
TEMPLE
OF
WORSHIP
QUAKE MAP
Temple of Worship is a single-player level created for the original Quake using Trenchbroom. This project was an invididual project made during my 2nd year at BUas.
PROJECT RESPONSIBILITIES
Role: Level Designer
Developed advanced gameplay & ninjapath
Created and applied a full modular kit after doing extensive research
Engine & Game Research
Experimented with a variety of metrics in gym
Developed & scripted, combat encounters and gameplay beats
Applied set dressing & lighting passes
8 Weeks
Solo
Trenchbroom
PILLARS
Verticality
Adding depth to the level design. Creates dynamic encounters forcing the player to be irrational and adjust their tactics while also possibly giving them more of an advtange.
Replayability
As a large part of Quake. The level should be able to be replayed to not only find approaches to complete the level faster but also to have different approaches to each room.
Combat Pacing
Getting into this, I wanted to create a level where action is balanced with moments of calm, ensuring players dont feel overwhelmed or bored.
DESIGN PRINCIPALS
Through extensive research & iteration, I identified several key components that contribute to the core encounter design of Quake, all while preserving the game's distinctive player experience and staying true to my original concept.
PLAYER AGENCY
I wanted to ensure that the player had options to tackle a room. As lots of players thoroughly enjoyed.
In this particular image to the right, you are able to link this and an identical room together, the player is able to decide which room they enter first and how the combat takes place.
PLAYER INCENTIVE
In a few instances in the level. I have placed objectives of interest to the player. In a very clear or open area, as to incentivize the player to continue. Often being linked to enemy encounters.
VERTICALITY
Having a room that offered multiple elevation, was core and was a lot of fun to most players. The lower they were compared to enemies, the higher they were, the stronger they felt. Empowering the player was core. Giving the player the option to become strong through challenge, is simply wonderful.
CIRCULAR FLOW
To keep players engaged, I designed the level for continuous movement, ensuring combat encounters allowed for running and jumping without interrupting flow.
I also incorporated circular flow, where players return to the central hub before navigating to other rooms. This reduces confusion and allows the hub to be used for multiple encounters.
VISUAL LEASHING
I used visual leashing to guide the player through the level and decrease navigation issues. This was done through lighting, meshes & placement of doors. This also ensured that the overall gameplay became more intuitive.
MY PROCESS
PLANNING
Having everything planned out from the get go, ensured that I stayed on track, and my workflow was steady.
RESEARCH
My design decisions were informed through extensive research, be it through playing the game, analyzing youtube video, or researching the engine itself.
CONCEPTING
My design decisions were informed through extensive research, be it through playing the game, analyzing youtube video, or researching the engine itself.
IMPLEMENTATION
The final step in my process, where all the collected information gets collected, developed and iterated upon.
IMPLEMENTATION
ADVANCED GAMEPLAY
Once the core level was complete, I aimed to enhance player agency and add excitement, especially for advanced players. By exploring movement tech, I discovered a ramp-based maneuver that allowed players to launch themselves, which I incorporated as a ninja path for skilled navigation.
FULL MODULAR KIT
Using a modular kit was essential for efficiently building my Quake level while allowing time for refinement. Symmetrical room designs sped up the process, while using layers and groups in Trenchbroom streamlined workflow and improved iteration.
POLISH
The final piece of the puzzle was the polish, adding lighting and texture passes. Not only to enhance the atmosphere but also readability and visual leashing. The process was able ot be streamlined through the usage of the modular design of groups, layers and the rooms themselves.
SCRIPTED SEQUENCES
Spawning enemies in a particular order was of course a huge part of the level. In most of the rooms present, the enemy encounters get triggered in wave of sorts. While some others get triggered by each action the player does, causing the player to stack the amount of enemies present.
RESEARCH
WHAT? (PLAYER EXPERIENCE)
To ensure the Player Experience stayed true to the original Quake, it was important to understand WHAT made the game so engaging. I played through the game myself, but I also watched more advanced players to observe their approach. This gave me a clearer picture of:
Room Layouts
Encounter Design
Progression
Movement Techniques
HOW? (ENGINE)
Before haphazardly designing and building things in-engine. I thought it was important to first and foremost learn the engine that I was working with and HOW, I could design the level. I did this by experimenting with a variety of tools accessible to me in my gym level:
Controls
Scripted Events (Doors & Triggers)
Application of Textures & Lighting
Spawning & Enemies
WHERE? (SETTING)
Determined WHERE the level was situated at; A gothic monastery. To properly establish the setting, I approached it with the following steps:
Started by placing simple shapes on a blank canvas, as an exercise to think of layouts
Researched architectural blueprints, monasteries, and churches to inform the design and structure.
Drew inspiration from Quake’s gothic architecture to refine the level’s setting and layout.
Experimented with Architecture in my Gym level
PLANNING
CLEAR DOCUMENTATION
At the start of the project, I created a structured template in Miro to document my work, ensuring easy access and organization. This helped streamline my flow. It enabled me to write down feedback, easily add images and notes where needed and quickly reference to design decisions. It also served me well as a sort of diary, able look back at my progress, reflect and iterate.
KISHOTENKETSU
To structure the level’s progression and maintain player engagement, I applied the Kishotenketsu framework, which helped guide the gameplay flow and ensured that the players maintained flow and stayed immersed in the level.
GAME FEEL
I reviewed the the documented player metrics for Quake, but felt it was necessary to validate them myself. After experimenting with the metrics in my personal gym level, I adjusted them to ensure the player’s movement, comfort and experience felt optimal while playing my level.
Closing Thoughts
This project was an invaluable and enriching learning experience. As my first truly level design-focused endeavor, it offered a unique opportunity to dive deep into the principles and nuances of creating engaging game environments. Through each phase; research, sketching, and iteration. I discovered a genuine passion for level design, finding joy in every step. Watching others play through my level and gathering feedback was incredibly fulfilling; it was inspiring to refine and enhance the design, witnessing firsthand how each adjustment could improve their experience (and, hopefully, their enjoyment). Working with Quake as the foundation was especially rewarding, as it allowed me to experiment with classic mechanics while putting my own creative stamp on the gameplay. This project has solidified my love for level design, and I’m eager to continue exploring and developing my skills in this field.