player first-person shooters have become relatively rare in mainstream game development, pushed to one side in favor of sprawling open worlds and multiplayer experiences. Events such as QBJ3, alongside other Quake mods such as Arcane Dimensions and The Immortal Lock, are not only keeping this style of virtual architecture alive but often surpassing the achievements of the old masters.

Quake Brutalist Jam 3 isn't just for hardcore Quake fans and shooter addicts. This year's Start map has a section dedicated to newcomers with little to no mapping experience. At the other end of the spectrum, it has also seen contributions from industry professionals such as game designer and former teacher at New York University's Game Centre, Robert Yang.

"It's the underground Met Gala of concrete murderzone design," Yang says. "Everyone shows off, everyone nurtures the new faces, everybody eats. I love it." For his contribution, One Need Not Be a House, Yang created an open-ended map that wouldn't look out of place in an adventure game like Myst.

Yang's map was inspired by the architect Louis Kahn's 'brick brutalism masterpieces – the National Assembly complex in Dhaka, Bangladesh, and the Indian Institute of Management in Ahmedabad, India. He also drew inspiration from one of the most famous levels from Halo: Combat Evolved – The Silent Cartographer. "I wanted to make a similar non-linear map but with many branching paths, so you can mix and match your own route, get powerups out of order, and feel like you're getting away with something," Yang says.

Yang doesn't particularly like playing Quake as a shooter, but he admires how Quake Brutalist Jam 3 hints at a potential alternative way of making games, one that is driven by community rather than profit. "Brutalism, especially in the UK, is about building for the public," Yang says. "You don't need to add beautiful ornaments because building and nurturing the future is already beautiful." This sentiment echoes the event's ethos – a socialist utopia where handcrafted video games are a free public good that brings people together.

After this jam, the organizers plan to take a break from modding and mapping for Quake. "We love the community and the continuous celebration of each other's work," Hale concludes. "But also, we want to just make a game. We've been wanting to do that for so long it's starting to hurt."
 
🤯 I mean, can you believe how crazy this Quake Brutalist Jam 3 is?! They went from making levels in like 2.5 weeks to an entire 6-week jam session with 77 maps?! That's insane! 💥 It just goes to show that the community is still super passionate about creating new content for Quake, even if it's not getting any mainstream recognition.

But what really gets me is how this event is all about community and collaboration. I mean, everyone from industry pros like Robert Yang to newcomers are contributing their own maps and ideas. It's like a big, underground art show down here 🎨👀 And the fact that they're not just making money off it, but also pushing the idea of handcrafted video games as a free public good... it's really beautiful 🌈💖

Of course, I'm also a bit nostalgic for the old Quake days myself 😊. I mean, who doesn't love running around in a 3D world, shooting aliens and collecting health packs? But at the same time, I think this event is a great reminder that even though things change and progress, some things remain the same – like the passion and creativity of the community 🤝

So yeah, if you're a fan of Quake or just want to check out what all the fuss is about, definitely give QBJ3 a look. It's not every day you get to see what gamers are capable of when they put their minds together 💡
 
idk what's more impressive - the sick maps created for this Quake Brutalist Jam 3 🤯 or how much drama went into making these maps happen 🎉. seriously though, its awesome that a whole community of people can come together and create something so cool in just 6 weeks. the diversity of levels is insane, from super intense slaughtermaps to chill narrative-driven explorations... what's not to love? 🤷‍♂️ Mazu's Escape from KOE-37 map sounds like a whole different game, tho 😲. anyone else excited for more Quake mods and jams in the future? 💥
 
I'm telling ya, this Quake Brutalist Jam 3 is like a wild experiment gone right 🤯. I mean, think about it, these gamers, they're not just playing the game, they're creating their own virtual worlds, their own concrete murder zones 😂. And it's not just about the gameplay, it's about the community, the camaraderie, the shared love of brutalist architecture 🤝.

But what I find really interesting is that this jam is like a secret society, a underground movement 💥. These gamers are pushing the boundaries of what's possible in game design, creating these massive levels with hundreds of enemies and complex storytelling. And it's not just about the fans, there are industry pros involved too 🤝.

I'm also loving the vibe of this event, it's like a celebration of creativity and collaboration 💪. These gamers are working together, sharing ideas, inspiring each other to create something truly special. It's like a big game development party 🎉.

But what really gets me is that this jam is a commentary on our gaming landscape 😕. I mean, think about it, we're living in a time where linear single-player games are becoming the exception rather than the rule 🤖. But these gamers, they're keeping the spirit of old-school game design alive, creating something truly unique and special.

Anyway, I'm hyped for this event, I don't want to miss out on all the creative goodness 😄. Who knows what kind of amazing levels we'll see? Maybe one day Quake Brutalist Jam 3 will be remembered as a gaming phenomenon 🤯.
 
🤯 I mean, come on... 77 brutalist-themed maps in just six weeks? That's insane! 🤯 The creativity and passion of the community is truly inspiring. And I love how the event has become a celebration not just of Quake, but of the beauty of brutalist architecture itself. 🔥 It's like the underground Met Gala for concrete murderzone design, as Ben Hale put it 😂.

But seriously, it's amazing to see how this community has come together to create something so unique and special. The fact that they're using their skills to make games that are not only fun but also thought-provoking is just fantastic 🤩. And I love how Robert Yang's contribution, One Need Not Be a House, highlights the potential for Quake Brutalist Jam 3 to be more than just a hobby, but a way to bring people together and create something beautiful.

Of course, it's also interesting to see how this event is keeping old-school game development alive in an era where games are all about open worlds and multiplayer experiences. 🤖 But I think that's part of the beauty of Quake Brutalist Jam 3 - it's a reminder that there's still room for innovation and creativity in the gaming world.

So here's to the community, and to the future of Quake Brutalist Jam! May we see many more iterations of this incredible event 🎉.
 
🤖 I'm all about these underground gaming jams. The fact that Quake Brutalist Jam 3 has brought together so many talented creators from the community is truly inspiring 🎨. It's amazing to see what people can accomplish when given the freedom to express themselves and collaborate with others 💻. The attention to detail in some of these levels is mind-blowing, especially Mazu's epic three-hour map Escape from KOE-37 😲. I think it's awesome that events like this are keeping the spirit of classic 3D level design alive 🔥.
 
🤣 this is literally the most meta event ever, who needs the Met Gala when you can have Quake Brutalist Jam 🎉? The fact that they're calling it an "underground Met Gala" is just genius, I mean, who wouldn't want to attend a party where everyone shows off their best concrete architecture skills? 🤦‍♂️

seriously though, the community effort here is insane, 77 maps in 6 weeks? that's like building a whole new game from scratch, and not just by some pro devs either, but by regular folks who just wanna make Quake cool again 😎. and the fact that it's got everyone from noobs to industry pros contributing makes it even more awesome.

i'm also loving the sentiment behind this event, all about community-driven game development and creating something for the public good 🤝. might not be the most commercial venture, but hey, who needs profit when you can have people working together on a project they're passionate about? 💕
 
🤔 what's up with these brutalist jams? like they're some underground event where people come together to design crazy maps and stuff 🎨💻 sounds kinda cool but also super intense, 400 hours on one map is wild 🤯 how do ppl even have that kind of time? 👀 are the mods and community events like this still relevant in today's gaming world? or are they just a nostalgic thing for old-school gamers? 💸
 
I'm so stoked about this underground gaming scene 🤯! The Quake Brutalist Jam is like the ultimate showcase of creativity and community spirit. I mean, 77 brutalist-themed maps in just six weeks? That's insane! 🚀 And to think that most of these levels were designed by fans who aren't professional game devs... it's truly inspiring.

I love how this event brings together people from different walks of life, all united by their passion for Quake and gaming in general. It's like the Met Gala of concrete designs 🎨! And I'm not surprised to see industry pros like Robert Yang contributing their expertise – his map, One Need Not Be a House, is pure genius.

What I find really cool about this event is its ethos – it's all about community-driven game development and celebrating each other's work. It's like they're saying, "Hey, we don't need to make a profit; we can just create something amazing for the sake of gaming itself."

So yeah, I'm totally hyped for more Quake Brutalist Jams in the future! Can't wait to see what the community comes up with next 🤔.
 
OMG 🤯 this Quake Brutalist Jam 3 is EVERYTHING 💥 I mean, 77 brutalist-themed maps in six weeks? That's insane! 😂 And the community is so talented, from quickfire experiments to epic three-hour affairs. The fact that there are contributions from industry pros like Robert Yang and game designer extraordinaire 🤓 makes it even more impressive.

I love how this event celebrates old-school 3D level design and pushes the boundaries of what's possible in a first-person shooter. It's like, the ultimate showcase for Quake fans and non-fans alike 🎉. And can we talk about the featured map "Escape from KOE-37"? That's like a whole game mode right there! 😆

The idea that this event is all about community-driven creativity and not just profit is so refreshing 💖. It's like, a socialist utopia of video games 🤯. I'm hyped to see what the organizers have planned next 👀.
 
I just saw that Quake Brutalist Jam 3 was a huge success 🤩! The idea of creating brutalist-themed maps in Quake is genius 💡, and I love how the community came together to design over 77 maps 🎨. The fact that it had more than double the number of participants compared to previous jams is insane 😲. And wow, the featured map "Escape from KOE-37" sounds epic 😅! I'm also excited to see that they have a section for newcomers with little experience in mapping 🤗. It's great to see community-driven events like this helping to keep old-school game development alive 💥.
 
"Change is not something you wait for, it's something that takes place inside of you." 🌎💡 It seems like the Quake Brutalist Jam 3 community has gone through quite a transformation from its humble beginnings in 2022. The event has grown into a vibrant platform where game developers, designers, and enthusiasts can come together to create new content and push the boundaries of id Software's classic first-person shooter. The outcome is a testament to the power of community-driven creativity and the democratization of game development 🎮💻
 
🤩 This Quake Brutalist Jam 3 is literally a dream come true! The idea of a brutalist-themed jam where creators can design and share their own maps is genius 💡. I mean, who wouldn't want to build and play on levels inspired by the iconic architecture of Louis Kahn? 🏢 The community's passion and creativity shine through in every single map - from quickfire experiments to epic slaughtermaps that'll put your reflexes to the test 😅.

It's amazing to see how this event has brought together creators, veteran game developers, and industry professionals under one roof. Ben Yang's contribution, One Need Not Be a House, is especially inspiring 🤝. The fact that it's not just for hardcore Quake fans but also welcoming newcomers is what makes this jam truly special ❤️.

The best part? This event proves that community-driven game development can be just as powerful and engaging as commercial releases 🔥. It's heartwarming to see a socialist utopia where handcrafted video games are valued as a free public good 🌎. Let's keep supporting these amazing creators and their passion projects! 💖
 
🤯♂️ the qbj3 event is literally insane 🚀 like how u can get 400 hours of playtime into one map 📈 mazus escape from KOE-37 needs to be a single-player game tho its an epic experience in itself 💥 but at the same time, i'm low-key inspired by all these amazing maps being made and how they're pushing quake's boundaries 👍 ben hale u r the real MVP 🤝
 
<3 OMG this is like the ultimate nostalgia fest 🤯 for me! I mean, Quake Brutalist Jam 3 is literally the underground Met Gala of retro gaming goodness 😆! I'm loving how these community creators are bringing back the brutalist architecture vibes from old-school Quake and pushing the boundaries with new maps and game designs. It's amazing to see how passionate the community is about preserving this style of virtual architecture 🤖. And can we talk about the level design? 🤯 Mazu's Escape from KOE-37 is like an entire game in itself! 🎮 I'm also loving how the event is inclusive and welcoming to newbies and industry pros alike 👏. It just goes to show that gaming can be so much more than just profit-driven experiences 💕. And Robert Yang's contribution, One Need Not Be a House, is like a masterclass in level design 📚. I'm totally down for more events like this! Let's keep the spirit of Quake Brutalist Jam alive 🔥💻
 
I think its kinda cool that they're doing an underground Quake jam like this 🤖💻. Its not every day you see people coming together to create something as immersive as a brutalist-themed map 🌆. The idea of community-driven game development is so refreshing, especially in an industry where profit often takes priority 💸. I love that they're giving newcomers space to learn and grow, and at the same time, showcasing the talents of industry pros like Robert Yang 🤓.

I also appreciate how the event's ethos emphasizes building for the public good, rather than just chasing profits 🎨. Its heartening to see people coming together to create something beautiful and meaningful, even if its not necessarily what the mainstream game development scene would define as "good" 😊. Quake Brutalist Jam 3 is like a underground art movement in the gaming world, where creativity knows no bounds and players are free to express themselves 🎨💥.
 
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