r/quake • u/iggy_stoneman • 7h ago
media Quake Ranger as a new playable character in a PvE horde shooter
Thought you fellas would get a kick out of this. There's a Gmod gamemode called Map Sweepers, and you can now play as the Ranger in it.
r/quake • u/SpronyvanJohnson • Aug 21 '26
Almost every day, we get someone's take on a potential new Quake game or on how to move the franchise forward. Name an angle, and we've most likely seen it here before. So whether you want to see a reboot of the first game, a continuation of the Strogg storyline, a multiplayer-only game, or whatever else you can come up with, this is the place to discuss it. The same applies to which studio should handle it, what kind of game it should be, the technology it should use, and so on. Basically, anything regarding the future of the IP goes here. Our revised rules now also point to this thread so that when we remove another post about Quake's future, the author can continue it right here.
r/quake • u/Inner-Painter-5594 • Aug 13 '26
Hi everyone! I’ve fully completed Quake: Dawn of the Machine and figured out how to get the true ending. I’ve also worked out how the levels are interconnected — where you can go from each level, how to get there, and in what order.
I noticed that there’s still very little information about this online, so I decided to make my own guide.
I’ve included the link below.
Steam Guide - version 1.3. Added a waypoint from Revelation of the Arcane to The Rune Nexus.
I apologize for any grammar mistakes.
Taking into account the feedback here and elsewhere, I made the following changes:
FIX 1.1 Corrections have been made to the Deathknight Head acquisition sequence
FIX 1.2 It is now specified that only one rune, the Rune of Sacrifice, is required to visit The Sundered Column, House of Delusion, and Mist of Torment. The location of the Super Axe has been added. The map now includes a path from Of Shattered Minds to The Runic Nexus (from the room with the Deathknight Head). This does not affect progression using the previous version of the map, but makes it easier to navigate the game independently
ENG 1.2
Quake: Dawn of the Machine
Walkthrough sequence for getting the true ending
The Thirtieth Passing
Through the First Arch
Dawn of the All Mother
Into the Abyss of Time
Veils of the Old Ones
Of Shattered Minds
The Haunted Tower - optional
Requiem
The Matriarch of Decay
Revelation of the Arcane
The Sacrifice - obtain the Rune of Sacrifice
The Runic Nexus
Through the First Arch - open the runic gate using the Rune of Sacrifice
The Sundered Column - obtain the Rune of Chaos
The Runic Nexus
Veils of the Old Ones - open the runic gate using the Rune of Sacrifice
House of Delusion - obtain the Rune of Madness
The Runic Nexus
Veils of the Old Ones - take the normal exit
Of Shattered Minds - you need to find the Deathknight Head to activate the Bloody Nightmare difficulty, the Rune of Sacrifice is used for this
Requiem - open the runic gate using the Rune of Sacrifice
Mist of Torment - obtain the Rune of Sorrow
The Runic Nexus
The Nightmare Machine
The Sleeper Awakens - normal ending
If you meet the requirement of obtaining the Deathknight Head to activate the Bloody Nightmare difficulty, you will be sent back to the beginning.
Through the First Arch - obtain the Bloody Shotgun
Dawn of the All Mother
Into the Abyss of Time
Veils of the Old Ones
Of Shattered Minds
The Haunted Tower - optional
Requiem
The Matriarch of Decay
The Crooked Village - obtain the Bloody Super Shotgun (new game+ only)
Revelation of the Arcane
The Sacrifice - obtain the Rune of Sacrifice
The Runic Nexus
Through the First Arch - open the runic gate using the Rune of Sacrifice
The Sundered Column - obtain the Rune of Chaos
The Runic Nexus
Veils of the Old Ones - open the runic gate using the Rune of Sacrifice
House of Delusion - obtain the Rune of Madness
The Runic Nexus
Requiem - open the runic gate using the Rune of Sacrifice
Mist of Torment - obtain the Rune of Sorrow
The Runic Nexus
A Dancing God - true ending
THE END
r/quake • u/iggy_stoneman • 7h ago
Thought you fellas would get a kick out of this. There's a Gmod gamemode called Map Sweepers, and you can now play as the Ranger in it.
r/quake • u/Lopsided-Wave2479 • 2h ago
I have made a compilation of free resources available in the web to make a documentation website for Quake in 5 languages.
Please share the url with other Quake modder so it reach people that may benefit from it.
r/quake • u/MycalienOfficial • 8h ago
This was a hell of a fun one to make to be quite honest. ....need to make it HEAVIER, still.
r/quake • u/ItsMeepo2nd • 2d ago
I am convinced that most Boomer Shooters would likely have an expansion that genuinely wants to bend you over and over again because pissing you off is the main schtick. Partially finished Dawn of The Machine, and I sat through hell having to deal with traps that weren't cheap actually really good, but too much to the point where I find the Supershotgun useless at times.
Now I don't wanna fully shit on Difficulty-based Expansions since I do love the gimmicks at times (Except PLUTONIA, to hell with that WAD). I mean I just wanna rant out how frustrating my experience was with the levels and realized that it's supposed to make me frustrated.
DOTM is the epitome of when the game tells you you're done. I said partially finished because apparently the real ending of the game has you climb a secret and it's stupidly more difficult, the difficulty named Bloody Nightmare. I gave up, yeah skill issue, whatever.
Enforces shoot like they have Nailguns and worse is that they turn into Fiends, Orcs I don't mind much, just strafe em and you're fine, Fiends leap much faster than they used to be which obviously caught me off guard. What I also realized is that the levels are really stingy with health kicking your nuts with 60HP at the start of the game, then all of a sudden you're secret hunting because you aren't sure whether the next parts of the level chucks random shit at you.
To be honest, I don't actually hate DOTM and I personally see it more as fun than frustrating... before you had to backtrack with the runes. After all this, I noticed that there's this pattern game designers make in Boomer Shooters especially ID Software.
Doom obviously has the PLUTONIA levels, Wolfenstein 3D had Spear of Destiny, Half Life 2 has Ravenholm, and Quake 2 had Ground Zero. All were pretty much purposely scaled up to be superbly hard. Most are even cheap as shit to the point where finishing it was like brushing your teeth with a Metal Toothbrush. Now, yeah sure BLOOD has Cryptic Passage but I mostly feel like a powerhouse there compared to the other games.
Either way, there will be an instance where I'd replay this expansion again, and I'm genuine about it. The levels are greatly detailed and some of the gimmicks don't look so cheap, unlike PLUTONIA. Feels great to be playing it with a new coat of paint and running around like I'm playing Deathmatch same with the 1.5 mod.
8.9/10 experience. (I actually haven't played Dimensions of the Past yet)
r/quake • u/MaximumTime7239 • 2d ago
r/quake • u/GarnetExecutioner • 2d ago
Judging by his background story of being a Vietnam War Veteran (as shown in his bio in Quake Champions), I believe that his most likely shotgun that has always been his constant companion is the Ithaca Model 37 as seen here.
How did I arrive on this conclusion? This is my explanation:
Aside from his Vietnam veteran background, the fast fire rate of Ranger's shotgun is explained by his use of the Slam Firing technique on the shotgun (racking the pump mechanism while holding the trigger). The Ithaca model 37 is one of the few pump shotguns that does have slam firing capabilities in their early iterations.
The bloody shotgun variant that he procures in the Bloody Nightmare loop in Dawn of the Machine has a faster fire rate compared to the original shotgun, which is further substantiated with Ranger himself likely slam firing it with increased ferocity.
Most military versions of the Ithaca Model 37 do not have a buttstock, as seen in the 3d model of the Bloody Shotgun.
r/quake • u/RomanQuakeEGB • 1d ago
r/quake • u/ecky--ptang-zooboing • 1d ago
Servers are empty.
DM me if you want to play.
The only maps I remember are Monsoon and Placebo effect.
r/quake • u/Fearless-Land6494 • 1d ago
r/quake • u/JesusOnly8319 • 3d ago
It literally followed me wherever I went on this map. Kept jumping right at me like it was super pissed at me for blowing it up.
I think I lost it in some water where it couldn't get out
r/quake • u/karamasoffon • 3d ago
Hello there,
I'm building a small fast FPS that runs straight in the browser, with QuakeWorld-style movement: strafe-jumping, bunny hopping, air control.
Play: https://dinoblast.net/ (no install, no account)
I'd love feedback on:
- Movement feel: accel, air control, bhop, what's missing or feels off
- Times on the race maps, to see if the layouts hold up (still pretty basic for now)
- Performance: fps, hardware, browser
- Bugs, obviously
What's in so far: race maps with an online leaderboard per map and a ghost of your best run, a few weapons, and a config menu (keys, sensitivity, crosshair, FOV, HUD).
r/quake • u/pigrinse • 3d ago
hello do you have any recommendations for these kind of mods that are working for this version?
it is the version I really love to play because it runs pretty well, but most of all the online coop is awesome.
thanks
r/quake • u/Hydroponic-Gardener • 3d ago
Couldn't find any info on any port existing for iPad M series. Thought to ask.
DeFRaGing since 2021. =:)?
r/quake • u/SerafettinB • 5d ago
Shamblers were definitely one of the highlights of Call Of The Machine for me, I just wish some more Quake 1 enemies appeared in it
r/quake • u/koreanbackjash • 5d ago
We've all seen this demo; it shipped with every copy of Q3A, and we used it to benchmark PCs for years. But who are the players?
Obviously they're id employees; "Willits" is Tim, & "marty" is probably Marty Stratton. Is there any info on the rest of them, though? (Like, who at the id offices had seen Evangelion in 1999? lol)
r/quake • u/Cancer-Fish • 6d ago
Bonk Jam made quite a splash when it came out, and personally I couldn't put it down. I don't have the save file, but I beat all of it on Nightmare as soon as it came out. In modern Quake, this is the most unique and engaging gameplay I've yet experienced. Admittedly I haven't replayed all of it since, because many of these maps are pretty psychotically difficult by my standards, all of which thanks to the Bonk Hammer.
Objectively speaking, the Bonk Hammer is the most exhilarating melee ever conceived. Scale highly vertical geometry by 'hammer jumping', propel yourself forwards with the Hammer like in the movies, and obliterate Ogres in single swings of the Hammer. That's not to mention all of the Hammer's unique skins that can be unlocked by beating levels and finding secrets, all with unique models and sounds. I will say, some of these maps lean a bit too much into the gimmick. You have to love the Hammer and airstrafing, often that's all you'll get.
Like many modern releases, this map set is a real looker. The first image featured is The Purple Pirouette, which heavily features Makkon's textures. You might recognize them, his work permeates the modern mapping scene. I used noclip for these shots, but the Hammer's an excellent way to sight see and secret hunt. As the kids say, ts bussin fr fam ong no cap!
Screenshots taken with Steam Overlay in VkQuake (Steam automatically detects it as Quake Remastered, modern ports are genuinely magic).
r/quake • u/SpronyvanJohnson • 5d ago
We’re a week into our Halloween Jam for Arcane Dimensions and the 1.9 devkit is almost ready for our jammers to have fun with. We already showed off the Cultist, but today you’ll get to see the Marauder shotgun in action. Normally, I would write a little text to introduce this beast, but Ordell Robbie said it best in the movie Jackie Brown:
"The Marauder. The very best there is. When you absolutely, positively got to kill every mofo in the room, accept no substitutes."
Ok, that’s enough talking; let’s see some action! If you're interested, we still have almost a month left for any potential mappers to come jam with us (don't forget to verify when joining).
r/quake • u/Yayo1990 • 6d ago
Good evening! Although there was a Quake 3 port for the OG Xbox already, I decided to make a new one. This one however is based on the ioQuake3 fork instead of the original. But let's cut the chit chat with what this port has to offer:
Enjoy! Remember that you must provide your own Quake 3, Team Arena and Open Arena files for it to work. https://github.com/Mayo1970/ioQuake3-Xbox/releases/latest
r/quake • u/I_WILL_GET_YOU • 7d ago
This project is dedicated to Mr Elusive — Jan Paul van Waveren — whose work it exists to preserve.
In 1997 he started giving Quake bots something the genre did not really have yet: bots that understood the space they were fighting in. The Gladiator Bot grew out of that, and the ideas underneath it were genuinely new. The Area Awareness System pre-compiled a level into a navigation representation with reachabilities between areas — not waypoints scattered by hand, but a derived understanding of where a body can actually go, and how: walk, jump, swim, teleport, ride a lift, take a rocket to the face and land somewhere useful. A fuzzy-logic weight system let a bot's taste in items and weapons be authored as readable config rather than buried in code, so a bot's personality became something you could write down. A chat system with match contexts and synonym substitution gave them something to say about it.
Gladiator became the bot people ran, and it earned him the job: id Software hired him to write the bot artifcial intelligence for Quake III Arena, where the same lineage shipped as botlib and became the reference every later id-engine bot was measured against. His master's thesis, The Quake III Arena Bot, is still one of the clearest pieces of writing on game artifcial intelligence anyone has produced — it explains the reasoning, not just the result. He later worked on id Tech engines and at Oculus on asynchronous timewarp. He died in 2017.
The best thing you can say about a piece of engineering is that people are still trying to understand exactly how it worked twenty-five years later, because it was that good. That is what this repository is.
Every line here is a reconstruction of his design.