Models, textures, sounds, tutorials, and other links for Quake mapping and modding
Get the Quake Level Design Starter Kit
Download the Quake Level Design Starter Kit(Windows and Linux only) by Jonathan Linat, which contains a lot of recommended tools and assets for single player Quake 1 mapping, all collected in one convenient bundle. This is the easiest way to get started.
Communities
If you're interested in Quake mapping and modding, we strongly recommend joining a Quake community. It's the best way to learn! Experienced people can give you tech help, advice, and feedback on your work. Some have even been modding Quake for 20+ years.
Quake Mapping Discord is the biggest public social hub, beginner-friendly with frequent single player design jams and social opportunities
part 3 (guide to Quake player culture norms + well-known mods to play)
Bal's Quake Mapping Tips & Tricks (2022) by Benoit "Bal" Stordeur is a crucial must-read for intermediate / advanced Trenchbroom construction techniques.
a chart of different light falloff settings for Quake 1; when and where would you use each light setting?
Compiling Quake maps
To play Quake maps, you must compile (bake, package) the editable .MAP into a playable optimized .BSP file. You will need both tools and a graphical user interface (GUI).
Compile tools:EricW Tools(already included in Quake Level Design Starter Kit)
example Quake bounce lighting settings from EricW's light.exe documentation; map is ad_azad by mfx
Example map source files
many mods package .MAP source files with the public release, just look in the mod folder
trenchbroom_quake_map_source.zip(4.5 mb download) is a collection of the original Quake 1 .MAP source files (as released by John Romero in 2006) but converted to modern file format (TrenchBroom compatible) + fixed texture references (with repackaged Quake101.wad), thanks to Atul "toolness" Varma
download mirror of "Trenchbroom Quake Map Source" by Atul 'toolness' Varma, last accessed 13 January 2022
for more about parsing and working with .MAP files in code, see .MAP file format
animated GIF of entry hallway in map E1M1 "The Slipgate Complex" by John Romero, for Quake 1 (1996)
Engines / source ports
To play Quake (and playtest your own maps or mods) you need a source port -- a Quake engine that "ports" the original 1996 engine code and add many new features / compatibility.
common multiplayer Quake ("QuakeWorld") bundle but lacks many single player / graphics features
animated GIF of level entrance in e4m2 "The Tower of Despair" by Sandy Petersen, for Quake 1 (1996)
Assets / textures
In Quake modding culture, it is generally considered normal and acceptable to rip models, sounds, and textures from other maps and mods, as long as you credit the original authors.
However, if you rip textures and assets from a .BSP, you'll usually have an incomplete fraction of the full kit. It'll likely be difficult to use. In these cases (e.g. the Makkon set) you're better off finding the full official public texture releases.
Texture WADs
Quake texture collections are stored in .WAD files. To use textures in a level, download a .WAD and then add the WAD path to the .MAP file using the level editor. (Note: this is not the same as a Doom WAD. Quake WADs are only for map textures.)
When compiling a map into a playable .BSP file, all used textures are automatically embedded directly inside the .WAD file. You can rip textures from compiled maps using a tool like BSP2WAD.
Prototype WAD by Khreathor is useful for blockout and prototyping.
Quake101 WAD contains all the Quake textures in one collection, or you can just download the textures used for each map if you want to stay strictly within a traditional theme.
Knave is a medieval library themed texture set by Kell
Makkon is the current most-popular texture set used in community Quake maps today
Quaketastic has a similar pile of unorganized WAD files
Slipseer has a small but growing archive of better organized WAD files
example textures from "Koohoo" texture WAD by Vondur; example map is Ambulatory by Chris Holden
WAD Tools
The most common WAD creating / editing tools are TexMex and Wally, which can browse WADs and convert textures for you easily.
If you are going to modify WADs frequently, you can automate the WAD building process via batch processing via command line interface (CLI) with qpakman.
Use TexMex or BSP2WAD to extract textures from a compiled .BSP map file
Palletizing textures to fit Quake's fixed 256 color palette is tricky, because some of the colors are reserved as "fullbright" colors. You may also need EricW's "defullbright" tool to remove these fullbright pixels.
image of the Wally WAD tool, screenshot by Valve Developer Union
Skyboxes
Quake has two different sky systems. The original 1996 sky system is a two panel texture parallaxed over itself. Newer Quake engines support a more standard cubemap-style skybox made of 6 static .TGA textures, each corresponding to one side of the skybox.
screenshot of sci-fi hub map in Quake mod Alkaline, with textures by Makkon
Mods / dev kits
Mods add new functionality and features for mappers to use in their levels. Listed below are common Quake mods and toolkits used by single player Quake mappers.
When you release your map(s) or mod, bundle the core mod files with your maps to make a self-contained .ZIP with no external dependencies. For example: if you make a mod with Copper then you should include the Copper mod files in the ZIP. Big mods include slimmed-down "dev kits" you can use, which have just the core mod files.
Arcane Dimensions
Arcane Dimensions is a popular recent mod / toolkit that adds many new monsters and features.
install the latest version of Arcane Dimensions (v1.81 as of January 2022)
if you want to make your own mod based on AD, get the slimmed-down dev kit instead
add the /ad/ mod folder and ad_1_8.fgd in your map editor
read the included ad_v1_80_documentation.txt for info and advice
open the example test maps in an editor to learn how to use the new systems
add the /alkaline/ mod folder and alkaline.fgd in your map editor
read the included docs.html Alkaline mapping manual
Copper
Copper is a minimalist "refinement" mod that rebalances vanilla Quake gameplay and adds quality-of-life features for mappers. It is good for a "vanilla+" feel without vanilla bugs.
Progs_dump is a recent dev kit mod that adds new mapper features, but doesn't add any new monsters or weapons, it's still basically the same old vanilla Quake gameplay.
However, because it exposes so much functionality, it's possible for mappers to add some new game features without coding in QuakeC.
To map for the new "Horde" mode added in the Quake 2021 re-release:
download the special Horde mode .FGD file and load it into your map editor
in the editor, add a single horde_manager entity, this is the brain of horde mode
in the editor, add info_monster_start entities for where you want monsters to show up. You can also toggle a info_monster_start, which lets you do progression stuff.
The 2021 re-release, as well as more recent fan engines, have added much more modernMD5 (Doom 3 format) file support with much higher memory limits and skeletal animation support.
Model data stored in .md5mesh file
Animations stored in .md5anim file; can load multiple .md5anim files for one model
Textures are .tga, bind with .mtr material definition file
works in 2021 re-release engine ("KexQuake"), Quakespasm-Spiked, and FTE
read the documentation thoroughly, it's a little complicated
community is still figuring out best practices / pipeline... ask questions and shares notes in QM Discord #modeling-and-texturing
Coding
Quake game code is written in a special programming language called QuakeC. It has many historical quirks and it can be tricky to learn, but once you figure it out, it's fun.
FTEQCC is probably the most modern compiler available, with plenty of compilation options and enhancements. You can choose between GUI version and a command line version: