What is
QuakeMap ?


QuakeMap is an editor for the game Quake by id Software.

Yes, QuakeMap is a map editor. I would even say it is an easy-to-use, yet powerful map editor. Derrick is better than me at explaining the features of the map editor. What I want to point out in this introduction is that QuakeMap is far more than just a map editor !

QuakeMap is the only editor for Quake that can integrate the various aspects of creation for Quake. Quake is such a powerfully customizable game that the good old Doom days where building maps was the only facet of Doom-related creation is gone. Quake can be customized in the following ways (and I'm sure I'm missing some) :

And these are heavily interrelated ! You can't build a new monster without considering creating the monster's model, writing its AI (artificial intelligence) in QuakeC, and creating new maps or editing old ones to put your monster in it, not to mention sounds.

Quake raised another well-known problem : you can't easily combine QuakeC modifications. To be able to use even two code patches at the same time, you will have to dig into the source code of both patches and mix them. If you don't have the source code for both patches, no way. You can't combine even the most unrelated patches, like the Grappling Hook and a new monster !

Then came QuakeMap. With QuakeMap, you can. Let me explain : QuakeMap's second main module, besides the map editor, is the QuakeMap Explorer. It allows you to put in a single file several entries, or sub-sections. Each entry is a basic element of information. It can be a map, or a QuakeC code patch (just a part of code, no need for a whole .qc file), integrated new texture definitions (no need for .wad files), or some information that QuakeMap can't work with, like a model or sound file (no need for external files, they are integrated).

So what ? Why is it better than packing it all in a PAK file ? The answers are unity and modularity. First, unity because you are sure nobody will play your map without using the required code and models for the new monsters you put in it. Second, the most important, You can combine any number of such files together ! If someone created a new monster file for QuakeMap, containing all the files and code required for the monster, and someone else created some other patch, another new monster, or the Grappling Hook for QuakeMap, you can simply tell QuakeMap : Use these patches, and create a map with them. You will be able to put all the various monsters, and use all the extensions like something for varying light effects, with no trouble !

The .QME files you produce with QuakeMap doing such things require QuakeMap to work. That's why I made a lightweight DOS version of QuakeMap that can run any QuakeMap file, so that you can distribute your work and anybody can play it. See explanations at the QuakeMap Download Page.

The downside of this is that most code patches and new monsters available today are not in the .QME file format. To be able to use them in QuakeMap, you need the QuakeMap version. That's why I explain, in the "How-To" Manuals, how to turn add-ons found on the Internet into QuakeMap add-ons. This process isn't difficult.


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Date: 21.01.97, by Armin Rigo