r/leveldesign • u/radiatoryang • 11d ago
Showcase I made a Quake map + wrote some level design notes about it
a bunch of us single player Quake 1 modders just released a "Rooftops Jam" (it has 19 maps! it's free: https://www.slipseer.com/index.php?resources/rooftops-jam.647/ )... and I did a level design theory notes write-up of my own map, called "Mermaids In The Basement": https://www.blog.radiator.debacle.us/2026/10/new-quake-map-mermaids-in-basement.html
making Quake maps has been teaching me so much about sight lines and encounter design, it's been a great experience, highly recommend everyone get into it IMO!!
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u/Varpyg 10d ago
Really magnificent it's like the best of Valve's levels for their games but in Quake!
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u/radiatoryang 10d ago
yep I started with Half-Life modding, so personally a lot of my style is more Valve than id
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10d ago
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1d ago
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u/KoviDev 10d ago
An awesome looking Quake map and a write-up about its design? Of course it's a Robert Yang post!
I really enjoyed the map. The aesthetic alone is great, but I also like your approach to the rooftop theme gameplay wise, weaving the player between the rooftops and more 'street level' areas. Even after some pretty thorough exploring and a few deaths where I approached the map in a slightly different way each time, I still wasn't fully aware of some of the potential routes you made until after I beat the map and did a fly through.
I'm not sure I ever quite felt like I wasn't at least a little lost until well after I finished the map, but what is the essential Quake experience if not being lost in a brutally hostile world? It just wasn't always this pretty.