I'm only just dipping my toes in Quake Brutalism Jam 2 (it's big. like, really big) but I have to specifically call out Makkon's hub map, "Ears to the Heavens", for being possibly the most spellbinding space I have ever seen in this engine. Utterly breathtaking to exist in and explore.



Okay I've had a chance to play through it. Here are some personal favourites (warning, lots of images):
Corridor of Concrete, by Draqu
Solid aesthetic, solid fights, a neatly interconnected layout, and most importantly: meat cube.


Firdaws-i Bareen, by AlexUnder
A fiendish, cruel, minimalist outing that I can't not respect. Lots of moving parts. Really makes you wonder how it'd feel to be crushed between two giant slabs of concrete.


High Places, by FifthSkip
Deserves some kind of accolade for the most "supervillain headquarters lobby" aesthetic. I want to walk around in it in Deus Ex and steal all the aug canisters off the tables.


The World Tree, by Entsoy
Feels like a dream you might've had once. Continues the striking silhouette aesthetic that Entsoy last used in Rotting Jam, but leans further into experimental play, with painfully tight ammo restrictions and points where you have no choice but to flee. Very bold.


In The Shadow Of The Weapon, by JoyModulo
Gorgeous semi-abstract map of a concrete outpost clinging to something much more vast and alien. Great contrast and lighting. Like if the Combine found their way into an M.C. Escher painting.


Elude Tranquility, by Sze
Simple but evocative. An unexpectedly effective palette of rusty reds and mossy greens, with distant parts of the structure just barely visible in the fog. Pretty fun to play too.


Pollinator, by Nickster
Beautiful sci-fi megastructures with lots of tense vertical fighting. Great sense of scale. Yelled at me for noclipping through a door to take screenshots.


