Smoke and steam. Crates and warehouses. Machines whirring. Fans spinning.
Recently, I chose to host my first mapping jam for Quake on Slipseer & the Quake Mapping Discord. The direction was to build a map in the style of a factory using the Alkaline toolset. There were no restrictions on theme or texture set; however, every map was required to include at least one instance of Floyd.
Floyd is a cylindrical robot that walks around on 2 legs (and fires a volley of lasers, but don’t worry about that).
Re:Mobilize is a modification for Quake that adds in new features around advanced movement, such as a grapple hook, trampolines, and wire meshes. Version 1.2 was recently released, which includes some new tools, as well as a set of new maps. One of which is one I contributed, titled Reverse Polarity.
My aim with Reverse Polarity was to create something built more around exploration, similar to my Arcane Dimensions map, Grit Under the Eyelid. As a result, the layout is more vertically-oriented, with many layers on top of one another. I selected Rubicon 2 for the primary theme, choosing to also skin enemies accordingly. Re:Mobilize is built on top of Progs_Dump 3, which allows for more extensive monster customization, so I was able to apply models from the Rubicon 2 & Alkaline mods.
Originally, I intended to finish this for Rotting Jam last year, but I didn’t get around to completing it in time. So instead, I expanded upon it and focused a bit more on detailing. Makkon also updated their texture set between then and now, and so I also spent time updating it with the new stone textures. This is also one of those cases where I got caught up in detailing over anything else.
I have a new very small map that was made over the course of 2 days for the Vanilla speed mapping event, hosted by Zigi, titled Tangled Monopole. It contains simplified versions of a couple spots in the recent chapter of Center World.
Truth be told, this is actually a remake of a map that I made when I was first learning how to do anything for Quake. It’s been rebuilt from scratch, mostly to fit within the limitations of the event, and also to correct mistakes I made early on. I also compiled it without alpha keys on liquids, and with lower resolutions on light and shadow for an extra-chunky feel.
This has resulted in a lot of interesting maps, including one themed around Dune, complete with a view of the planet and a sandworm, lovingly rendered with Quake’s original texture set.
I have a new map out as part of Fairweather’s Remix Jam for Quake. The pack’s theme is to remix a multiplayer map from any game for Quake single player.
This was a weird one! I had several ideas for remixing a Counter-Strike map again (my first draft for the jam was a remake of de_prodigy), but then I had another idea: how about something from a game that isn’t even a first person shooter? What I ended up creating and taking inspiration from instead was a map from Rayman M/Arena, Zenith Harbour.
Ground Fault is a Quake map made in a timeframe of just under 48 hours, for SM227 – Thunderbolts and Lightning. It introduced a set of new power-ups: mini versions of the Quad Damage, Biosuit, and Pentagram, and was built around just one idea: the map needs to include a Thunderbolt (lightning gun).
I started by choosing the cr8 texture set for the map, since I felt it suited the Thunderbolt theme with its electric-themed switches and panels. It also features a lot of grimy metal, which I thought fit some ideas I had around gameplay with water, primarily coupling the lightning gun’s discharge with the mini-pentagram.
I also made some attempts to integrate a fair amount of verticality once more, with multiple walkways stacked on top of each other in the main hall. Overall, I think it came together nicely given the time involved. The only thing I wish I could have done more of was tighten up the combat, especially in the last room.
There are 9 maps in total in the pack, with my personal favorites being A Marshmallow Dream, The Lightning Lock, and Frankenstein or Supersham-bler.
Atmosphere and visuals were my focus for this one. I brought it to life with some custom rain sound effects, as well as blending sand with concrete brutalism. Of course, throwing in a few references to Front 242 didn’t hurt either.
I have to admit that playing the first Quake Brutalist Jam was one of the things that made me pursue Quake mapping. I’ve played mods for Quake for a very long time while lurking just outside of the community, but never thought that about making my own. Then, I was presented with a stunning collection of art pieces that people were bringing to life inside this old game.
I found and downloaded Trenchbroom, and I was hooked.
Some notes on inspiration and my process for this map follow below.
I have a new map for Quake out, this time as part of FireBlu Jam! It’s a small Runic themed map that I planned and put together over about 2 days.
As is the case with Doom’s fireblu texture, this jam is full of alternating red and blue textures, and at times, flashing lights.
Overall, there are some maps with some really smart use of these textures. Of particular note is Fire Is Raging Eagerly. Blu Lingers Underneath. by IceColdTofu, FIREBLU Infestation by Avix, and Rottensweet by Adib Murad.
Updates:
This map has also been updated to better support co-op play (along with the rest of the pack). Also, if you have issues with photosensitivity, there is an alternative version in the Slipseer discussion tab that does without the animated red-blue texture.
Upright in Blue is another Quake map, this time built on Arcane Dimensions. I put it together roughly over two weeks in total for Explore Jam 3. As such, the map doesn’t feature any combat, and instead focuses on exploration and collection of secrets (in this specific case, company memos).
It’s based on the locations seen at the start of Center World, Chapter 7, when Heather visits Darzi at Calgary Gate. This time, the building is explored at night, when it is (mostly) empty. However, you will learn that someone is aware of your presence.
The jam as a whole is quite varied, with a lot of sink your teeth into. Simon “Sock” O’Callaghan has contributed two maps, in addition to the start map, which itself is filled with puzzles to solve and much to explore. Aesopolis’ contribution, Nook of the Earth, is one of my personal favorites, that I also highly recommend checking out!
Some of these maps will cause Quakespasm to crash. It is recommend to play with VKQuake or Ironwail.
I’m working on a little bit more of a buffer before I post more comic updates, since I want the next few pages to appear closer together!
Meanwhile, I’ve put together a couple more Quake maps over the course of the past few months. One is yet to be released, since it is part of a larger map pack, but is complete. The other has been released over the weekend, as part of Dog Jam, a fun little project with a restriction on using just the rottweiler.
The map is titled Licked Clean. You are stripped of your weapons and fed to the dogs in a metal dungeon.
The custom models by Kebby really elevated this to something a little more fun and unique; however, I do think the concept was somewhat under-utilized, where I wish more people joined in. All-in-all, this was a neat piece to practice with.