The Quake engine is the game engine that was written to power 1996's Quake, written by id Software. It featured true 3D realtime rendering and is now licensed under the GPL.

After release it immediately forked, as did the level design. Much of the engine remained in Quake II and Quake III Arena. The Quake engine, like the Doom engine, used Binary space partitioning (BSP). The Quake engine also used Gouraud shading for moving objects, and a static lightmap for nonmoving objects.

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Hell Denizen is getting more complete with MeowMeow's journey continuing in Level 17: Oil and Brimstone and Level 18: Inari Lake Base. Episode 2 levels are not made in chronological order, in case you were wondering (though the first 4 were). Every level can be pistol started.

There are now 18 complete story mode levels out of 24. Only 6 levels are in work in progress state.

Check out the wackier than average trailer below to see some of the highlights of the new levels and features!


Trailer:

Player can now throw the bombs faster with a quick key/button without having to select the bombs like other weapons. Also player can Zoom in and out. Watch out, falling damage is increased when falling from really high places!

Enjoy the new levels, there's plenty of secrets and silly easter eggs. I hope you can find them all!


Pictures:

Level 17: Waste Processing Area

Firing beautifully illuminated hand cannons at the alien invaders in a waste processing area of Level 17.

Level 17: Castle Yard

Firing the machinegun in a castle yard at some bigger demons in third person mode. This area used to be a little test arena in early development of the game.

Level 17: Flamethrower

Firing the flamethrower at some brutes and demon spawn. Lots of firing in the game!

Level 18: Snowy Main Yard

Scenery shot of the new starting area of Level 18. Your goal here is to find a way to the underground base. It has started to snow again.

Level 18: Yard Mayhem

Mayhem and destruction with Power Ammo and explosive shots for the Magnum Pistols!

Level 18: Freight Elevator

Firing the Mega Cannon on a crowded freight elevator heading down to the submarine base.

Level 18: Submarine base

A submarine base in Level 18. You take one to get to the next level. Don't try to dive too deep without a sub. This used to be the starting area, but now it's the exit area.

Level 18: Cats and Guns

A peaceful back alley with a Snow Cat and Nekobots. MeowMeow is happy with her new toy.


Plans:

Version 18: Plan is to finish levels 16 and 19. Possibly add more melee attacks to the Cat Claws and Vampire Sword depending on player's movement direction. Power Meow/Melee could also do a jump kick if done mid-air. Maybe record some new voice lines or redo some earlier ones that got a bit too nasal sounding.

You can get the Hell Denizen early access or wishlist here:

Hell Denizen: New Levels

Hell Denizen: New Levels

Hell Denizen

Version 13 adds a story mode level, a dm/survival level and work in progress versions of all the remainining E2 levels.

Hell Denizen: version 12 is out!

Hell Denizen: version 12 is out!

Hell Denizen

The new version adds new guns and polishing to the old ones.

Hell Denizen: version 8 released!

Hell Denizen: version 8 released!

Hell Denizen

Version 8 has new death animations for all monsters, improvements on some of the weapon models and a new look for the player character.

Hell Denizen: v7 and two new E2 Levels

Hell Denizen: v7 and two new E2 Levels

Hell Denizen

Hell Denizen has progressed into version 7 along with 2 levels in episode 2.

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Post comment Comments  (0 - 10 of 29)
numbersix
numbersix - - 2,244 comments

>you can only make standalone games with this when owning "Quake" by id Software.

Not true. The "Quake Engine" source has been released under the GPL.

What this really meant to say was if you make a quake one mod that references or uses quake one media (textures, compiled maps, models or sounds) the recipient must own quake one. In other words, you are not licensed to re-distribute iD software proprietary media with your releases.

You could easily make a stand-alone (GPL, free, or even commercial) game as long as you re-release the modified engine code under the GPL, *AND* make (or license) all your own models, maps, sounds and textures.

The restriction would be that you could not use any quake one: textures, compiled maps, models or sounds.

The quake one map sources have also been released, but I'm not sure under what license.

For reference see: Open Quartz - Sourceforge.net

This is a complete GPL release that you could use to build a GPL game with no restrictions on licensed content.

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bett-url-you-will-ev
bett-url-you-will-ev - - 87 comments

thx really helped

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ManuelxMendoza
ManuelxMendoza - - 18 comments

What you need this to play NZP or what????
plz help

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Maxen1416
Maxen1416 - - 5,555 comments

No.

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AmaroqDricaldari
AmaroqDricaldari - - 1,326 comments

Note to all: THe Quake Engine was just the Doom Engine (also used in the two earlier games, Wolfenstien and Catacomb (which came first), but with 3D Models and Mouse Look, two things that the Doom Engine did not have.

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MitchZer0
MitchZer0 - - 39 comments

Wolf 3d used a texture mapping engine

Doom used Id tech 1 which is capable of sectors but not room over room

Quake uses another engine which is capable of room over room technology and a bunch of other stuff like 3D floors (slopes and wedges)

Thank you

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Sharlowidalot
Sharlowidalot - - 55 comments

The Quake engine is NOT Doom engine with a few new features, Everything in Quake engine is new (relative to Doom). It is possible that a few lines are straight from Doom Engine. Also, Wolfenstien 3D and Catacomb 3D are not on Doom engine, their engine functionality is much lower, all the lighting had to be the same, all rooms were square, and, in the case of Catacomb 3D I believe it did not have a 256-color palette. Adding mouselook to Doom would cause strange texture mapping on most objects, and adding 3D models to the Doom renderer would be very hard, and, in most cases, wouldn't look as good as Quake.

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RangerC
RangerC - - 1,483 comments

First of all, you can only make standalone games with this when owning "Quake" by id Software.

The SourceCode can be find here: Gamers.org
The sourcecode is the engine, the executable file (.exe).

The gamecode is written in the language "QuakeC", a selfmade language by id Software which is C like. Quaketastic.com

If you are new to Quake modding, visit this site: Inside3d.com

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numbersix
numbersix - - 2,244 comments

Quake-C source code:
Includes painkeep support: Moddb.com (.qc found in "source code" directory)
Includes hipnotic support: Moddb.com

Notes:
All qc compiler errors are fixed in these sets. They are ready for modding.

Painkeep 2.2 includes visible weapons support for the standard quake 1 weapons and painkeep items, frikbots and pk*bots. You will need painkeep 2.0 for all the models: Moddb.com (follow instructions included to install this mod) If you are going to base a mod on painkeep 2.0, you pretty much have to get the full install.

If you use the hipnotic Quake-C and dont have the mission pack "Scourge of Armagon" - Amazon.com - installed, you will not be able to use any hipnotic item. You wont have the models.

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numbersix
numbersix - - 2,244 comments

For help with Quake-C coding try this resource: .qc - Moddb.com
Feel free to post questions on the comment board or in the forum: hard_code() Moddb.com

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