Read full blog page about making of this level here: maxhusak.com/?page_id=442
The Concept
Quake is strongly associated with hellish castles, churches and underground dungeons. For this level I wanted to work within the original game's limitations while taking the environment somewhere very different.
The result was an ICBM launch facility built around one enormous central rocket.
The rocket acts as both the central landmark and the backbone of the level. The player sees it repeatedly from different heights while progressing upward, making their advancement through the facility physically visible.
Design Goals
Vertical Progression
Build the entire experience around upward movement while constantly changing how the player gains elevation.
Combat Variety
Use enemy combinations, geometry, weapons and environmental hazards to create encounters with different combat problems.
Strong Landmark
Keep the rocket visible throughout the map so the player understands their position and progression without relying on UI.
The Concept
Quake is strongly associated with hellish castles, churches and underground dungeons. For this level I wanted to work within the original game's limitations while taking the environment somewhere very different.
The result was an ICBM launch facility built around one enormous central rocket.
The rocket acts as both the central landmark and the backbone of the level. The player sees it repeatedly from different heights while progressing upward, making their advancement through the facility physically visible.
Design Goals
Vertical Progression
Build the entire experience around upward movement while constantly changing how the player gains elevation.
Combat Variety
Use enemy combinations, geometry, weapons and environmental hazards to create encounters with different combat problems.
Strong Landmark
Keep the rocket visible throughout the map so the player understands their position and progression without relying on UI.