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

The underground Met Gala of concrete murderzone design is, in fact, the Quake Brutalist Game Jam. A digital gathering where enthusiasts of id Software's classic first-person shooter from 1996 converge to create new maps and missions themed around brutalist architecture. This year's jam marks the third iteration of the event, with participants designing 77 brutalist-themed maps featuring new enemies, weapons, and gameplay mechanics.

The brainchild of Ben Hale, a professional game developer, and Fairweather, a veteran modder, the Quake Brutalist Game Jam was initially conceived as a celebration of old-school 3D level design. However, it has since evolved into something much more ambitious, with contributors working on new tools for the Quake engine and creating an almost entirely new toolset.

The event's featured map, Escape from KOE-37, is an epic three-hour affair heavily inspired by Half-Life, with over 1,000 enemies to fight. The creator of this map, Mazu, spent approximately 400 hours building it, emphasizing the importance of interactive environments for players to explore.

Events like Quake Brutalist Jam 3 are essential in keeping 3D maze design alive and thriving, an art form that has largely been overshadowed by more mainstream game genres. The jam's success showcases the power of community-driven creativity and encourages developers to experiment with new ideas, pushing the boundaries of what is possible in virtual architecture.

Quake Brutalist Jam 3 also serves as a platform for newcomers to join, with a section dedicated to those with little to no mapping experience. Industry professionals like Robert Yang have contributed to the event, adding their expertise and passion to the project.

As the Quake Brutalist Game Jam continues to grow in popularity, its organizers are already looking towards their next move – creating an independent video game that embodies the community-driven spirit of the jam. With the success of this year's event, it is clear that this underground movement will continue to shape the future of video game design and development.
 
idk why ppl think quake is dead lol its actually getting a sick new rebirth thru these jams 🤯 i mean, 400 hours on a single map is insane Mazu's Escape from KOE-37 is straight fire 🔥 the fact that industry pros are involved shows how serious devs take this underground movement. it's not just about nostalgic fan art, its about pushing boundaries & creating something new 💡
 
I'm loving how this Quake Brutalist Game Jam thing is taking over 🤯! It's amazing to see all these talented creators coming together to build something so epic out of their passion for 3D level design 🚧💻. And I mean, can you even believe Mazu spent 400 hours building that one map? That dedication is truly inspiring 💪. The fact that they're also making new tools and pushing the boundaries of what's possible in game development is super exciting 🔥! It's a great reminder that community-driven creativity can lead to some incredible things 🌟.
 
OMG u guys, Quake Brutalist Jam 3 is literally the most lit thing I've seen all year 🤯! I mean, who knew id Software fans could create something so EPIC? The fact that it's not even an official thing just makes me love it more - underground movement vibes for days 💖. And can we talk about Mazu's 400-hour masterpiece, Escape from KOE-37? That's some real dedication 😂. It's amazing to see how these enthusiasts are pushing the boundaries of what's possible in game design and creating an entire new toolset 🤓. I mean, who needs AAA studios when u have a community of passionate gamers like this? 🙄 The best part is that newcomers can join in too - it's like they're saying "hey, anyone can play" 😎. Can't wait to see what the future holds for this movement 💥
 
man this quake brutalist jam 3 thing is straight fire 🤯 i mean who would have thought that a bunch of old-school gamers gettin together to create sick new maps and missions inspired by brutalist architecture? its like, ben hale and fairweather are geniuses or somethin' 🤓 the fact that they took something as cool as quake and turned it into this massive community-driven event is just wild. and those 77 brutalist-themed maps? insane! over 1k enemies in one map? thats just next level, bro 💥
 
This Quake Brutalist Game Jam 3 thing is pretty cool, I guess 🤔. I mean, who wouldn't want to spend their time creating maps and missions inspired by brutalist architecture in id Software's classic first-person shooter? It's like a whole different world, right?

But what really gets me is how this event started as some dude Ben Hale's idea and now it's a full-on thing with tools for the Quake engine and an almost new toolset 🤖. And those 1,000 enemies in Escape from KOE-37 map? That's just insane! I'm no expert but I can see why this would be important for keeping 3D maze design alive.

What I'd like to know is how many people actually participated in this jam and what kind of feedback they got from the community 🤔. And are we talking about some kind of financial gain or is it all just a labor of love 💸? Can someone please drop me some info on that? 👀
 
Back
Top