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Quake levels

These single-player levels were designed to work with the original DOS Quake, but should also work with any source port. The levels were made in a modified version of Worldcraft and tested with DOS Quake and QuakeSpasm. They are set to play various CD tracks that correspond to the original Quake soundtrack.

How to play a level (the .bsp file):
Add the level to your quake\ID1\maps directory.
Start the game, open the console (~ key) and type:
skill 0 for Easy difficulty,
or skill 1 for Normal difficulty,
or skill 2 for Hard difficulty,
or skill 3 for Nightmare difficulty.
Next type map x where x is the name of the level, for example map rgdeep.

How to play a demo recording (the .dem file):
Place the demo in the quake\ID1 directory.
Start the game, open the console (~ key) and type:
playdemo x where x is the name of the demo.

The demos were recorded in QuakeSpasm 0.93 and unfortunately won't work in DOS Quake.





Deepest Oblivion

Includes a demo recording that completes Nightmare 100%.

Plays CD track: 5 (Known as "Track 4" in the official soundtrack).

Made in 2019, this is my first Quake level in 19 years. It's quite dark - sometimes deliberately pitch black - and is best played in a dark room. Fight grueling battles, solve puzzles and descend ever further into the depths of the unknown...

While making this level I experimented with various setpieces, and while looking up the details of the Quake engine I learned about a bunch of info_notnull tricks that mappers have used in the past. I may have put a few too many such gimmicks in there...

As with Citadel of Fire, the level exactly hits the solid entity limit of 128 that the original engine can handle, but it was a fun restriction to work with. I'm not really satisfied with how it ends, but the original setpiece I had planned didn't work out in practice.





Citadel of Fire

Includes a demo recording that completes Nightmare 100%.

Plays CD track: 10 (Known as "Track 9" in the official soundtrack).

A straightforward action level with a lot of secrets - and a final challenge for those who manage to find them all. This level can also be played in deathmatch which changes the layout and items around.

Due to its open architecture, the first area of this level has too many polygons for the original DOS Quake to display at once. The included file rgfire2.bsp is a version with greatly reduced detail for DOS Quake.