The Quake engine is the game engine that was written to power 1996's Quake, written by id Software. It featured true 3D realtime rendering and is now licensed under the GPL.

After release it immediately forked, as did the level design. Much of the engine remained in Quake II and Quake III Arena. The Quake engine, like the Doom engine, used Binary space partitioning (BSP). The Quake engine also used Gouraud shading for moving objects, and a static lightmap for nonmoving objects.

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About Quake with 2 comments by simonoc on Feb 14th, 2014

The Horde of Zendar is about the story of a city plunged into darkness, how a small trading keep was transformed into a large bustling hodge podge of housing bursting at the seams and that living conditions were so unbearable, the citizens turn on each other.

The journey into madness came one fateful night when the captain of the Guards was accidentally crushed by a large portcullis gate. In a fit of rage the remaining silver knights tore the city apart looking for culprits to blame for their leaders untimely demise. No prisoners were taken, Zendar did not have any jails and anyone foolish enough to be caught was buried alive in the city walls.

The Horde of Zendar - City Facade

 
The construction of the City of Zendar started out with such grand plans! A large central hub area with a giant royal palace perched on the top, a detailed city block to navigate through and all of this tucked away behind an imposing city facade overlooking a deep canyon with an iron bridge!

I wanted the player to be able to travel through the city using multiple routes and feel like their progress was the perfect choice. I also wanted certain encounters to be designed for specific directions to reward each route taken. The map is based on a hub design where all the routes leading away from the middle loop back round via upper or lower routes to the center again.

The Horde of Zendar - City Streets

 
The hub was setup as a circular street with four large pillars to support the weight of the palace above. The primary route out of the central area is behind a large locked portcullis gate overlooked by upper balconies hinting to the player that there are further places to explore.

The final objective is a large metal reinforced door to the inner sanctum of the palace above. This is linked to the lower cobblestone streets via a tall wooden elevator with a giant stain glass window behind of a sword pointing to the skies. The lift is setup with several encounters designed to focus the players attention and hint that the lift is a good place to start exploring.

The Horde of Zendar - Central Church

 
At the back of the hub area is a large Gothic church which houses a powerful weapon and several secondary routes which wind their way round the central hub area via upper balconies. The additional routes out of this area are not obvious and are designed as a reward for curious players or subsequent plays of the map using different skill levels.

The church area is a classic ambush setup linked to a powerful item that the player can take early or come back later when they have better equipment. The church holds many secrets and surprises for curious players and is setup to offer a challenge early on with relevant risks and rewards.

The Horde of Zendar - Hidden Courtyard

 
The visual style is based on a layout from a European city, with a large stone wall backbone and all of the housing being squashed into the remaining space. The houses are stacked vertically with various floors spilling out over on to the streets which perfectly creates upper ledges and balconies for the player to explore and be ambushed by.

The initial hub design was symmetrical from left to right and that needed to be broken by reversing various elements. The far corners of the hub next to the church had identical bridges for the secondary routes and it was an ideal opportunity to break the pattern by blocking off one side. This simple change created hidden areas on the opposite side of the bridges that became cool places to explore.

The Horde of Zendar - Gold Prize

 
The primary objective is to get the get gold key located in a large multi leveled courtyard at the end of a narrow cobblestone street winding its way underneath various upper balconies. The player can choose either upper or lower route to get to the key as they are connected in a loop from the central hub to the objective and back again.

Typically a Quake map has one key type (silver or gold) per door and is often restricted via routes to how and when these doors can be unlocked. This map uses the keys differently, the primary objective is one gold key for the Palace and multiple silver keys for secondary areas to explore. The silver key doors can be opened in any order (as they all use the same key type) and all offer the chance of extra items and places to explore.

The Horde of Zendar - Roof Tops

 
As more vertical detail was added to the map the rooftops of the city was beginning to look like the perfect place to explore. Several new routes were added with some being more obvious that others that allowed the player to enjoy additional encounters while perched high above the city streets.

The original plan was to have the player unlock the Palace area and then go through to a final arena for the last fight before escaping the city. Due to various compiler/map limitations this was not possible because the map was close to the engine limits. The next best solution was to reuse some of the existing architecture and luckily the perfect place was the central hub because it was a large loop and had plenty of space to move around for the final encounter.

The Horde of Zendar - City Gates

 
With most of the map built the last section remaining was the facade to the city and I knew it had to be epic. It needed to set the tone for the map and show how big the place was. The player needed to start low and climb up to the city under the bridge and then through the side gates. The flow through this start area needed to feel like a journey, a slow build up to all the combat to come later.

The building of the Horde of Zendar has been a long journey with plenty of map limits broken and crazy compiler issues. I am surprised the map has seen the light of day considering the amount of work involved and I hope everyone will enjoy playing the map as much as I have loved creating it.

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Post comment Comments  (0 - 10 of 33)
numbersix
numbersix Nov 3 2011, 4:36pm says:

>you can only make standalone games with this when owning "Quake" by id Software.

Not true. The "Quake Engine" source has been released under the GPL.

What this really meant to say was if you make a quake one mod that references or uses quake one media (textures, compiled maps, models or sounds) the recipient must own quake one. In other words, you are not licensed to re-distribute iD software proprietary media with your releases.

You could easily make a stand-alone (GPL, free, or even commercial) game as long as you re-release the modified engine code under the GPL, *AND* make (or license) all your own models, maps, sounds and textures.

The restriction would be that you could not use any quake one: textures, compiled maps, models or sounds.

The quake one map sources have also been released, but I'm not sure under what license.

For reference see: Open Quartz - Sourceforge.net

This is a complete GPL release that you could use to build a GPL game with no restrictions on licensed content.

+6 votes     reply to comment
thommoboy
thommoboy Oct 29 2011, 6:37am says:

i need some help with quake mapping and mods for my rage portable

+1 vote     reply to comment
ManuelxMendoza
ManuelxMendoza May 19 2011, 7:55pm says:

What you need this to play NZP or what????
plz help

0 votes     reply to comment
Maxen1416
Maxen1416 Aug 21 2011, 2:22am replied:

No.

+2 votes     reply to comment
AmaroqDricaldari
AmaroqDricaldari May 7 2011, 6:58pm says:

Note to all: THe Quake Engine was just the Doom Engine (also used in the two earlier games, Wolfenstien and Catacomb (which came first), but with 3D Models and Mouse Look, two things that the Doom Engine did not have.

-1 votes     reply to comment
MitchZer0
MitchZer0 Dec 16 2011, 8:54pm replied:

Wolf 3d used a texture mapping engine

Doom used Id tech 1 which is capable of sectors but not room over room

Quake uses another engine which is capable of room over room technology and a bunch of other stuff like 3D floors (slopes and wedges)

Thank you

+1 vote     reply to comment
Juniez
Juniez Aug 8 2011, 2:14am replied:

"Note to all: The Quake engine is like the Doom engine, but with everything different"

+2 votes     reply to comment
Sharlowidalot
Sharlowidalot May 19 2011, 7:48pm replied:

The Quake engine is NOT Doom engine with a few new features, Everything in Quake engine is new (relative to Doom). It is possible that a few lines are straight from Doom Engine. Also, Wolfenstien 3D and Catacomb 3D are not on Doom engine, their engine functionality is much lower, all the lighting had to be the same, all rooms were square, and, in the case of Catacomb 3D I believe it did not have a 256-color palette. Adding mouselook to Doom would cause strange texture mapping on most objects, and adding 3D models to the Doom renderer would be very hard, and, in most cases, wouldn't look as good as Quake.

+3 votes     reply to comment
numbersix
numbersix Nov 3 2011, 4:04pm replied:

Quake-C source code:
Includes painkeep support: Moddb.com (.qc found in "source code" directory)
Includes hipnotic support: Moddb.com

Notes:
All qc compiler errors are fixed in these sets. They are ready for modding.

Painkeep 2.2 includes visible weapons support for the standard quake 1 weapons and painkeep items, frikbots and pk*bots. You will need painkeep 2.0 for all the models: Moddb.com (follow instructions included to install this mod) If you are going to base a mod on painkeep 2.0, you pretty much have to get the full install.

If you use the hipnotic Quake-C and dont have the mission pack "Scourge of Armagon" - Amazon.com - installed, you will not be able to use any hipnotic item. You wont have the models.

+2 votes     reply to comment
numbersix
numbersix Nov 3 2011, 3:39pm replied:

For help with Quake-C coding try this resource: .qc - Moddb.com
Feel free to post questions on the comment board or in the forum: hard_code() Moddb.com

+2 votes     reply to comment
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wtf? this engine is EPIC!!!!!!!!!!!!! FUCK YHEA.

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