my quake education


Things to read:

Things to play:

Things to use:

Things to watch:

Things to reference:

  • Quake's source code on id Software's official github repo
  • Archived QuakeC tutorials from InsideQC
  • All of Bal's tips for mapping with Trenchbroom
    • e.g. how to bake lightmaps quick during the vis portion of compile with -dirtdebug
  • The Level Design Book: Quake Metrics for reference when constructing architecture or even designing enemy encounters
    • Absolute Maximum Step Height is 18 units
    • Simple stairs 16 unit rise and 32 unit run
    • Dense stairs 8 unit rise and 16 unnit run'
    • Fall damage height is 256+ units

Things to remember:

  • This bit from the second part of Robert Yang's Quake Renaissance series
  • Quake modding symbolizes the opposite of work - it is life. And ultimately this is what the Quake Renaissance is about: when our communities control our own games - from the source code and tools, to the social hubs and archives - we can reinvent it as necessary, and through it, reinvent ourselves too.

Things to know:

  • All that I understand about why one should avoid creating off-grid (non-integer) geometry, and how to avoid them as well as common ways people end up making them on accident. - A BLOG POST IN PROGRESS

Things about other things:

Got suggestions for level design educational or FPS historical materials? Email Me!