Quake

Remember Quake? I mean the original. The one that ran in 640×480 if you had a kick ass machine? The one that had real time lighting on the rockets and we thought that was jaw droppingly bad ass? Yeah, that one.

I got to thinking about it the other day and thought I’d see if anyone had ported it to the Mac since id Software released the source code all those years ago. Sure enough, someone had! OK, so I had the executables. I needed data. I installed it on my PC (I still have my original CD, natch) and copied the data from there to my Mac. Bingo! Quake running on my Mac.

Now my curiosity was truly tingling. Are there any level editing tools on the Mac? I started looking around and while they were tough to find, I did manage to score a ported set of compiling tools here. These aren’t perfect in that they munge path names pretty badly and you have to put WAD files and things in directories that you don’t really want to but, hey, at least they work.

Then I went hunting for a MAP file to compile. Much to my surprise, John Romero released them all! Yes, every MAP file from the original Quake.

With that in hand, I still needed a decent WAD file to compile the MAPs against. I found what I believe to be the last one in existence here (scroll down to the “quake.wad” download).

And it all works! There are a few missing textures here and there and the tools aren’t the current versions so, yes, there are a few maps that compile into states that Quake won’t load but fuck it - it works!

I’ve been playing the game over the weekend and really enjoying being back in that place. Quake was where I really got started doing level design and it’s where the seeds of my professional career were planted. I’m going to stay in this world for a bit. I like it here.

7 Responses to “Quake”

  1. Ray Says:

    This was actually the first game I got running on my Mac. I played through it a bunch, several times over, and just uninstalled it the other day. Almost a year later.

  2. Warren Says:

    Quake is the shit. I’m having a great time playing around with it again after all this time!

  3. Ray Says:

    The pinnacle of FPS’s. It’s a bit of a Bobzarro opinion, I know.

  4. Urre Says:

    I’m pretty sure id Software published their own Mac engine well before the source release, but yes, there are a bunch of Mac compatible engines. Tried DarkPlaces? Not sure, but FTEQW might work as well.

  5. Warren Says:

    Well, I have a Quake retail CD from id for the Mac but it won’t run on my MacBook Pro as it’s a classic application or something.

    I’ve looked at Dark Places before but I don’t see a Mac application there anywhere. Do I need to download the source and compile it myself or something? The download only includes Windows and Linux executables.

  6. Urre Says:

    I think it was covered on func_board, not sure, but you need to go to http://www.icculus.org/twilight/darkplaces/files/ and download one of the later betas for a Mac binary. For your convenience, here’s the latest at the time of writing: http://www.icculus.org/twilight/darkplaces/files/darkplacesengine20071030beta1.zip

  7. Warren Says:

    Thanks. I have a working game that runs in the original software renderer and, frankly, that’s what I want. I’m a dinosaur who enjoys the purity of the original game. :)

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