Total Conversion LibreQuake

Packs that completely replace the baseline Quake assets with fresh ones, and often include their own maps. Examples: Slayers Testaments, Malice
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This is a work in progress project we are currently at version 0.08-beta
[Downloads/Releases]
The LibreQuake project aims to create a complete, free content first-person shooter game, but LibreQuake by itself is just the raw material for a game. It must be paired with a compatible engine to be played.

There is a massive back catalogue, spanning over two decades, containing thousands of Quake levels and other modifications ("mods") made by fans of the game. LibreQuake aims to be compatible with these and allows most to be played without the need to use non-free software.

The engine uses a directory called id1/, within that directory there are two archives called pak0.pak and pak1.pak, these archives contain all the game data except the soundtrack. While the Quake engine source code is free, you would usually still need one of the proprietary data files from id Software to play Quake. LibreQuake aims to create a free alternative: combined with the GPL-licensed Quake source code, this results in a completely free game.

LibreQuakes Website librequake.queer.sh
LibreQuakes Github github.com/lavenderdotpet/LibreQuake
LibreQuakes Discord discord.com/invite/nsr6DTF6RX

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How to Play
Since LibreQuake is only the game data, you will still need to download an engine (or source port). One particularly recommended by the LibreQuake project is FTEQW This engine offers great support for both singleplayer multiplayer and the majority of mods created for both Quake and LibreQuake. QuakeSpasmSpiked and Ironwail are also good options. For even more options, see the Quake Wiki.

Once you have downloaded an engine, paste the downloaded id1 (or lq1) folder in the same directory you put the engine executable. This is the executable you will run to start LibreQuake.

If you would like to set up a LAN deathmatch game, see docs/deathmatch-setup-guide.txt for more information.

What "Free" Means
When we speak of free content or software, we refer to the movement in which your freedom to use, copy, modify, and study a work is not infringed. For example, you may freely use LibreQuake for any purpose you see fit, you may redistribute it to anyone without needing to ask for permission, you may modify it (provided you keep the license intact, see Docs ), and you may study it. You may read more about free software at the GNU and Free Software Foundation websites.

Crediting information
LibreQuake is made up of submissions from many people all over the globe. All of them, including you, deserve credit! Please do not forget to provide your name and email when submitting resources.

Using Git
You can also commit on a clone of the LibreQuake repository, although this is a technical task and it is okay to let other LibreQuake maintainers to do it instead: that is our normal mode of operation. However, pull requests are much appreciated and you may submit them in any manner you wish, with GitHub's direct pull requests being the simplest, but by far not the only means.

LibreQuake uses the commit message style commonly seen in distributed version control systems, adopted by projects such as Linux and Git. For an explanation of this style, see How to Write a Git Commit Message.
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Submitted by
LibreQuake
Downloads
154
Views
1,124
Release Date
Sep 24, 2019
First uploaded
Last update

Ratings

4.60 star(s) 5 ratings

Latest reviews

Looks good and the levels are all well designed. Only thing is the ogres lacking textures, but I'm sure that'll be updated in time.
Skill
Hard
It's hard to give a rating to LibreQuake, since it's very much still in progress (maybe 50% of the maps exist without placeholders, and a couple of monsters are incomplete - although actually, I find the placeholder rainbow ogres quite charming). It's also difficult to rate LibreQuake because it's trying to provide a "similar" experience to paid-for, copyrighted vanilla Quake, rather than extend the experience like most mods.

Playing on Easy, I'd say that the maps that exist tend to be slightly harder and more tricksy than those in vanilla Quake, especially getting to episode 4. (Although, of course, E4 is also pretty vindictive itself in vanilla.) There's definitely a couple of secrets that feel more "modern" than the stuff in the vanilla maps, in a good way. Of the boss sequences, I think the replacement for Cthon is much better than Cthon, so that's a point in favour!

Monsters, of course, behave essentially as in Quake, as the quakec is the same - I'm divided on their models (I have to admit to not being a massive fan of the "new" knights looking like they're from a discount bondage show, but I quite like the vore replacements), and I'm being honest when I say I actually like the placeholder rainbow ogre more than some of the finished ones - it's quirky and silly and fun.
Skill
Easy
This is a wonderful modification, but it has many drawbacks.

The author hastened to make his creation public. There are many transitional levels consisting simply of one room. There is no final map, but you will still not be able to get into it, because in the 2nd and 4th episodes there are no runes due to the absence of the last maps. Several types of monsters are not completed.

One of the coolest and most atmospheric maps is the "Copper Citadel" (e4m5).
Skill
Normal
LibreQuake
LibreQuake
LibreQuake has been public since 2019 when it started its always been public
also its a community project so there is no "his creation" in ref to the project as a whole

if you wanna use pronouns to refer to the person running this account she/it/they is fine
While somewhat incomplete and inconsistent in quality, overall the content presently available manages to simultaneously stand on its own as a decent game while opening the door for the independence of this community from our corporate overlords.
Vive la liberté!
Nice Work
Skill
Easy