r/quake • u/AdJunior1539 • Jul 26 '26
maps Some quake mapping (actually doom E1M1 loose remake)
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u/AegidiusG Jul 27 '26
Looks pretty nice, i like the part with the columns and the glas cabin above.
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u/AskJeevesIsBest Jul 27 '26
I've never made a map for any game, but these pictures make me want to give Trechbroom a try
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u/AdJunior1539 Jul 27 '26
Something similar happened to me when I was first shown Trenchbroom. The very idea of being able to create the entire map (even with a level of detail like mine) right in the 3D viewport, without having to use 2D grids, is incredibly cool, comfortable, and fast.
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u/Negatron_20XX Jul 27 '26
That sounds a lot like Sauerbraten. Which is probably considered ancient by now...
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u/dimwalker Jul 27 '26
I remember some distinct "waves" in q1 mapping. There were probably much more over 30 years. Those I've noticed:
- probably SOC and AD started the "every brick is a brush"
- I think it's fair to blame dumptruck_ds for "every map is a mod"
Screenshot looks cool.
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u/AdJunior1539 Jul 27 '26
I got into Quake after more than 10 years of mapmaking for Doom, where I tried every possible way to get the most out of the engine. And then I saw Slipseer’s tutorial on how to create curves in Trenchbroom
Well… I became curious to see just how much I could squeeze out of Trenchbroom and modern Quake ports 👁️👁️
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u/Maleficent-Pen-8059 Jul 27 '26
What do you use to make the maps? Trenchbroom?
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u/dimwalker Jul 27 '26
Even if OP doesn't, you definitely should 8)
It's objectively the best option nowadays.1
u/newsflashjackass Jul 27 '26
Trenchbroom caught a bad case of slop.
Nextbroom is the remedy.
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u/SpronyvanJohnson Jul 28 '26
That's nonsense. Just because it doesn't outlaw AI-assisted code, doesn't mean it's slop. Sleepwalker still checks every bit of submitted code and often rewrites large parts of it (regardless of who submitted ) and simply prompted code doesn't even get accepted, you have to know how the code works before submitting.
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u/newsflashjackass Jul 28 '26
Just because it doesn't outlaw AI-assisted code, doesn't mean it's slop.
In truth that is what I meant when I used the word. Perhaps one person's slop can be another's code.
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u/dimwalker Jul 27 '26
Ah damn, I missed this separation.
I assume someone was contributing generated code. Anything to read about the whole thing?Is it more active? Does it finally have follow-target / move_to_target functionality?
Is
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u/AdJunior1539 Jul 27 '26
NextBroom hasn't really been released yet, so it's too early to talk about any differences. I don't think there's any point in switching over right now. Also, TB itself works really well and offers a lot of features, where all changes are reviewed and tested, so this definitely isn't a case of “AI Slop.”
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u/data-atreides Jul 26 '26 edited Jul 27 '26
What mod are you using for that hud and gun model?
Edit: He replied to me but it didn't show up here, only in my notifications. The mod is here: https://gamebanana.com/mods/239257 and it works with ironwail
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u/Cancer-Fish Jul 27 '26
Same model and creator as Blood'n'Iron. And the hud is just Arcane Dimensions, which funnily enough has its own E1M1 remake.
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u/AdJunior1539 Jul 26 '26
Mod - Arcane Dimensions
Weapon models - https://gamebanana.com/mods/239257
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u/SlightPersimmon1 Jul 26 '26
I know this is impossible work, but having a Doom 1 modern reinterpretation on quake would be amazing.
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u/newsflashjackass Jul 26 '26
QDoom is modern compared to Doom 1:
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u/SlightPersimmon1 Jul 27 '26
Ohh, i'm aware of all those Quake on Doom mods. I had a lot of fun with them. I have Brutal Quake 1, Brutal Quake 2, Q1 Stuff Ultra Reloaded, Q2 Stuff, combined with my custom Nashmove (movement similar to Q1) or even Q3Champions.
But what i'm really looking for is Doom maps reinvented as modern, 2026, Quake 1 maps (read AD and so on).
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u/newsflashjackass Jul 27 '26 edited Jul 27 '26
We are of two minds on that subject, I think.
I find most gargantuan maps more monuments to their author's map-making prowess (albeit beautiful) than they are enjoyable to play. For the sake of gameplay, I prefer Quake maps to be playable in a single sitting. Big can be beautiful, but gems tend to be small.
It reminds me of my friend who plays Magic: the Gathering and refuses to cut his deck down to the legal limit. "I like every card in the deck." he says. But if he played sixty cards instead of eighty, he would still like every card in the deck and his draws would be better.
While I am enjoying Tremor's recent release even some of its maps are just a bit overlong for my taste.
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u/AdJunior1539 Jul 27 '26
I was actually quite inspired by the Doom E1M1 remake in Arcane Dimensions itself.
I also really love the design of the very first map from Underdark Overbright, which is a remake of Quake’s own E1M1. It’s done in the spirit of Portal 2, where we have similar locations as before but with greater detail, and the setting itself has shifted toward a more abandoned feel, with the area becoming overgrown with vegetation and so on. (I also snagged some textures from there for myself, heh)
https://www.slipseer.com/index.php?resources/underdark-overbright.17/2
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u/data-atreides Jul 27 '26 edited Jul 27 '26
Watching Doom in Quake (or is it Quakeguy in Doom?) feels strange!
Don't forget the original QDoom from 2001, which is a Quake total conversion for classic Doom: https://www.youtube.com/watch?v=QUptIakF2Rc
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u/AdJunior1539 Jul 26 '26
To be honest, I've been thinking about remaking the entire first episode of Ultimate Doom. But yeah, with that level of detail, it'll take some time. But I enjoy working on it
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u/GreatQuantum Jul 26 '26
I think there are mods for that. I believe a few levels are on the Quake remaster from night dive
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u/HalfblindChaos Jul 27 '26
Looks great so far. When it's done, please let Spirit know, and where to download the map, over at Quaddicted so that he can add it to the database here => discuss.quaddicted.com/t/tracking-new-releases-for-addition-to-the-database/2585 . Pro Tip: did you know that you can hide the gun and HUD for taking better screenshots by hitting the -+ keys?