
Quake Brutalist Jam II by jakearmitage
What an outing! Hats off to Makkon for once again rallying the community to an instantly iconic tradition. And what an incredible hub map! Real ‘is this Quake?’ moments.
There are 3 maps here that deserve special mention as being epic adventures in their own right, and neatly fit a podium of excellence:
Joy Modulos “In the Shadow of the Weapon”
DraQus “Corridors of Concrete”
Nicksters “Pollinator”
Map by map review follows:
# AlexUnder
Love the block dynamics, make combat very exciting. I don’t feel like I’m cheesing things by running away, because the platforming is so good. The multiple layers of verticality are very rewarding, excellent use of 3D space.
# Amperz
Lovely long corridors and Valve-esque colossal industrial voids
# Andicraft
Excellent architecture, fog and lighting. Gorgeous atmosphere.
# Annihilator
I loved the yellow armour acting as a constant optional background goal while figuring out the rest. Wish I lived here
# Apterous
INCREDIBLE! Adored the story-telling — perfectly executed. Best on-rails start in ages. Loved the feel of the place, especially the consummately detailed opening sequence in through to the entry train ticket office. But the combat was brilliant: I’ve never had a sense of tactical immersive urban shooter like this — the use of space and in particular obstacles was incredible. Also liked the use of Fiends in places where their leap wouldn’t come into play, very different feel.
# CC
Short & sweet. Liked the reservoir setting and the climactic arena was neat.
# ChadQuad
That opening combat was so challenging! Fantastic smooth hectic flow, not a dull moment. Rising lava trap was
# Chuma CC
This was a great little experience for my instinctive play style: run & gun! Got half the secrets and half the kills, never stopped for breath.
# DraQu
Legendary! Colossal space that never gets boring, the DwellE1 twist was *awesome* (I spotted that foreshadowing with the texture in that odd Fiend hidey-hole and thought oooh), AND the best Cthon remix I’ve ever played. So many classic traditions expertly blended into one.
# Entsoy
I pick up the grenade launcher, end up on the platform overlooking the area I first came up into, and I can’t figure out where to go next.
# Erysdren
Beautifully done, the aesthetic is pitch-perfect.
# Euclidius
All felt a bit arbitrary, I’m afraid. Enemy placement, architecture, fetch-questing all felt like filler. I never felt like there was a reason or motivation or particular feeling I was meant to be getting from anything.
# Fifthskip
Loved the main hall. Extremely judicious minimal lighting / fog to make the place work from all angles and scales. Felt a bit cruel to find a “find all secrets!” hidden place after closing off the route back. Loved the final carnage, ended with a screen of a solitary zombie plodding through the entryway while watching the kill count go up
# Grue
Great gauntlet. Kept me on my toes for evading enemies as long as I could put them off. The first really oppressive space in the sequence, strong dread aesthetic.
# Hardcore Mazu
Really enjoye