History VideoGame / QuakeI

20th Dec '17 10:17:09 AM AM_NK
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''Quake'' is the first game in the eponymous VideoGame/{{Quake}} series, and was released in July 2, 1996, for MSDOS. It began development as a free roaming RPG, but it switched to a FirstPersonShooter, like Id's previous series, ''VideoGame/{{Doom}}''. An UsefulNotes/OpenGL version was released on January 22, 1997, while a version tailor-made for UsefulNotes/MicrosoftWindows was released on March 11, 1997. It was also released on UsefulNotes/SegaSaturn (December 2, 1997), UsefulNotes/{{Amiga}} (January 1, 1998) and UsefulNotes/NintendoSixtyFour (March 24, 1998).

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''Quake'' is the first game in the eponymous VideoGame/{{Quake}} series, and was released in July 2, 1996, for MSDOS. It began development as a free roaming RPG, but it switched to a FirstPersonShooter, like Id's previous series, ''VideoGame/{{Doom}}''. An UsefulNotes/OpenGL version was released on January 22, 1997, while a version tailor-made for UsefulNotes/MicrosoftWindows was released on March 11, 1997. It was also released on UsefulNotes/SegaSaturn (December 2, 1997), UsefulNotes/{{Amiga}} (January 1, 1998) and UsefulNotes/NintendoSixtyFour UsefulNotes/{{Nintendo 64}} (March 24, 1998).



Coming on the heels of ''Quake'' was '''[=QuakeWorld=]''', a mod which contained basically the first networking code designed specifically to combat the types of lag caused by Internet play and pretty much created online gaming as we now know it. All of this put together has made ''Quake'' one of the longest-lived games ever made.

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Coming on the heels of ''Quake'' was is '''[=QuakeWorld=]''', a mod which contained basically the first networking code designed specifically to combat the types of lag caused by Internet play and pretty much created online gaming as we now know it. All of this put together has made ''Quake'' one of the longest-lived games ever made.
20th Dec '17 9:36:56 AM AM_NK
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''Quake'' is the first game in the eponymous VideoGame/{{Quake}} series, and was released in 1996. It began development as a free roaming RPG, but it switched to a FirstPersonShooter, like Id's previous series, ''VideoGame/{{Doom}}''.

to:

''Quake'' is the first game in the eponymous VideoGame/{{Quake}} series, and was released in 1996. July 2, 1996, for MSDOS. It began development as a free roaming RPG, but it switched to a FirstPersonShooter, like Id's previous series, ''VideoGame/{{Doom}}''.
''VideoGame/{{Doom}}''. An UsefulNotes/OpenGL version was released on January 22, 1997, while a version tailor-made for UsefulNotes/MicrosoftWindows was released on March 11, 1997. It was also released on UsefulNotes/SegaSaturn (December 2, 1997), UsefulNotes/{{Amiga}} (January 1, 1998) and UsefulNotes/NintendoSixtyFour (March 24, 1998).



Two mission packs for the game, '''Quake: Scourge of Armagon''' by Hipnotic Entertainment and '''Quake: Dissolution of Eternity''' by Rogue Entertainment, were released. In 2016, Bethesda-owned studio Creator/MachineGames (creators of ''VideoGame/WolfensteinTheNewOrder'' and ''VideoGame/WolfensteinTheOldBlood'') released a free new episode for the game, titled '''Episode 5: Dimensions of the Past''', to celebrate the game's 20th anniversary.

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Two mission packs for the game, '''Quake: '''Quake Mission Pack No. 1: Scourge of Armagon''' by Hipnotic Entertainment and '''Quake: '''Quake Mission Pack No. 2: Dissolution of Eternity''' by Rogue Entertainment, were released. In 2016, Bethesda-owned studio Creator/MachineGames (creators of ''VideoGame/WolfensteinTheNewOrder'' and ''VideoGame/WolfensteinTheOldBlood'') released a free new episode for the game, titled '''Episode 5: Dimensions of the Past''', to celebrate the game's 20th anniversary.



* CompilationRerelease:
** ''Quake and The Ultimate Doom Compilation:'' base game and ''[[UpdatedRerelease Ultimate]] VideoGame/{{Doom}}''.
** '''Ultimate Quake:' base game, ''VideoGame/QuakeII'' and ''VideoGame/QuakeIIIArena''.
** ''[[UsefulNotes/{{Steam}} The Quake Collection]]:'' base game, ''Scourge of Armagon'', ''Dissolution of Eternity'', ''VideoGame/QuakeII'' (plus ''The Reckoning'' and ''Ground Zero'') and ''VideoGame/QuakeIIIArena'' (plus ''Team Arena'').
** ''[[Creator/IdSoftware id Anthology]]:'' base game, ''VideoGame/CommanderKeen'' (''Invasion of the Vorticons'', ''Goodbye Galaxy'', ''Aliens Ate My Babysitter!'' and ''Keen Dreams''), ''VideoGame/DangerousDaveInCopyrightInfringement'', ''VideoGame/Catacomb3D'', ''VideoGame/HoverTank3D'', ''VideoGame/RescueRover'', ''VideoGame/RescueRover2'', ''VideoGame/ShadowKnights'', ''VideoGame/SlordaxTheUnknownEnemy'', ''VideoGame/Wolfenstein3D'' (and ''Spear of Destiny''), ''VideoGame/TheCatacomb'' and ''VideoGame/{{Doom}}'' (plus ''Final DOOM'', ''Doom II: Hell On Earth'', ''Master Levels'' and ''The Ultimate Doom'').



* UpdatedRerelease: ''QuakeWorld'' is this towards ''Quake'''s multiplayer, providing lag compensation and extra rules for deathmatch, among other things.

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* UpdatedRerelease: UpdatedRerelease:
** ''Resurrection Pack:'' base game and [[OfficialFanSubmittedContent add-ons]] ''Malice'' and ''Q!ZONE''.
** ''Quake: The Offering:'' base game, ''Scourge of Armagon'' and ''Dissolution of Eternity''.
**
''QuakeWorld'' is this towards ''Quake'''s multiplayer, providing lag compensation and extra rules for deathmatch, among other things.
14th Dec '17 1:49:39 PM AM_NK
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* NewGamePlus: After finishing ''Episode 5: Dimensions of the Past'', the player returns to the difficulty selection hub with all of the weaponry he has collected.



* SuspiciousVideoGameGenerosity: Episode 4 is basically this trope, with 100 Health packs, Red Armor, Pentagrams of Protection and several QuadDamage in plain sight, instead of hidden in secret areas like in previous episode. There will be a good reason to use them.



* SuspiciousVideoGameGenerosity: Episode 4 is basically this trope, with 100 Health packs, Red Armor, Pentagrams of Protection and several QuadDamage in plain sight, instead of hidden in secret areas like in previous episode. There will be a good reason to use them.

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* SuspiciousVideoGameGenerosity: Episode 4 is basically YeOldeButcheredeEnglishe: One of the Quit messages:
--> ''"Milord, methinks that thou art a lowly quitter. Is
this trope, with 100 Health packs, Red Armor, Pentagrams of Protection and several QuadDamage in plain sight, instead of hidden in secret areas like in previous episode. There will be a good reason to use them. true?"''


Added DiffLines:

* CreatorCameo: "[=HIP3M4=]: The Gauntlet" has a hidden area showcasing the logo of Hipnotic Software, creator of the pack. Fittingly, shooting this logo triggers its rotation, further alluding to hypnosis.


Added DiffLines:

* BossRush: Every map of the second unit features a boss.


Added DiffLines:

* LikeCannotCutLike: In "[=R2M3=]: Elemental Fury II", [[spoiler:the Hephaestus bosses]] cannot be damaged by Lava Nails.
14th Dec '17 5:45:42 AM AM_NK
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!!See also:
* [[ShoutOut/{{Quake}} The Shout Out page]].



* ShoutOut:
** Many towards Creator/HPLovecraft, such as the bosses being called [[spoiler:Chthon and Shub-Niggurath]], and a level called "The Nameless City".
** Also, [[Literature/TheLordOfTheRings the Ring of Shadows]] that makes you invisible.



* ShoutOut: If you're squashed by the giant Boulder in the third level, the death text reads "Player You've been [[Franchise/IndianaJones Jones'ed!]]
14th Dec '17 5:39:37 AM AM_NK
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* ActionBomb: Spawns, annoyingly fast globs of purple goo that [[PersonalSpaceInvader would like to mate with your face]]. Killing them triggers an explosion as strong as a direct hit with a rocket. Ouch.

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\n[[foldercontrol]]

[[folder:In general]]
* ActionBomb: ActionBomb[=/=]BlobMonster[=/=]MuckMonster: Spawns, annoyingly fast globs of purple goo that [[PersonalSpaceInvader would like to mate with your face]]. Killing them triggers an explosion as strong as a direct hit with a rocket. Ouch.



* ArmorPiercingAttack: Lava nails in ''Dissolution of Eternity''. Against players, the ammo disregards armor and has less daamge reduction against a power shield. Monsters take extra damage instead.



* AscendedGlitch / GoodBadBugs:

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* AscendedGlitch / GoodBadBugs:AscendedGlitch:



** The RocketJump was originally a glitch, but was kept in the game - a secret in "The Palace of Hate" involving the player throwing a grenade on a hole and jumping over it as it explodes to reach a teleporter hints at this being noted during development. Nowadays it's a staple mechanic of several FirstPersonShooter games. Accessing ''Scourge of Armagon'''s first secret level requires the player rocket jumping to reach a closing door in time.
* AstralCheckerboardDecor: The Wizard's Manse has this.

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** The RocketJump was originally a glitch, but was kept in the game - a secret in "The Palace of Hate" involving the player throwing a grenade on a hole and jumping over it as it explodes to reach a teleporter hints at this being noted during development. Nowadays it's a staple mechanic of several FirstPersonShooter games. games.
***
Accessing ''Scourge of Armagon'''s first secret level requires the player rocket jumping to reach a closing door in time.
* AstralCheckerboardDecor: The Wizard's Manse has this.*** ''VideoGame/QuakeChampions'' even displays this proudly in their trailers.



* BeepingComputers: In the high tech "base" levels are constant technological beeping noises
* BeneathTheEarth: Several levels are underground, including one called [[ShapedLikeItself The Underearth]], as well as the game's final level.

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* BeepingComputers: In the high tech "base" levels levels, there are constant technological beeping noises
* BeneathTheEarth: Several levels are underground, including one called [[ShapedLikeItself The Underearth]], as well as the game's final level.
noises.



* BlobMonster: The Spawns are a particular annoying version. They initially remain still and move slowly, then start with sudden and constant jumping.
* BoringButPractical: The double-barrelled shotgun. Not only is it very powerful at close range (it can even gib certain enemies) but ammo for it is plentiful and it's available in almost every level.
* BossArenaIdiocy: The first chapter boss completely immune to all damage apart from two adjustable columns that can shoot lightning between them. The final boss is impervious to everything except a floaty teleporty doohickey. Neither of these unique architectural features can be found anywhere else in the game.

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* BlobMonster: The Spawns are a particular annoying version. They initially remain still and move slowly, then start with sudden and constant jumping.
* BoringButPractical: The double-barrelled double-barreled shotgun. Not only is it very powerful at close range (it can even gib certain enemies) but ammo for it is plentiful and it's available in almost every level.
* BossArenaIdiocy: The first chapter boss completely immune to all damage apart from two adjustable columns that can shoot lightning between them. The final boss is impervious to everything except a floaty teleporty doohickey. Neither of these unique architectural features can be found anywhere else in the game.
level.



* BottomlessMagazines: Ogres have an unlimited number of grenades to chuck at you. Fortunately, they're easy to dodge.
* BrickJoke: When the player character reaches the final teleporter after beating Armagon in ''Scourge of Armagon'', he ends up in the start level, exactly where it begins.
* BrutalBonusLevel: The Underearth and The Nameless City are extremely difficult (the latter has something like 95 kills) and will probably eat up all of your ammo by the time you finish them.
* CallBack: The vores appear as bosses in the second episode, and then as regular {{mooks}} in 3 and 4. This is similar to the Barons of Hell, the bosses of the first episode of ''VideoGame/{{Doom}}''.

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* BottomlessMagazines: Ogres (and ''Dissolution of Eternity''[='=]s Multi-Grenade Ogres) have an unlimited number of grenades to chuck at you. Fortunately, they're easy to dodge.
* BrickJoke: When the player character reaches the final teleporter after beating Armagon in ''Scourge of Armagon'', he ends up in the start level, exactly where it begins.
* BrutalBonusLevel: The Underearth and The Nameless City are extremely difficult (the latter has something like 95 kills) and will probably eat up all of your ammo by the time you finish them.
* CallBack: The vores appear as bosses in the second episode, and then as regular {{mooks}} in 3 and 4. This is similar to the Barons of Hell, the bosses of the first episode of ''VideoGame/{{Doom}}''.
dodge.



--> [[YeOldeButcheredeEnglishe Thou canst not kill what doth not live.]] [[SophisticatedAsHell But you can blast it into chunky kibble.]]

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--> [[YeOldeButcheredeEnglishe ''[[YeOldeButcheredeEnglishe Thou canst not kill what doth not live.]] ]]\\ [[SophisticatedAsHell But you can blast it into chunky kibble.]]]]''



* CoolVersusAwesome: ''Quake'' did this before it was even a thing, as an unintended result of its somewhat disjointed development history (half the team wanted to do a ASpaceMarineIsYou game, the other half wanted to do a fantasy RPG, and they ended up just mashing the two ideas together). You've got a space marine running around blasting medieval knights with a shotgun, blowing up zombies with grenades, and fighting Lovecraftian horrors in an alternate dimension.
* CosmicHorrorStory: It's never explained ''why'' Shub-Niggurath wants to exterminate all of mankind. She just does.
* CreepyCemetery: One level has a cemetery full of (what else?) zombies.
* CreepyCoolCrosses: So much it borders on SigilSpam. One in the original campaign actually features Jesus on it (albeit obscured by darkness), and several have zombies pinned to them in the main campaign.

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* CoolVersusAwesome: ''Quake'' did this before it was even a thing, as an unintended result of its somewhat disjointed development history (half the team wanted to do a ASpaceMarineIsYou game, the other half wanted to do a fantasy RPG, and they ended up just mashing the two ideas together). You've got a space marine running around blasting medieval knights with a shotgun, blowing up zombies with grenades, and fighting Lovecraftian horrors in an alternate dimension.
* CosmicHorrorStory: It's never explained ''why'' Shub-Niggurath wants to exterminate all of mankind. She just does.
* CreepyCemetery: One level has a cemetery full of (what else?) zombies.
* CreepyCoolCrosses: So much it borders on SigilSpam. One in the original campaign actually features Jesus on it (albeit obscured by darkness), and several have zombies pinned to them in the main campaign.



** "Claustrophobopolis", one of the Deathmatch levels, is the home to several [[SchmuckBait Beginner's Traps]] involving switches, lava, and teleporters.
** One of the final levels of ''Scourge of Armagon'' traps you between two [[AdvancingWallOfDoom Advancing Walls Of Doom]].



* DepletedPhlebotinumShells: ''Dissolution of Eternity'' adds lava nails.
* DescendingCeiling: Several times. In one level, it is played straight with the ceiling moving to crush, then subverted where the ceiling descends, splits into two parts and retreats into the walls before the elevator brings you to the exit.
* DegradedBoss:
** Vores first appear as a DualBoss at the end of the second episode, only reappear in the secret and final levels of Episode 3 and only becomes a common enemy in Episode 4.
** The Shambler fares a little better than the Vore, only becoming common late in Episode 4 and the mission packs. In Hard and Nightmare difficulties you even encounter ''three'' of them as early as the third level of the first episode, the first two one after another.
** The Fiend also appears with boss-like drama the first time it shows up, but becomes a regular enemy later - by Episode 4, it's an extremely common enemy. As little as a few seconds later on 'Hard' or 'Nightmare' skill, though, two more will oh-so-generously make themselves known and teleport in the moment the first one kicks the bucket.
* TheDreaded: [[AllThereintheManual The manual]] states that even the other monsters fear the Shambler. It isn't prevalent in the game, since other monsters will fight the Shambler if hit by its lightning attack.
* DroneOfDread: The very creepy soundtrack of the first game, provided by Music/NineInchNails.
* DungeonBypass: A precise RocketJump can help the player bypass several parts of the original levels as they were not designed with that in mind. There are other particular examples:
** [=E2M1=], "The Installation" can be beaten in less than a minute by simply running to the hall where you unlock a door with the Gold Keycard and jump to the other side, no skill required.
** [=E3M2=], "The Vaults of Zin", starts with a Silver Runekey visible, at walking distance. Problem is, as you close down, the Runekey drops and gets locked in another floor. There is a LoopholeAbuse that comes with the fact you can [[RocketJump Grenade Jump]] (in Easy or Normal) or [[HelpfulMook get propelled with the nearby zombies' weak attacks]] (in Hard or Nightmare) to move fast enough to grab the runekey before it gets locked, bypassing more than half the level.
** Huge sections of multiple levels in Episode 4 can be bypassed in some way or another. Most of those techniques the developers noticed were kept, but a warning message comes up in case the player didn't realize. Dungeon bypassing is actually how you get access to Episode 4's secret level - instead of using the Silver Key to lower the bridge that leads to the exit arcway, jump through the tiny columns that are where the bridge would be put over and head to the arcway on the left... which requires a Silver Key to open.
---> "''Are you sure you want to leave now? You left something important behind.''" (if the player attempts to leave without picking a key item, usually a new weapon)
* EasterEgg: Everywhere among the secrets.
** TheCameo: The [[VideoGame/CommanderKeen DopeFish]] appears in a well-hidden secret room in one level.
* EldritchAbomination: Shub-Niggurath.
* EldritchLocation: The parallel universe where the game takes place.
* ElevatorActionSequence: The final part of [=E2M6=] - The Dismal Oubliette, features one of these.
** The level "The Haunted Halls" has one too where you ride a series of floating platforms up and around the level, shooting rockets at switches and killing ogres.



* EnemyMine: The Horn of Invocation in ''Scourge of Armagon'', which allows you to invoke a random enemy to fight for you.



* ExpansionPack: ''Quake'' has two Mission Packs - ''Scourge of Armagon'' and ''Dissolution of Eternity''.



* ForgedByTheGods: The Mjölnir hammer in ''Scourge Of Armagon''.



* GothicHorror

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* %%* GothicHorror



* HauntedCastle

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* %%* HauntedCastle



* HealingSpring: There's a very convenient one in "The Palace of Hate", one of the hardest levels.



** [[OurZombiesAreDifferent Zombies]]. By themselves, they're an annoyance of variating level; however, they'll only stop being a threat if gibbed, something only a few high-level mooks[[labelnote:more]]specifically, the Vore with its bomb pod, the Shambler with its double claw slash, and the Wraith with all of its atacks (curiously, even though its bomb pod deals only a meager six points of damage, it can gib zombies)[[/labelnote]] can do, and zombies are pathetically easy to draw into infighting with their slow movement speed and quirky attack pattern. Anything lesser than a Fiend will lose in a battle of attrition, and Fiends will be permanently distracted with hacking at the immobilized prone zombie at their feet.

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** [[OurZombiesAreDifferent Zombies]]. By themselves, they're an annoyance of variating level; however, they'll only stop being a threat if gibbed, something only a few high-level mooks[[labelnote:more]]specifically, mooks[[note]]More specifically, the Vore with its bomb pod, the Shambler with its double claw slash, and the Wraith with all of its atacks (curiously, even though its bomb pod deals only a meager six points of damage, it can gib zombies)[[/labelnote]] zombies)[[/note]] can do, and zombies are pathetically easy to draw into infighting with their slow movement speed and quirky attack pattern. Anything lesser than a Fiend will lose in a battle of attrition, and Fiends will be permanently distracted with hacking at the immobilized prone zombie at their feet.



* HeroTrackingFailure:
** Played straight with grunts - their HitScan attacks are forced to aim a bit behind a moving player. Non-instant hit ranged attacks only focus on the player, allowing a simple dodge by moving forward. The sole exception is Ch'thon on hard difficulty, who leads with the attacks.
** Averted with Armagon in the first expansion pack, which makes him extremely difficult unless you use cover, as his rockets can kill you in just 1 or 2 hits and travel fast enough that it's very hard to change direction fast enough once they're launched.

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* HeroTrackingFailure:
** Played straight with grunts - their
HeroTrackingFailure: The grunts' HitScan attacks are forced to aim a bit behind a moving player. Non-instant hit ranged attacks only focus on the player, allowing a simple dodge by moving forward. The sole exception is Ch'thon on hard difficulty, who leads with the attacks.\n** Averted with Armagon in the first expansion pack, which makes him extremely difficult unless you use cover, as his rockets can kill you in just 1 or 2 hits and travel fast enough that it's very hard to change direction fast enough once they're launched.



** The [[RecursiveAmmo multi-rocket version of the rocket launcher]] fires four small rockets per shot that then home in on nearby targets. Each small rocket does less damage than a normal one, but they do way more damage per shot if they all hit.
* HubLevel: The difficulty selection map, which can be used for deathmatches.
* HyperDestructiveBouncingBall: The FrickinLaserBeams from ''Scourge Of Armagon'''s Laser Cannon tend to bounce around uncontrollably when you miss an enemy. This invariably leads to frequent self-damage by the trigger-happy player.

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** The [[RecursiveAmmo multi-rocket version of the rocket launcher]] fires four small rockets per shot that then home in on nearby targets. Each small rocket does less damage than a normal one, but they do way more damage per shot if they all hit.
* HubLevel: The difficulty selection map, which can be used for deathmatches.
* HyperDestructiveBouncingBall: The FrickinLaserBeams from ''Scourge Of Armagon'''s Laser Cannon tend to bounce around uncontrollably when you miss an enemy. This invariably leads to frequent self-damage by the trigger-happy player.
map in any instance.



* ImAHumanitarian: The ogres are "cannibal monsters", [[AllThereInTheManual apparently]]. In ''Scourge of Armagon'', Gremlins will try to eat you, and will happily munch on fallen human(?) foes, as well.
* InstantAwesomeJustAddDragons: The FinalBoss in ''Dissolution of Eternity''.



* LavaIsBoilingKoolAid: Magma in this game is essentially orange water with a very high damage-per-second trait. Mods like [=DarkPlaces=] make the lava look more, well, like lava.

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* LavaIsBoilingKoolAid: Magma in this game is essentially orange water with a very high damage-per-second trait. Mods HD texture packs and source ports like [=DarkPlaces=] make the lava look more, well, like lava.



* LovecraftLite: Many of the levels and enemies are designed as {{Shout Out}}s to his works, and the artifacts you collect often assault the Ranger's brain, much like Lovecraft's creatures were wont to do. The "lite" bit comes from the fact that you're playing as a [[MadeOfIron tough as nails]] ActionHero with a HyperspaceArsenal that can make mince meat out of any abomination you face in literally less than ten seconds, and [[spoiler:destroys Shub-Niggurath, Chthon, and their goons with little more than a human arsenal.]]
* LuckilyMyShieldWillProtectMe: In ''Dissolution of Eternity'', the Power Shield powerup significantly reduces damage if you are facing its source (damage from lava is treated from the origin point in the map). Attacks from the back arc do full damage.



* MeaningfulName:
** The boss of the first part is named Chthon, which is Greek for "earth" (as in, underground). Where does he live? BeneathTheEarth. A creature from the Cthulhu Mythos is also named Cthonian, although it doesn't resemble this boss.
** Shub-Niggurath, the FinalBoss, is described by Creator/HPLovecraft as "the black goat of the woods with a thousand young". Granted, she's a giant tentacled monster, not a goat, but she does [[KeystoneArmy control all the enemies in the game]] and it's implied she created them too. Quake's Shub-Niggurath actually looks more like one of the "Dark Young" that were invented by ''TabletopGame/CallOfCthulhu'' creator Sandy Petersen as "children" of Shub.
** [[NamesToRunAwayFromReallyFast The Shambler]] isn't called that for nothing, since he will [[LudicrousGibs leave you in shambles]] if you get too close to him. The monster resembles the Dimensional Shambler from the Cthulhu Mythos both in name and appearance.
** The multiplayer level Claustrophobopolis (Greek for "claustrophobia city") has rooms where you can be crushed by TheWallsAreClosingIn if another player hits a switch.
** "Azure Agony" is the final level of the final episode, and with the exception of a small hall, its architecture is nothing but azure walls and the ocassional window, the most common enemy is the blue Spawn and there is only one Key to collect - the Silver Key (which has a somewhat blue-ish look).
* MightyGlacier: The Ogre can take 200 points of damage and is equipped with both a GrenadeLauncher and a {{Chainsaw|Good}}, but isn't really fast.
** The multi-grenade Ogre doesn't have anymore health or move speed, but it fires multi-grenades that split into 5 mini grenades when they explode without hitting a lifeform.

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* MeaningfulName:
** The boss of the first part is named Chthon, which is Greek for "earth" (as in, underground). Where does he live? BeneathTheEarth. A creature from the Cthulhu Mythos is also named Cthonian, although it doesn't resemble this boss.
** Shub-Niggurath, the FinalBoss, is described by Creator/HPLovecraft as "the black goat of the woods with a thousand young". Granted, she's a giant tentacled monster, not a goat, but she does [[KeystoneArmy control all the enemies in the game]] and it's implied she created them too. Quake's Shub-Niggurath actually looks more like one of the "Dark Young" that were invented by ''TabletopGame/CallOfCthulhu'' creator Sandy Petersen as "children" of Shub.
**
MeaningfulName: [[NamesToRunAwayFromReallyFast The Shambler]] isn't called that for nothing, since he will [[LudicrousGibs leave you in shambles]] if you get too close to him. The monster resembles the Dimensional Shambler from the Cthulhu Mythos both in name and appearance.
* MightyGlacier:
** The multiplayer level Claustrophobopolis (Greek for "claustrophobia city") has rooms where you can be crushed by TheWallsAreClosingIn if another player hits a switch.
** "Azure Agony" is the final level of the final episode, and with the exception of a small hall, its architecture is nothing but azure walls and the ocassional window, the most common enemy is the blue Spawn and there is only one Key to collect - the Silver Key (which has a somewhat blue-ish look).
* MightyGlacier:
The Ogre can take 200 points of damage and is equipped with both a GrenadeLauncher and a {{Chainsaw|Good}}, but isn't really fast.
** The multi-grenade Ogre doesn't have anymore health or move speed, but it fires multi-grenades that split into 5 mini grenades when they explode without hitting a lifeform.
fast.



* MuckMonster: Spawn. The expansion pack adds a variety that can [[MookMaker duplicate itself indefinitely]].



** The levels themselves are given rather ominous appellations: "The Dismal Oubliette", "Chambers of Torment", "Satan's Dark Delight", "Azure Agony", etc.
* NoSell: The Wetsuit negates any and all electric damage, from Shambler bolts to your own Thunderbolt fired underwater.

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** The levels themselves are given rather ominous appellations: "The Dismal Oubliette", "Chambers of Torment", "Satan's Dark Delight", "Azure Agony", etc.
* NoSell: The Wetsuit negates any and all electric damage, from Shambler bolts to your own Thunderbolt fired underwater.NoSell:



** No attacks work against someone with the Pentagram of Protection.[[note]][[GoodBadBugs But using the Thunderbolt underwater puts the player in a zombie-like state in earlier versions]][[/note]]
* OncePerEpisode: Usually the first map of each episode is techbase, while the rest takes place in gothic castle or dungeon.
* OnlyTheChosenMayWield: In ''Scourge of Armagon'', the Gremlins can't steal the Mjolnir.

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** No attacks work against someone with the Pentagram of Protection.[[note]][[GoodBadBugs But using the Thunderbolt underwater puts the player in a zombie-like state in earlier versions]][[/note]]
* OncePerEpisode: Usually the first map of each episode is techbase, while the rest takes place in gothic castle or dungeon.
* OnlyTheChosenMayWield: In ''Scourge of Armagon'', the Gremlins can't steal the Mjolnir.



* PaletteSwap: Aside from Player Characters, not used until ''Dissolution of Eternity''. The textures used on some monsters indicate that they are slightly different; yellowish ogres may throw multi grenades, green spawns will split apart, and a mummy (a white-colored zombie) is a [[StoneWall damage sponge]] rather than being ImmuneToBullets.
* PlayableMenu and HubLevel: The non-standard difficulty and episode selection, which was slashed away in the console ports (N64, at least).
* PointOfNoReturn: Levels are usually designed so that you can backtrack anytime, but there are a few exceptions, such as one part of a level in which the lights behind the player turn off, somehow blocking the path.
* PuzzleBoss: Probably the TropeCodifier for FPS games. Both unique bosses (the end of Episode 1, and the FinalBoss) are pure puzzle bosses that involve no shooting (although the final boss involves you having to shoot your way through several BossInMooksClothing first). The expansion packs introduced several more traditional FPS bosses.

to:

* PaletteSwap: Aside from Player Characters, not used until ''Dissolution of Eternity''. The textures used on some monsters indicate that they are slightly different; yellowish ogres may throw multi grenades, green spawns will split apart, and a mummy (a white-colored zombie) is a [[StoneWall damage sponge]] rather than being ImmuneToBullets.
* PlayableMenu and HubLevel: The non-standard difficulty and episode selection, which was slashed away in the console ports (N64, at least).
* PointOfNoReturn: Levels You cannot go back to any previous level, but the levels themselves are usually designed so that you can backtrack anytime, but there are a few exceptions, such as one part of a level in which the lights behind the player turn off, somehow blocking the path.
* PuzzleBoss: Probably the TropeCodifier for FPS games. Both unique bosses (the end of Episode 1, and the FinalBoss) are pure puzzle bosses that involve no shooting (although the final boss involves you having to shoot your way through several BossInMooksClothing first). The expansion packs introduced several more traditional FPS bosses.
path.



* RecursiveAmmo: The multi-rockets in ''Dissolution Of Eternity'' split into multiple small explosives, although they split into five when fire by the grenade launcher but only four when fired by the rocket launcher.



* SecretLevel: The first game had one per unit, including the famous [[GravityScrew "Ziggurat Vertigo"]], [[BeneathTheEarth "The Underearth"]], [[RoomFullOfCrazy "The Haunted Halls"]] and [[LovecraftLite "The Nameless City"]]. ''Scourge of Armagon'' pushes this a bit far, with "Military Complex", "The Gremlin's Domain" and "The Edge of Oblivion" (a Deathmatch level turned into a singleplayer one, with loads and loads of enemies).



* SeriousBusiness: Tournament play moved from a pastime to a career for some, among them "Thresh", who won John Romero's Ferrari in a tournament.

to:

* SeriousBusiness: Tournament play TournamentPlay moved from a pastime to a career for some, among them "Thresh", who won John Romero's Ferrari in a tournament.



* ShoutOut: As mentioned above, many towards Creator/HPLovecraft, such as the bosses being called Chthon and Shub-Niggurath, and a level called "The Nameless City".
** Also, [[Literature/TheLordOfTheRings the Ring of Shadows]] that makes you invisible.
** If you're squashed by the giant Boulder in the third level of "Scourge of Armagon", the death text reads "Player You've been [[Franchise/IndianaJones Jones'ed!]]
* SigilSpam: The Quake logo appears around the runic-themed levels a lot, usually on buttons, and Gloom Keep ([=E1M5=]) features a shadow in the shape of it in front of a teleporter [[spoiler:alluding to a secret Quad Damage if you enter the teleporter from the back side]].



* SpaceMarine: id attempted to distance themselves from it in this game, calling him "Ranger" instead. Part of ''Scourge of Armagon'' plays this straight.



* StormingTheCastle: Every level is about getting into the fortress, killing monsters and making your way to the end.



* SuspiciousVideoGameGenerosity:
** Just found a grenade launcher, rocket launcher, and ammo? There are zombies around the corner.
** Episode 4 is basically this trope, with 100 Health packs, Red Armor, Pentagrams of Protection and several QuadDamage in plain sight, instead of hidden in secret areas like in previous episode. There will be a good reason to use them.
* TechDemoGame: This game is the reason graphics cards sell well on [=PCs=] two decades later. Attempts had been made for years to sell 3D accelerators, but people weren't particularly interested in the high costs until the [=OpenGL=] version of ''Quake'' came along.
* TeleFrag: Sometimes two or more monsters will spawn in place and insta-gib each other. It's possible to do it in multiplayer as well, and [[spoiler: the only way to beat the final boss, Shub-Niggurath.]] Monsters can never telefrag players - if you're in the right spot, you can avoid fighting a tough enemy.

to:

* SuspiciousVideoGameGenerosity:
** Just found a grenade launcher, rocket launcher, and ammo? There are zombies around the corner.
** Episode 4 is basically this trope, with 100 Health packs, Red Armor, Pentagrams of Protection and several QuadDamage in plain sight, instead of hidden in secret areas like in previous episode. There will be a good reason to use them.
* TechDemoGame: This game is the reason graphics cards sell well on [=PCs=] two decades later. Attempts had been made for years to sell 3D accelerators, but people weren't particularly interested in the high costs until the [=OpenGL=] version of ''Quake'' came along.
* TeleFrag: Sometimes two or more monsters will spawn in place and insta-gib each other. It's possible to do it in multiplayer as well, and [[spoiler: the only way to beat the final boss, Shub-Niggurath.]] well. Monsters can never telefrag players - if you're in the right spot, you can avoid fighting a tough enemy.



* TheresNoKillLikeOverkill: All over the place. It's possible to take down Death Knights or Ogres with ''three'' rockets, and then there's killing the piranhas with the shotgun...
** Overkilling zombies is ''required''. They'll go down with standard firepower, but they'll recover and get back up again shortly afterwards. The only way to make sure they stay dead is applying enough damage to splatter them.
* TitleDrop: The final line of ''Dissolution of Eternity''.
* ToHellAndBack: Episode 3 is designed with a hellish theme.

to:

* TheresNoKillLikeOverkill: TheresNoKillLikeOverkill:
**
All over the place. It's possible to take down Death Knights or Ogres with ''three'' rockets, and then there's killing the piranhas with the shotgun...
** Overkilling zombies is ''required''.''[[EnforcedTrope required]]''. They'll go down with standard firepower, but they'll recover and get back up again shortly afterwards. The only way to make sure they stay dead is applying enough damage to splatter them.
* TitleDrop: The final line of ''Dissolution of Eternity''.
* ToHellAndBack: Episode 3 is designed with a hellish theme.
them.



* AWinnerIsYou: Each set of levels ends with a wall of text about the ancient knowledge you're getting from the runes. After Shub-Niggurath explodes, the game and its developers just congratulate you and thank you for playing.
** [[FridgeLogic And it's never explained]] what happens to your character after that. [[TethercatPrinciple Did he just stay on that platform surrounded by lava until he died of starvation?]]

to:

* AWinnerIsYou: Each set of levels ends with a wall of text about the ancient knowledge you're getting from the runes. After Shub-Niggurath explodes, the game and its developers just congratulate you and thank you for playing.\n** [[FridgeLogic And it's never explained]] what happens to your character after that. [[TethercatPrinciple Did he just stay on that platform surrounded by lava until he died of starvation?]]


Added DiffLines:

[[/folder]]

[[folder:''Quake'' (and ''Dimensions of the Past'')]]
* AstralCheckerboardDecor: "[=E2M5=] Wizard's Manse" has this.
* BeneathTheEarth: Several levels are underground, including one called [[ShapedLikeItself The Underearth]], as well as the game's final level.
* BossArenaIdiocy: [[spoiler:Chthon]], the first episode's boss, is completely immune to all damage apart from two adjustable columns that can shoot lightning between them. [[spoiler:Shub-Niggurath]], the FinalBoss, is impervious to everything except a floaty teleporty doohickey. Neither of these unique architectural features can be found anywhere else in the game.
* BrutalBonusLevel: "[=E2M7:=] The Underearth" and "[=E4M8:=] The Nameless City" are extremely difficult (the latter has something like 95 kills) and will probably eat up all of your ammo by the time you finish them.
* CallBack: The vores appear as bosses in the second episode, and then as regular {{mooks}} in 3 and 4. This is similar to the Barons of Hell, the bosses of the first episode of ''VideoGame/{{Doom}}''.
* CoolVersusAwesome: ''Quake'' did this before it was even a thing, as an unintended result of its somewhat disjointed development history (half the team wanted to do a ASpaceMarineIsYou game, the other half wanted to do a fantasy RPG, and they ended up just mashing the two ideas together). You've got a space marine running around blasting medieval knights with a shotgun, blowing up zombies with grenades, and fighting Lovecraftian horrors in an alternate dimension.
* CosmicHorrorStory: It's never explained ''why'' [[spoiler:Shub-Niggurath wants to exterminate all of mankind]]. She just does.
* CreepyCoolCrosses: One actually features Jesus on it (albeit obscured by darkness), and several have zombies pinned to them.
* DeathTrap: "Claustrophobopolis", from the "Deathmatch Arena" episode, is the home to several [[SchmuckBait Beginner's Traps]] involving switches, lava, and teleporters.
* DegradedBoss:
** Vores first appear as a DualBoss at the end of the second episode, only reappear in the secret and final levels of Episode 3 and only becomes a common enemy in Episode 4.
** The Shambler fares a little better than the Vore, only becoming common late in Episode 4 and the mission packs. In Hard and Nightmare difficulties you even encounter ''three'' of them as early as the third level of the first episode, the first two one after another.
** The Fiend also appears with boss-like drama the first time it shows up, but becomes a regular enemy later - by Episode 4, it's an extremely common enemy. As little as a few seconds later on 'Hard' or 'Nightmare' skill, though, two more will oh-so-generously make themselves known and teleport in the moment the first one kicks the bucket.
* DevelopersForesight: Usually in the form of secrets requiring exploits which were later developed or messages:
--> ''"Are you sure you want to leave now? You left something important behind."'' (if the player attempts to leave without picking a key item, usually a new weapon)
* TheDreaded: [[AllThereintheManual The manual]] states that even the other monsters fear the Shambler. [[GameplayAndStorySegregation It isn't prevalent in the game]], since other monsters will fight the Shambler if hit by its lightning attack.
* DroneOfDread: The very creepy soundtrack, provided by Music/NineInchNails.
* DungeonBypass: A precise RocketJump or [[BunnyHop strafe jump]] can help the player bypass several parts of the original levels as they were not designed with that in mind. There are other particular examples:
** "[=E2M1=]: The Installation" can be beaten in less than a minute by simply running to the hall where you unlock a door with the Gold Keycard and jump to the other side, no skill required.
** "[=E3M2=]: The Vaults of Zin", starts with a Silver Runekey visible, at walking distance. Problem is, as you close down, the Runekey drops and gets locked in another floor. There is a LoopholeAbuse that comes with the fact you can [[RocketJump Grenade Jump]] (in Easy or Normal) or [[HelpfulMook get propelled with the nearby zombies' weak attacks]] (in Hard or Nightmare) to move fast enough to grab the runekey before it gets locked, bypassing more than half the level.
** Huge sections of multiple levels in Episode 4 can be bypassed in some way or another. Most of those techniques the developers noticed were kept, but a warning message comes up in case the player didn't realize. Dungeon bypassing is actually how you get access to Episode 4's secret level - instead of using the Silver Key to lower the bridge that leads to the exit arcway, jump through the tiny columns that are where the bridge would be put over and head to the arcway on the left... which requires a Silver Key to open.
* EasterEgg: The [[VideoGame/CommanderKeen DopeFish]] appears in a well-hidden secret room in "[=E2M3=]: The Crypt of Decay".
* EldritchAbomination: [[spoiler:Shub-Niggurath]].
* EldritchLocation: The parallel universe where the game takes place.
* ElevatorActionSequence:
** The final part of "[=E2M6=]: The Dismal Oubliette", consists on an elevator with plenty of monsters appearing along the way.
** The level "[=E2M7=]: The Haunted Halls" has one too where you ride a series of floating platforms up and around the level, shooting rockets at switches and killing ogres.
* HealingSpring: There's a very convenient one in "[=E4M4:=] The Palace of Hate", one of the hardest levels.
* ImAHumanitarian: The ogres are "cannibal monsters", [[AllThereInTheManual apparently]].
* LovecraftLite: Many of the levels and enemies are designed as {{Shout Out}}s to his works, and the artifacts you collect often assault the Ranger's brain, much like Lovecraft's creatures were wont to do. The "lite" bit comes from the fact that you're playing as a [[MadeOfIron tough as nails]] ActionHero with a HyperspaceArsenal that can make mince meat out of any abomination you face in literally less than ten seconds, and [[spoiler:destroys Shub-Niggurath, Chthon, and their goons with little more than a human arsenal.]]
* MeaningfulName:
** The boss of the first part is named Chthon, which is Greek for "earth" (as in, underground). Where does he live? BeneathTheEarth. A creature from the Cthulhu Mythos is also named Cthonian, although it doesn't resemble this boss.
** Shub-Niggurath, the FinalBoss, is described by Creator/HPLovecraft as "the black goat of the woods with a thousand young". Granted, she's a giant tentacled monster, not a goat, but she does [[KeystoneArmy control all the enemies in the game]] and it's implied she created them too. Quake's Shub-Niggurath actually looks more like one of the "Dark Young" that were invented by ''TabletopGame/CallOfCthulhu'' creator Sandy Petersen as "children" of Shub.
** The multiplayer level Claustrophobopolis (Greek for "claustrophobia city") has rooms where you can be crushed by TheWallsAreClosingIn if another player hits a switch.
** "Azure Agony" is the final level of the final episode, and with the exception of a small hall, its architecture is nothing but azure walls and the ocassional window, the most common enemy is the blue Spawn and there is only one Key to collect - the Silver Key (which has a somewhat blue-ish look).
* NamesToRunAwayFromReallyFast: The levels themselves are given rather ominous appellations: "The Dismal Oubliette", "Chambers of Torment", "Satan's Dark Delight", "Azure Agony", etc.
* NoEnding: ''Dimensions of the Past'' takes the player to the level selection area after completion.
* OncePerEpisode: Usually the first map of each episode is techbase, while the rest takes place in gothic castle or dungeon.
* PuzzleBoss: Probably the TropeCodifier for FPS games. Both unique bosses (the end of Episode 1, and the FinalBoss) are pure puzzle bosses that involve no shooting (although the final boss involves you having to shoot your way through several BossInMooksClothing first).
* SecretLevel: The first game had one per unit, including the famous [[GravityScrew "Ziggurat Vertigo"]], [[BeneathTheEarth "The Underearth"]], [[RoomFullOfCrazy "The Haunted Halls"]] and [[LovecraftLite "The Nameless City"]].
* ShoutOut:
** Many towards Creator/HPLovecraft, such as the bosses being called [[spoiler:Chthon and Shub-Niggurath]], and a level called "The Nameless City".
** Also, [[Literature/TheLordOfTheRings the Ring of Shadows]] that makes you invisible.
* SigilSpam: "[=E1M5:=] Gloom Keep" features a shadow in the shape of it in front of a teleporter [[spoiler:alluding to a secret Quad Damage if you enter the teleporter from the back side]].
* SpaceMarine: id attempted to distance themselves from it in this game, calling him "Ranger" instead.
* StormingTheCastle: Every level is about getting into the fortress, killing monsters and making your way to the end.
* TechDemoGame: This game is the reason graphics cards sell well on [=PCs=] two decades later. Attempts had been made for years to sell 3D accelerators, but people weren't particularly interested in the high costs until the [=OpenGL=] version of ''Quake'' came along.
* TeleFrag: [[spoiler:The only way to beat the final boss, Shub-Niggurath.]]
* ToHellAndBack: Episode 3 is designed with a hellish theme.
* AWinnerIsYou: After Shub-Niggurath explodes, the game and its developers just congratulate you and thank you for playing. [[TheUnreveal And it's never explained]] what happens to your character after that. [[TethercatPrinciple Did he just stay on that platform surrounded by lava until he died of starvation?]]
* SuspiciousVideoGameGenerosity: Episode 4 is basically this trope, with 100 Health packs, Red Armor, Pentagrams of Protection and several QuadDamage in plain sight, instead of hidden in secret areas like in previous episode. There will be a good reason to use them.
[[/folder]]

[[folder:''Scourge of Armagon'']]
* BookEnds: When the player character reaches the final teleporter after [beating Armagon]], he ends up in the start level, exactly where it begins.
* ExpansionPack: Adds a new campaign and several new maps to the game.
** MissionPackSequel: Takes place after the main game.
* DeathTrap: One of the final levels traps you between two [[AdvancingWallOfDoom Advancing Walls Of Doom]].
* EnemyMine: The Horn of Invocation, which allows you to invoke a random enemy to fight for you.
* ForgedByTheGods: The Mjölnir hammer.
* HyperDestructiveBouncingBall: The FrickinLaserBeams from the Laser Cannon tend to bounce around uncontrollably when you miss an enemy. This invariably leads to frequent self-damage by the trigger-happy player.
* ImAHumanitarian: Gremlins will try to eat you, and will happily munch on fallen human(?) foes, as well.
* NoSell: The Wetsuit negates any and all electric damage, from Shambler bolts to your own Thunderbolt fired underwater.
* OnlyTheChosenMayWield: The Gremlins can't steal the Mjolnir.
* SecretLevel: Pushes this a bit far, with "Military Complex", "The Gremlin's Domain" and "The Edge of Oblivion" (a Deathmatch level turned into a singleplayer one, with loads and loads of enemies).
* ShoutOut: If you're squashed by the giant Boulder in the third level, the death text reads "Player You've been [[Franchise/IndianaJones Jones'ed!]]
[[/folder]]

[[folder:''Dissolution of Eternity'']]
* ActionBomb[=/=]BlobMonster[=/=]MuckMonster: In addition to Spawns, the pack introduces Hell Spawns, which are also able to [[MesACrowd duplicate themselves]].
* ArmorPiercingAttack: Lava nails. Against players, the ammo disregards armor and has less damage reduction against a power shield. Monsters take extra damage instead.
* CreepyCemetery: "[=R1M6=]: Temple of Pain" has a cemetery full of (what else?) zombies.
* DepletedPhlebotinumShells: Lava nails.
* ExpansionPack: Adds a new campaign and several new maps to the game.
** MissionPackSequel: Takes place after ''Armagon''.
* HomingProjectile: The [[RecursiveAmmo multi-rocket version of the rocket launcher]] fires four small rockets per shot that then home in on nearby targets. Each small rocket does less damage than a normal one, but they do way more damage per shot if they all hit.
* InstantAwesomeJustAddDragons: [[spoiler:The FinalBoss]].
* LuckilyMyShieldWillProtectMe: The Power Shield powerup significantly reduces damage if you are facing its source (damage from lava is treated from the origin point in the map). Attacks from the back arc do full damage.
* MightyGlacier: The multi-grenade Ogre doesn't have anymore health or move speed, but it fires multi-grenades that split into 5 mini grenades when they explode without hitting a lifeform.
* PaletteSwap: The textures used on some monsters indicate that they are slightly different; yellowish ogres may throw multi grenades, green spawns will split apart, and a mummy (a white-colored zombie) is a [[StoneWall damage sponge]] rather than being ImmuneToBullets.
* RecursiveAmmo: The multi-rockets split into multiple small explosives, although they split into five when fire by the grenade launcher but only four when fired by the rocket launcher.
* TitleDrop: The final line.
[[/folder]]
26th Nov '17 7:07:30 PM Kadorhal
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** Huge sections of multiple levels in Episode 4 can be bypassed in some way or another. Most of those techniques the developers were GenreSavvy enough to notice were kept, but a warning message comes up in case the player didn't realize. Dungeon bypassing is actually how you get access to Episode 4's secret level - instead of using the Silver Key to lower the bridge that leads to the exit arcway jump through the tiny columns that are were the bridge would be put over and head to the arcway on the left... which requires a Silver Key to open.

to:

** Huge sections of multiple levels in Episode 4 can be bypassed in some way or another. Most of those techniques the developers were GenreSavvy enough to notice noticed were kept, but a warning message comes up in case the player didn't realize. Dungeon bypassing is actually how you get access to Episode 4's secret level - instead of using the Silver Key to lower the bridge that leads to the exit arcway arcway, jump through the tiny columns that are were where the bridge would be put over and head to the arcway on the left... which requires a Silver Key to open.



* EasterEgg: Everywhere among the secrets!

to:

* EasterEgg: Everywhere among the secrets!secrets.



* EverythingFades: One of the early attractions of ''Quake'''s polygonal graphics was the prospect that you'd now be able to ''[[AvertedTrope look at corpses and guns from different angles]]'' (which was new and incredibly cool back then.) Unfortunately, the rapid increase in performance requirements brought on by ''Quake''-style graphics would ultimately bring about the ubiquity of EverythingFades.

to:

* EverythingFades: An interesting example in that it doesn't apply to ''Quake'', but the game still helped popularize it. One of the early attractions of ''Quake'''s polygonal graphics was the prospect that you'd now be able to ''[[AvertedTrope look at corpses and guns from different angles]]'' (which angles, which was new and incredibly cool back then.) then. Unfortunately, the rapid increase in performance requirements brought on by ''Quake''-style graphics would ultimately bring about the ubiquity of EverythingFades.this trope.



* {{Freemium}}: The first episode was available as shareware, but the latter three had to be purchased.



* LavaIsBoilingKoolAid: Magma in this game is essentially orange water with a very high damage-per-second trait. Mods like [=DarkPlaces=] make the Lava look more, well, like Lava.

to:

* LavaIsBoilingKoolAid: Magma in this game is essentially orange water with a very high damage-per-second trait. Mods like [=DarkPlaces=] make the Lava lava look more, well, like Lava.lava.



* LockAndKeyPuzzle: Many levels, although they're quite simplistic, with only two keys to find at most.

to:

* LockAndKeyPuzzle: Many levels, although they're quite simplistic, back to ''VideoGame/Wolfenstein3D'' levels of simple, with only two keys to find at most.



* MightyGlacier: The Ogee can take 200 points of damage and is equipped with both a GrenadeLauncher and a {{Chainsaw|Good}}, but isn't really fast.

to:

* MightyGlacier: The Ogee Ogre can take 200 points of damage and is equipped with both a GrenadeLauncher and a {{Chainsaw|Good}}, but isn't really fast.



* OurZombiesAreDifferent

to:

* OurZombiesAreDifferentOurZombiesAreDifferent: No longer being the possessed soldiers of ''Doom'', instead being your more typical slow, shambling undead - though the upshot for them is that nothing puts them down permanently short of [[LudicrousGibs full-body destruction]].



* PuzzleBoss: Probably the TropeCodifier for FPS games. Both unique bosses (the end of Episode 1, and the FinalBoss) are pure puzzle bosses that involve no shooting (although the FinalBoss involves you having to shoot your way through several BossInMooksClothing first). The expansion packs introduced several more traditional FPS bosses.

to:

* PuzzleBoss: Probably the TropeCodifier for FPS games. Both unique bosses (the end of Episode 1, and the FinalBoss) are pure puzzle bosses that involve no shooting (although the FinalBoss final boss involves you having to shoot your way through several BossInMooksClothing first). The expansion packs introduced several more traditional FPS bosses.



* SecretLevel: The first game had one per unit, including the famous ''[[GravityScrew "Ziggurat Vertigo"]]'', ''[[BeneathTheEarth "The Underearth"]]'', ''[[RoomFullOfCrazy "The Haunted Halls"]]'' and ''[[LovecraftLite "The Nameless City"]]''. ''Scourge of Armagon'' pushes this a bit far, with ''"Military Complex"'', ''"The Gremlin's Domain"'' and ''"The Edge of Oblivion"''. (A Deathmatch level turned as an SP one, with loads and loads of enemies).

to:

* SecretLevel: The first game had one per unit, including the famous ''[[GravityScrew [[GravityScrew "Ziggurat Vertigo"]]'', ''[[BeneathTheEarth Vertigo"]], [[BeneathTheEarth "The Underearth"]]'', ''[[RoomFullOfCrazy Underearth"]], [[RoomFullOfCrazy "The Haunted Halls"]]'' Halls"]] and ''[[LovecraftLite [[LovecraftLite "The Nameless City"]]''. City"]]. ''Scourge of Armagon'' pushes this a bit far, with ''"Military Complex"'', ''"The "Military Complex", "The Gremlin's Domain"'' Domain" and ''"The "The Edge of Oblivion"''. (A Oblivion" (a Deathmatch level turned as an SP into a singleplayer one, with loads and loads of enemies).



* TechDemoGame: this game is the reason [=PCs=] now have graphics cards.

to:

* TechDemoGame: this This game is the reason [=PCs=] now have graphics cards.cards sell well on [=PCs=] two decades later. Attempts had been made for years to sell 3D accelerators, but people weren't particularly interested in the high costs until the [=OpenGL=] version of ''Quake'' came along.
26th Nov '17 4:15:51 PM Kadorhal
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The game has the HeroicMime [[TheProtagonist Protagonist]] (called "Ranger" in ''VideoGame/QuakeIIIArena'') going through four worlds [[MacGuffin collecting lost runes]] in order to fight against an EldritchAbomination after a military experiment into [[HyperspaceIsAScaryPlace teleportation went awry]] and [[GoneHorriblyWrong caused an interdimensional demon invasion]]. The player, now the last surviving member of his unit, must single-handedly blow them all to bits. Of course, the story was once more than [[ExcusePlot just a basic framework]] for an adrenaline-packed onslaught of vicious monsters to be blown apart.

to:

The game has the HeroicMime [[TheProtagonist Protagonist]] (called "Ranger" in ''VideoGame/QuakeIIIArena'') going through four worlds [[MacGuffin collecting lost runes]] in order to fight against an EldritchAbomination after a military experiment into [[HyperspaceIsAScaryPlace teleportation went awry]] and [[GoneHorriblyWrong caused an interdimensional demon invasion]]. The player, now the last surviving member of his unit, must single-handedly blow them all to bits. Of course, the story was once more than [[ExcusePlot just a basic framework]] for an adrenaline-packed onslaught of vicious monsters to be blown apart.
24th Oct '17 12:26:25 PM Siggu
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* ArtificialStupidity: Most enemies never take into account distance and height differences with you when it comes at aiming. They will always miss if you are on a higher ground, up to and including [[BossInMooksClothing Shamblers]]. On nightmare difficulty, enemies won't attempt to reposition themselves when they refire if you don't move, making it the main reason why Nightmare can be easier than Hard.

to:

* ArtificialStupidity: ArtificialStupidity:
**
Most enemies never take into account distance and height differences with you when it comes at aiming. They will always miss if you are on a higher ground, up to and including [[BossInMooksClothing Shamblers]]. On nightmare difficulty, enemies won't attempt to reposition themselves when they refire if you don't move, making it the main reason why Nightmare can be easier than Hard.Hard.
** Enemies will often try to take the shortest route towards you, even if that shortest route ''cannot be taken'' - for example, if you are on a bridge in which you have to take a U-turn to reach the other side, and the whole bridge has no cover, enemies will try to run forward to reach you instead of taking said U-turn. This is a particularly strange situation as enemies take routes fairly well if they cannot see you.



** The RocketJump was originally a glitch, but was kept in the game - a secret in "The Palace of Hate" involving the player throwing a grenade on a hole and jumping over it as it explodes to reach a teleporter hints at this being noted during development. Nowadays it's a staple mechanic of several FirstPersonShooter games. Accessing ''Scourge of Armagon'''s first secret level requires the player rocket jumping to reach a closing door in time.



* BrickJoke: When the player character reaches the final teleporter after beating Armagon in ''Scourge of Armagon'', he ends up in the start level, exactly where it begins.



* ClassicCheatCode: While Quake's cheat codes don't have strange names like those in ''VideoGame/{{Doom}}'', cheat codes such as "god", "noclip" and certain "impulse" commands got their way on several first-person shooter games, particularly ''VideoGame/HalfLife'' (which runs on a modified Quake engine) and its sequels, as well as any games that originated as {{Game Mod}}s on them.



* CriticalExistenceFailure: While this trope is PlayedStraight as was usual in older first-person shooter games, it also gets applied when it comes to whether an enemy is turned into LudicrousGibs or not. To be gibbed, an enemy had to reach a certain amount of negative health points when killed. For example, zombies, which have to be gibbed to be killed, have 60 health points need to reach -5 health to be gibbed - if you deal 64 damage, it would get up later; deal 65 damage and it will be turned into gibs.



** Vores first appear as a DualBoss at the end of the second episode, then as regular enemies in the latter two episodes.
** The Shambler fares a little better than the Vore, only becoming common late in Episode 4 and the mission packs.
** The Fiend also appears with boss-like drama the first time it shows up, but becomes a regular enemy later. As little as a few seconds later on 'Hard' or 'Nightmare' skill, though, two more will oh-so-generously make themselves known and teleport in the moment the first one kicks the bucket.

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** Vores first appear as a DualBoss at the end of the second episode, then as regular enemies only reappear in the latter two episodes.
secret and final levels of Episode 3 and only becomes a common enemy in Episode 4.
** The Shambler fares a little better than the Vore, only becoming common late in Episode 4 and the mission packs.
packs. In Hard and Nightmare difficulties you even encounter ''three'' of them as early as the third level of the first episode, the first two one after another.
** The Fiend also appears with boss-like drama the first time it shows up, but becomes a regular enemy later.later - by Episode 4, it's an extremely common enemy. As little as a few seconds later on 'Hard' or 'Nightmare' skill, though, two more will oh-so-generously make themselves known and teleport in the moment the first one kicks the bucket.



** [=E3M2=], "The Vaults of Zin", starts with a Silver Runekey visible, at walking distance. Problem is, as you close down, the Runekey drops and gets locked in another floor. There is a LoopholeAbuse that comes with the fact you can [[RocketJump Grenade Jump]] or [[HelpfulMook get propelled with the nearby zombies' weak attacks]] to move fast enough to grab the runekey before it gets locked, bypassing more than half the level.
** Huge sections of multiple levels in Episode 4 can be bypassed in some way or another. Most of those techniques the developers were GenreSavvy enough to notice were kept, but a warning message comes up in case the player didn't realize.
---> "''Are you sure you want to leave now? You left something important behind.''" (if the player attempts to leave without picking a key item)

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** [=E2M1=], "The Installation" can be beaten in less than a minute by simply running to the hall where you unlock a door with the Gold Keycard and jump to the other side, no skill required.
** [=E3M2=], "The Vaults of Zin", starts with a Silver Runekey visible, at walking distance. Problem is, as you close down, the Runekey drops and gets locked in another floor. There is a LoopholeAbuse that comes with the fact you can [[RocketJump Grenade Jump]] (in Easy or Normal) or [[HelpfulMook get propelled with the nearby zombies' weak attacks]] (in Hard or Nightmare) to move fast enough to grab the runekey before it gets locked, bypassing more than half the level.
** Huge sections of multiple levels in Episode 4 can be bypassed in some way or another. Most of those techniques the developers were GenreSavvy enough to notice were kept, but a warning message comes up in case the player didn't realize.
realize. Dungeon bypassing is actually how you get access to Episode 4's secret level - instead of using the Silver Key to lower the bridge that leads to the exit arcway jump through the tiny columns that are were the bridge would be put over and head to the arcway on the left... which requires a Silver Key to open.
---> "''Are you sure you want to leave now? You left something important behind.''" (if the player attempts to leave without picking a key item)item, usually a new weapon)



* EverythingFades: One of the early attractions of ''Quake'''s polygonal graphics was the prospect that you'd now be able to ''look at corpses and guns from different angles'' (which was new and incredibly cool back then.) Unfortunately, the rapid increase in performance requirements brought on by ''Quake''-style graphics would ultimately bring about the ubiquity of EverythingFades.

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* EverythingFades: One of the early attractions of ''Quake'''s polygonal graphics was the prospect that you'd now be able to ''look ''[[AvertedTrope look at corpses and guns from different angles'' angles]]'' (which was new and incredibly cool back then.) Unfortunately, the rapid increase in performance requirements brought on by ''Quake''-style graphics would ultimately bring about the ubiquity of EverythingFades.



* LightningBruiser: Shamblers are a lot faster than their huge size might make you assume. Their surprising speed can make it difficult to dodge out of their line-of-sight in order to avoid their hitscan ranged attack.
** The Fiend looks like a FragileSpeedster at first, but it has 300 hit points on top of its extreme mobility and deadly melee attack.

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* LightningBruiser: LightningBruiser:
**
Shamblers are a lot faster than their huge size might make you assume. Their surprising speed can make it difficult to dodge out of their line-of-sight in order to avoid their hitscan ranged attack.
** The Fiend looks like a FragileSpeedster at first, but it has 300 hit points on top of its extreme mobility and deadly melee attack. Its leap attack is fairly predictable, but it causes a lot of damage dependingon where it hits you.



* MightyGlacier: The Orge can take 200 points of damage and is equipped with both a GrenadeLauncher and a {{Chainsaw|Good}}, but isn't really fast.

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** "Azure Agony" is the final level of the final episode, and with the exception of a small hall, its architecture is nothing but azure walls and the ocassional window, the most common enemy is the blue Spawn and there is only one Key to collect - the Silver Key (which has a somewhat blue-ish look).
* MightyGlacier: The Orge Ogee can take 200 points of damage and is equipped with both a GrenadeLauncher and a {{Chainsaw|Good}}, but isn't really fast.
23rd Sep '17 9:36:00 AM Spinycemb
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* LudicrousGibs: Whenever enemies are blown up with the rocket launcher or telefragged. [[ChunkySalsaRule Explosives are actually required to kill zombies]] if you don't have a Quad Damage, as attacks must inflict a minimum amount of damage to kill one.

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* LudicrousGibs: Whenever enemies are blown up with the rocket launcher or telefragged. [[ChunkySalsaRule Explosives are actually required to kill zombies]] if you don't have a Quad Damage, as attacks must inflict a minimum amount of damage to kill one.The most egregious case of this is Cthon, whose defeat doesn't cause an explosion in itself, but going through the exit of the level causes a ''fireworks show'' of assorted gore in Cthon's lair for no immediately discernible reason.
17th Sep '17 11:29:55 AM Meyers07TheTroper
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Added DiffLines:

* OncePerEpisode: Usually the first map of each episode is techbase, while the rest takes place in gothic castle or dungeon.
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