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Order of Saint Canute - Custom Quake Level

Project Information

In this project, my goal was to create a level for Quake with an architectural reference to Gothic architecture.

Another goal was to learn to use the Trenchbroom tool and create a level that was true to the original game.

At the end  I published the level online to be tested by the custom Quake community.

Final Product

 Design goals

* Download includes a launcher and the level.

Open SQLauncher2 and set map to 212659 and Launch

  • Each room in the level feels distinct and is recognizable using only the environment.

  • Parts of the level can be skipped by experienced players using the rocket jump as a ninja path.

  • Using changes in height I create moments of anticipation or let the player get excited about areas in the level they haven't been to yet.

  • The level has been iterated and balanced based on playtest feedback and has been released to the custom Quake community.

Research

 Game Research

To make a level that is true to Quake's design I had to research the Quakes metrics and levels, both by playing through it, and by watching speedrunners and casual playthroughs. When playing I was looking for patterns in the level design such as...

  • Zombies are grouped up to allow one grenade or rocket to explode them all

  • Shamblers need a lot of space and clear sight lines.

  • Reusing spaces in levels is also frequently used as it reduces the number of rooms needed and allows designers to funnel the player back to a central room.

  • Showing the player gameplay spaces early is a great way to build anticipation in the player for what's to come.

  • Buttons shouldn't be too hidden if they are part of the golden path.

 Player Metrics Research

While researching the original game, I also started researching the metrics of the game, as well as learning to use Trenchbroom, including the level-building tools, the scripting, and adding custom assets, such as the skybox texture.

For the player metrics, I created a metrics gym containing metrics such as...​

  • Step-height

  • Door sizes

  • Jump-height

  • Rocket jumps

 Enemy Metrics Research

For the enemies, I tested them setting up encounters in my gym, as well as using them in my editor experimentation. I decided to focus on the enemies I found most interesting and experimented on them using moving platforms, teleporting them, dropping them, different verticalities and more. The experimentation helped me later select enemy combinations to best fit the fight, such as some ranged and melee enemies to keep the player on their toes, or all ranged while the player is platforming. It also gave me a better idea of the difficulty of combinations, so I could increase the difficulty throughout the level.

Examples of patterns found in the design

Metrics gym and editor experimentation

 Architecture Research

The level had to be based on Gothic architecture, so I needed to find examples of the style. The fourth episode of Quake uses aspects of medieval architecture that I needed to use as reference, as well as real-world examples.

I decided to focus on monasteries and specifically the Santa Maria Novella and the Santa Croce in Florence. From my research, I decided that I wanted a crypt, a cloister, a church, and rafters, as they all provide different combat possibilities while still being closely linked to the setting.

Examples of reference photos

 Architecture Experimentation

When creating the level I had to decorate it to fit the aesthetic of both the original game and the references I had used. I decided to use the cloister as a benchmark and did multiple versions of fences, pillars, doorframes, and all with different material combinations.

The texture packs I used were limited so some textures I had to be creative with, as there were only a few colors to pick from or the material was too different. In the end I chose sandstone and brown colors as those had the most variety while also fitting with the churches

Examples of architectural experimentation

Plan

 Gameplay beats and Nodemaps

When planning the level we were asked to create it in 3 acts, each being more difficult than the last. In Quake the levels either end in a "boss fight", often just harder enemies, while others have a group of smaller enemies in a gauntlet-type of fight but as I wanted to use the Shambler I went for a boss fight.

 

The level was originally laid out in 4 parts; the underground section, the tower, the church rafters, and from the church into the mountain interior.

This was down-scoped to remove the tower as I found it difficult to create encounters in such a narrow space. The mountain interior was also cut and the boss fight was set in an arena against the side of the mountain. The tower being cut led to less backtracking and removing the mountain interior kept the ending of the level closely tied with the rest of the level as most of the level is outdoors. 

I wanted to use the 4-step level design process for the level so I used "Safety in distance" as my feature. The level would allow the player to keep a distance in the beginning and the twist being to force the player to go close to the enemy which the boss fight also utilizes.

Along with the 4-step LD I also created a table of content for my level to keep all information in one place. This includes enemies per room, pick-ups, scripts, and my intention for each room. I created this to easily be able to look up what variables I could change if testers were struggling with a section.

Blockout

When I created my first blockout I created a prototype color scheme to help show depth in the at times empty rooms. This helped early testers see doors or hallways in the distance more easily and helped me when building. In some areas, I knew how I wanted it to look so I would add a similar prototype texture. This would give an impression of how it would look later, such as the red carpet and satanic pentagram in the crypt or the path leading up to the boss fight.

 First blockout

Blockout playthrough without enemies

Blockout playthrough with enemies

Iterations

The boss fight was the most changed section of the level. Originally, set inside the mountain, then moved onto the stairs outside, and finally set in a small arena.

 

The first change was made based on my experimentation in the editor where I couldn't find a good layout for the interior, so I moved it to the stairs outside. Testers found this version interesting as the covers would lower when you stood behind them and eventually disappear, but fighting uphill wasn't fun and caused issues with the Shambler's movement, so it was changed to a small arena.

 

I decided to keep the Shambler in a cage above the arena, as it could be seen early in the level and build anticipation but also allowed players to kill it before it was lowered into the arena. While possible, I decided it was acceptable, as the testers who killed it in the air like "cheesing" it while everyone else liked the presentation and the fight in the arena.

 Boss fight

Quake excels at corridors and smaller rooms, so when I created the church I had to be careful how I used the open space. I used two enemy types with ranged attacks that utilized the open space but were still too easy to avoid, and testers found it boring, and repetitive.

 

Because of this, I added an excavation in the center of the church and added zombies which required the player to change weapons. I also changed the family chapels on the sides (orange doors) from automatically open to requiring the player to activate the next door to open. All of this helped with the flatness issue and gave me another place to add a secret.

 Verticality and micro decisions

The cloister was one of the most iterated sections of the level as the player returns towards the end, with new enemies being spawned. The player first arrives here from an elevator and sees the view on the right initially, testers would avoid the middle of the cloister, where there was ammo and health hidden, because of the enemy that would see them. Instead, most testers went to the sides and got surrounded in the walkways, which led to a raised difficulty.

 

By placing ammo and health in the center of the player's view when exiting the elevator, they knew that there were at least some supplies, making them more comfortable with going into the center.

 Player bait

Set Dressing

 Textures

Through the experimentation early in the process I found a set of textures I would focus on, being sandstone bricks and the red interior wall of the church. This allowed me to focus on clarity and cohesiveness in the aesthetics of the level.

While I could have downloaded more modern texture packs, I wanted to focus on using the textures available for the original game to go along with my gameplay being true to the original.

 Lighting

The underground section of the level was supposed to be darker and grimmer, but I decided to focus on visibility and clarity over aesthetics. This made some areas clearer such as the intended path but also created contrast for the secret path that was dimmer.

 

For most indoor sections I used torches to give off diegetic lighting and point lights where needed to light up the rooms, and in some such as the church it was only point lights.

For the outdoor sections, I wanted a bright, sunny day aesthetic which included using a custom skybox and a lot of point lights. I had to experiment with the lighting as Trenchbroom isn't made for outdoor levels. There is no directional light so I layered point light over the entire level to fake global illumination.

I created modular pieces and prefabs to speed up the blockout and set dressing phases, and to give the level a cohesive feel.

  • Coffins are used in the crypt and church excavation.

  • Hanging torches are used throughout the level.

  • The pillars, crates, barrels, wooden boards, and doors in the church are all prefabs.

  • Walkways and the terrain in the excavation are modular pieces speeding up iterations.

  • The whole cloister was made of modular pieces and prefabs.

  • Etc.

 Prefabs

Reception

 In house

Before posting the level online for the Custom Quake community to play, I did extensive play testing with classmates and other students at the university.

Getting testers to create a difficulty curve, and averaging it gave me some insight on which areas the average player was struggling with or was too easy.

I also asked for the most memorable moments which was generally the rafters and the cloister, which both were part of the anticipation aspect I wanted to create.

 Quaddicted

I posted my level on Quaddicted, one of the main communities for custom Quake levels, and got some feedback from testers. This included dumptruck_ds, who is one of the most popular Quake youtubers, who also made the tutorials I used to learn Trenchbroom.

The feedback is generally positive, with the aesthetics of the level being subpar, but the gameplay making up for it. For a first level in the engine I am happy with the feedback.

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