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.

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.

COMBAT ENCOUNTERS

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.

REPLAYABILITY

Ensures players can approach encounters differently on subsequent playthroughs, keeping the experience fresh and engaging, to install a sense of curiosity and mastery encouraging players to experiment with different strategies.

PLAYER INCENTIVE

Incentivizes the player to weigh their options, deciding whether the potential payoff is worth the danger. It amplifies tension and excitement, but can also offer a surprise and rise in escalation at a time where the player least expects it.

VERTICALITY

Expand combat depth, creating opportunities for strategic enemy placement as for the player themselves. Offering a sense of empowerment for the player but also introducing vulnerability when exploited by enemies

CIRCULAR FLOW

Allows players to navigate combat encounters fluidly, using loops to maintain momentum while replenishing ammo and defeating enemies. It keeps players in control, offering moments of respite and strategy, making the player feel empowered and rewarded.

SCRIPTING

Inroduces dynamic events into encounters, keeping the gameplay unpredictable and engaging. Players experience moment of surprise and escalation, maintaing a sense of tension and excitement.

VISUAL LEASHING

Through visual leashing, I direct and give hints to the player where to go in the level. In this instance, I have done that with carpet. I also included an overhead section in the level, where you can see the door you will have to take next once you complete the room ahead.

FULL MODULAR KIT

Through primarily researching the game, but as well as the community. I created a modular kit suitable for my level, through iteration. This allowed me to increase the efficacy of my development process.

GAME FEEL

Although Quake does have it’s pre-defined metrics available online. I wanted to test them myself, and if they were suitable for the rooms I wanted to create. I wanted to ensure that the player experience and the game feel of the playspaces were not only coherent but felt just right.

COMMUNITY

As Quake has a loyal community with lots of available information online containing metrics defined by players themselves, I decided to make use of this, as such I looked at what modular pieces Quake players beginners/veterans used. This made me use a bug, that increased the circular flow in a playspace of mine.

ARCHITECTURE

An important piece of a modular kit, is to make it consistent, and ensure all architecture remains the same and easily adjustable. I researched different ways to model variations of architecture, which resulted in a variation that worked for me, and served the purpose that I was looking for.

SET DRESSING & LIGHTING

Once the level was iterated enough, and had a more cohesive and defined experience. I started set-dressing with a variety of textures, as well as experimenting and applying lighting.

ADVANCED GAMEPLAY

The problem: Gap is too wide and the route is too long.

The solution: Add slope + ledge on either side

NINJAPATH

While researching Quake, I came across a bug that is quite well known in the more experienced Quake Community. This bug makes use of slopes and their angle, to propel the player forward if they time their jump right. This also seemed to be fun to most players.

I applied this technique, to the problem on the left. There was no flow present in the room, as well as their only being 1 route that had to be taken to reach the corner of the room. I felt this made the room very static, and boring. It did not reach the intended player experience I had originally jumped. Therefore, I added a bug, to alleviate the problem as well as fulfill the satisfaction of the player.

One Pager

Theme

A once majestic cathedral, now shrouded in darkness, is home to a cult of dark worshippers.

USP

Being a monastery, lots of the architecture still remain. Which may work towards the players advantage or disadvantage.

Player Goal

Destroy the worshippers and defeat the unidentified Holy Diety

Player Experience

The player should feel introduced to Quake as they start the level. As they keep playing, I want the player to feel empowered by their surroundings and the skillset they have mastered.

3 Step Process

Research

An integral part of the process was Research. Especially as Quake

Sketching

This was a beatiful step in the process. Sketching was useful in clarifying my intention as well as being able to quickly prototype on paper and adjust without going in-engine.

Iteration

Iteration was my core and best friend during the development process. Getting feedback every week, as well as giving feedback solidified my choices as well as allowed me to explore and adapt using pre-existing techniques and peers.

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.