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1[[quoteright:288:https://static.tvtropes.org/pmwiki/pub/images/Quake1_paket_3562.gif]]
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3-> ''While scouting the neighborhood, you hear shots back at the base. Damn, that Quake bastard works fast! He heard about Operation Counterstrike, and hit first. Racing back, you see the place is overrun. You are almost certainly the only survivor. Operation Counterstrike is over. Except for you.\
4\
5You know that the heart of the installation holds a slipgate. Since Quake's killers came through, it is still set to his dimension. You can use it to get loose in his hometown. Maybe you can get to the asshole personally. You pump a round into your shotgun, and get moving.''
6-->-- '''from the [[AllThereInTheManual manual]]'''
7
8''Quake'' is the first game in the eponymous VideoGame/{{Quake}} series. The shareware version was released on June 22, 1996. The registered version was released on July 12, 1996, for MS-DOS. It began development as a free-roaming RPG, but it switched to a FirstPersonShooter, like [[Creator/IdSoftware id]]'s previous series, ''VideoGame/{{Doom}}''. An MediaNotes/OpenGL version was released on January 22, 1997, while a version tailor-made for Platform/MicrosoftWindows was released on March 22, 1997. It was also released on Platform/SegaSaturn (December 2, 1997), Platform/{{Amiga}} (January 1, 1998) and Platform/Nintendo64 (March 24, 1998).
9
10The game has the HeroicMime Protagonist (called "Ranger" in ''VideoGame/QuakeIIIArena'') going through four worlds [[MacGuffin collecting lost runes]] 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 [[ExcusePlot just a basic framework]] for an adrenaline-packed onslaught of vicious monsters to be blown apart.
11
12As id Software's follow-up to ''VideoGame/{{Doom}}'', this game is another big step forward in their graphics capabilities. The game's [[MediaNotes/GameEngine engine]] was renowned for its ability to create a fully polygonal three-dimensional world, populated with enemies and objects constructed using the same polygons and all animated smoothly, at a time when most games still used sprites in some fashion, such as for enemies or pickups. Built for modding, id freely distributed scripting, design and mapping tools that spawned a practically infinite stream of fanmade content including, notably, ''VideoGame/TeamFortress1'', which went on to spawn two sequels, ''VideoGame/TeamFortressClassic'' and ''VideoGame/TeamFortress2''. ''Quake'' is also notable for jump-starting the phenomena of {{speedrun}}ning and {{machinima}}, as well as popularizing vertical gameplay (alongside ''VideoGame/DukeNukem3D'') in the ArenaShooter genre.
13
14Coming on the heels of ''Quake'' is ''[=QuakeWorld=]'', an official source port that 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. Alongside the release of the source code of the game allowing source ports to improve on the network model, all of this put together has made ''Quake'' one of the longest-lived games ever made.
15
16The game saw several add-ons expanding upon the story of the game and/or adding enemies, weapons and items:
17
18* ''Quake Mission Pack No. 1: Scourge of Armagon'' by Hipnotic Entertainment, released on February 11, 1997 and is set after the events of the game, saw Ranger coming back to Earth only to discover that once again one of Quake's generals has found a way to infiltrate into our world. The pack adds sixteen levels, three new weapons (the [[ThunderHammer Mjölnir]], the Laser Cannon and the Proximity Mine Launcher) and three new enemies (Centroid, Gremlin and Spike Mine) as well as the eponymous FinalBoss. Unlike ''Quake'', its story is told linearly.
19* ''Quake Mission Pack No. 2: Dissolution of Eternity'' by Rogue Entertainment, released on March 11, 1997 and is set after the events of ''Armagon'', eschews all the additions of ''Armagon'' as well as {{secret level}}s, and takes place in a battle through time that sees Ranger going back and forth to finish the instigator of the whole series. The pack returns to the episodic storytelling of ''Quake'' with two straightforward episodes accounting for 16 levels, five "new" weapons (which are just variations of the Nailgun, Super Nailgun -both get Lava variations-, Grenade Launcher, Rocket Launcher -both get multi-projectile variations-, and the Thunderbolt -which gets an explosion-based Plasma Gun-).
20* ''Episode 5: Dimension of the Past'', a free, small MissionPackSequel created by Creator/MachineGames to celebrate the game's 20th anniversary. As a separate episode, it tells a linear story, and it's 8-level short.
21* ''Episode 6: Dimension of the Machine'', another addon, this time bundled with the 2021 remaster (see below). It's modelled after the GameMod ''VideoGame/ArcaneDimensions'', with Ranger going through many 2-to-3-level-long areas (the pack itself being nearly 16-level long) to collect pieces to unlock the way to defeat one of Quake's main generals once and for all.
22
23Like most games by Id Software, ''Quake'' saw the release of its source code on December 21, 1999. This release led to many projects that were aimed to beef up what the engine could do, leading to projects such as [[https://icculus.org/twilight/darkplaces/ DarkPlaces]], [[https://www.fteqw.org/ FTEQW]], [[https://quakespasm.sourceforge.net/Quakespasm.html QuakeSpasm]] and [[http://leileilol.mancubus.net/engoo/ engoo]], and games such as ''VideoGame/{{Nexuiz}}'' and ''VideoGame/{{Xonotic}}'', as well as allowing highly complex ''Quake'' mods such as ''VideoGame/ArcaneDimensions'' to exist. On October 11, 2006, in order to celebrate [[MilestoneCelebration Quake's 10th anniversary]], Creator/JohnRomero released [[https://rome.ro/news/2016/2/14/quake-map-sources-released the source code for the game's maps]]. These releases are licensed under [[UsefulNotes/FreeLibreOpenSourceSoftware the GNU General Public License v2+]].
24
25''Quake'' received multiple console ports following its initial release, with the most notable of these being ''Quake 64'', released on March 24, 1998 by Midway Games. Despite being developed by the same team behind ''VideoGame/Doom64'', ''Quake 64'' is unlike it in being an almost-direct port of the original game, barring some absent levels and simplified geometry to accommodate for the [=N64=]'s weaker hardware. Despite this, the port does contain some notable additions, including colored lighting and an all-new soundtrack composed by renowned ''Doom 64'' composer Aubrey Hodges.
26
27On August 19, 2021, ''Quake'' received a remaster co-developed by Creator/NightdiveStudios and Creator/MachineGames on Platform/MicrosoftWindows [[note]]released as a free update for its existing Platform/{{Steam}} store listing[[/note]], Platform/PlayStation4, Platform/XboxOne and Platform/NintendoSwitch, with Platform/PlayStation5 and Platform/XboxSeriesXAndS versions later released October 12 that same year. Developed using Nightdive's Kex Engine running parallel with the game's native Id-Tech 2 engine, this remaster featured the usual litany of graphical updates, expanded settings for modern hardware and various forms of input support - including Gyro aiming support for the Switch and [=PlayStation=] versions. The aforementioned ''Scourge of Armagon'', ''Dissolution of Eternity'' and ''Dimension of the Past'' were packaged into this remaster, alongside a brand new episode, ''Dimension of the Machine'', also by Creator/MachineGames.
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29The remaster also offers an impressively revamped multiplayer experience, with online, local and splitscreen co-op with full cross-play compatibility, capable of supporting 4-player co-op and 8-player PlayerVersusPlayer experiences. Later updates would add a multiplayer-compatible [[MultiMookMelee horde mode]] and the integration of the Threewave CaptureTheFlag mod as an officially-supported game mode. The [=QuakeC=] sources for the 2021 remaster were [[https://github.com/id-Software/quake-rerelease-qc released by Id]] on April 6, 2022, under the same license as the original game code. Like the 2019 remasters for ''Doom'' and ''Doom II'', the ''Quake'' remaster features the ability to download and run [[AscendedFanon developer-curated add-ons]], with ''Quake 64'' being the first of such add-ons released. The available add-on list can be viewed in [[Recap/QuakeI the Recap page]].
30
31Followed chronologically by ''VideoGame/QuakeII''.
32----
33!!This game and its {{Expansion Pack}}s provide examples of:
34
35Trope examples for individual levels, including those of Quake 64 and other available add-ons, can be found in [[Recap/QuakeI the Recap page]].
36
37[[foldercontrol]]
38
39[[folder:In general]]
40* AlienSky: The sky in Quake's dimension is an endless, rolling mass of black and purple clouds. Largely averted in ''Dimension of the Machine'', which features a greater variety of skyboxes, most of them decidedly more Earth-like than the default one.
41* AntiFrustrationFeatures:
42** Monsters can only get [[TeleFrag telefragged]] by players, and not vice-versa. Unlike ''VideoGame/{{Doom}}'', there are no situations where this rule is ignored, like the spawn cubes launched by the final boss of ''VideoGame/DoomII''. There are even a few places where you can weaponize this by standing on the spot a monster is meant to teleport in before it appears.
43** The Super Nailgun, while initially intended to fire nails at a faster rate than the regular Nailgun, fires a single nail that consumes 2 nails and deals the damage of 2 standard Nailgun nails. This was done to avoid high latency when playing the game on 90s hardware.[[note]]Modern mods may rework the Super Nailgun to perform as originally intended as [[TechnologyMarchesOn computing hardware has long since advanced]] beyond the point where the nailgun's rate of fire would be a problem.[[/note]]
44** When the player finishes a level with less than 50 health, he will automatically start the next level with 50 health. Same applies to the shotgun shells if you have less than 25 shells, then you will automatically have 25 shells at the start of next level. In the remaster, on the Nightmare difficulty, the player's health will be a minimum of 25 when starting the next level, if finishing a level with less than 25 health.
45* ArmorPoints: Armor is expressed by a number next to an icon. There are three types of armor: Green (100 points), Yellow (150 points), and Red (200 points), with the armor with higher points giving the player more protection but wearing down much faster. The game will prevent the player from picking up an Armor type of a lower level than the one they are currently wearing unless it's below a certain threshold (e.g. A player wearing Red Armor cannot pick up Green Armor unless they have less than 38 armor points).
46* ArtificialStupidity:
47** Most enemies never take into account distance and height differences of the player's position when it comes to aiming. They will always miss you if you are on higher ground, up to and including [[BossInMooksClothing Shamblers]]. On the classic game's Nightmare difficulty, enemies won't attempt to reposition themselves when they refire if you don't move, making it the main reason why Nightmare is considered easier than Hard.
48** 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.
49* ArtisticLicensePhysics:
50** The rocket launcher has recoil, despite being a recoilless design with an open rear tube.
51** Shooting the lightning gun into water doesn't automatically kill anyone, but shooting it while underwater kills the player and any enemies around.
52* AscendedGlitch:
53** The Strafe Jump, also called "bunny hopping", was a glitch in the game's multiplayer. To the point of including a tutorial about it in ''Quake Live''. Along with the Strafe Jump, more abilities were there to be discovered by the player. Not an issue that divides the Quake fanbase: they've accepted it, unlike the members of similar games or spinoffs.
54** The RocketJump was originally a glitch, but was kept in the game - a secret in "The Palace of Hate" involves the player firing a grenade into a shallow hole and jumping over it as it explodes to reach a teleporter, hinting at this interaction being noted during development. Nowadays it's a staple mechanic of several FirstPersonShooter games.
55* AttractMode: Demos of many levels will play on the menu screen.
56* AwesomeButImpractical: The Thunderbolt. It's the game's most powerful weapon by far, but it's hard to aim properly, its range is much lower than the visible thunderbolt, ammo is very scarce, and in spite of its mass-kill of underwater beings, doing this shorts out the weapon, killing even the player if they're not invulnerable. Even if they survive, all the ammo is depleted. Still, in the situations where the weapon shines such as when it's combined with QuadDamage, it can slice through monsters/opponents like a hot knife through butter provided you lead the target well.
57* AWinnerIsYou:
58** Like the original ''VideoGame/{{Doom}}'' games, the endings for each campaign are pretty much just congratulatory text crawls. Most of the between-episode text crawls will at least attempt to provide some degree of context as to what's going on;
59** The base campaign details the ancient knowledge the Ranger is subject to from each rune he collects.
60* BeepingComputers: In the sci-fi "Techbase" levels, there are constant technological beeping noises.
61* BlatantItemPlacement: In single-player mode, while in the military base levels, this at least can be excused, health packs, ammo and weapons abound for no reason at all in the interdimensional settings. There aren't even corpses around the weapon accounting for that fact (unlike later games such as ''VideoGame/QuakeII'').
62* BlatantLies: The manual claims that "as with all other games, Id software has removed all cheat codes from Quake".
63* BoringButPractical: The double-barreled shotgun. Not only is it very powerful at close range (it can even gib certain enemies, which its ''Doom'' equivalent could not do under any circumstances) but ammo for it is plentiful and it's available on almost every level.
64* BulletTime: In single-player, pulling up the weapon wheel in the 2021 Remaster will slow time down until a weapon is selected, akin to the weapon wheels featured in ''VideoGame/Doom2016'' and ''VideoGame/DoomEternal''.
65* CherryTapping: The Shotgun is weak but accurate. You can take down a Shambler with it from a distance if you're patient enough.
66* 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.
67* ColorCodedForYourConvenience: Green armor is the weakest kind, followed by yellow (medium) and red ([[LawOfChromaticSuperiority strongest)]]. On the other hand, as all Armors absorb damage the same way, the Red armor has the shortest lifespan, while Green armor lasts the longest.
68* CompilationRerelease:
69** ''Quake and The Ultimate Doom Compilation:'' base game and ''[[UpdatedRerelease Ultimate]] VideoGame/{{Doom}}''.
70** ''Ultimate Quake:'' base game, ''VideoGame/QuakeII'' and ''VideoGame/QuakeIIIArena''.
71** ''Quake: The Offering'': base game, ''Scourge of Armagon'', and ''Dissolution of Eternity''.
72** ''[[Platform/{{Steam}} The Quake Collection]]:'' base game, ''Scourge of Armagon'', ''Dissolution of Eternity'', ''Quake II'' (plus ''The Reckoning'' and ''Ground Zero'') and ''Quake III Arena'' (plus ''Team Arena'').
73** ''[[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 the most recent versions of every classic ''Doom'' release (''The Ultimate Doom'', ''VideoGame/DoomII: Hell on Earth'', ''VideoGame/FinalDoom'', and ''Master Levels for Doom II'').
74* ConvectionSchmonvection: There's lava all over the place, which is deadly if you fall into it, but simply walking over it on a grating is fine.
75* CreepyCrosses: So much it borders on SigilSpam. One texture depicts Jesus hung on one (albeit obscured by darkness), and several can be found with zombies pinned to them.
76* 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.
77* DarkFantasy: Eldritch-possessed knights, vile creatures, dark magic, dark castles & lots of gore. What's not to like?
78* DarkerAndEdgier: It's funny to say this about a game whose [[VideoGame/{{Doom}} spiritual predecessor]] had the player character ''[[ToHellAndBack literally in Hell]]'' more often than not, but ''Quake'' is a definite shift in tone from everything that came before it. A lot of the tongue-in-cheek humor that added levity to ''Doom'' and ''[[VideoGame/Wolfenstein3D Wolfenstein 3D]]'' is absent, replaced with a greater emphasis on atmosphere and mood. Rather than the bright and colorful levels of id Software's previous games, ''Quake's'' environments are dreary and otherworldly. Then there's the music. ''Doom'' was mainly fist-pumping metal MIDI tracks with a handful of spooky ambient pieces thrown in for good measure. ''Quake''? It ''completely'' eschews the metal for the menacing, culminating in a soundtrack that ranks among the most bone-chilling ever composed for any video game. In short, ''Doom'' had more of a cavalier vibe that made it harder to take its demonic themes seriously; that is very much '''''NOT''''' the case with the nightmarish ''Quake''.
79* DeathTrap: Many levels feature spike shooters, crushing blocks, trapdoor floors etc.
80* DeadCharacterWalking: Typing "give health" into the [[MasterConsole console]] will cause the player to assume a bizarre undead state where their corpse is lying on the ground, yet can still jump, look around, shoot and even kill enemies. This is because the actual code to change your current health is simply "give h"; "give health" has the code [[CountingToPotato apply "ealth" as your health value]], which breaks things.
81* DeathWorld: The entire universe. Lava, chemicals, explosives...
82* EarlyInstallmentWeirdness:
83** ''Quake''[='=]s aesthetic differs strongly from all of its sequels, with fantasy- and Lovecraft-inspired settings in addition to sci-fi locales, and no mention whatsoever of series villains the Strogg, outside of some early appearances of their insignia. Much of this can be attributed to ''VideoGame/QuakeII'' being a DolledUpInstallment. In addition, the ''Quake'' series' most distinctive weapon, the Railgun, is absent, having yet to make its debut in ''II''.
84** The first ''Quake'', unlike all of its sequels and virtually every FPS that followed it, does not allow mouselook by default; the feature must first be activated by opening up the command console and typing in "+mlook". The developes assumed most players would use the numpad or arrow keys for movement and hold down a key to look around, as in ''VideoGame/{{Doom}}''. This naturally does not apply to the 2021 Remaster.
85* 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 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 this trope. It's less noticeable if you're using a modern source port.
86* EverythingTryingToKillYou: Except for the pickups and powerups, there are nothing but monsters and booby traps as far as the eye can see.
87* EvilIsNotWellLit: Most of the non-base levels are very dimly lit, and some even have sections that are pitch black. Later on, the darkness tends to hide traps. It's also likely this way to show off the game engine's dynamic lighting and shadows.
88* ExcusePlot: The "plot" of the game is just "monsters from another dimension are invading, do something about it." This was deliberate, mainly because Id (like most game designers back then) figured no one cared about video game plots.
89* ExpansionPack: The game received two official expansion packs in 1997, ''Scourge of Armagon'' by Hipnotic Interactive and ''Dissolution of Eternity'' by Rogue Entertainment, which continue the game's story where the fourth episode and subsequent final level of the base game ended. Creator/MachineGames later developed two additional follow-up episodes for the game: ''Dimension of the Past'', released for free in 2016 as a gift for the game's 20th anniversary; and ''Dimension of the Machine'', which was included in the 2021 Kex Engine remaster that was itself released on the game's 25th anniversary.
90* ExplodingBarrels: In the military bases back on Earth, there are certain crates with a red radioactive symbol that explode when shot, with more or less the power of a rocket.
91* ExpressiveHealthBar: The game features Ranger's face as an additional health status indicator alongside the current health indicator.
92* GameBreakingBug: The Thunderbolt explodes if discharged into the water, killing the player. This was a problem in an early version (1.01), where a player would enter a non-respawning zombie state if he wasn't gibbed by the explosion (e.g. 6 cells with 100 health). While single-player games allowed reloading or using the console to restart the level, clients needed to disconnect from a co-op or deathmatch multiplayer game. While it was fixed in version 1.06, the expansion packs (1.07 and 1.08) re-implemented this bug with the new but similar weapons.
93* GameMod:
94** TropeCodifier in the FPS Genre. ''VideoGame/{{Doom}}'' was designed with a few features that allowed user-made levels, but ''Quake'' was probably the first major game purpose-built for modding, especially with its "Quake C" scripting language. Many modern games owe their roots to mods developed for Quake. Several mods (CaptureTheFlag, Rocket Arena) have also become standard modes in subsequent games. ''[[VideoGame/TeamFortress1 Team Fortress]]'' became its own game series.
95** Brought to its logical extreme by modding ''the engine itself'', freeing it from certain limitations the original engine had. This allows maps to be [[MarathonLevel extremely long]], among other traits. It's also a well-known fact that [[Creator/ValveSoftware Valve's]] [=GoldSrc=] engine, famously used for [[VideoGame/HalfLife1 the original Half-Life]], is a heavily modified version of the Quake engine.
96* GatlingGood: The Super Nailgun's barrels spin just like a Gatling gun's. Its rate of fire isn't any faster than the Nailgun's, but it fires 2 nails at a time.
97* GothicHorror: The general motif of the game, with moody medieval environments, dark knights, and {{Eldritch Abomination}}s around every corner.
98* GrenadeLauncher: The TropeCodifier for the "bouncy grenade" type, used by both the player and Ogres.
99* GuiltFreeExterminationWar: The entire premise of the game. No one will bat an eye about killing off Lovecraftian creatures straight out of a madman's night terrors.
100* HarderThanHard: "Nightmare" mode, so much so, that the entrance to it is hidden from the player in the difficulty select map in all of the instances. The 2021 remaster furthers this by adjusting monster behaviour to better handle the AI upgrades and capping the player's max health to 50 HP at any time.
101* HaveANiceDeath: By way of death messages:
102--> ''"[[DeathbringerTheAdorable Deathbringer]] rode [[FluffyTheTerrible Fluffy's]] rocket."''
103* HelpfulMook: If they are on a higher platform, Ogres can distract powerful melee enemies such as Fiends or Death Knights (and if far enough, even Shamblers and Vores). This is far easier in the classic Nightmare due to the surprisingly fast rate of fire Ogres have.
104* HeroTrackingFailure: The enemy grunt's projectile attacks are explicitly changed to aim a bit behind a moving player, while velocity projectile attacks only focus on the player, allowing a simple dodge by side-stepping. The only exception is the episode 1 boss on hard difficulty, where the thrown fireballs are aimed to ensure a hit a target that doesn't zig-zag.
105* HighVoltageDeath: Go on, [[SchmuckBait try shooting the Thunderbolt underwater]]. Good to nab yourself a few cheeky frags in multiplayer deathmatch when equipped with the Pentagram of Protection or ''Scourge of Armagon''[='=]s Wetsuit. Doing so in the 2021 Remaster even nets you the "Discharge" achievement.
106* {{Hitscan}}: Grunts' shotguns and the Shambler's lightning attack are impossible to dodge if you're out in the open when they fire off. Similarly, your only hitscan weapons are the two shotguns and the Thunderbolt.
107* HoistByHisOwnPetard: If you attempt to TeleFrag an enemy under the effects of the Pentagram of Protection, you will be the one to get killed. If both have a Pentagram, both are killed instead (this being the only way to kill an enemy under a Pentagram's effects).
108* HubLevel: All official campaigns feature a starting level with portals that allow players to select their desired difficulty option of Easy, Normal or Hard, with a secret Nightmare skill portal hidden just off the beaten path. PlayedStraight for non-linear campaigns whose difficulty-selection hubs also double as episode-selection hubs.
109* HyperspaceArsenal:
110** The PlayerCharacter carries an axe, two shotguns, two fully automatic nailguns, a grenade launcher, a rocket launcher and a LightningGun. At the same time.
111** ''Scourge of Armagon'' throws in a laser cannon, a [[LandMineGoesClick proximity mine launcher]] and '''Mjölnir'''.
112** While ''Dissolution of Eternity'' ditches ''[=SoA=]''[='=]s weapons, it makes up for adding a whole stack of alt ammunition for the existing weapon roster; Lava Nails for the two nailguns, [[RecursiveAmmo Multi-Rockets]] for the explosive launchers and Plasma Cells for the Thunderbolt.
113* IDontLikeTheSoundOfThatPlace: Nearly all the level names have a dark fantasy/horror theme.
114* InvincibilityPowerUp: The Pentagram of Protection makes the player invulnerable, makes the HUD face's eyes glow yellow and the armor meter in the console read [[NumberOfTheBeast 666]] with a pentagram as the icon. [[PowerUpLetdown It doesn't protect your armor, however]].
115* InterfaceScrew: The screen tilts a bit and flashes red when you take damage, no matter how much. The problem starts when you're hit several times in a short period, like by a Knight's sword, Ogre's chainsaw or Shambler's lightning, which will leave your screen tilted a lot and almost solid red, making retaliating impossible. The same goes for falling in lava, even if invulnerable.
116* InvisibilityCloak: The Ring of Shadows, which renders you invisible save for your eyes. You can slip past monsters undetected, but the ones trying to track you down still know where you are.
117* LavaIsBoilingKoolAid: Lava in this game is essentially orange water with a very high damage-per-second trait.
118* LavaPit: Several instances, often under retreating floors.
119* LightningGun: The Thunderbolt. It drains batteries fast but kills enemies even faster. Just [[TooDumbToLive don't fire it underwater.]]
120* LockAndKeyPuzzle: Many levels, although they're back to ''VideoGame/Wolfenstein3D'' levels of simple, with only two keys to find at most.
121* LudicrousGibs: Whenever enemies are blown up with the rocket launcher or telefragged. [[ChunkySalsaRule Explosives are 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.
122* NailEm: The Nailgun and the Super Nailgun.
123* NamesToRunAwayFromReallyFast: The levels themselves are given rather ominous appellations: "The Dismal Oubliette", "Chambers of Torment", "Satan's Dark Delight", "Azure Agony", etc.
124* OurDemonsAreDifferent: Unlike ''DOOM's'' more stereotypical depiction of demonic minions, Quake's are much more bizarre yet still organic to their dark habitat. Featuring monsters with giant mouths for faces, no eyes, and even some which may or may not be covered in hair.
125* PointOfNoReturn: You cannot go back to any previous level, but the levels themselves are usually designed so that you can backtrack anytime. 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.
126* PressXToDie: The [[LightningGun Thunderbolt]], which kills you when fired underwater, and it also electrocutes anything in a radius that depends on the amount of ammo you have for it.
127* RangedEmergencyWeapon: The shotgun. It is half as powerful compared to its ''DOOM'' predecessor, needing two shots to kill even the weakest of enemies. It's more comparable to the pistol, given its higher rate of fire and that it's your starting weapon. It is, at least, fairly precise and hitscan, so it retains some use as a poor man's sniper rifle even after you get significantly more powerful guns.
128* RealIsBrown: The game's color palette is made up mostly of browns and dark greys, but it's not for the sake of realism; it adds to the dark atmosphere of the game. Believe it or not, at the time it came out this gave the game an instantly recognizable visual style, as the colour palette of virtually ''every'' set of textures ranges from greenish-brown to reddish-brown, with the rare exception of some bluish-grey textures. Even most basic enemies are either dressed in some shade of brown or have brownish skin.
129* RedSkyTakeWarning: In the few levels where the sky can be seen, it's a purple color with ominously drifting clouds.
130* ReligiousHorror: Satanic imagery is scattered throughout the game including a creepy depiction of what appears to be a crucified perversion of Christ.
131* RoadRunnerPC: Assuming he's around 6 feet tall, Ranger's movement speed has been calculated at about 40 mph (which is notably ''slower'' than Doomguy's). You are ''much'' faster than anything else in the game; just about the only enemy that can sort of keep up with you are the Spawns. Even the Fiends can only outpace you in tight areas where your manoeuvrability is more limited.
132* RussianReversal: The taglines for the Knight and Death Knight enemies:
133--> '''Knight''': Canned meat! Open 'er up and see if it's still fresh!
134--> '''Death Knight''': This particular canned meat tends to open you up instead.
135* SaveScumming: You can save and reload the game at any time. This can backfire if you accidentally save right before a monster or trap is about to kill you.
136* ScaryDogmaticAliens: The game's monsters are attempting an invasion of Earth and cannot be stopped [[ViolenceIsTheOnlyOption except by exterminating them all.]]
137* SetAMookToKillAMook: One of the main features of the AI is how easy it is to get enemies to attack each other, which can save the player a lot of work and ammunition.
138* {{Shareware}}: One of the latest examples of this era. The demo version came with the first episode and restricted everything else.
139* ShapedLikeItself: When the player is killed by a monster, the game will give a different message depending on the type of monster that killed him, which usually takes the form of "player was (verb) by a (monster name)". The scrag's message is just "player was scragged by a scrag."
140* ShockAndAwe: The Shambler's main attack method is to cook up a stream of lightning and shoot it at you. There's also your LightningGun, and several traps in the expansion packs are of the electricity-shooting variety.
141* ShoutOut: [[ShoutOut/{{Quake}} Shares a page with the rest of the franchise.]]
142* ShortRangeShotgun: The double-barrel shotgun has an incredibly wide shot spread, which renders it useless at any distance beyond a few in-game metres.
143* SixHundredSixtySix: Appears as your armour count when you are invulnerable. You can't take damage when it is active, but your armor can still be stripped away.
144* SoftWater: Landing on any body of liquid negates fall damage.
145* StatOverflow: The game has the Stimpack and Megahealth items. Stimpacks add +5 HP, Megahealth adds a degenerating +100 HP, and both items can overheal to a maximum of 200.
146* SuicideAttack: Firing the Thunderbolt underwater causes a large explosion, instantly killing anything within its radius. It also immediately drains all lightning ammo from the player, which is only possible to see if they survived the explosion [[spoiler:with a Pentagram of Protection]]. Its only practical use is in [[PlayerVersusPlayer PvP]] multiplayer as a last-ditch attack & there's no prior warning given to the player about this mechanic.
147* SuperNotDrowningSkills: Enemies in Quake do not take any damage from water, slime or lava, behaving essentially as though they were still in normal air. The only effect they have on them is that they will not attack a player if they are underwater and the player is not (or vice-versa).
148* SuspiciousVideoGameGenerosity: Whenever you find a grenade launcher, it's a good bet there's a bunch of zombies (which have to be gibbed to be killed) right around the corner.
149* TeachingThroughAccident: To introduce the explosive box, the game locks you in a small room with a low-power enemy. The room is set up in this T-shape which will almost certainly cause you to shoot across the box at the enemy - it's probable that you'll miss that enemy and accidentally hit the box, which will cause you to see what the function of the box is.
150* TechDemoGame:
151** Practically every level seems designed to show off the (at the time) amazing new features, namely a fully 3d world, room-over-room capabilities, and dynamic lighting and shadows.
152** This game is [[KillerApp 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.
153* TeleFrag: Sometimes two or more monsters will spawn in place and instagib each other. It's possible to do it in multiplayer as well. Monsters can never telefrag players - if you're in the right spot, you can avoid fighting a tough enemy.
154* TimedPowerup: Of the instantly triggered variety:
155** QuadDamage: The TropeNamer. Quadruples the user's weapon damage.
156** Pentagram of Protection: Nullifies all health damage excluding those of the death pit/void hazard variety. Armor will still take damage, however.
157** [[{{Invisibility}} Ring of Shadows]]: Turns the user invisible (excluding their eyes), preventing AI enemies (and inattentive players) from seeing them.
158** Biosuit: Prevents drowning and grants immunity to slime damage.
159** Wetsuit (''Scourge of Armagon''): Prevents drowning, grants increased movement speed underwater and immunity to electrical attacks (Thunderbolt, Shambler lightning, etc.).
160** Empathy Shield (''Scourge of Armagon''): 40% of all damage done to the user is returned to their attacker.
161** Anti-Grav Belt (''Dissolution of Eternity''): Reduces the user's gravity, increasing their jump height and slowing their fall speed for drastically increased air time.
162** Power Shield (''Dissolution of Eternity''): 70% damage reduction to all attacks that hit the front of the user. Grants a [[RammingAlwaysWorks ramming attack]] in multiplayer modes, where the user can deal significant knockback to any opposing players they run into.
163** Vengeance Sphere (''Dissolution of Eternity''): A multiplayer-only floating turret that chases the killer of its user.
164* ThereIsNoKillLikeOverkill: {{Enforced|Trope}} with the Zombies. 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 by applying enough damage to gib them, which typically requires explosives or QuadDamage.
165* UnexpectedlyRealisticGameplay: Firing the Thunderbolt underwater is as unsafe as you expect it would be in real life, even going so far as gibbing the player and everyone else around him.
166* UpdatedRerelease:
167** ''Resurrection Pack:'' base game and [[OfficialFanSubmittedContent add-ons]] ''Malice'' and ''Q!ZONE''.
168** ''Quake: The Offering:'' base game, ''Scourge of Armagon'' and ''Dissolution of Eternity''.
169** ''[=QuakeWorld=]'' is this towards ''Quake'''s multiplayer, providing lag compensation and extra rules for deathmatch, among other things.
170** The 2021 remaster uses Creator/NightdiveStudios's Kex Engine, has a new episode called ''Dimension of the Machine'', [[CosmeticAward achievements]], tons of graphic and audio options, updated game code, [[CompilationRerelease includes the three previous expansions as an integral part of the game]], a ''VideoGame/Doom2016''-styled weapon wheel, and mod curation (with ''Quake 64'', a conversion of the Platform/Nintendo64 port, being the first mod released). Because of the port to a completely new engine, there are some very subtle differences in the feel of the game, but only stuff that people who play the original game religiously would be likely to notice. Also, the Nightmare difficulty was completely reworked (you now are limited to 50 health, but enemy behaviour is not as drastically changed).
171* VisibleInvisibility: The Ring of Shadows conceals everything but your eyes. Curiously, the monsters will still ignore you if attacked as if you were completely invisible.
172* YeOldeButcheredeEnglishe: One of the Quit messages:
173--> ''"Milord, methinks that thou art a lowly quitter. Is this true?"''
174[[/folder]]
175
176[[folder:''Quake'']]
177* 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 an 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.
178* DevelopersForesight: Usually in the form of secrets requiring exploits that were later developed or messages:
179--> ''"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)
180* DroneOfDread: The very creepy soundtrack, provided by Music/NineInchNails.
181* DungeonBypass: A precise RocketJump or strafe jump can help the player bypass several parts of the original levels as they were not designed with that in mind.
182* EldritchLocation: The hellish dimensions where the game takes place.
183* FallingDamage: If the player is falling at terminal velocity, the landing will only subtract 5 health points regardless of the distance they fell.
184* HubLevel: The episode "Welcome to Quake" has only one map, "Introduction". The player is presented with the three main difficulty selection portals and slipgate entrances to each of the game's four episodes. Completed episodes are blocked off by metal gates, [[spoiler: and the floor in the centre of the room opens up to Shub-Niggurath's pit when all four episodes are completed]]. The Nightmare skill portal can be found [[spoiler: in the entrance to the fourth episode, via a passageway accessed by landing on the wooden beams in the room from the overhead pool of water]].
185* 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 would 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 mincemeat out of any abomination you face in less than ten seconds, and [[spoiler:destroys Shub-Niggurath, Chthon, and their goons with little more than a fistful of nails.]]
186* MindRape: The runes overwhelm the senses when held and show unspeakable truths. It is through sheer courage and determination that Ranger can overcome this.
187* OncePerEpisode: Usually the first map of each episode is techbase, while the rest takes place in gothic castles or dungeons.
188* PuzzleBoss: Chthon and Shub-Niggurath take no damage [[note]]V1.01 forgot to make Shub-Niggurath invincible, and doing lethal damage would drop the player to the console[[/note]], and instead require using boss-arena elements to destroy them.
189* StormingTheCastle: Every level is about getting into the fortress, killing monsters and making your way to the end.
190[[/folder]]
191
192[[folder:''Scourge of Armagon'']]
193* EnemyMine: The Horn of Invocation allows you to invoke a random enemy to fight for you.
194* ForgedByTheGods: The Mjölnir hammer.
195* HubLevel: "START: Command HQ", a terrestrial military base of interconnecting corridors with slipgates for each difficulty mode. Its most notable feature is the entrance to the Hard slipgate passage, which is connected by a room with low gravity in effect. The Nightmare skill portal can be found [[spoiler: in a forcefield-protected area overlooking the Easy skill portal, which can be accessed by an elevator sandwiched between a slime pit and several stacks of crates]].
196* HyperDestructiveBouncingBall: The [[EnergyWeapon Frickin' Laser Beams]] 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.
197* LampshadeHanging: The manual explains that ally monsters summoned by the Horn of Conjuring item, which have a rather poor AI, are negatively mentally affected by the conjuring due to their "feeble minds", giving an in-universe explanation for their simplistic programming.
198* NoSell: The Wetsuit negates all electricity damage, from Shambler bolts to your own Thunderbolt fired underwater.
199* PowerUpLetdown: With one exception[[note]]The one located in [=HIP3E1:=] "Tur Torment", which always spawns a [[BossInMookClothing Shambler]][[/note]], the Horn of Conjuring item introduced in ''Scourge of Armagon'' can be either this or a GameBreaker depending on your luck, but the odds are more in favour of this - it summons a friendly monster to fight on your side, which sounds cool, but the enemy type that it summons is randomly chosen and is quite likely to be a lowly Rottweiller, Grunt, or other weak monster that will inevitably be killed almost immediately, rather than a powerful Vore or Shambler.
200* PublicDomainArtifact: The [[Myth/NorseMythology Mjölnir]] is a hammer that consumes Thunderbolt cells to perform a ChainLightning Area of Effect attack.
201--> '''[[AllThereInTheManual (Manual)]]:''' ''This is THOR's War Hammer. Electrical by nature, when hammered to the floor it sends out a scattered electrical force along the ground. An ear-piercing clap of thunder will sound when the opponent is struck. The electrical current can spread from one opponent to the next.''
202* StickyBomb: The Proximity Launcher fires explosive projectiles that stick to any surface and detonate either when an entity (be it enemy or player) comes near them, or [[DelayedExplosion after a set amount of time]].
203* ThunderHammer: The Mjölnir. Its hidden attack involves striking the floor and releasing a stream of bolts that shocks every monster in the vicinity. This attack is only available if the player has enough Cells.
204[[/folder]]
205
206[[folder:''Dissolution of Eternity'']]
207* ArmorPiercingAttack: Lava nails. Against players, the ammo disregards armour and has less damage reduction against a Power Shield. Since monsters have no armor stat, lava nails instead deal double damage to them.
208* BreakingOldTrends: The only entry in this instalment of ''Quake'' that doesn't feature {{Secret Level}}s.
209* ChuckCunninghamSyndrome: The new monsters and weapons introduced in ''Scourge of Armagon'' don't return here, since both expansions were developed at the same time by different studios and released only weeks apart.
210* DepletedPhlebotinumShells: Lava Nails. It's not exactly clear if they're made of lava, though whatever the material used is red-hot from the color of the fired nails and the hiss after the Nailguns stop firing them. [[ArmorPiercingAttack They completely ignore armor against players]] and deal about 30% extra damage to monsters.
211* GrandFinale: The ending suggests that this pack is the conclusion of the original ''Quake'' story since it sees Ranger destroying the Temporal Energy Converter that the monsters needed to invade Earth in the first place, and it was, of course, the last expansion released before ''Quake II'' and the last to be made for nearly 20 years. ''Dimension of the Past'' and onward [[ExcusePlot don't even bother]] trying to retcon or explain this.
212* HubLevel: ''Dissolution of Eternity'' has "Introduction", featuring a similar layout to base ''Quake'''s Introduction map, but with more open ceilings and only two selectable episodes as opposed to four. The Nightmare skill portal can be found [[spoiler: in a hidden chamber, accessible only by activating three hidden buttons in the map's episode selection room]].
213* LuckilyMyShieldWillProtectMe: The Power Shield power-up significantly reduces damage if you are facing its source (damage from lava is treated from the origin point in the map). Attacks that strike the player's rear deal full damage.
214* PowerUpLetdown: Downplayed with the alternate ammo for the Thunderbolt, the Plasma Cells. After you meet the mayhem of the Lava Nails and Multi-Rockets, shooting a ball of plasma and finding out it only deals slightly more damage than a standard rocket is not quite bad, but it's still fairly underwhelming.
215* RecursiveAmmo: Multi-rockets split into multiple small explosives, though how they do so depends on the weapon they're fired from:
216** The Multi-Grenade Launcher fires a single grenade, splitting into 5 smaller grenades roughly a second before their fuse expires. Hitting enemies with multi-grenades will only incur a single detonation like standard grenades, making multi-grenades best used for indirect fire.
217** The Multi-Rocket Launcher fires 4 miniature rockets that each deal half the damage of a standard rocket, allowing for the potential of each shot dealing double the damage of a standard rocket if all multi-rockets hit their mark.
218* UndergroundMonkey: A majority of DoE's new enemies are standard enemies with varying scales of differentiation, from basic texture edits to completely new models.
219[[/folder]]
220
221[[folder:''Dimension of the Past'']]
222* HubLevel: "[=E5START:=] Dimension of the Past", a stone walkway over water leading to a monolithic castle bearing the difficulty selection portals, all of which transport the player to a single metal corridor with the episode's sole slipgate at the back. The Nightmare skill portal can be found [[spoiler: in a water-filled reservoir next to the slipgate room, accessible via a flooded path behind the slipgate itself]].
223[[/folder]]
224
225[[folder:''Dimension of the Machine'']]
226* HubLevel: ''Two'', in fact, "START: The Gateway" for difficulty selection and "HUB: The Machine" for episode selection. Both levels are dominated by industrial-gothic architecture, looking like something between an industrial revolution-era factory and an arcane Lovecraftian Temple, all bathed in the fiery glow of candlelight and lava. The Nightmare skill portal can be found [[spoiler:via a passage accessible from a caved-in wall next to the Hard difficulty selection portal, which leads to a hidden room with a considerably wide lava moat separating the portal from the player]].
227* UnwinnableByMistake: Downplayed. It is possible to make [[spoiler:Chthon's Vengeance]] unwinnable by running out of cells, but given the sheer number of cell packs scattered throughout the level (And a hefty number of Enforcers to take even more cells from), it's unlikely to happen unless you are solely using the Thunderbolt, and even then, it's a short level, so simply dying or restarting won't set you back terribly.
228[[/folder]]
229
230[[folder:Multiplayer modes]]
231These tropes cover Quakeworld and the Deathmatch, Threewave [[CaptureTheFlag CTF]] and Horde modes.
232
233* AttackSpeedBuff: The Rune of Hell Magic in the Threewave CTF mode doubles the firing speed of your weapons.
234* AdaptedOut: The original [=ctf2=] ("The Klin"), [=ctf3=] ("[=DySpHoRiA=]"), [=ctf4=] ("The Forgotten Mines") and [=ctf7=] ("Tale of Two Cities") maps were left out of the 2021 rerelease.
235* BilingualBonus: "dm2: Claustrophobopolis" is Greek for "claustrophobia city".
236* CallForward:
237** One of the Deathmatch levels added in the 2021 re-release is an adaptation of "[=Q2DM1=]: The Edge" from ''VideoGame/QuakeII''.
238** [=ctf3=]: "Spill the Blood" was previously an official CTF map for the Threewave mod for ''VideoGame/QuakeIIIArena''. It also appeared in ''Quake Live''.
239** [=ctf5=]: "Capturephobopolis" previously debuted as a CTF map for ''VideoGame/QuakeIV''.
240* CaptureTheFlag: The Threewave CTF game mode. Players are divided into two teams, spawning at a home base where their team's flag is located. Players must retrieve the enemy's while keeping their own, with both teams earning points through specific gameplay actions: Flag captures net 15 points; protecting your carrier and killing the enemy carrier net 3 points; killing attackers nearby your flag or your flag carrier net 2 points; and regular frags, flag returns and carrier assists net one point.
241* DamageReduction: The Rune of Earth Magic in Threewave CTF, which halves all damage its carrier takes.
242* DeathTrap: "[=dm2=]: Claustrophobopolis" is the home to several [[SchmuckBait Beginner's Traps]] involving switches, lava, and teleporters.
243* EndlessGame: Provided the players choose to ''not'' leave the arena, the arenas from the Horde mode become this after the Gold Key becomes accessible.
244* GrapplingHookPistol:
245** The original Threewave CTF mod introduced one as an EpicFlail kitbashed from a Vore Firepod and the Axe's handle, held together by chain links comprised of nail projectiles. Firing the weapon sends the flail ball flying towards a targeted surface, immediately retracting the player towards that position upon impact. Players can remain tethered to the grappling point by switching to a different weapon or can release the fire key to prematurely release themselves from the grappling point. Players are also treated as surface, meaning they can be struck by the grappling hook as well; enemies take scratch damage for the duration it remains attached.
246** ''Dissolution of Eternity''[='=]s CaptureTheFlag mode introduces its own original Grappling Hook weapon; a nailgun-shaped firearm with hazard markings that fires a four-pronged grappling claw connected by a yellow energy beam. It's functionally identical to the Threewave CTF grappling hook with the added benefits of a faster hook travel speed and the ability to abort launched hooks mid-flight. When Threewave CTF was implemented as an official multiplayer mode in the 2021 remaster, the ''[=DoE=]'' grappling hook was implemented in place of the mod's original iteration.
247* GradualRegeneration: The Rune of Elder Magic in Threewave CTF gradually heals its carrier up 2 HP every second to a maximum of 100 HP. The 2021 Remaster buffs this rune to regenerate both health and armour to a maximum of 150, the rate of which is determined by whether health & armour are being regenerated together (5 points per second) or individually (5 points per half-second).
248* HoldTheLine: Update 2 of the 2021 rerelease added Horde Mode, a 1 to 4-player PvE mode compatible with bots and the game's four difficulty skills. Players spawn in an arena with low-tier weapon spawns (the Double-Barrel Shotgun, Nailgun and occasionally Grenade Launcher) and must fight against [[HoldTheLine progressively difficult waves of enemies]]. If at least one player clears a wave, all fallen players are resurrected, with ammo, health and armour pickups being spawned as the next wave starts. Players earn points for each kill, with bonus points for [[{{Combos}} killing multiple enemies in quick succession]]. Boss Monsters (Shamblers, Vores, Spawn) are spawned every third wave which, when cleared, spawns a silver key that can unlock several doors in the arena containing high-tier weapons (Super Nailgun, Rocket Launcher, Thunderbolt). This continues until the ninth wave, where a gold key spawns that can unlock an exit slipgate. Players may then choose [[ScrewThisImOuttaHere if they want to leave and end the match]] or [[EndlessGame continue fighting indefinitely]].
249* MeaningfulName: "dm2: Claustrophobopolis" has rooms where [[TheWallsAreClosingIn the walls can crush you]] if another player hits a switch.
250* MisbegottenMultiplayerMode: Double subverted. You can play all the single-player maps (including the HubLevel) in Deathmatch and some of them even in Threewave CTF. They get appropriate weapon/item placements and even new multiplayer-only areas, with some SP levels lending themselves well to MP (such as "[=e1m5=]: Gloom Keep"). The problem is that these maps are mainly made for single-player, so even with all the adaptations they still have flow problems that aren't found in dedicated maps such as those from the "Deathmatch Arena" episode or Threewave CTF's maps. In addition, the asymmetry of the single-player arenas doesn't lend well to the symmetry-friendly CaptureTheFlag mode, with some exceptions such as "[=e1m1=]: The Slipgate Complex". Perhaps due to this, levels from the [=MachineGames=] episodes cannot be selected to be played in CompetitiveMultiplayer.
251* MoreDakka: The Rune of Hell Magic in Threewave CTF doubles its carrier's nailgun projectile travel speed and the rate of fire for all other weapons (excluding the Lightning Gun and Grappling Hook).
252* MutuallyExclusivePowerups: Players cannot carry more than one rune in CaptureTheFlag. To pick up another, they need to toss the current Rune they're carrying with them.
253* MythologyGag: The 2021 re-release includes an adaptation of the Deathmatch map "The Edge" from ''VideoGame/QuakeII'', which was absent in the original release of the base game.[[note]]It appeared first in the Arcade Tournament Edition, released in 1998[[/note]]
254* QuadDamage: In addition to the namesake item, there's the Rune of Black Magic in Threewave CTF, which doubles its carrier's damage output. Acquiring a QuadDamage with the Rune of Black Magic equipped grants the awesome power of ''[[ThereIsNoKillLikeOverkill octuple damage]]''!
255* RemixedLevel:
256** "[=ctf2=]: [=McKinley=] Station" is a remix of "[=ctf1=]: [=McKinley=] Base".
257** "[=ctf4=]: Gloom Castles" is a remix of the main game's "[=e1m5=]: Gloom Keep".
258** "[=ctf5=]: Capturephobopolis" is a remix of the main game's "[=dm2=]: Claustrophobopolis".
259** "[=ctf8=]: Chthon's Capture House" is a remix of the main game's "[=e1m7=]: The House of Chthon".
260* SigilSpam: "[=ctf6=]: Vertigo" has the flags behind two big Quake "Qs".
261[[/folder]]

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