I’ve decided to try a new tactic for building Quake levels. I recognize that a large part of why my Quake levels often end up on the scrap heap is because I get too caught up in the details. You know, what textures should I use, adding more detail, tweaking lighting, etc. And those things are valuable, don’t get me wrong! But when the level itself isn’t complete, they are something of a waste of time.
When I was a younger man, this worked out alright regardless. I would have enough energy and focus that I could detail out a map as well as develop the layout and restructure things (aka throw away work) as I needed to. I didn’t care. These days, I care.
So here’s what I’m going to do. I’m going to start with this WAD file that I created:
This is what I call my “blueprint” WAD. This contains the basic texture shapes that most Quake WAD files use (including the case where you rotate them 90 degrees, of course). My plan is as follows:
- Lay out the level in it’s entirety using the blueprint textures, focusing on flow and monster gameplay.
- Add a minlight and a sunlight. Tweak the sunlight until it gives the level the look that I want.
- Add extra geometric detail and hot spot lighting sources. This will probably also be the stage where I start to apply real textures since lighting and it’s interaction with the textures becomes important.
- Remove the minlight and add small fill lights where necessary.
This is the basic plan but things may change – we’ll see! For now, I’ll update fairly regularly with the status of the level and where I’m at with it. This is where we’re starting from:
Tags: Blueprint Experiment



Isnt this sort of what valve did with the half life 2 levels?
I remember seeing some beta levels from it and the areas that where unfinished had a blueprint like texture.
It’s inspired from that, yes. This is also sort of how I work at my day job, only I’m trying to adapt the formula to work with Quake.
[...] experiment with “development textures” in a Quake level done by Willem (Warren M) here. It didn’t work out for him as he lost interest in the level. Personally I think that was [...]