Quake was the id Software FPS series that came right after DOOM, all the way back in 1996. Despite its subpar reception compared to the former, the mark it left on video games as a whole is indelible.
A couple of years ago I picked it up after seeing it on sale on Steam, what followed was my steadily growing obsession that has lasted a while longer than I had prepared for. I can consider this one of my comfort games.
On this page I'd like to share some of my favorite resources and experiences related to Quake. I'll keep it Quake 1 exclusive for now as I haven't immersed myself in any of the other entries in the series yet.
The official way to purchase any of the Quake games nowadays is through Steam, Epic Games, or any other reputable storefront, assuming you don't already have a boxed copy lying around at home.
Whichever the case (official or otherwise), what's important is that your copy's "registered" state depends on a graphic in a pak file, usually named pak1.pak for the original Quake. If you're curious you can check out this article, but it's not something crucial to know.
There are a myriad of source ports available for Quake thanks to the shareware version of the game being open-sourced in 1999, allowing developers to adapt the game to today's standards, now targeting modern hardware for computers that very well surpass the original requirements for MS-DOS.
Importantly, different source ports exist for different purposes, tagged accordingly below. All of these should have custom maps support.
There are many more source ports than the ones I listed here, but I think these are the essential ones nowadays. For the adventurous, here's a larger list of them.
Ironwail
QuakeSpasm fork that uses modern OpenGL features for its performance enhancements. This is the one I use as it's the one that feels the most plug and play for me.
recommended
singleplayer
performance
vkQuake
QuakeSpasm fork that uses Vulkan instead of OpenGL for rendering, a small handful of extremely large maps can only run here.
singleplayer
performance
JoeQuake
Standard Quake speedrunning source port. Since it's based on QuakeWorld it enables techniques such as bunnyhopping and comes with some timing tools.
singleplayer
speedrunning
dzip
KEX Engine
It's the engine the Quake remaster is built on and has online multiplayer support out of the box, although the game will prompt you to create a Bethesda account to access it.
singleplayer
multiplayer
remaster
QuakeSpasm
The Quake engine Ironwail, vkQuake, and others are based off. It has strong compatibility and has newer features compared to older source ports.
singleplayer
FTEQW
An engine that supports several games: Quake, QuakeWorld, Quake II, Quake III Arena, and Hexen II. Courtesy of this coverage it has extensive multiplayer support. In fact, it's a multipurpose engine, even capable of supporting original games derived from any of the Quake engines.
singleplayer
multiplayer
multipurpose
Absolutely. If you and your friends own the Steam remaster of Quake, you should be able to go to the multiplayer section of the game, make a match and you're up to the races. After creating a mandatory Bethesda account in-game, that is.
Source ports usually support LAN multiplayer and pretty barebones internet play support, commonly referred to as NetQuake. Some time after Quake's release, QuakeWorld came around which supported client-side prediction, slightly modified physics, etc. This page explains it more in-depth.
I've been doing multiplayer tests with some friends for a while now, and would like to write a full guide here once I've ran enough of said tests, so look forward to that.
Quake 1 has a huge modding and mapping community which expands, and sometimes takes the game into a whole new direction. The following list is not exhaustive by any means as they reflect exclusively my personal preference, and I may add more entries in the future. You can check out Quaddicted and Slipseer to explore more custom content for Quake.
These maps and episodes are what I'd recommend to people either just finishing the base game or are coming back to it years (or even decades) later, I consider them must-play for anyone who looks to try out custom singleplayer content for Quake.
Underdark Overbright
Made by Lunaran & Scampie
Honey
Made by czg
Cerulean Tears
Made by FifthElephant
Ritual
Made by Zothique & Sock
Ceremonial Circles
Made by czg
Rubicon 2
Made by czg & metlslime
Arcane Dimensions
Made by Sock, Bal, EricW, FifthElephant, Giftmacher, Lunaran, Preach, PulSaR, Scampie, ionous, mfx & necros
Alkaline
Made by Greenwood, bmFbr, Khreathor, Shamblernaut, Alekswithak, Kebby, ptoing, aDaya, Bal, Bloodshit, Fairweather, JCR, Kell, Markie, plaw & more!
Crack in the Sky
Made by 1600frogs
The Trickster's Domain
Made by plaw
Koshta Belorn
Made by Tronyn
High Noon In Akhetaten
Made by ZetaByt
Templum Exsilli
Made by Tonhao
Rubicon Rumble Pack
Made by Hrimfaxi, ijed & mfx
Dwell
Made by Fairweather, Alekswithak, Bal, bmFbr, Danz, Greenwood, h4724, JCR, Juzley, Khreathor, Makkon, Markie, Mazu, Pinchy, PoolboyQ, ptoing, Shamblernaut & VoidForce
Mjölnir
Made by Tronyn, Qmaster, Hrimfaxi, Ironliȥard, madfox, mfx, Shadesmaster, Tintin & more!
I have! None of them are available for download currently, though. They are still very rough around the edges and I'd like to gather some more experience before committing to release something. Nevertheless, whenever I complete something I'm happy with I'll make sure to host the downloadable files right on this page.





What I release might be an entire episode, not just a single map. Who knows?