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<span id="openzim-page-title" class="mw-page-title-main"><i>Quake</i> modding</span>
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</p><p>Based on <a href="Id_Software" title="Id Software">id Software</a>'s open stance towards game modifications, their <a href="Quake_series" class="mw-redirect" title="Quake series"><i>Quake</i> series</a> became a popular subject for player <a href="Mod_(video_gaming)" class="mw-redirect" title="Mod (video gaming)">mods</a> beginning with <i><a href="Quake_(video_game)" title="Quake (video game)">Quake</a></i> in 1996. Spurred by user-created hacked content on their previous games and the company's desire to encourage the <a href="Hacker_ethic" title="Hacker ethic">hacker ethic</a>, Id included dedicated modification tools into <i>Quake</i>, including the QuakeC programming language and a <a href="Level_editor" title="Level editor">level editor</a>. As a game that popularized online <a href="First-person_shooter" title="First-person shooter">first-person shooter</a> multiplayer, early games were team- and strategy-based and led to prominent mods like <i><a href="Team_Fortress" class="mw-redirect" title="Team Fortress">Team Fortress</a></i>, whose developers were later hired by <a href="Valve_Corporation" title="Valve Corporation">Valve</a> to create a dedicated version for the company. Id's openness and modding tools led to a "Quake movie" community, which altered gameplay data to add camera angles in post-production, a practice that became known as <a href="Machinima" title="Machinima">machinima</a>.
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<div class="mw-heading mw-heading2"><h2 id="Background">Background</h2></div>
<p>Player modifications, or mods, change a game's art or gameplay to create alternative or entirely new games.<sup id="cite_ref-FOOTNOTEAngela201093_1-0" class="reference"><a href="#cite_note-FOOTNOTEAngela201093-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup> From the age of <a href="Atari" title="Atari">Atari</a> through the 1990s, video game developers were known vigilantly protect their intellectual property through copyrights, patents, and general secrecy.<sup id="cite_ref-FOOTNOTEChristiansen201236_2-0" class="reference"><a href="#cite_note-FOOTNOTEChristiansen201236-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup> <a href="Id_Software" title="Id Software">Id Software</a> founders <a href="John_Carmack" title="John Carmack">John Carmack</a> and <a href="John_Romero" title="John Romero">John Romero</a> were instead excited when their <i><a href="Wolfenstein_3D" title="Wolfenstein 3D">Wolfenstein 3D</a></i> was hacked to swap content into the game, and decided to help rather than hinder the <a href="Hacker_ethic" title="Hacker ethic">hacker ethic</a> of those who would modify their later games, including <i><a href="Doom_(1993_video_game)" title="Doom (1993 video game)">Doom</a></i> and <i><a href="Quake_(video_game)" title="Quake (video game)">Quake</a></i>.<sup id="cite_ref-FOOTNOTEChristiansen201235_3-0" class="reference"><a href="#cite_note-FOOTNOTEChristiansen201235-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup> <i>Doom</i> added new graphical detail to its first-person shooter predecessors (wall textures, varied environments) and local, networked multiplayer, but in 1996, <i>Quake</i> too added better graphics in a fully 3D world but became known for its Internet-based, long-distance multiplayer. It popularized consumer graphics cards with its implementation of 3D rendering under <a href="OpenGL" title="OpenGL">OpenGL</a> technology, and its dedicated developer tools encouraged users to create their own modifications, spawning a "healthy mod scene".<sup id="cite_ref-FOOTNOTEGuilfoyle200610_4-0" class="reference"><a href="#cite_note-FOOTNOTEGuilfoyle200610-4"><span class="cite-bracket">[</span>4<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-FOOTNOTEGoggin2004134–5_5-0" class="reference"><a href="#cite_note-FOOTNOTEGoggin2004134–5-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-6" class="reference"><a href="#cite_note-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup> Around the time of <i>Quake</i><span class="nowrap" style="padding-left:0.1em;">'s</span> release, these user modifications became known as just "mods".<sup id="cite_ref-FOOTNOTEBainbridge200921_7-0" class="reference"><a href="#cite_note-FOOTNOTEBainbridge200921-7"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup>
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<div class="mw-heading mw-heading2"><h2 id="Quake"><i>Quake</i></h2></div>
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</style><div role="note" class="hatnote navigation-not-searchable">Main article: <a href="Quake_(video_game)" title="Quake (video game)">Quake (video game)</a></div>
<p>Modding was made easy for <i>Quake</i> players, who could download <a href="Level_editors" class="mw-redirect" title="Level editors">level editors</a> and the <a href="QuakeC" title="QuakeC">QuakeC</a> programming language to make their own mods and content.<sup id="cite_ref-FOOTNOTEGoggin2004134_8-0" class="reference"><a href="#cite_note-FOOTNOTEGoggin2004134-8"><span class="cite-bracket">[</span>8<span class="cite-bracket">]</span></a></sup> The accessibility of QuakeC led to a new paradigm of mod creations.<sup id="cite_ref-9" class="reference"><a href="#cite_note-9"><span class="cite-bracket">[</span>9<span class="cite-bracket">]</span></a></sup> Most player creations were team-based games, as players appreciated their strategic and cooperative elements. Among the first successful mods were <i>Capture the Flag</i> and <i><a href="Team_Fortress" class="mw-redirect" title="Team Fortress">Team Fortress</a></i>.<sup id="cite_ref-FOOTNOTEGoggin2004135_10-0" class="reference"><a href="#cite_note-FOOTNOTEGoggin2004135-10"><span class="cite-bracket">[</span>10<span class="cite-bracket">]</span></a></sup> The mod community and their websites, such as PlanetQuake Featured Mods, became a place for aspiring game programmers and artists to train.<sup id="cite_ref-FOOTNOTEAngela201093_1-1" class="reference"><a href="#cite_note-FOOTNOTEAngela201093-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup> <a href="Valve_Corporation" title="Valve Corporation">Valve</a> recruited its first employees from the <i>Quake</i> modding community, as the <i>Team Fortress</i> team was invited to create its sequel for Valve's first game, <i>Half-Life</i>, itself built on modifications of the <a href="Quake_II_engine" title="Quake II engine"><i>Quake II</i> game engine</a>.<sup id="cite_ref-FOOTNOTEChristiansen201236_2-1" class="reference"><a href="#cite_note-FOOTNOTEChristiansen201236-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-FOOTNOTEGoggin2004137_11-0" class="reference"><a href="#cite_note-FOOTNOTEGoggin2004137-11"><span class="cite-bracket">[</span>11<span class="cite-bracket">]</span></a></sup>
</p><p>In 1997, a "total conversion" <i>Quake</i> mod named "Alien Quake" replaced characters, levels, and sounds with replacements from the <i><a href="Alien_(franchise)" title="Alien (franchise)">Alien</a></i> film franchise. Its developers received a takedown notice from <a href="20th_Century_Fox" class="mw-redirect" title="20th Century Fox">20th Century Fox</a>, which they posted on their website. The producer's forceful response to a fan effort coined the term "Foxed".<sup id="cite_ref-FOOTNOTEAngela201093_1-2" class="reference"><a href="#cite_note-FOOTNOTEAngela201093-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup>
</p><p>Id's choice to create and share an editor and scripting language with <i>Quake</i> spurred its modding community and led to unforeseen innovations, such as animated movies performed by players during gameplay.<sup id="cite_ref-FOOTNOTEChristiansen2012161_12-0" class="reference"><a href="#cite_note-FOOTNOTEChristiansen2012161-12"><span class="cite-bracket">[</span>12<span class="cite-bracket">]</span></a></sup> <i>Rock, Paper, Shotgun</i> referred to this time as the "Silver Age of FPS modding" for the modder attention to hyper-realistic and polished detail in creating game assets that bordered the production quality of <a href="AAA_(video_game_industry)" title="AAA (video game industry)">AAA</a> developers.<sup id="cite_ref-13" class="reference"><a href="#cite_note-13"><span class="cite-bracket">[</span>13<span class="cite-bracket">]</span></a></sup>
</p><p>There have been two attempts to create <a href="Free_content" title="Free content">free content</a> game data for <i>Quake</i> similar to <i><a href="OpenArena" title="OpenArena">OpenArena</a></i> or <i><a href="Freedoom" class="mw-redirect" title="Freedoom">Freedoom</a></i>. The first, <i>Open Quartz</i>, was started in 2000 and the second <i>LibreQuake</i>, was established in 2019.<sup id="cite_ref-14" class="reference"><a href="#cite_note-14"><span class="cite-bracket">[</span>14<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-15" class="reference"><a href="#cite_note-15"><span class="cite-bracket">[</span>15<span class="cite-bracket">]</span></a></sup>
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<div class="mw-heading mw-heading3"><h3 id="Machinima">Machinima</h3></div>
<div role="note" class="hatnote navigation-not-searchable">Main article: <a href="Machinima" title="Machinima">Machinima</a></div>
<p>The art of using video games to create narrative videos rather than gameplay rose from the "Quake movie" community and became known as <a href="Machinima" title="Machinima">machinima</a>. Players of <i>Quake</i> and <i>Quake II</i> created programs to alter the game's demo files, which contained records of the game's user input and events. The actors would control their characters live—creating the demo file—and editors would "re-cam" by revisiting the scene from a new point of view or swapping between pre-selected camera angles. The <i>Quake</i> tools created for these purposes led to dedicated machinima post-production utilities, such as David "CRT" Wright's Keygrip and Keygrip2.<sup id="cite_ref-FOOTNOTEChristiansen2012152_16-0" class="reference"><a href="#cite_note-FOOTNOTEChristiansen2012152-16"><span class="cite-bracket">[</span>16<span class="cite-bracket">]</span></a></sup> The rise of machinima was enabled by the choice of developers such as Id to release easily accessible code and tools to alter it. Even as more advanced tools were produced, players opted to their own homegrown tools and retain the "Quake movie"-style production as their own user-generated process.<sup id="cite_ref-FOOTNOTEChristiansen2012160_17-0" class="reference"><a href="#cite_note-FOOTNOTEChristiansen2012160-17"><span class="cite-bracket">[</span>17<span class="cite-bracket">]</span></a></sup>
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<div class="mw-heading mw-heading2"><h2 id="Quake_II"><i>Quake II</i></h2></div>
<div role="note" class="hatnote navigation-not-searchable">Main article: <a href="Quake_II" title="Quake II">Quake II</a></div>
<p>Among the most popular <i>Quake II</i> mods was <i>Chaos Deathmatch</i> by Chaotic Dream Group.<sup id="cite_ref-18" class="reference"><a href="#cite_note-18"><span class="cite-bracket">[</span>18<span class="cite-bracket">]</span></a></sup> <i>Quetoo</i> is a free software reimplementation of the game's deathmatch.<sup id="cite_ref-19" class="reference"><a href="#cite_note-19"><span class="cite-bracket">[</span>19<span class="cite-bracket">]</span></a></sup>
</p><p>Multiple shareware level editors were created for the game. A programmer frustrated with the game's QuakeEd level editor released his own version for free and was later offered a job by Id's John Carmack.<sup id="cite_ref-FOOTNOTEChristiansen201214_20-0" class="reference"><a href="#cite_note-FOOTNOTEChristiansen201214-20"><span class="cite-bracket">[</span>20<span class="cite-bracket">]</span></a></sup> Robert Duffy modified the game's editing tool into a package called QeRadiant.<sup id="cite_ref-OnGtkRadiant_21-0" class="reference"><a href="#cite_note-OnGtkRadiant-21"><span class="cite-bracket">[</span>21<span class="cite-bracket">]</span></a></sup> Another example is <a href="Qoole" class="mw-redirect" title="Qoole">Qoole</a>.
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<div class="mw-heading mw-heading2"><h2 id="Quake_III"><i>Quake III</i></h2></div>
<div role="note" class="hatnote navigation-not-searchable">Main article: <a href="Quake_III_Arena" title="Quake III Arena">Quake III Arena</a></div>
<p>In 2000, Id transferred maintenance control of the <i>Quake III Arena</i> level editor tools (Q3Radiant) to community programmers, who added new features and released the result as the Windows- and Linux-compatible <a rel="nofollow" class="external text" href="https://icculus.org/gtkradiant/">GtkRadiant</a>. A public beta test ran in January 2001.<sup id="cite_ref-OnGtkRadiant_21-1" class="reference"><a href="#cite_note-OnGtkRadiant-21"><span class="cite-bracket">[</span>21<span class="cite-bracket">]</span></a></sup> It became one of <i>Quake</i><span class="nowrap" style="padding-left:0.1em;">'s</span> most used level editors<sup id="cite_ref-Maria-Isabel2004_22-0" class="reference"><a href="#cite_note-Maria-Isabel2004-22"><span class="cite-bracket">[</span>22<span class="cite-bracket">]</span></a></sup> and was later released under the <a href="GNU_General_Public_License" title="GNU General Public License">GNU General Public License</a>.<sup id="cite_ref-23" class="reference"><a href="#cite_note-23"><span class="cite-bracket">[</span>23<span class="cite-bracket">]</span></a></sup>
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<div class="mw-heading mw-heading2"><h2 id="Quake_engine_tools"><i>Quake</i> engine tools</h2></div>
<div class="mw-heading mw-heading3"><h3 id="Qoole">Qoole</h3></div>
<p>Qoole, short for <b>Q</b>uake <b>O</b>bject <b>O</b>riented <b>L</b>evel <b>E</b>ditor,<sup id="cite_ref-24" class="reference"><a href="#cite_note-24"><span class="cite-bracket">[</span>24<span class="cite-bracket">]</span></a></sup> is a <a href="Level_editor" title="Level editor">level editor</a> for <a href="Video_games" class="mw-redirect" title="Video games">video games</a> based on the <a href="Quake_engine" title="Quake engine">Quake engine</a>, and was developed by Lithium Software in 1996.<sup id="cite_ref-25" class="reference"><a href="#cite_note-25"><span class="cite-bracket">[</span>25<span class="cite-bracket">]</span></a></sup> Among the supported games are the original <i><a href="Quake_(video_game)" title="Quake (video game)">Quake I</a></i> and <i><a href="Quake_II" title="Quake II">Quake II</a></i>, <i><a href="Hexen_II" title="Hexen II">Hexen II</a></i> and <i><a href="Half-Life_(video_game)" title="Half-Life (video game)">Half-Life</a></i>. It uses a <a href="Brush_(video_games)" title="Brush (video games)">brush</a>-based method to construct new maps, in which monsters, items and lights can be placed,<sup id="cite_ref-richens_trinder_26-0" class="reference"><a href="#cite_note-richens_trinder-26"><span class="cite-bracket">[</span>26<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-27" class="reference"><a href="#cite_note-27"><span class="cite-bracket">[</span>27<span class="cite-bracket">]</span></a></sup> or any of the on-board prefabs. It was originally sold on a <a href="CD-ROM" title="CD-ROM">CD-ROM</a>,<sup id="cite_ref-richens_trinder_26-1" class="reference"><a href="#cite_note-richens_trinder-26"><span class="cite-bracket">[</span>26<span class="cite-bracket">]</span></a></sup> but the source code was eventually released under the <a href="GPL_v2" class="mw-redirect" title="GPL v2">GPL v2</a>.<sup id="cite_ref-28" class="reference"><a href="#cite_note-28"><span class="cite-bracket">[</span>28<span class="cite-bracket">]</span></a></sup>
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<div class="mw-heading mw-heading3"><h3 id="QuArK">QuArK</h3></div>
<div role="note" class="hatnote navigation-not-searchable">Main article: <a href="Quake_Army_Knife" title="Quake Army Knife">Quake Army Knife</a></div>
<p><i><a href="Quake_Army_Knife" title="Quake Army Knife">QuArK</a></i> is a free and open-source program for <i>Quake</i> engine-based games. It has the ability to edit maps, and can import, export, manipulate and convert models, sounds, textures and various other game assets.
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<div class="mw-heading mw-heading3"><h3 id="Other_tools">Other tools</h3></div>
<ul><li>Trenchbroom 2.0 – a map editor for <i>Quake</i> engine-based games.<sup id="cite_ref-29" class="reference"><a href="#cite_note-29"><span class="cite-bracket">[</span>29<span class="cite-bracket">]</span></a></sup></li>
<li>PakExpl – used for opening the .pak files that carry <i>Quake</i><span class="nowrap" style="padding-left:0.1em;">'</span>s model, sound, and level data, as well as the <i>progs.dat</i> file.</li>
<li>fteqccgui – used to open the <i>progs.dat</i> file in order to edit the quakec files that control entity behavior.</li>
<li>qME 3.1 – the final version of the <i>Quake</i> model editing tool, can be used to convert traditional 3d model files into <i>Quake</i><span class="nowrap" style="padding-left:0.1em;">'</span>s .mdl format.</li>
<li>qPAK – another tool for opening <i>Quake</i> .pak archives, it comes bundled with qME.</li></ul>
<div class="mw-heading mw-heading2"><h2 id="See_also">See also</h2></div>
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<ul><li><a href="Doom_modding" title="Doom modding">Doom modding</a></li>
<li><a href="Timothee_Besset" title="Timothee Besset">Timothee Besset</a></li></ul>
<div class="mw-heading mw-heading2"><h2 id="Notes">Notes</h2></div>
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<li id="cite_note-FOOTNOTEAngela201093-1"><span class="mw-cite-backlink">^ <a href="#cite_ref-FOOTNOTEAngela201093_1-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-FOOTNOTEAngela201093_1-1"><sup><i><b>b</b></i></sup></a> <a href="#cite_ref-FOOTNOTEAngela201093_1-2"><sup><i><b>c</b></i></sup></a></span> <span class="reference-text"><a href="#CITEREFAngela2010">Angela 2010</a>, p.&nbsp;93.</span>
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<li id="cite_note-FOOTNOTEChristiansen201236-2"><span class="mw-cite-backlink">^ <a href="#cite_ref-FOOTNOTEChristiansen201236_2-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-FOOTNOTEChristiansen201236_2-1"><sup><i><b>b</b></i></sup></a></span> <span class="reference-text"><a href="#CITEREFChristiansen2012">Christiansen 2012</a>, p.&nbsp;36.</span>
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<li id="cite_note-FOOTNOTEChristiansen201235-3"><span class="mw-cite-backlink"><b><a href="#cite_ref-FOOTNOTEChristiansen201235_3-0">^</a></b></span> <span class="reference-text"><a href="#CITEREFChristiansen2012">Christiansen 2012</a>, p.&nbsp;35.</span>
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<li id="cite_note-FOOTNOTEGuilfoyle200610-4"><span class="mw-cite-backlink"><b><a href="#cite_ref-FOOTNOTEGuilfoyle200610_4-0">^</a></b></span> <span class="reference-text"><a href="#CITEREFGuilfoyle2006">Guilfoyle 2006</a>, p.&nbsp;10.</span>
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<li id="cite_note-FOOTNOTEGoggin2004134–5-5"><span class="mw-cite-backlink"><b><a href="#cite_ref-FOOTNOTEGoggin2004134–5_5-0">^</a></b></span> <span class="reference-text"><a href="#CITEREFGoggin2004">Goggin 2004</a>, pp.&nbsp;134–5.</span>
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<div class="mw-heading mw-heading2"><h2 id="References">References</h2></div>
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</style><div id="Quake_series239" style="font-size:114%;margin:0 4em"><a href="Quake_(series)" title="Quake (series)"><i>Quake</i> series</a></div></th></tr><tr><th scope="row" class="navbox-group" style="width:1%">Games</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><i><a href="Quake_(video_game)" title="Quake (video game)">Quake</a></i></li>
<li><i><a href="Quake_II" title="Quake II">II</a></i></li>
<li><i><a href="Quake_III_Arena" title="Quake III Arena">III Arena</a></i>
<ul><li><i><a href="Quake_Live" title="Quake Live">Live</a></i></li></ul></li>
<li><i><a href="Quake_4" title="Quake 4">4</a></i></li>
<li><i><a href="Enemy_Territory%3A_Quake_Wars" title="Enemy Territory: Quake Wars">Enemy Territory: Quake Wars</a></i></li>
<li><i><a href="Quake_Champions" title="Quake Champions">Champions</a></i></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">People</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="American_McGee" title="American McGee">American McGee</a></li>
<li><a href="Graeme_Devine" title="Graeme Devine">Graeme Devine</a></li>
<li><a href="John_Carmack" title="John Carmack">John Carmack</a></li>
<li><a href="John_Romero" title="John Romero">John Romero</a></li>
<li><a href="Jennell_Jaquays" title="Jennell Jaquays">Jennell Jaquays</a></li>
<li><a href="Sandy_Petersen" title="Sandy Petersen">Sandy Petersen</a></li>
<li><a href="Tim_Willits" title="Tim Willits">Tim Willits</a></li>
<li><a href="Timothee_Besset" title="Timothee Besset">Timothee Besset</a></li>
<li><a href="Trent_Reznor" title="Trent Reznor">Trent Reznor</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="Machinima" title="Machinima">Machinima</a></th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><i><a href="Blahbalicious" class="mw-redirect" title="Blahbalicious">Blahbalicious</a></i></li>
<li><i><a href="Diary_of_a_Camper" title="Diary of a Camper">Diary of a Camper</a></i></li>
<li><i><a href="Operation_Bayshield" title="Operation Bayshield">Operation Bayshield</a></i></li>
<li><i><a href="Quad_God" title="Quad God">Quad God</a></i></li>
<li><i><a href="Quake_done_Quick" title="Quake done Quick">Quake done Quick</a></i></li>
<li><i><a href="The_Seal_of_Nehahra" title="The Seal of Nehahra">The Seal of Nehahra</a></i></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"></th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th scope="row" class="navbox-group" style="width:1%"><i>Quake</i></th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><i><a href="Malice_(1997_video_game)" title="Malice (1997 video game)">Malice</a></i></li>
<li><i><a href="Nexuiz" title="Nexuiz">Nexuiz</a></i></li>
<li><i><a href="Rocket_Arena_(mod)" class="mw-redirect" title="Rocket Arena (mod)">Rocket Arena</a></i></li>
<li><i><a href="Team_Fortress_Classic" title="Team Fortress Classic">Team Fortress</a></i></li>
<li><i><a href="X-Men%3A_The_Ravages_of_Apocalypse" title="X-Men: The Ravages of Apocalypse">X-Men: The Ravages of Apocalypse</a></i></li>
<li><i><a href="Xonotic" title="Xonotic">Xonotic</a></i></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><i>Quake II</i></th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><i><a href="Action_Quake_2" title="Action Quake 2">Action Quake 2</a></i></li>
<li><i><a href="Alien_Arena" title="Alien Arena">Alien Arena</a></i></li>
<li><i><a href="Gravity_Bone" title="Gravity Bone">Gravity Bone</a></i></li>
<li><i><a href="Loki's_Minions_Capture_the_Flag" title="Loki's Minions Capture the Flag">Loki's Minions Capture the Flag</a></i></li>
<li><i><a href="Thirty_Flights_of_Loving" title="Thirty Flights of Loving">Thirty Flights of Loving</a></i></li>
<li><i><a href="Warsow_(video_game)" title="Warsow (video game)">Warsow</a></i></li>
<li><i><a href="UFO%3A_Alien_Invasion" title="UFO: Alien Invasion">UFO: Alien Invasion</a></i></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><i>Quake III</i></th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><i><a href="Challenge_ProMode_Arena" title="Challenge ProMode Arena">Challenge ProMode Arena</a></i></li>
<li><i><a href="DeFRaG" title="DeFRaG">DeFRaG</a></i></li>
<li><i><a href="OpenArena" title="OpenArena">OpenArena</a></i></li>
<li><i><a href="Smokin'_Guns" title="Smokin' Guns">Smokin' Guns</a></i></li>
<li><i><a href="Tremulous" title="Tremulous">Tremulous</a></i></li>
<li><i><a href="Unvanquished_(video_game)" title="Unvanquished (video game)">Unvanquished</a></i></li>
<li><i><a href="Urban_Terror" title="Urban Terror">Urban Terror</a></i></li>
<li><i><a href="World_of_Padman" title="World of Padman">World of Padman</a></i></li></ul>
</div></td></tr></tbody></table><div></div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Professional <br> players</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Av3k" title="Av3k">av3k</a></li>
<li><a href="Cypher_(Quake_player)" class="mw-redirect" title="Cypher (Quake player)">Cypher</a></li>
<li><a href="Johnathan_Wendel" title="Johnathan Wendel">Fatal1ty</a></li>
<li><a href="Stevie_Case" title="Stevie Case">KillCreek</a></li>
<li><a href="Rapha_(video_gamer)" class="mw-redirect" title="Rapha (video gamer)">rapha</a></li>
<li><a href="Sujoy_Roy" title="Sujoy Roy">Sujoy</a></li>
<li><a href="Dennis_Fong" title="Dennis Fong">Thresh</a></li>
<li><a href="Sander_Kaasjager" class="mw-redirect" title="Sander Kaasjager">Vo0</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Technology</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th scope="row" class="navbox-group" style="width:1%"><a href="Id_Tech" title="Id Tech">id Tech</a></th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Quake_engine" title="Quake engine"><i>Quake</i> engine</a></li>
<li><a href="Quake_II_engine" title="Quake II engine"><i>Quake II</i> engine</a></li>
<li><a href="Id_Tech_3" title="Id Tech 3">id Tech 3</a></li>
<li><a href="Id_Tech_4" title="Id Tech 4">id Tech 4</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Other</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Fast_inverse_square_root" title="Fast inverse square root">Fast inverse square root</a></li>
<li><a href="Quake_Army_Knife" title="Quake Army Knife">Quake Army Knife</a></li>
<li><a href="QuakeC" title="QuakeC">QuakeC</a></li>
<li><a href="QuakeWorld" class="mw-redirect" title="QuakeWorld">QuakeWorld</a></li></ul>
</div></td></tr></tbody></table><div></div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Related</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="BFG_(weapon)" title="BFG (weapon)">BFG</a></li>
<li><a href="Quake_(soundtrack)" title="Quake (soundtrack)">Soundtrack</a></li>
<li><a href="QuakeCon" title="QuakeCon">QuakeCon</a></li>
<li><a href="QuakeNet" title="QuakeNet">QuakeNet</a></li></ul>
</div></td></tr><tr><td class="navbox-abovebelow" colspan="2"><div>
<ul><li><b><span class="noviewer" typeof="mw:File"><span title="Category"></span></span> Category:Quake (series)</b></li></ul>
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This article is issued from <a class="external text" title="Last edited on 2025-07-26" href="https://en.wikipedia.org/wiki/?title=Quake_modding&amp;oldid=1302610398">Wikipedia</a>. The text is available under <a class="external text" href="https://creativecommons.org/licenses/by-sa/4.0/deed.en">Creative Commons Attribution-Share Alike 4.0</a> unless otherwise noted. Additional terms may apply for the media files.
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