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Quake | SP_Primo

2020

PROJECT CONTEXT

Primo is my very first attempt at creating a map for Quake (1996). Primo was released in 2020.

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I used Trenchbroom, a modern brush based level editor.

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-> Download the map on Quaddicted, right here.

DESIGN INTENTION

Primo is inspired by the map series Honey, from renowned Quake author czg, as well as the work of the great Italian artist Pinaresi.

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As it's my first map, I wanted to work on something 'basic', to get along and understand what makes a good map and what doesn't, what works and what doesn't. 

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MAP STRUCTURE

I chose a linear structure as a base, with some interconnected spaces that you will cross more than once, each time with a different perspective.

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One of my other intent was to play with verticality, on both micro and macro level. 

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On macro side, the player circulation along the level, is a rhythm of up and down. They start by reaching the map center, upward, before going deep down to the bottom of the tower. Afterwards, they start a climb to reach the key that will unlock the end. But just before the door opens, players will fall into the abyss, and reach a hellish cave that is the very bottom of the level. 

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On micro side, I took care of always providing vertical options in arena fights, accessible thanks to a jump or simply with stairs, so players can always reach a vantage point. Another goal with verticality was to keep the player moving.

ENCOUNTERS

Quake encounters are very interesting to design, as pointed out by Andrew Yoder on his blog. 

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Primo features two major encounters that have been designed in a different way, resulting into different experiences.

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The Silver Key encounter - The encounter starts with a clear framing, showing a Rocket Launcher and the Silver Key. The rocket is supposed to pull players to a vantage point, offering choices in the circulation. Once almost all the enemy passed, reinforcement comes, with a Shambler (a 'super' enemy, which reduce the damage from Rocket), here to shuffle the dynamic of the fight. Player status switches from hunting to being hunted, creating a nice rhythm.  

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The Climax encounter - After getting the key, players will fall into a huge gap, landing in a dark, hellish cavern. At its center a Quad damage, probably the most beloved item of the game. Here, players have all the time they want to explore the room, and get familiar with the space. But once they acquire the Quad, all the gates will open, releasing tons of enemies, creating a chaotic and thrilling fight.

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I believe that this fight works well, due to the time gaven to players at the begining so they can asess the space. It was designed to be simple, with well defined shapes, but without that 'safe' time, it would have been too much stress on players shoulders.  

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