Who would have belive in 1996, when the game came out, that so much, so high quality content comes out almost 30 years later for the same game with technically the same engine...
i like to think that these maps are cannon to quake, the ranger has went through countless empty dimensions conqured by a lovecraftian god. all these places have had histories and cultures that no human has ever seen or will see again. all these maps perfected this idea for me. playing these made me so cruious about those outworldly places, even tho ill never know the answer. there really hasnt been any game like quake 1 ever again. thank you for this video, its been fun recoginzing the places ive seen and finding new maps i can look up to enjoy.
I like to think that Quake today is kinda like Stargate meet's Cthulu, traveling to ancient & technological loactions in a bid to stop the machinations of elder gods, small speck beings armed with dumb luck, up against cosmic horrors beyond our comprehension, all locked in endless combat, struggle for survival.
Arguably one of the key characteristics of the series is that there _is_ no "mainline". Quake has always sort of been what the community has made of it.
I've been out of the Quake scene since the early 2000's. I just recently started diving back in. Seeing that it's not only, still alive and thriving, but it has become incredible with what people have created. Some of these levels are just mind blowing to me. Just amazing. Thanks for the wonderful video.
Quake has a such a special place in the pantheon of all games. It's only fitting that such an excellent community has risen around it. I hope Quake keeps going forever and keeps bringing people together.
What I like to do is to just build room by room(general shape and detailing before moving forward from one area to another) if I'm making super improvised map. I might make a floorplan first if I want a layout heavy map, thinking how all areas connect in the entire level. Sometimes I even sketch maps on paper first before I start making them. Methods really vary a lot. Usually detailing comes after room shape is done, but creating set pieces in empty space is not unheard of either.@@mana20
I honestly can't believe how beautiful some of these maps are. And not just pretty to look at, incredibly fun to play. I can't believe I've been missing out on this for all these years. And they play like butter on my old mediocre system, too. It's unreal.
I love how people are still making stuff for this 27 year old game. These levels done today are far better then the original levels you got with Quake but it was a different era.
Some absolutely amazing and creative work presented here. Great music as well, it complements the maps quite nicely. Even the detail of the map names is impressive, it almost adds a bit of mystique and lore. I think this video does a great job of showing that you can take something as ancient as Quake and still build beautiful worlds. I played MachineGame's "Dimension of the Machine" not too long ago, and remember thinking that the quality (from overall completeness to aesthetics), just completely blew a lot of current games out of the water. It would be awesome if MG/Nightdive/Bethesda/Id (whoever is in charge of adding to the mod section) were able to add some of these maps to the built-in mod section of the game to make them more widely and easily accessible. I wonder how feasible it would be if the mod creators were able to reach out to get their work added. I think it would really help grow the game and community.
Some community mapsets actually have been added to the rerelease through the addons menu, though it's complicated in that a lot of maps are built on resources deriving from a ton of different people, and even entirely different games, creating a bit of a copyright nightmare. There's also the issue of very few resources being devoted to maintaining the game, and to a lesser degree, the rerelease also has some compatibility issues with maps that can otherwise be run by modern source ports like Ironwail. It's certainly nice to think about, though.
Most of these mappers and the people in charge of addons are able to contact each other fairly easily, the reason most of these things aren't available in the rerelease is because of copyright, since many of the textures used in the maps and the models and sounds used in mods are either made by people who are less easy to contact or are from other games, and replacing all that content isn't very feasible. "Publishing" the mods in the rerelease under Bethesda's name in a commercial product means they have a higher burden of copyright compliance than modders normally do. Although there are surprisingly few releases to date that aren't built on lots of copyrighted content, have enough content to justify putting in the rerelease (i.e. not single maps), have authors that are easy to contact, and aren't already in the rerelease, there are some notable members of the community working on mods and map packs that would fit the bill.
@@h4724-q6j I'd be very interested in seeing the work of these authors. Do you know where their content is viewable? I think it would be motivating to try and make maps that are able to be integrated into the rerelease as Bethesda has shown interest in adding that type of content and since it would reach a larger audience. I could see modders finding this restriction limiting, but I feel they could still create beautiful and enjoyable worlds as MachineGames demonstrated with Dimension of the Machine. Personally, I haven't messed with any mods outside of the rerelease. I think the add-on section of the rerelease is great since it adds great community content and makes it easily accessible.
This was really amazing and so inspiring. Quake was my first game on my first PC back then, so it will always be special for me :D Had no idea maps like these exist!! Tbh i only got back into Quake a whilte back when the remaster released. Also really good presentation with the cameras and music! :)
Matt Bentley (metamorphosis) put out his Epsilon version of some of these maps. The textures and "feel" of his compilations really add to the genius of each map. This "movie" is very mesmerizing - thanks so much for all the effort!
This video is breathtaking! So fucking incredible to see so many people's love for this game I've downloaded 6 map packs cuz of this video and I'm so excited to experience some of these for myself! Thank you so much for making this!!
Very spectacular mapping, almost reaching the level of Quake 3 in terms of structure complexity which is quite impressive. So much creativity tho, it's even hard to digest in one go!
I was vibing with the atmosphere and the amazing music and the beautiful levels but the Serious Sam kamikaze at 18:38 caught me completely off guard lmao
This is visuals that I would expect from Quake 2, not the original. Impressive what talented people can do. Watching this video I wish to play Quake again just to test these maps.
Do you know if these mods/maps are compatible with Quake pathtraced? I played through the original Quake episodes for the first time and i was blown away by how amazing the experience was and how it really affected gameplay. Every rocket and shot cast dynamic ray traced light that silhouetted and illuminated the enemies and map in such a way that felt completely immersive. I'd say this is my favorite way to play Quake for that reason alone.
What happens to people in Quake modding. Why do they only know how to make maps but they don't know how to make enemies, weapons, alter the gameplay. Or even make total conversions that involves making a whole new game. I miss the old era of Quake mods when they really made an effort and didn't just make maps. See examples like After The Fall, Fantasy Quake, Your Path of Destruction, Navy Seals etc.
Huh? Almost all of the maps shown here are using several different mods that all have either custom creatures/weapons/gameplay alterations/new powerups, etc. One of the ones I recommend the most is called Dwell, which can be found on Slipgate Sightseer. Other commonly used ones are Copper, Quoth, Arcane Dimensions, Progs Dump 3, Remobilize, Alkaline, all of Kebby's stuff, I could really go on for a while lol. It's pretty common for people to make a mod specifically for their own map or episode too, which will have some or all of the features you mentioned. As for new games entirely, there are still entire commercial games being made in the Quake engine - Wrath is a good example. Also smaller mods like topdown quake, which turns it into a hotline miami type game, and all the cool stuff being worked on with func_vehicle. If you look around, I think you'll find the current era of mapping/modding to be much better than anything you might remember, because people have so much more capability now (and to be blunt, standards)
Level editing tools are pretty straight forward. The finished BSP file just gets dropped into the maps folder. You can also structure a map to use the entities from another mod, but you then have to ensure it's installed in the right mod subfolder. The workflow is completely different when you're developing a mod from scratch. Game development is very labor intensive. One person can easily create a library of different levels, but making mods is easier done through the effort of a team. I've done all aspects of development work on my own Quake mod. I can tell you my progress has been very slow when it's just me doing it.
How did you do those 'Fly Throughs' for the maps?, is that some in-game 'Stress Test' feature or just console command trickery? (I almost want to recreate that visual)
I wonder if the gameplay is as good as the looks. After all, I would rather play a map that looks bad but plays great, than a map that looks great but plays like shit.
I know I'm going to get killed for saying this, but I played some of these maps and got bored very soon. All of them look and play more or less the same, like if they were designed by AI or something... They are all about "look how complex my geometry is" and not much more.
I wish a part of QuakeCon was showing off all these wonderful community creations
That'd be really cool. Hopefully one day.
QuakeCon is a shell of its former self.
You know what, that would be an incredible idea actually
Who would have belive in 1996, when the game came out, that so much, so high quality content comes out almost 30 years later for the same game with technically the same engine...
As a hardcore Quake fan, this is… beautiful. I had no idea this was possible 🤩
This is a marvelous example of the current Quake modding possibilities. Thank you for all the effort!
My takeaway from all this is that Bal wins with 8 nominations
And thanks for putting one my maps in btw, really nice video
Award-winning mapper Bal
The secret MVP is AlekswithaK
It's not a competition. Thank you for contributing. The more (maps) the merrier!
i like to think that these maps are cannon to quake, the ranger has went through countless empty dimensions conqured by a lovecraftian god. all these places have had histories and cultures that no human has ever seen or will see again.
all these maps perfected this idea for me. playing these made me so cruious about those outworldly places, even tho ill never know the answer.
there really hasnt been any game like quake 1 ever again.
thank you for this video, its been fun recoginzing the places ive seen and finding new maps i can look up to enjoy.
I like to think that Quake today is kinda like Stargate meet's Cthulu, traveling to ancient & technological loactions in a bid to stop the machinations of elder gods, small speck beings armed with dumb luck, up against cosmic horrors beyond our comprehension, all locked in endless combat, struggle for survival.
@@snoopyfoster6 yeah its such a kick ass concept iam sad that its one of a kind.
2:21 Nice Paul Lawitzki does really cool stuff. He is one of the developers of the game halls of torment, too.
Insanely good brushwork on all of them. Truly masters of their craft.
It's a miracle to see this community continue to thrive in the absence of a mainline sequel since 2005.
Arguably one of the key characteristics of the series is that there _is_ no "mainline". Quake has always sort of been what the community has made of it.
I've been out of the Quake scene since the early 2000's. I just recently started diving back in. Seeing that it's not only, still alive and thriving, but it has become incredible with what people have created. Some of these levels are just mind blowing to me. Just amazing. Thanks for the wonderful video.
Thank you for including the Dead Room! Quite the surprise!!
Quake has always been my favourite FPS and while it was always greatly appreciated, I'm delighted it's finally getting the love it truly deserves.
With each year quake just gets better and better! Unbelievable how strong and creative the quake community is ❤
Quake has a such a special place in the pantheon of all games. It's only fitting that such an excellent community has risen around it.
I hope Quake keeps going forever and keeps bringing people together.
Very well put together! Got a bit amused seeing my prototype texture map in there too hah.
Now you HAVE to finish that proto map!
What's your workload for building out levels? Do you start with the biggest shapes and work down to the small details?
What I like to do is to just build room by room(general shape and detailing before moving forward from one area to another) if I'm making super improvised map.
I might make a floorplan first if I want a layout heavy map, thinking how all areas connect in the entire level. Sometimes I even sketch maps on paper first before I start making them.
Methods really vary a lot. Usually detailing comes after room shape is done, but creating set pieces in empty space is not unheard of either.@@mana20
@HardcoreMazu I'm working on a game in Unreal and am trying to learn from you guys, quake mapping is peak level design.
Former Quake 1 player here: these maps look other-wordly. Thanks for this.
So much Quake content out there, so many awesome maps!
Maps whose complexity is also so rich it would bring my computer to a crawl to compile!
These are the places where my sad soul has remained forever...
Great showcase. For the future, you can use steady shots as well, some areas will benefit from this type of shots.
wow, amazing video which shows that people are so talented and can be a masters of the craftmanship under a limitations
I honestly can't believe how beautiful some of these maps are. And not just pretty to look at, incredibly fun to play. I can't believe I've been missing out on this for all these years.
And they play like butter on my old mediocre system, too. It's unreal.
I love how people are still making stuff for this 27 year old game. These levels done today are far better then the original levels you got with Quake but it was a different era.
Part 2 when? Thanks for highlighting all of this work!
Now this is perfection
Some absolutely amazing and creative work presented here. Great music as well, it complements the maps quite nicely. Even the detail of the map names is impressive, it almost adds a bit of mystique and lore. I think this video does a great job of showing that you can take something as ancient as Quake and still build beautiful worlds.
I played MachineGame's "Dimension of the Machine" not too long ago, and remember thinking that the quality (from overall completeness to aesthetics), just completely blew a lot of current games out of the water. It would be awesome if MG/Nightdive/Bethesda/Id (whoever is in charge of adding to the mod section) were able to add some of these maps to the built-in mod section of the game to make them more widely and easily accessible. I wonder how feasible it would be if the mod creators were able to reach out to get their work added. I think it would really help grow the game and community.
Some community mapsets actually have been added to the rerelease through the addons menu, though it's complicated in that a lot of maps are built on resources deriving from a ton of different people, and even entirely different games, creating a bit of a copyright nightmare. There's also the issue of very few resources being devoted to maintaining the game, and to a lesser degree, the rerelease also has some compatibility issues with maps that can otherwise be run by modern source ports like Ironwail. It's certainly nice to think about, though.
Most of these mappers and the people in charge of addons are able to contact each other fairly easily, the reason most of these things aren't available in the rerelease is because of copyright, since many of the textures used in the maps and the models and sounds used in mods are either made by people who are less easy to contact or are from other games, and replacing all that content isn't very feasible. "Publishing" the mods in the rerelease under Bethesda's name in a commercial product means they have a higher burden of copyright compliance than modders normally do.
Although there are surprisingly few releases to date that aren't built on lots of copyrighted content, have enough content to justify putting in the rerelease (i.e. not single maps), have authors that are easy to contact, and aren't already in the rerelease, there are some notable members of the community working on mods and map packs that would fit the bill.
@@h4724-q6j I'd be very interested in seeing the work of these authors. Do you know where their content is viewable?
I think it would be motivating to try and make maps that are able to be integrated into the rerelease as Bethesda has shown interest in adding that type of content and since it would reach a larger audience. I could see modders finding this restriction limiting, but I feel they could still create beautiful and enjoyable worlds as MachineGames demonstrated with Dimension of the Machine. Personally, I haven't messed with any mods outside of the rerelease. I think the add-on section of the rerelease is great since it adds great community content and makes it easily accessible.
@@GameMapsYT Check the links in the video description, it's all there.
Can't believe I didn't watch this until now. Fantastic compilation. Flattered you included my map. Thanks!
Great work! Quake 4ever!
well good to know there's still a million more crazy quake maps i haven't played.
wish i could just easily mix and match them with weapon mods
makes me wanna play dwell instantly. best mod with the best music imo!
This was really amazing and so inspiring. Quake was my first game on my first PC back then, so it will always be special for me :D Had no idea maps like these exist!! Tbh i only got back into Quake a whilte back when the remaster released. Also really good presentation with the cameras and music! :)
What a great showcase!
Matt Bentley (metamorphosis) put out his Epsilon version of some of these maps. The textures and "feel" of his compilations really add to the genius of each map.
This "movie" is very mesmerizing - thanks so much for all the effort!
This video is breathtaking! So fucking incredible to see so many people's love for this game
I've downloaded 6 map packs cuz of this video and I'm so excited to experience some of these for myself! Thank you so much for making this!!
Propably awesome to watch while high 🫠🥴
Yes
For some reason I don't think my 486 is running most of these... Turns out things have progressed in this community over the last 25 years!
You did a marvelous job on the editing and music. My soul ascended
Bal's maps blow my mind.
Excellent Vid! Thank You for all the nfo Amelie ... And Grrrrreat choice of Musik
Very spectacular mapping, almost reaching the level of Quake 3 in terms of structure complexity which is quite impressive.
So much creativity tho, it's even hard to digest in one go!
Amazing! A beautiful showcase of some of the best efforts of a community of talented mappers - and a nice portfolio for Makkon 😁
That's terrific! 👍
Looking at Bal's maps, I keep thinking I'm looking at Unreal instead of Quake.
I'll be honest, I find Quake's universe far more interesting then Doom, it's the surrealism of over-worldly environments and Eldrich cosmic horrors.
Quake 2 might have better gunplay (nothing compare to the Railgun), but the first game definitely have better atmosphere and levels design!
These are amazing. To think the authors took a PS1 level engine and created what looks to me like PS2.5 graphics.
I bet that if you tried playing these levels with hardware of that era, you'd get low fps, because too many triangles are visible at a time
I was vibing with the atmosphere and the amazing music and the beautiful levels but the Serious Sam kamikaze at 18:38 caught me completely off guard lmao
This is visuals that I would expect from Quake 2, not the original. Impressive what talented people can do. Watching this video I wish to play Quake again just to test these maps.
What a great video and a great resource. I wasn't aware of several of these maps but I'll be sure to find them!
Wow that's awesome ! Thank you :)
Many look like QUAKE 3 but very beautiful
Simply breathtaking! Can't wait to try these out in VR!
Wow. Thank you!
Great video. Added several ones I didnt know about to my list.
Those are insanely beautiful!
So refreshing to see quake maps that are not brown.
Missed Hello From the Gutter by Axebeard from Sewerjam 2 if I remember right.
Somehow this is more visually and graphically interesting than any UE4 or 5 game to me.
Who knew Quake could handle transparency.
Beautiful! Thanks for sharing these, Amelie
All these maps need to be compiled in a package, one of these was in arcane dimensions, one was in alkaline
Congratulations !!
thanks for this video!
Time for a Arcane Dimensions 1.9???
Wow. Amazing. All free.
Do you know if these mods/maps are compatible with Quake pathtraced? I played through the original Quake episodes for the first time and i was blown away by how amazing the experience was and how it really affected gameplay. Every rocket and shot cast dynamic ray traced light that silhouetted and illuminated the enemies and map in such a way that felt completely immersive. I'd say this is my favorite way to play Quake for that reason alone.
I'm unfamiliar with that, but it looks like it's based off vkquake, which can run them just fine, so it should be okay. I usually use Ironwail.
Beautiful maps!
This is incredible
Which quake is this the new quake? Looks amazing
This is just Quake 1, it still has a big community of people making custom maps/mods for it
Quake is almost the perfect game. Some sort of snipper/rail gun would have made it perfect.
I agree, although the Dwell mod/episode pack adds in the crystal staff, which is a really fun piercing railgun
@@AmelieCLangloisalong with the Auto Shotgun it really feels like Dwell perfected Quake’s arsenal
The laser cannon and plasma launcher from the expansions almost fit the bill
All this detail would have made the Source Engine cry.
Thanks!
What happens to people in Quake modding. Why do they only know how to make maps but they don't know how to make enemies, weapons, alter the gameplay. Or even make total conversions that involves making a whole new game. I miss the old era of Quake mods when they really made an effort and didn't just make maps. See examples like After The Fall, Fantasy Quake, Your Path of Destruction, Navy Seals etc.
Huh? Almost all of the maps shown here are using several different mods that all have either custom creatures/weapons/gameplay alterations/new powerups, etc. One of the ones I recommend the most is called Dwell, which can be found on Slipgate Sightseer. Other commonly used ones are Copper, Quoth, Arcane Dimensions, Progs Dump 3, Remobilize, Alkaline, all of Kebby's stuff, I could really go on for a while lol. It's pretty common for people to make a mod specifically for their own map or episode too, which will have some or all of the features you mentioned. As for new games entirely, there are still entire commercial games being made in the Quake engine - Wrath is a good example. Also smaller mods like topdown quake, which turns it into a hotline miami type game, and all the cool stuff being worked on with func_vehicle. If you look around, I think you'll find the current era of mapping/modding to be much better than anything you might remember, because people have so much more capability now (and to be blunt, standards)
Level editing tools are pretty straight forward. The finished BSP file just gets dropped into the maps folder. You can also structure a map to use the entities from another mod, but you then have to ensure it's installed in the right mod subfolder. The workflow is completely different when you're developing a mod from scratch. Game development is very labor intensive. One person can easily create a library of different levels, but making mods is easier done through the effort of a team. I've done all aspects of development work on my own Quake mod. I can tell you my progress has been very slow when it's just me doing it.
Very Nice!
That's Amazing graphics ! why don't the make another Quake game it will take off like a rocket.
How do I learn how to make maps in Trenchbroom? I would use it for my own Godot game so I can't use Quake assets
@@Yoni123 I recommend dumptruck_ds's tutorial series. It's for Quake but it will all apply
How did you do those 'Fly Throughs' for the maps?, is that some in-game 'Stress Test' feature or just console command trickery? (I almost want to recreate that visual)
@@snoopyfoster6 it's a program called demsmooth
Are modders able to add new enemies and weapons?
Yeah, you can code them in or build on top of existing mods like Arcane Dimensions, Alkaline, Quoth, etc.
I dont know what this is. But its not the quake i played back in the days.
God these maps are amazing, but my Pentium 200MMX would die just thinking about this. lol
is this quake 1 or quake arena? because those are not the same thing
This is Quake 1
6.4 views 8.8k likes 8 months ago?
I want to play these, but I'm stuck with console Quake.
*Sad Curibito Noises .*
Marry me 😭
It's a dude. You're gay.
I wonder if the gameplay is as good as the looks. After all, I would rather play a map that looks bad but plays great, than a map that looks great but plays like shit.
I agree! The majority of these play great, however
Bruh i'm only the first like ??
I know I'm going to get killed for saying this, but I played some of these maps and got bored very soon. All of them look and play more or less the same, like if they were designed by AI or something... They are all about "look how complex my geometry is" and not much more.
how is this quake? modded textures, modded skyboxes and even modded engine. You could be showing half-life and say it's quake.
Huh? This is a Fortnite mod