ICBM Rocket

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.
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Submitted by
proLarper
Downloads
191
Views
579
Release Date
Aug 15, 2026
First uploaded
Last update

Ratings

3.17 star(s) 6 ratings

Latest reviews

Congratulations on your first map! That's a very ambitious project for a first one. I think it could have used a little more polish, and I found a few bugs (more on that in the forum post). But hey, you launched a rocket! I had fun. Thanks a lot!
Skill
Hard
This map offers the player a truly unique gameplay concept. You have to fight your way up through multiple levels inside a rocket, eventually exiting via the blown-out core in a climactic finale. The music has a rather energetic, driving vibe though it might not be to everyone's taste. I really enjoyed the fast paced action honestly, the rhythm even spurred me on to play faster in my own style. The texturing was very well executed, despite minor flaws, but the lighting really cast everything in a positive light. A small map that is nearly perfect.

Skill
Normal
D
A well-designed map for fast-paced progress. Consequently, there's no time for exploration. We practice techniques for dealing with danger in a tight interesting place. I didn't like the texture work, it was a bit too psychedelic and abstract for my taste. The default music volume was too high, which I quickly adjusted in the options. The track itself was very enjoyable.
https://www.youtube.com/watch?v=HzfKEzJ0_qI
Skill
Hard
This was really unique, I loved the brushes and the way you used the textures. The second point you mentioned about "Use enemy combinations, geometry, weapons and environmental hazards to create encounters with different combat problems." particularly about geometry and environmental hazards is in my opinion the thing that makes great Quake or at least that's what I love most so I'm glad you approached it that way. I would have loved some more exploring or interconnected design for a choice of how to progress but that may not have been the goal so that's just my taste.

I have a small bug to report, I was a little too far to one side when falling down the chute at the end and fell out of the map.
Skill
Normal