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 29 comments by simonoc on May 27th, 2014

Metal Monstrosity is a tough challenge, especially on higher skill levels. The map is wide open in many places and is designed to make the player fear the void (falling) and panic while fighting the sentry droids roaming the skies above. The floor space is limited, the ledges are precarious and the enemy forces are relentless, this is a place where the environment is as dangerous as the patrolling guards.

Metal Monstrosity - Rising Layers

Q1SP - Metal Monstrosity

The initial layout was a haphazard collection of small platforms winding their way around several towers of metal. The platforms were arranged in such a way that they were close enough to jump between and offer the benefit of multiple routes in lots of different directions.

I did not think medieval monsters would suit this kind of environment very well due to the floor space being so fragmented and disjointed. I thought it would be a nice change to try a tech/base theme instead. Unfortunately Quake lacks a good collection of base enemies, but there is a mod called Quoth which does attempt to fill in the gaps with many new monster types.

Metal Monstrosity - Metal Spires

Metal Monstrosity - Floating in the Sky

One of my favourite skies in Quake is the fast moving purple clouds, they always seem the perfect colour choice for creating the feeling of elder landscapes. For some time now I have been playing around with the latest version of Terragen and this map felt like the perfect opportunity for a large cloudy landscapes bathed in purple moonlight.

As more platforms and routes were added to the overall structure, the map was beginning to take shape, but it still needed a believable mechanic for why it was floating. The quake metal texture set has some lovely glowing runes which are often used for teleporters. If the map structure was perched on top of mass of runic cubes then maybe the player might think that the runes are the power source keeping the structure afloat.

As I added the runic cubes to the bottom of the structure and blended them upwards, it felt like the runes were merging with the central towers and taking over. This gave me the idea of the runes bursting out from various parts of the structure like they were an infectious power source. This became a visual language for the player to show where buttons were and how everything was connected.

Metal Monstrosity - Metal Dish

Metal Monstrosity - Metal Dish

The original idea for the structure was to have a large radio telescope like dish at the top of the map, a huge natural progression goal for the player to climb towards and an obvious landmark. With the lift shaft being the only way up to the final area, it was the perfect location for the gold key objective.

As the structure grew under the shadow of the metal dish the upper walkways of the map were beginning to look very similar. I decided to try the lower runic like detail on the top of the structure and it created a lovely silhouette against the skybox. At first the cubes and spires pointed upwards like giant metal fingers, but I wanted the runes to feel more organic so I twisted some of them downwards and let them spill over the edges.

The final battle was to be on the dish at the top of the structure and I wanted the fight be the usual multi wave affair. I setup the waves to be spawned in at various points around the arena, but it felt weird there was no reason for the teleporting effects. One of the cool features of Quoth is the ability to generate lightning strikes and it seemed a perfect way to explain the monster teleportation.

I spent a while creating a huge brushwork sphere and then connecting all the AI spawns via lightning strikes from the sphere to the floor. The effect looked cool and I extended it to randomly strike the ground while the final battle was in progress. It created a nice side effect of players and monsters being hit sometimes and occasional comically being killed during the final fight.

Metal Monstrosity - Skill Selection

Metal Monstrosity  - Skill select area

For a long time I had solid bridges connecting all of the various platforms of the structure together. The downside to this approach was less opportunities to see the skybox and feel the space below. In my original Quoth test map I played around with force-fields and wondered what they would be like if the player and monsters could walk on them, instead of them just acting as barriers.

Eventually I found the right combination of entities, lights and special textures to create the illusion of energy walk ways and they did feel good to play with. It never got old flicking a switch and seeing monsters drop to their death. This also solved the skybox visibility problem and nicely added a strange tech vibe to the structure to match the Quoth monsters.

One Quoth monster that has gained notoriety amount the Quake community is the flying droid called Bob. It fires a large burst of plasma, moves very quickly and has an awesome fear inducing idle sound. I wanted the player to hear the idle sound long before they knew where they were.

Initially I setup a couple of Bobs on very long patrols underneath and above the structure and this produced some amazing random encounters. With the map having so much sky space the Bob droids really excelled at inducing fear and loathing in this map.

Eventually after much building, testing and days of rendering large cloudy landscapes the map was finally complete. It is certainly very tough and unforgiving but strangely satisfying to complete once the final exit is revealed. I hope everyone enjoys the map and please remember to vote and post your feedback below.

Q1SP - Metal Monstrosity

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Post comment Comments  (0 - 10 of 30)
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 -

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 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 May 19 2011, 7:55pm says:

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

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


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

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

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: (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" - - installed, you will not be able to use any hipnotic item. You wont have the models.

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

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

+2 votes     reply to comment
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Released Jun 22, 1996
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Highest Rated (2 agree) 10/10

wtf? this engine is EPIC!!!!!!!!!!!!! FUCK YHEA.

Dec 15 2010, 7:05am by JTMD

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