Quake 1
The Deathmatch Zone
 
Quake 1
Quake 2
Quake 3

Home
Contact
Contests
Links
Get the newsletter:

More Information
Search this site:

Help With Search


Mapper's Guide

introduction | entities | environment | gameplay | performance | publishing


The look and feel of a map is very important. No matter how well a map plays, no one's going to want it if it looks ugly. You'll find that Quake 1, more than any other title in the Quake series, gives you the freedom to be wild and crazy. Newer games like Quake 2 and Quake 3 are still dominated by gamers who are playing for the sake of showing their skills, while Quake 1 has more players just looking to have a good time. So, keep in mind that when it comes to mapping, there are no rules... just ideas.

That being said, I'm going to give you a few of those ideas. Although customization is possible, it is difficult and you will find most mappers using Quake 1's packaged textures. The textures included with the game provide you with about six different themes, and of course there is an indefinite number of crossovers between them. These main themes are tech, organic, warm metallic, cool metallic, warm gothic, and cool gothic. There really aren't many structural differences between these themes, as most Quake 1 maps are very similar layout-wise. However, it's important to choose a theme that you're comfortable working with, and one that best reflects the purpose of your map.

The tech theme is best used for more modern structures such as bases and warehouses. Unnatural materials are used, touched up with fluorescent lighting and computer consoles. Use fluorescent light entities as much as possible, as these will provide a more realistic atmosphere. Water and slime are the most common liquids used - lava is rarely present in these types of environments. Sounds of computers humming and machinery can add to the feel, and try to use slipgates rather than teleporters (for an example of this, look at the Episode 1 entrance in START).

The organic theme is one that Quake 1 does well. Textures include woods, stone blocks, grass, and other natural materials. Walls are often covered in vines or mold, and typically brown water is the only liquid present. Lighting is achieved through natural light from the sun and flames, such as torches on walls. Swamp sounds are often used around water sources to add to the dank atmosphere.

There are basically two types of metallic themes, the first being warm metallic. This semi-industrial theme is achieved through textures using metals, concrete, and stone. What makes it different from the cool metallic theme is the common presence of lava, and an overall lack of color (using mainly shades of gray and very dark blue). The sky and the lava provide the only sounds and light sources you need.

On the other hand, a cool metallic theme consists of similar materials, but usually includes blue water in addition to lava. You should use more colorful textures, sticking to teals, blues, and greens for floors and trim. For whatever reason, maps sporting this theme seem to have a lot of focus on vertical fighting.

To say only two themes are gothic is a little silly, since Quake 1 is a gothic game overall. However, there are a couple of themes that really show classic gothic styling. The first one is warm gothic, which is usually used in castles. Lava is rarely seen (if ever) - really, brown water is the only liquid you'll see here. Textures consist of red bricks and stones with light gray accents. Torhces are used for light, as well as the sky.

The other pole of gothic provides a much cooler atmosphere. Dark and light blues are used heavily, while still relying on bricks and blocks for material. Lava is seen in these maps, and so is slime... the water is usually brown, but it can also be blue. Brown water tends to provide a better contrast. Torches are used, but not as heavily. Wood is used as an accent.

Obviously, the possibilities with Quake 1's packaged textures alone don't even come close to stopping there. Plus, it's possible to add your own textures, although this is fairly difficult. The best way for you to become a master of your environments is to simply spend time working with the various textures available.

Editor's Note: all of the maps seen as examples above are packed with the retail version of Quake 1.

page 3 of 6
next page: gameplay
previous page: entities

Articles

Player's Guide

Mapper's Guide

Screenshots

Map Reviews

Downloads
 
Quake 1 | Quake 2 | Quake 3 | Home | Contact | Contests | Links

This site Copyright © 1998-2003 The Deathmatch Zone.
The id Software names, logos, and all other outside material is property of its respective owner(s).
No content on this site may be copied without direct permission from its owner.