Things to read:
- Slayer's Testaments
- David Craddock's Rocket Jump: Quake and the Golden Age of First-Person Shooters
- Robert Yang and Andrew Yoder's ongoing The Level Design Book project
Things to play:
- Every level mentioned in the third part of Robert Yang's Quake Renaissance series
- Underdark Overbright
- The Punishment Due
- Dwell, Episode 1
- Realm of the Lost
- Arcane Dimensions (Tears of the False God, Forgotten Sepulcher, Zendar)
- Honey - excellent!!
- Func Map Jam 1 Honey Theme maps
- Down the Gutter
- Rubicon 2
- Rubicon Rumble Pack
- Alkaline
- 37th Relic Retrieval
- XMas Jam pack
- Zerstorer - excellent!!
- Robert Yang's There's A Certain Slant of Light
- Suzy 'Trashbang' recommended these:
Things to use:
- Trenchbroom level editor (and its online manual)
- Ironwail Quake engine for playing and testing on Windows
- Quakespasm Quake engine for playing and testing on Mac
- Quake Injector for quickly downloading and installing maps
Things to watch:
- dumptruck_ds's Trenchbroom tutorials videos
- Sandy Petersen's
- Sandy Peterson's Why Is Quake Like That?
- Joe Wintergreen talking about the advantages of BSP/CSG geometry tools over mesh based LD
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
- This huge compilation of Quake/cQuakeEntity Tricks and Evil Map Hacks by ZungryWare
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:
- Jesper Juul's Handmade Pixels (references in RY's Quake Renaissance series)
- Dan Pinchbeck's SCARYDARKFAST
- John Romero's autobiography Doom Guy: Life in First Person
- Doom WAD "Tetanus" https://cohost.org/a-skeleton/post/2398429-good-doom-wads-2-t