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Chained sinkhole and removal of unnecessary potholes20


As id Software's follow-up to ''VideoGame/{{Doom}}'', this game is another big step forward in their graphics capabilities. The game's [[UsefulNotes/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 Team Fortress]]'', which went on to spawn [[VideoGame/TeamFortressClassic two]] [[VideoGame/TeamFortress2 sequels]]). ''Quake'' is also notable for jump-starting the phenomena of {{speedrun}}ning and {{machinima}}.

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As id Software's follow-up to ''VideoGame/{{Doom}}'', this game is another big step forward in their graphics capabilities. The game's [[UsefulNotes/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, content including, notably, ''[[VideoGame/TeamFortress1 Team Fortress]]'', ''VideoGame/TeamFortress1'', which went on to spawn [[VideoGame/TeamFortressClassic two]] [[VideoGame/TeamFortress2 sequels]]).two sequels, ''VideoGame/TeamFortressClassic'' and ''VideoGame/TeamFortress2''. ''Quake'' is also notable for jump-starting the phenomena of {{speedrun}}ning and {{machinima}}.
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Like 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+]].

to:

Like 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. 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+]].
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Tropes about Quake 64 can be found [[Recap/{{Quake 64}} here]].



[[folder:''Quake 64'']]
* StylisticSuck: The mod version for the 2021 re-release displays the game as if it were on a CRT screen, with very low resolution included. This can be disabled with a specific console command or (after a later update) can be toggled within the re-release's display options.
* SuperTitle64Advance: The official add-on has one, but not the actual Nintendo 64 version of the game.
* WritingAroundTrademarks: The official description of the mod as seen in the UpdatedRerelease's add-on menu refers to the Saturn as just "a 32-bit console" and is worded in a way so the Nintendo 64 never has to be mentioned.
[[/folder]]
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Moved to Trivia per TRS.


* AscendedFanfic: The Threewave CTF mod was integrated into the 2021 re-release in Update 4 during ''[=QuakeCon=] 2022''.
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* EndlessMode: Provided the player chooses to ''not'' leave the arena, the arenas from the Horde mode become this after the Gold Key can be accessed.

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* EndlessMode: EndlessGame: Provided the player chooses players choose to ''not'' leave the arena, the arenas from the Horde mode become this after the Gold Key can be accessed.becomes accessible.



* 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 [[EndlessMode continue fighting indefinitely]].

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* 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 [[EndlessMode [[EndlessGame continue fighting indefinitely]].

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* BilingualBonus: "dm2: Claustrophobopolis" is Greek for "claustrophobia city".



* EndlessMode: Provided the player chooses to ''not'' leave the arena, the arenas from the Horde mode become this after the Gold Key can be accessed.



* MeaningfulName: The multiplayer level Claustrophobopolis (Greek for "claustrophobia city") has rooms where [[TheWallsAreClosingIn the walls can crush you]] if another player hits a switch.

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* 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 [[EndlessMode continue fighting indefinitely]].
* MeaningfulName: The multiplayer level Claustrophobopolis (Greek for "claustrophobia city") "dm2: Claustrophobopolis" has rooms where [[TheWallsAreClosingIn the walls can crush you]] if another player hits a switch.



* MoreDakka: The Rune of Hell Magic in Threewave CTF, which doubles its carrier's nailgun projectile travel speed and the rate of fire for all other weapons (excluding the Lightning Gun and Grappling Hook).
* MultiMookMelee: 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 continue fighting indefinitely.

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* MoreDakka: The Rune of Hell Magic in Threewave CTF, which 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).
* MultiMookMelee: 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 continue fighting indefinitely.
Hook).
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Like 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]].

to:

Like 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]].
maps]]. These releases are licensed under [[UsefulNotes/FreeLibreOpenSourceSoftware the GNU General Public License v2+]].
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Like 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.

to:

Like 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.
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]].
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None

Added DiffLines:

Like 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.
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On August 19, 2021, Quake received a remaster co-developed by Creator/NightdiveStudios and Creator/MachineGames on Steam[[note]] released as a free update for its existing store listing[[/note]], [=PlayStation=] 4, Xbox One and Nintendo Switch, with Playstation 5 and Xbox Series versions upcoming. 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 PS 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. The 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 PvP 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.

to:

On August 19, 2021, Quake received a remaster co-developed by Creator/NightdiveStudios and Creator/MachineGames on Steam[[note]] released as a free update for its existing store listing[[/note]], [=PlayStation=] 4, Xbox One and Nintendo Switch, with Playstation 5 and Xbox Series versions upcoming. 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 PS 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. The 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 PvP 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.
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 gamecode.
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* SoftWater: Landing on water negates fall damage.
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Already mentioned in the Episode 1 Recap page under Kaizo Trap


The game has the HeroicMime 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 [[ExcusePlot just a basic framework]] for an adrenaline-packed onslaught of vicious monsters to be blown apart.

to:

The game has the HeroicMime 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 [[ExcusePlot just a basic framework]] for an adrenaline-packed onslaught of vicious monsters to be blown apart.



Coming on the heels of ''Quake'' 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.

The game saw several addons expanding upon the story of the game and/or adding enemies, weapons and items:

* ''Quake Mission Pack No. 1: Scourge of Armagon'' by Hipnotic Entertainment, set after the events of the game, saw Ranger coming back to Earth only to discover that once again one of Quake's generals have 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 in a linear fashion.
* ''Quake Mission Pack No. 2: Dissolution of Eternity'' by Rogue Entertainment, 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 in order 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-).
* ''Episode 5: Dimension of the Past'', a free, small MissionPackSequel created by Creator/MachineGames in order to celebrate the game's 20th anniversary. As a separate episode, it tells a linear story, and it's 8-level short.
* ''Episode 6: Dimension of the Machine'', another addon, this time bundled with the 2021 remaster (see below). It's modelled after the GameMod ''Arcane Dimensions'', with Ranger going through many 2-to-3-level-long areas (the pack itself being nearly 16-level long) in order to collect pieces to unlock the way to defeat one of Quake's main generals once and for all.

On August 19, 2021, Quake received a remaster co-developed by Creator/NightdiveStudios and Creator/MachineGames on Steam[[note]] released as a free update for its existing store listing[[/note]], Playstation 4, Xbox One and Nintendo Switch, with Playstation 5 and Xbox Series versions upcoming. 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 PS 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. The 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 PvP 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.

to:

Coming on the heels of ''Quake'' is ''[=QuakeWorld=]'', a mod which 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. All of this put together has made ''Quake'' one of the longest-lived games ever made.

The game saw several addons add-ons expanding upon the story of the game and/or adding enemies, weapons and items:

* ''Quake Mission Pack No. 1: Scourge of Armagon'' by Hipnotic Entertainment, set after the events of the game, saw Ranger coming back to Earth only to discover that once again one of Quake's generals have 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 in a linear fashion.
linearly.
* ''Quake Mission Pack No. 2: Dissolution of Eternity'' by Rogue Entertainment, 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 in order 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-).
* ''Episode 5: Dimension of the Past'', a free, small MissionPackSequel created by Creator/MachineGames in order to celebrate the game's 20th anniversary. As a separate episode, it tells a linear story, and it's 8-level short.
* ''Episode 6: Dimension of the Machine'', another addon, this time bundled with the 2021 remaster (see below). It's modelled after the GameMod ''Arcane Dimensions'', with Ranger going through many 2-to-3-level-long areas (the pack itself being nearly 16-level long) in order to collect pieces to unlock the way to defeat one of Quake's main generals once and for all.

On August 19, 2021, Quake received a remaster co-developed by Creator/NightdiveStudios and Creator/MachineGames on Steam[[note]] released as a free update for its existing store listing[[/note]], Playstation [=PlayStation=] 4, Xbox One and Nintendo Switch, with Playstation 5 and Xbox Series versions upcoming. 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 PS 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. The 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 PvP 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.



** Most enemies never take into account distance and height differences of the player's position when it comes to aiming. They will always miss 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.

to:

** 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.



** 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 really an issue that divides the Quake fanbase: they've accepted it, unlike the members of similar games or spinoffs.

to:

** 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 really an issue that divides the Quake fanbase: they've accepted it, unlike the members of similar games or spinoffs.



* 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'').

to:

* BlatantItemPlacement: In single-player mode, while in the military base levels 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'').



* DarkFantasy: Eldritch-possessed knights, vile creatures, dark magic, dark castles, lots of gore. What's not to like?
* 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 definitely a 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''.

to:

* DarkFantasy: Eldritch-possessed knights, vile creatures, dark magic, dark castles, castles & lots of gore. What's not to like?
* 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 definitely 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''.



** 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 of the mods (CaptureTheFlag, Rocket Arena) have also become standard modes in subsequent games. ''[[VideoGame/TeamFortress1 Team Fortress]]'' became its own game series.

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** 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 of the mods (CaptureTheFlag, Rocket Arena) have also become standard modes in subsequent games. ''[[VideoGame/TeamFortress1 Team Fortress]]'' became its own game series.



* RangedEmergencyWeapon: The shotgun. It is half as powerful compared to its predecessor from ''Doom'', 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.

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* RangedEmergencyWeapon: The shotgun. It is half as powerful compared to its predecessor from ''Doom'', ''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.



* 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 manueverability is more limited.

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* 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 manueverability manoeuvrability is more limited.



* SuicideAttack: In multiplayer deathmatch, firing the Thunderbolt underwater causes a large explosion, which is useful to get multiple kills at once. There's no prior warning to a player attempting this.

to:

* SuicideAttack: In multiplayer deathmatch, firing 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 useful only possible to get multiple kills at once. There's see if they survived the explosion [[spoiler:with a Pentagram of Protection]]. Its only practical use is in PvP multiplayer as a last-ditch attack & there's no prior warning given to a the player attempting this.about this mechanic.



Individual level examples are found in [[Recap/QuakeI the Recap page]].

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Individual level examples Examples for individual levels are found in [[Recap/QuakeI the Recap page]].



* FallingDamage: Only 5 health points if falling fast enough, regardless of distance. In a rate situation, it could result in an unwinnable state in the first boss fight, requiring a level restart.

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* FallingDamage: Only If the player is falling at terminal velocity, the landing will only subtract 5 health points if falling fast enough, regardless of distance. In a rate situation, it could result in an unwinnable state in the first boss fight, requiring a level restart.distance they fell.



* 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 mincemeat 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.]]

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* 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 mincemeat 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.]]



Individual level examples are found in [[Recap/QuakeI the Recap page]].

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Individual level examples Examples for individual levels are found in [[Recap/QuakeI the Recap page]].



* 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 definitely 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.

to:

* 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 definitely 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.



Individual level examples are found in [[Recap/QuakeI the Recap page]].

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Individual level examples Examples for individual levels are found in [[Recap/QuakeI the Recap page]].



Individual level examples are found in [[Recap/QuakeI the Recap page]].

to:

Individual level examples Examples for individual levels are found in [[Recap/QuakeI the Recap page]].



Individual level examples are found in [[Recap/QuakeI the Recap page]].

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Individual level examples Examples for individual levels are found in [[Recap/QuakeI the Recap page]].



* MeaningfulName: The multiplayer level Claustrophobopolis (Greek for "claustrophobia city") has rooms where you can be crushed by TheWallsAreClosingIn if another player hits a switch.

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* MeaningfulName: The multiplayer level Claustrophobopolis (Greek for "claustrophobia city") has rooms where you [[TheWallsAreClosingIn the walls can be crushed by TheWallsAreClosingIn crush you]] if another player hits a switch.



* MultiMookMelee: 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 unlocks an exit slipgate. Players may then choose [[ScrewThisImOuttaHere if they want to leave and end the match]] or continue fighting indefinitely.
* MutuallyExclusivePowerups: Players cannot carry more than one rune in CaptureTheFlag. In order to pick up another, they need to toss the current Rune they're carrying with them.
* MythologyGag: The 2021 re-release includes an adaptation of the Deathmatch map "The Edge" from ''VideoGame/QuakeII'', which was absent on the original release of the base game.[[note]]It appeared first in the Arcade Tournament Edition, released in 1998[[/note]]

to:

* MultiMookMelee: 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 unlocks can unlock an exit slipgate. Players may then choose [[ScrewThisImOuttaHere if they want to leave and end the match]] or continue fighting indefinitely.
* MutuallyExclusivePowerups: Players cannot carry more than one rune in CaptureTheFlag. In order to To pick up another, they need to toss the current Rune they're carrying with them.
* MythologyGag: The 2021 re-release includes an adaptation of the Deathmatch map "The Edge" from ''VideoGame/QuakeII'', which was absent on in the original release of the base game.[[note]]It appeared first in the Arcade Tournament Edition, released in 1998[[/note]]
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* FallingDamage: Only 5 health points.

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* FallingDamage: Only 5 health points.points if falling fast enough, regardless of distance. In a rate situation, it could result in an unwinnable state in the first boss fight, requiring a level restart.
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None

Added DiffLines:

* SuicideAttack: In multiplayer deathmatch, firing the Thunderbolt underwater causes a large explosion, which is useful to get multiple kills at once. There's no prior warning to a player attempting this.
Is there an issue? Send a MessageReason:
italics


* 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.

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* 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 ''VideoGame/Doom2016'' and VideoGame/DoomEternal.''VideoGame/DoomEternal''.

Changed: 341

Removed: 134

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* BulletTime: 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. Averted when playing multiplayer, which expectedly disables this feature.

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* BulletTime: Pulling 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. Averted when playing multiplayer, which expectedly disables this feature.VideoGame/DoomEternal.



* ShortRangeShotgun: The double-barrel shotgun has an incredibly wide shot spread, which renders it useless at any distance beyond a few in-game metres. Averted with the regular shotgun, which fires a tight spread that usually does full damage even at long range.

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* ShortRangeShotgun: The double-barrel shotgun has an incredibly wide shot spread, which renders it useless at any distance beyond a few in-game metres. Averted with the regular shotgun, which fires a tight spread that usually does full damage even at long range.



* PowerUpLetdown: 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 definitely 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.
** Averted with a specific Horn of Conjuring found in HIP3M1: Tur Torment, which is scripted to always spawn a Shambler when acquired.

to:

* PowerUpLetdown: The 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 definitely 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.
** Averted with a specific Horn of Conjuring found in HIP3M1: Tur Torment, which is scripted to always spawn a Shambler when acquired.
Shambler.

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Changed: 201

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* BulletTime: 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.

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* BulletTime: 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. Averted when playing multiplayer, which expectedly disables this feature.



** Averted with a specific Horn of Conjuring found in HIP3M1: Tur Torment, which is scripted to always spawn a Shambler when acquired.



* ArmorPiercingAttack: Lava nails. Against players, the ammo disregards armour and has less damage reduction against a power shield. Monsters have no armor stat, so they take extra damage instead.

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* ArmorPiercingAttack: Lava nails. Against players, the ammo disregards armour and has less damage reduction against a power shield. Monsters Power Shield. Since monsters have no armor stat, so they take extra lava nails instead deal double damage instead.to them.



** 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, multi-grenades are best used for indirect fire.
** The Multi-Rocket Launcher fires 4 miniature rockets that each deal 50% of the damage of a standard rocket, allowing for the potential of each shot dealing 2x the damage of a standard rocket.

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** 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 are best used for indirect fire.
** The Multi-Rocket Launcher fires 4 miniature rockets that each deal 50% of half the damage of a standard rocket, allowing for the potential of each shot dealing 2x double the damage of a standard rocket.rocket if all multi-rockets hit their mark.
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Moved from YMMV. Also slightly rephrased to clarify that it's not actually an example of Game Breaker, since the original entry was more on the side of a letdown.

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* PowerUpLetdown: 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 definitely 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.
Is there an issue? Send a MessageReason:
None


* MultiMookMelee: 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 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 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 unlocks an exit slipgate. Players may then choose if they want to leave and end the match or continue fighting indefinitely.
* MutuallyExclusivePowerups: The Runes in CaptureTheFlag spawn at the starting points. To pick up another, you need to toss the current Rune you're carrying with you.
* MythologyGag: The 2021 re-release includes an adaptation of the Deathmatch map "The Edge" from ''VideoGame/QuakeII''. It is not the first time this map has appeared in ''Quake I'' - actually having appeared first in the Arcade Tournament Edition, released in 1998.
* 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 ''octuple damage''!

to:

* MultiMookMelee: 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.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.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 unlocks an exit slipgate. Players may then choose [[ScrewThisImOuttaHere if they want to leave and end the match match]] or continue fighting indefinitely.
* MutuallyExclusivePowerups: The Runes Players cannot carry more than one rune in CaptureTheFlag spawn at the starting points. To CaptureTheFlag. In order to pick up another, you they need to toss the current Rune you're they're carrying with you.
them.
* MythologyGag: The 2021 re-release includes an adaptation of the Deathmatch map "The Edge" from ''VideoGame/QuakeII''. It is not ''VideoGame/QuakeII'', which was absent on the first time this map has appeared in ''Quake I'' - actually having original release of the base game.[[note]]It appeared first in the Arcade Tournament Edition, released in 1998.
1998[[/note]]
* 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 ''octuple damage''!''[[ThereIsNoKillLikeOverkill octuple damage]]''!
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no slashing per How To Write An Example (it's only actually explaining one of them anyway)


* ExpansionPack[=/=]MissionPackSequel: 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.

to:

* ExpansionPack[=/=]MissionPackSequel: 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.
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* 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 apply "ealth" as your health value, which breaks things.

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* 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, value]], which breaks things.
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* DamageReduction: The Rune of Hell Magic in Threewave CTF, which halves all damage its carrier takes.

to:

* DamageReduction: The Rune of Hell Earth Magic in Threewave CTF, which halves all damage its carrier takes.
Tabs MOD

Removed: 106

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Kill Em All was renamed Everybody Dies Ending due to misuse. Dewicking


* KillEmAll: The game keeps track of how many monsters you've killed per level, with the ideal being 100%.

Added: 577

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* AscendedFanfic: The Threewave CTF mod was integrated into the 2021 re-release in Update 4 during [=QuakeCon=] 2022.

to:

* AscendedFanfic: The Threewave CTF mod was integrated into the 2021 re-release in Update 4 during [=QuakeCon=] 2022.''[=QuakeCon=] 2022''.



* GrapplingHookPistol: 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.
** ''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.

to:

* GrapplingHookPistol: GrapplingHookPistol:
**
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.
** ''Dissolution of Eternity'''s 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=] ''[=DoE=]'' grappling hook was implemented in place of the mod's original iteration.

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* 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.



* CallForward: One of the Deathmatch levels added in the 2021 re-release is an adaptation of "[=Q2DM1=]: The Edge" from ''VideoGame/QuakeII''.

to:

* CallForward: CallForward:
**
One of the Deathmatch levels added in the 2021 re-release is an adaptation of "[=Q2DM1=]: The Edge" from ''VideoGame/QuakeII''.''VideoGame/QuakeII''.
** [=ctf3=]: "Spill the Blood" was previously an official CTF map for the Threewave mod for ''VideoGame/QuakeIIIArena''. It also appeared in ''Quake Live''.
** [=ctf5=]: "Capturephobopolis" previously debuted as a CTF map for ''VideoGame/QuakeIV''.
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An Axe To Grind is no longer a trope


* AnAxeToGrind: The player's EmergencyWeapon. It also has some MundaneUtility to open secret doors without wasting ammo.
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Added DiffLines:

* 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 manueverability is more limited.
Is there an issue? Send a MessageReason:
Italicizing


* 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 definitely a 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.

to:

* 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 ''Quake'' is definitely a shift in tone from everything that came before it. A lot of the tongue-in-cheek humor that added levity to Doom ''Doom'' and [[VideoGame/Wolfenstein3D ''[[VideoGame/Wolfenstein3D Wolfenstein 3D]] 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 ''Quake's'' environments are dreary and otherworldly. Then there's the music. Doom ''Doom'' was mainly fist-pumping metal MIDI tracks with a handful of spooky ambient pieces thrown in for good measure. Quake? ''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 ''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.''Quake''.

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