The Level Design Book
BookResources
  • The Level Design Book
  • ✨What is level design
  • Book 1, Process
    • πŸ—ΊοΈHow to make a level
    • 🧠Pre-production
      • Pacing
      • Research
      • Worldbuilding
      • Scope
    • πŸ”«Combat
      • Enemy design
      • Encounter
      • Cover
      • Map balance
    • πŸ› οΈLayout
      • Flow
        • Circulation
        • Verticality
      • Critical path
      • Parti
      • Typology
        • Gates
    • 🏠Blockout
      • Massing
        • Landscape
        • Composition
        • Prospect-refuge
      • Metrics
        • Modular kit design
        • Doom metrics
        • Quake metrics
      • Wayfinding
      • Playtesting
        • Player persona
    • πŸ“œScripting
      • (stub) Navigation
      • Doors
    • β˜€οΈLighting
      • Three point lighting
      • D6 lighting
      • Lighting for darkness
    • 🏑Environment Art
      • Shape and color psychology
      • Texturing
      • Storytelling
      • Optimization
    • 🌈Release
  • Book 2, Culture
    • 🦜Level design as culture
    • History of the level designer
    • Zero player level design
    • (unfinished pages)
      • History of architecture
      • Structural engineering primer
      • History of environment art
      • History of furniture
      • History of encounter design
  • Book 3, Studies
    • πŸ”How to study a level
    • Single player studies
      • Undead Burg (Dark Souls 1)
      • Assassins (Thief 1)
      • (STUB) The Cradle (Thief 3)
      • (STUB) Sapienza (Hitman)
      • (STUB) Silent Cartographer (Halo 1)
    • Multiplayer studies
      • Chill Out (Halo 1)
      • (STUB) de_dust2 (Counter-Strike)
    • Real world studies
      • Disneyland (California, USA)
      • (STUB) Las Vegas (Nevada, USA)
  • Book 4, Learning
    • πŸŽ’Notes for educators
    • Project plans
      • Classic Combat
      • (Unfinished WIP pages)
        • Modern Combat
        • Modern Stealth
        • Exercise: Direct Lighting
        • Exercise: Whiteboard 2D
        • Level Design Portfolio
        • Design Test: Adaptation
        • Exercise: Layout
        • Exercise: Verticality
  • Appendix
    • Tools
      • TrenchBroom
    • Assets & Resources
      • Recommended talks
      • Recommended books
      • Quake resources
        • How to package a Quake map/mod
      • File formats
        • FGD file format
        • MAP file format
        • MDL file format
    • Communities
    • About this book / authors
    • License / copyright
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On this page
  • Get the Quake Level Design Starter Kit
  • Communities
  • Mapping
  • How to make Quake maps
  • Recommended reading
  • Compiling Quake maps
  • Example map source files
  • Engines / source ports
  • Assets / textures
  • Texture WADs
  • WAD Tools
  • Skyboxes
  • Mods / dev kits
  • Arcane Dimensions
  • Alkaline
  • Copper
  • Progs_dump
  • Horde mode (2021 re-release)
  • Modeling
  • Quake MDL
  • Quake MD5
  • Coding
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  1. Appendix
  2. Assets & Resources

Quake resources

Models, textures, sounds, tutorials, and other links for Quake mapping and modding

PreviousRecommended booksNextHow to package a Quake map/mod

Last updated 7 months ago

Get the Quake Level Design Starter Kit

Download the (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.

Mapping

How to make Quake maps

  • get TrenchBroom level editor (included in Level Design Starter Kit linked above)

Recommended reading

After you know the basics of map construction and feel somewhat comfortable in the editor, learn about more complex design and building patterns:

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).

Example map source files

  • many mods package .MAP source files with the public release, just look in the mod folder

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.

Source port
Description

current community-standard engine for single player; bundled in Quake Level Design Starter Kit

previous community-standard engine for single player

many features + wide compatibility beyond Quake 1 file formats, good for making standalone games

common multiplayer Quake ("QuakeWorld") bundle but lacks many single player / graphics features

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.)

Texture WAD archives

WAD Tools

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.

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

  1. add the /ad/ mod folder and ad_1_8.fgd in your map editor

  2. read the included ad_v1_80_documentation.txt for info and advice

Alkaline

  1. add the /alkaline/ mod folder and alkaline.fgd in your map editor

  2. read the included docs.html Alkaline mapping manual

Copper

  1. add the /copper/ mod folder and copper.fgd in your map editor

Progs_dump

However, because it exposes so much functionality, it's possible for mappers to add some new game features without coding in QuakeC.

Horde mode (2021 re-release)

To map for the new "Horde" mode added in the Quake 2021 re-release:

  1. download the special Horde mode .FGD file and load it into your map editor

  2. in the editor, add a single horde_manager entity, this is the brain of horde mode

  3. 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.

See the example Horde mode .MAP source file for usage:

Modeling

To make custom monsters, weapons, items, or props, you must export a 3D model.

The original Quake models are stored in .MDL files in a sub-folder called /progs/ . The MDL format reflects the memory limits of 1996 PCs:

  • Max triangles: 2048; max vertices: 1024

  • Textures: 8-bit palettized; max UVs: 1024

  • Max vertex animation frames: 256 at 10 FPS

  • 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

Quake MDL

Fairweather has made some great beginner video tutorials on using Blender to model for Quake, no prior Blender or 3D experience required:

Quake MD5

  • 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.

QuakeC tutorials and documentation

Example QuakeC projects

    • useful as a base for a vanilla style mod

QuakeC tools

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:

is the biggest public social hub, beginner-friendly with frequent single player design jams and social opportunities

For Quake 2, try instead.

For multiplayer Quake, try and instead.

is a new single player mapper-modder hub with downloads, assets, and free file hosting services.

is the main single player Quake map archive, currently in the middle of an extensive rebuild (as of 2024).

is the longest running Quake level design web forum, but maybe not as newbie-friendly as QM Discord or Slipseer

is a long-running podcast series where David "dumptruck_ds" Spell interviews various Quake community members and discusses new releases

most people start with

or start with (covers basic setup + making your first room)

after you know the basics, check out the by MarkieMusic

for useful map measurements and combat stats + design advice, see

for more about releasing maps and mods, see .

(2001) on Quake architecture by Xenon

(200x) on building "CZG curves" by Christian Grawert

+ by David Spell

by MarkieMusic

(2019) by Andrew Yoder is a solid introduction to tuning Quake

(2024) by Lunaran is a good primer for various item placement / traversal design patterns

(2021) series about Quake culture by Robert Yang

(id Software industry history)

(25 years of Quake mod history primer)

(guide to Quake player culture norms + well-known mods to play)

(2022) by Benoit "Bal" Stordeur is a crucial must-read for intermediate / advanced Trenchbroom construction techniques.

for more on Quake's influence on level design, see

Compile tools: (already included in Quake Level Design Starter Kit)

qbsp.exe builds 3D mesh + detects "leaks" ()

vis.exe calculates to optimize map performance

light.exe bakes lightmaps and shadows, makes happen

STRONGLY RECOMMEND viewing +

Compiler GUI: choose either or (both already in the kit too)

trenchbroom_quake_map_source.zip is a collection of the original Quake 1 .MAP source files () but converted to modern file format (TrenchBroom compatible) + fixed texture references (with repackaged Quake101.wad), thanks to Atul "toolness" Varma

for more about parsing and working with .MAP files in code, see

We only list free open source ports in active ongoing development. ()

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 .

by Khreathor is useful for blockout and prototyping.

contains all the Quake textures in one collection, or you can just download if you want to stay strictly within a traditional theme.

is a medieval library themed texture set by Kell

is the current most-popular texture set used in community Quake maps today

contains many .WADs but it's somewhat unorganized.

has a similar pile of unorganized WAD files

has a small but growing archive of better organized WAD files

The most common WAD creating / editing tools are and , 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 .

Use TexMex or 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 tool to remove these fullbright pixels.

is a popular recent mod / toolkit that adds many new monsters and features.

install the latest version of Arcane Dimensions ( as of January 2022) if you want to make your own mod based on AD, get the slimmed-down dev kit instead

open the in an editor to learn how to use the new systems

the

is a recent "base" themed mod / toolkit that adds sci-fi themed monsters and weapons.

install (minimal dev kit available)

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.

install

read the for info and advice

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.

for a list of 3D art tools, see

for more info on MDL file format and parsing, see

The 2021 re-release, as well as more recent fan engines, have added much more modern file support with much higher memory limits and skeletal animation support.

Get the by Taniwha, Khreathor, and Jazzmickle.

see docs for , , , and

by Fairweather

Get the by KozGit.

"clean and fixed" original Quake v1.06 source code with bug fixes:

progs_dump mapping toolkit source code:

official 2021 re-release source code:

There's a by Joshua Skelton.

Quake Mapping Discord
Map-Center discord
QuakeWorld.nu
Quake.World discord
Slipseer
Quaddicted
Func_msgboard
The QuakeCast
more info and advice for TB
official download page
David "dumptruck_ds" Spell's video tutorials
(full playlist)
Andrew Yoder's text tutorial
Quake Builder video tutorials
Quake metrics
How to package a Quake map/mod
"How to Make Rooms Look Good"
"Curve tutorial"
"Mapping for Quake: Advanced Curves" part 1 video
part 2
"Trenchbroom and Quake: Curved Tunnel"
"The Door Problem of Combat Design"
encounters
"Balancing Skill Levels for Quake"
Chris Holden's #quake #leveldesign tweets
"Quake Renaissance"
part 1
part 2
part 3
Bal's Quake Mapping Tips & Tricks
History of the level designer
EricW Tools
video tutorial: how to fix leaks
PVS occlusion culling
lighting
light.exe examples
light.exe docs
TrenchBroom's built-in compile window
Necro's Compiling GUI
(4.5 mb download)
as released by John Romero in 2006
.MAP file format
see full list of source ports via QuakeWiki.org
BSP2WAD
Prototype WAD
Quake101 WAD
the textures used for each map
Knave
Makkon
Quaddicted WAD archive
Quaketastic
Slipseer
TexMex
Wally
qpakman
BSP2WAD
"defullbright"
https://www.quaddicted.com/webarchive/kell.quaddicted.com/skyboxes.html
https://lvlworld.com/review/Quake%203%20Arena%20skybox%20collection
http://www.simonoc.com/pages/artwork.htm
https://www.slipseer.com/index.php?resources/makkon-skyboxes.139/
Arcane Dimensions
v1.81
example test maps
Arcane Dimensions QuakeC source code is available on GitHub
Alkaline
latest version of Alkaline
Copper
latest version of Copper
official Copper - Mapping notes
Progs_dump
progs_dump_manual_200.pdf
official progs_dump video tutorial series
progs_dump QuakeC source code is available on GitHub
Quake MDL file format spec
MD5 (Doom 3 format)
Quake MDL importer / exporter for Blender v2.8+
installation
scene setup
material setup
animation notes
"MDL for Blender 2.8 - Common Problems, Quirks, and Solutions" (11:03)
Modeling for Quake - Part 1 - Interface and Basic Navigation (8m 44s)
Modeling for Quake - Part 2 - Poly Modeling Basics (15m 10s)
Modeling for Quake - Part 3 - Creating the Mesh (12m 27s)
Modeling for Quake - Part 4 - UV Mapping (20m 04s)
Modeling for Quake - Part 5 - Texturing and Exporting (11m 56s)
MD5 Importer/Exporter for Blender 2.80+
http://www.cataboligne.org/extra/qcmanual.html
http://pages.cs.wisc.edu/~jeremyp/quake/quakec/quakec.pdf
http://www.insideqc.com/qctut/
https://quakewiki.org/wiki/QuakeC_basics
https://quakewiki.org/wiki/QuakeC_tutorials
https://github.com/Jason2Brownlee/CleanFixedQuakeC
https://github.com/dumptruckDS/progs_dump_qc/
https://github.com/id-Software/quake-rerelease-qc
VS Code QuakeC extension
FTEQCC GUI (Win64)
FTEQCC (Win64)
More download options
FTEQCC site with all downloads and documentation
Ironwail
Quakespasm-Spiked
FTE
nQuake
Quake Level Design Starter Kit
YouTube embed of edited by dumptruck_ds
YouTube video embed for by dumptruck_ds
Tools
"Quake 2022 Community Preview"
"Quake Mapping: TrenchBroom 2 Quickstart"
4MB
trenchbroom_quake_map_source.zip
archive
download mirror of "Trenchbroom Quake Map Source" by Atul 'toolness' Varma, last accessed 13 January 2022
148KB
ad_v1_80_documentation.txt
download mirror of Arcane Dimensions v1.81 documentation TXT file, last accessed 14 January 2022
30KB
Quake_mg_TrenchBroom_ericw.fgd
download mirror of the MachineGames' Quake .FGD file for making Horde maps, last accessed 13 Jan 2022
28KB
horde_example.zip
archive
download mirror of example horde mode .MAP source file, last accessed 13 Jan 2022
22KB
io_mesh_qfmdl.zip
archive
download mirror of Quake MDL plugin file for Blender v2.8, last accessed 13 Jan 2022
a chart of different light falloff settings for Quake 1; when and where would you use each light setting?
image of the Wally WAD tool, screenshot by Valve Developer Union
map control theory diagram from (2019) by Andrew Yoder
example Quake bounce lighting settings from EricW's ; map is ad_azad by mfx
animated GIF of entry hallway in map E1M1 "The Slipgate Complex" by John Romero, for Quake 1 (1996)
animated GIF of level entrance in e4m2 "The Tower of Despair" by Sandy Petersen, for Quake 1 (1996)
example textures from by Vondur; example map is Ambulatory by Chris Holden
screenshot of sci-fi hub map in Quake mod Alkaline, with textures by Makkon
screenshot from hub map in Quake mod Arcane Dimensions, by Simon 'sock' O'Callaghan et al
modifying the Quake "Ranger" player MDL in Blender
light.exe documentation
"Koohoo" texture WAD
"The Door Problem of Combat Design"