r/quake • • Aug 21 '26

news [MEGATHREAD] Quake's future | Discussion

93 Upvotes

Almost every day, we get someone's take on a potential new Quake game or on how to move the franchise forward. Name an angle, and we've most likely seen it here before. So whether you want to see a reboot of the first game, a continuation of the Strogg storyline, a multiplayer-only game, or whatever else you can come up with, this is the place to discuss it. The same applies to which studio should handle it, what kind of game it should be, the technology it should use, and so on. Basically, anything regarding the future of the IP goes here. Our revised rules now also point to this thread so that when we remove another post about Quake's future, the author can continue it right here.


r/quake • • Aug 13 '26

tutorial Quake: Dawn Of The Machine. True ending. Full Game Walkthrough Map. ENG/RUS 1.2

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92 Upvotes

Hi everyone! I’ve fully completed Quake: Dawn of the Machine and figured out how to get the true ending. I’ve also worked out how the levels are interconnected — where you can go from each level, how to get there, and in what order.

I noticed that there’s still very little information about this online, so I decided to make my own guide.

I’ve included the link below.

Steam Guide - version 1.3. Added a waypoint from Revelation of the Arcane to The Rune Nexus.

Old Thread

YouTube

I apologize for any grammar mistakes.

Taking into account the feedback here and elsewhere, I made the following changes:
FIX 1.1 Corrections have been made to the Deathknight Head acquisition sequence

FIX 1.2 It is now specified that only one rune, the Rune of Sacrifice, is required to visit The Sundered Column, House of Delusion, and Mist of Torment. The location of the Super Axe has been added. The map now includes a path from Of Shattered Minds to The Runic Nexus (from the room with the Deathknight Head). This does not affect progression using the previous version of the map, but makes it easier to navigate the game independently

ENG 1.2

Quake: Dawn of the Machine

Walkthrough sequence for getting the true ending

The Thirtieth Passing

Through the First Arch

Dawn of the All Mother

Into the Abyss of Time

Veils of the Old Ones

Of Shattered Minds

The Haunted Tower - optional

Requiem

The Matriarch of Decay

Revelation of the Arcane

The Sacrifice - obtain the Rune of Sacrifice

The Runic Nexus

Through the First Arch - open the runic gate using the Rune of Sacrifice

The Sundered Column - obtain the Rune of Chaos

The Runic Nexus

Veils of the Old Ones - open the runic gate using the Rune of Sacrifice

House of Delusion - obtain the Rune of Madness

The Runic Nexus

Veils of the Old Ones - take the normal exit

Of Shattered Minds - you need to find the Deathknight Head to activate the Bloody Nightmare difficulty, the Rune of Sacrifice is used for this

Requiem - open the runic gate using the Rune of Sacrifice

Mist of Torment - obtain the Rune of Sorrow

The Runic Nexus

The Nightmare Machine

The Sleeper Awakens - normal ending

If you meet the requirement of obtaining the Deathknight Head to activate the Bloody Nightmare difficulty, you will be sent back to the beginning.

Through the First Arch - obtain the Bloody Shotgun

Dawn of the All Mother

Into the Abyss of Time

Veils of the Old Ones

Of Shattered Minds

The Haunted Tower - optional

Requiem

The Matriarch of Decay

The Crooked Village - obtain the Bloody Super Shotgun (new game+ only)

Revelation of the Arcane

The Sacrifice - obtain the Rune of Sacrifice

The Runic Nexus

Through the First Arch - open the runic gate using the Rune of Sacrifice

The Sundered Column - obtain the Rune of Chaos

The Runic Nexus

Veils of the Old Ones - open the runic gate using the Rune of Sacrifice

House of Delusion - obtain the Rune of Madness

The Runic Nexus

Requiem - open the runic gate using the Rune of Sacrifice

Mist of Torment - obtain the Rune of Sorrow

The Runic Nexus

A Dancing God - true ending

THE END


r/quake • • 13h ago

Art Vore pixelart

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175 Upvotes

I hear all the furries are into it...


r/quake • • 12h ago

Art Not a cool as some of the quake artwork I've seen posted here...

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104 Upvotes

But I knocked this up from some spare sheet metal from an old washing machine. A sheet of coloured acrylic and an old railways station notice box. I then aged the sheet metal to be more quake. The green is a nod to quake 2.


r/quake • • 22h ago

opinion I always thought Quake 4 was okay

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269 Upvotes

And this is my big boxed version that I have.


r/quake • • 16h ago

maps Some new Quake1 QWTF maps I've been working on! Let me know what ya think!

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43 Upvotes

I've been making maps for Quake1 for about 30 years, having released over 100 maps, and was one of the original pioneers of rocket jump maps, having released rcktjump2 and rck3tpro in 1996.


r/quake • • 4h ago

community Mutant Night, Fridays 7PM-midnight ET (Quake II FFA custom maps deathmatch)

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2 Upvotes

r/quake • • 21h ago

news Quake III Arena on PS5 now has 4-player split screen (v1.4.0), and a new title ID

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20 Upvotes

Quake III Arena on PS5 (my homebrew port of the Quake3e engine) has been updated to 1.4.0, and the big one is local split screen for up to four players.

What's new

  • Split screen for 2 to 4 players. Two players get half the screen each, three or four get a quarter each.
  • Each player uses their own DualSense and PS5 user (a guest account works too), and plays under that user's name.
  • A Split Screen menu where you pick the map, game type, bots, how many players and the teams.
  • Three players? The empty fourth quarter becomes a live scoreboard.
  • Follow camera (2 or 3 players): an extra view that follows each player and bot from behind, switching every 10 seconds.
  • Bot views: turn player slots into bots, and those quarters watch the bot through its eyes. That gives you a full four-way screen with one controller (that's how I recorded the video).
  • Sound per player: each player hears what's around them.
  • Gyro aim per player: each player turns their own on or off.
  • The DualSense light bar shows your team colour in team games: red or blue, and it changes if you switch teams.
  • Performance: a locked 120 fps at 4K on a 120 Hz TV, with four players and three bots.

Why the video shows 60 fps when I say 120

The counter in the corner of the video reads 59 to 60 because the PS5's own recorder is running. It captures homebrew at 1080p60, and while it records, the game runs at 60 too. Without recording, it's a locked 120 fps at 4K on a 120 Hz TV with all four views and bots running. I don't have a capture card to show the 120.

Important: the title ID has changed (PPSA99303 to PPSA99319)

Every PS5 app has a title ID, and the console keeps one app per ID, in a folder named after it. Until now Quake used PPSA99303, which two PS3 emulators (PS5SX3 and KB-RPCS3) also use. So installing Quake replaced the emulator, and removing Quake through a store deleted the emulator's games and saves. That's now fixed: Quake has its own ID, PPSA99319.

What that means for you:

  • 1.4.0 installs as a new app, next to your old Quake rather than over it, so you'll briefly see two Quake III tiles.
  • You don't need to copy your game files again. The first time 1.4.0 starts, it copies your pak files, any extra maps or mods (.pk3) and your settings from the old folder. It only reads the old folder and never changes or deletes anything there.
  • Once 1.4.0 runs, you can remove the old Quake, but only if /data/homebrew/PPSA99303 really is Quake. If you have PS5SX3 or KB-RPCS3, that folder may be your emulator, so leave it alone.
  • If you're new, install 1.4.0 as normal, with your own pak0.pk3 and the 1.32 patch paks in PPSA99319/baseq3.
  • Emulator users can now have Quake and PS5SX3 or KB-RPCS3 installed side by side.

Thanks to darkxex for moving the ProsperoStore listing to the new ID.

Get it

You need a PS5 that already runs homebrew, and your own Quake III Arena data (no game data is included).


r/quake • • 1d ago

funny Playing thru Episode 4 on hard rn

363 Upvotes

r/quake • • 1d ago

Art Grunt pixelart

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162 Upvotes

Taking a page from ID's book I made the grunt by just working over the Ranger pic lol.


r/quake • • 1d ago

community Func_arena launches with an exclusive Kristian Duske (TrenchBroom) interview

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18 Upvotes

Our friend Klaus has launched his Func_arena website, your number one source for retro FPS development. The design will transport you back to the 90s, but it is the content that makes you want to stay. To kick things off properly, he interviewed Kristian Duske, the author of everyone's favourite map editor, TrenchBroom. The conversation goes over a CSG algorithm that beat months of attempts, why linked groups were the hardest feature that made it in, and the irony at the heart of the story, which we won’t spoil here.

Whether you’re interested in retro FPS development, especially from a programmer’s perspective, or if you just want to know more about the history of TrenchBroom, drop by Func_arena.


r/quake • • 1d ago

opinion This actually came out quite nice of a game after stroggification

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151 Upvotes

Plus threres some actual challenge when playing on General difficulty. Most of the enemies can kill you almost instantly if ure not making some moves. Its 20 years since I played q4 last time and tbh I am positively surprised at the moment.


r/quake • • 1d ago

mods QBSP Random Tiling Textures

7 Upvotes

Half-Life has this cool feature that support texture randomized to make walls more varied, without actually manually breaking it in parts.

https://www.youtube.com/watch?v=NNv17T02WlY

I have implemented that feature on Quake QBSP, so the QBSP automatically apply the same effect.

https://www.youtube.com/watch?v=T_GuAbTbLnY


r/quake • • 2d ago

oldschool Childhood ❤️❤️❤️

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257 Upvotes

r/quake • • 2d ago

Art Ranger pixelart

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206 Upvotes

Ranger's rough day in the rune dimension.


r/quake • • 3d ago

Art Pumpkin I did just now

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676 Upvotes

r/quake • • 2d ago

news Quake II Starter has been updated after more than a decade

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10 Upvotes

r/quake • • 2d ago

Art 30 years of Quake [5120x1440] ultrawide wall

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67 Upvotes

r/quake • • 3d ago

Art OMFG textures!!!

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443 Upvotes

Taking a break from the regularly scheduled Quake pics to announce that I have begun making textures for Doom, soon Quake as well if all things go according to plan.

Thanks to IntrOnaut for making the drawing of Ranger that was the basis of that part of this piece.


r/quake • • 2d ago

help is the bot mode for quake any good for getting better at quake?

3 Upvotes

so i got quake 1 recently. beat the campaign; it was okay. im looking to get into the quake multiplayer scene but i was wondering if the quake bot mode was a good starting point, since it might be hard to find other beginners in a nearly 30-year old game. i havent learned any movement tech beyond what ive seen in other games (e.g. rocket jumping, bhopping).

anyway i was just wondering whether the bots in the quake mode were up to scratch for someone who wants to learn the game to get into the multiplayer scene.


r/quake • • 2d ago

help Where can I find high detail Quake / Quake-like assets to use in Blender for renders and animations?

8 Upvotes

Hello.

I'd like to make some fan renders and animations of Quake 1 and possibly Quake 2 in Blender, but I can't for the life of me find any assets online at all.

I'd be looking for high detail assets mainly, not necessarily AAA level but still something that has some sort of PBR and doesn't look straight out of 1996. I say this because it would clash with a character I'd want to use in these renders.

I can maybe find some decent models of weapons like the Shotgun and Super Shotgun if I just look for standard weapon models, but stuff like the Nailgun, Super Nailgun, Rocket and Grenade launcher, as well as all the enemies and environments are harder to find. Maybe I could make some materials and environments on my own but I don't think I can make everything.

Can you help me? Is there some sort of archive? Thanks in advance.


r/quake • • 3d ago

maps What's the scariest single player Q1 map you've played?

17 Upvotes

It's almost Halloween and Quake 1 has a nostalgic thruline straight to the fear center​ of my brain. But most of the maps I like have "dread" elements without actual "fear," if that makes sense. Things like Insomnia and Warpspasm.

Are there any maps that genuinely scared you? Anything particularly dark, or even just spooky themed? I want to get into the Halloween spirit.


r/quake • • 3d ago

mods QBSP cartoon rendering

7 Upvotes

I have made a new version of QBSP, the tool that compiles maps, and I have convinced that version to generate a version cartonified of the map. With the classic cartoon outlines.

https://www.youtube.com/watch?v=TVsfi7CpgxQ


r/quake • • 4d ago

news Slipgate Classic Beta 1.0: Quake on the Half-Life engine, 32 maps with co-op bots

31 Upvotes

Slipgate Classic by DL Software is a faithful recreation of Quake on GoldSrc, built as a Half-Life mod on Deathmatch Classic. Beta 1.0 is the full build: 32 maps (game DLL build p121), including Quake content and NIN music.

  • Co-op: you and the bots spawn at the start, and bots teleport near you if they are far away
  • Bots with difficulty levels
  • Random deathmatch spawns
  • Lava and slime damage
  • Friendly fire works (console only: set mp_friendlyfire 1 in the console, no menu option)
  • Create Game dialog
  • Quake-style status bar HUD with faces and numbers
  • Custom Quake-style menu background
  • Episode 4 rune model
  • New SLIP31 ending: Shub-Niggurath dies and the finale erupts in gibs, heads and blood, and the end text stays up until you click

Requires Half-Life and Deathmatch Classic on Steam. Quake is NOT required: everything is in the zip, so there are no Quake files to copy.

Install:

  1. Extract the zip into ...\steamapps\common\Half-Life\ so you end up with Half-Life\SGClassic\. Or run SGClassic\install_full.bat, which finds Half-Life for you.
  2. Restart Steam and launch Slipgate Classic from your library.

Downloads: - Full: SlipgateClassic_Beta1.0_full.zip (206,996,881 bytes)

Known issues: - Lava fix still needs player confirmation

SHA256 full: DD6FA2412963727CE64B096DF6C96C26020969E27A5B65210B2646B874350095

Download and patch notes: https://www.moddb.com/mods/slipgate-classic/downloads/slipgate-classic-beta-10 and https://gamebanana.com/mods/726451


r/quake • • 4d ago

mods QuakeRay Engine - Material & Light Editor (progress update)

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65 Upvotes

Hi all 👋

Here's a short presentation of the Material & Light Editor I'm developing for my Quake RT engine, QuakeRay.

Still a work in progress, but I wanted to share a first look!

Source code: https://github.com/f1ames0ff/QuakeRay

#quake #vulkan #raytracing #gamedev #raytracing #modding