QUAKE MOD LEVEL
Time
2 weeks (2023)
Engine
Trenchbroom
Team
Solo
Status
Finished
During our Level Design and World Creation course, we were given the tools to make our own map in the iconic first person shooter-game Quake from 1996. The engine, Trenchbroom, turned out to be super easy to use, yet it offered great wealth in creative possibilities. The best part was how easy the mechanics was to do, which gave a lot of time to focus on creating a seamless and intuitive progression through the map. I aimed to offer emotionally engaging gameplay through careful consideration of paths and placements as well as the balance between challenge and reward. I also aimed to design the level to fit both the fast risk-taker as well as more cautious explorer.
Synopsis
In this village, formerly inhabited by members of a cult, the villagers tried to summon their demon masters, to make a pact for wealth and power. The demons came, only it didn’t turn out quite as the villagers had planned. The Earth crumbled – magma flowing where water once gave life. The creatures claimed the Dark church, once built as a tribute to them, and spread through the village – house by house.
A one manned taskforce was sent in to assess, and if required, handle the situation by any means necessary. He grabbed an axe, said a prayer, and went in. The church must again be claimed by man, and the world beyond the portal destroyed. The Player must keep an eye open for helpful tools and secret paths, as well as the demons reigning the village.
Map
My aim was to evoke both exploration and discovery, as well as emotional engagement.
To achieve this, I designed a linear, yet pretty open, map that would allow for the Player to take different routes. The Player could play the level several times to improve their strategy or time. Several objects, such as weaponry or needed keys, can only be discovered through careful observation and dynamics. The Player is granted access to some of them through shooting at objects, while others are found in, for example, dumpster or behind cars. Hidden rooms can be uncovered as well.

As seen in the pictures below:
1. One painting in the church differs from the rest – a prompt to further investigate.
2. The goal (church) is uplit, while the way there (the stone pillar across the lava) is visible.
3. If entering the first available house, the Player will spot an uplit door (important to the gameplay) through a window.

To encourage emotional engagement, I was careful planning out different events in the map. After enduring many battles in the first zone, the Player carefully makes their way across wooden boards to the final house.
Suddenly, the Player is faced with close combat with a new, more difficult, enemy. Surviving is rewarded with access to equipment in abundance – what a triumph! The Player might feel amped up – ready to cross the lava and claim the church.
Another way to enhance engagement, was to aim for some realism in the surroundings. I made some objects to help tell the story of the villagers and what happened, for example:
1. An abandoned playground
2. Crashed cars burning
3. Devil worship art in the church
Workflow
1. Rough paper sketch of the map I intended to make.
2. Setting up the map. First zone to the right, second zone to the left.
3. The work to build the village has begun.
4. Progress!
5. Adding a small area with raised ground.
6. The houses in the first zone are done.
7. Adding scenery and objects to promote realism.
8. The first zone is as good as done.
9. Did work on the second zone with the church and its surroundings.
10. Inside the church.
11. The finished map in birds view.

















