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quake-maps's Introduction

quake-maps

My custom maps made for quake. I strongly recommend checking out [jonathanlinat's Level-Design Starterkit]https://github.com/jonathanlinat/quake-leveldesign-starterkit)

Run a map

quakespasm.exe +map macbeth

How do mods work?

quakespasm.exe -game mymod

Where mymod refers to a folder in the quake directory, similar to the official game's own ID1 folder. Each mod folder, include the main one, is considered an override over the defaults. If you want the game to start with a different map or some other keybinds, just add those to a config and put it in your mod folder.

For example, if you downloaded the excellent Arcane Dimensions mod you should unpack it into the Quake directory as a subdirectory, perhaps called ad. Then when you launch Quake request that folder quakespasm.exe -game ad

Tools

Quakespasm

The premier modern Quake 1 engine, with support for coloured lighting, increased limits and some decent mouse support. While the engine is free, maps are still usually based on Quake's original content, contained in PAK0 and PAK1 files. PAK1 is only available in the full version of the game.

Compiler utils

TyrUtils is a collection of improved Quake tools for compiling maps.

bsp

Builds the .bsp playable map file from the editable .map file you make in Trenchbroom. The map can be played as soon as there is a .bsp file, even without calculating lighting and visibility.

light

Generates the lightmaps, and if there is coloured lighting it will generate a .lit file as well.

vis

Calculates visibility information, important for good performance.

Trenchbroom

Modern map-making tool.

Wally

Old fashioned texture editor for Quake WADs (in Quake WAD files contain textures, not maps).

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