Garry's Mod

Garry's Mod

gm_quake Maps: Episode 1
100 Comments
mariteaux  [author] 28 Feb @ 7:12pm 
I'm sure someday I will do the rest of Quake's maps. This is a project from when I was 14, and now I'm 25. Someday.
šarko 25 Feb @ 12:18pm 
can you make quake 4 level 1 pls?:steamsad:
mariteaux  [author] 13 Feb @ 6:34am 
They can, but it's not going to be me.
Wyatt Hero of Time 11 Feb @ 3:26pm 
i wonder if someone could make quake coop game mode
mariteaux  [author] 11 Feb @ 2:02pm 
No, only maps.
Wyatt Hero of Time 5 Feb @ 7:03am 
does this have monsters and weapons
Shambler96 16 Dec, 2024 @ 11:19am 
good :) :Q2_Double: :gmod:
FalloutToonLink 9 Nov, 2023 @ 6:48am 
Episode 2-4 plus Shub-Niggurath's Pit?
[yWeJIecm™] 17 May, 2023 @ 9:44pm 
@VictorVild What is HIP?
VictorVild 10 Apr, 2023 @ 6:08am 
why are anyone blaming about HIP known as ep2
WoodenChair76 26 Oct, 2022 @ 2:53am 
misa0123 are you alright
λCRG7600 5 Aug, 2022 @ 5:28pm 
roblox tho?
WoodenChair76 19 Jun, 2022 @ 2:03am 
make episode 2 man
sicurella4 20 Apr, 2021 @ 2:36pm 
are you ever going to make episode 2 maps anytime?
rondrake 23 Mar, 2021 @ 7:36pm 
i might like this
Male_07 9 Oct, 2020 @ 6:42pm 
When is Episode 2 Coming out?
Sgt. Ham 27 Mar, 2019 @ 4:06pm 
Now we need a Quake 1 SNPC addon
BenM64 20 Mar, 2019 @ 4:24pm 
Brilliant map pack! I never realised how fun the Quake maps would be to hang out in, especially with Steam friends.
I look forward to future map packs, and would love to see The Elder God Shrine and The Pain Maze most of all!
tesslivv 5 Jan, 2019 @ 1:31am 
May I please edit these maps?
ChillyDeathdude 10 Dec, 2017 @ 12:56pm 
these maps are very fun and addictive to play on, mostly 'cause if i use half life 1 snpcs, quake entities pack, as well as quake sweps, i can basically play quake on gmod! thanks for bringing these maps to gmod!
ilo Weka 29 Nov, 2017 @ 3:28pm 
ok
mariteaux  [author] 29 Nov, 2017 @ 2:34pm 
You're looking in the wrong spot then. Textures are in materials/custom_vtf/quake/episode1. They're not packed into the maps, if that's where you're looking.
ilo Weka 28 Nov, 2017 @ 4:03pm 
where's the textures? im looking in the gma files and all i see is cubemaps
The solar flare. 14 Sep, 2017 @ 8:20am 
wheres the nightmare hall?
mariteaux  [author] 21 Aug, 2017 @ 9:31pm 
I've been super slow with it lately, but if anyone wants updates as to what the new build of these maps (and what all forthcoming episodes) will look like, here's a video: https://www.youtube.com/watch?v=IX9b2O65l_U
mariteaux  [author] 20 Jun, 2017 @ 2:02pm 
Apologies, I hit a snag with Episode 2 and put it on hold while a shitton of other life things and creative pursuits took hold. I do plan to get back to this extremely soon, as in, I was making sure the other maps were up to snuff earlier before I started work on Ep2. Stay tuned!
Knife Kitty 20 Jun, 2017 @ 11:59am 
Annoying question, I know, but, are you still working on other episodes? Or is that project long-ded?
the invasion 22 Mar, 2017 @ 9:00am 
Thanks, I subscribed. I'm rapidly turning gmod into quake
mariteaux  [author] 21 Mar, 2017 @ 8:15pm 
e1m1-e1m8, plus the start map where you select your difficulty and episode.
the invasion 21 Mar, 2017 @ 1:22pm 
how many maps does this include
mariteaux  [author] 8 Feb, 2017 @ 10:21am 
It's a bit out of the scope of what these were meant to be. I made them as sandbox maps rather than linear recreations because it fit better with Gmod. Once you start adding keys and locked doors and things, it's practically a Quake remake. (I do think a Black Mesa-but-for-Quake thing would be really neat to see, but I'm a mapper, not a modder. Maybe someday.)
Knife Kitty 5 Feb, 2017 @ 3:40am 
Just found these, man, great job! I hope youll get around to remaking more Q1 Eps.
One request tho: could you re-create keys for doors (at least as prop+trigger_once combos)?
mariteaux  [author] 19 Dec, 2016 @ 1:55pm 
Not my textures, so...
Puchero 19 Dec, 2016 @ 10:09am 
hi, I extracted from your map the textures, for using in my map ctf_turbine quake.
And publish it without warn you :(
mariteaux  [author] 10 Nov, 2016 @ 6:45pm 
No, that shouldn't matter. Garry's Mod has the same amount of overhead no matter the map. In fact, if you wanna play Doom, playing it in anything else would make it run faster.
The solar flare. 10 Nov, 2016 @ 1:52pm 
if i have a low end, dshould i be using quake/doom/wolf maps for better proformance becuse they are old?
mariteaux  [author] 13 Oct, 2016 @ 2:08pm 
Sometime, yes. That's the plan. Ep2 hit a snag with one of the maps and I'm working on other things.
Furry Slurry 12 Oct, 2016 @ 2:42pm 
@pac hey bro are you going to make the other episodes
jahpeg 6 Jun, 2016 @ 5:15am 
Yes
Ghostface 5 Jun, 2016 @ 7:58pm 
someone should really make a quake SNPC pack
mariteaux  [author] 2 Apr, 2016 @ 6:21am 
Nope, one of the first things I do to a map is take out the monster and weapon spawns. If you don't, you'll get a bunch of errors in the console that "monster_whatever" isn't a valid entity.
Leviticus 1 Apr, 2016 @ 11:05pm 
Question. I know there are no Quake 1 npc's in the workshop, but should someone mantle the challange, do these bsp's still have the monster spawns in them or nah?

No idea how to port these into GMOD, but just sayin, the Shambler and fiend alone would be a great NPC addon to gmod. Not askin you to do it Pac, I'm just throwin it out there.
mariteaux  [author] 15 Feb, 2016 @ 4:14pm 
Nah, it's fine, I like rambling is all. I'll have it before the end of the year.
NOT_A_CROOK_1972 15 Feb, 2016 @ 3:59pm 
my bad :P
mariteaux  [author] 15 Feb, 2016 @ 3:49pm 
Not to mention Quake and Source handle things very differently (like how func_doors move out and then to the side in the original Quake, I have to manually edit that in). Source water and Quake/GoldSrc water are very different.
mariteaux  [author] 15 Feb, 2016 @ 3:48pm 
Actually, I kinda can't. Decompiling pre-Source BSPs don't work. It's technical, but it doesn't keep the brushes, basically, when you compile, it divides the faces and gets rid of the ones you don't see. So when you decompile, you actually get six brushes in the shape of a cube, instead of one brush. (Source keeps a copy of the brushwork in the final map. No clue why.) It's a complete nightmare, trust me.

These all come from the original Quake map sources, the MAPs, not the BSPs. John Romero put them out ages ago and I snagged a copy before they all went down. If I had to work from anything decompiled, I wouldn't have bothered. Same reason why I'm not touching Op4 maps, which I also wanted to port.
NOT_A_CROOK_1972 15 Feb, 2016 @ 3:44pm 
Yea i can see how that would be a problem, although, quake maps are bsp files, so you can port those directly from the game and then make any changes you need to :p (unless that's not what you're already doing of course)
mariteaux  [author] 15 Feb, 2016 @ 3:35pm 
Yeeeeeeeah, kinda. Took a crack at e2m1, and the water is giving me some pretty massive problems. No specifics, but the water shader in Source is finicky as all fuck and hates me. I also have to memorize Ep2 to make sure I can translate everything right.

tl;dr it's going, it'll be sometime this year I swear
NOT_A_CROOK_1972 4 Feb, 2016 @ 3:39pm 
So, pac, any progress on episode 2 yet?
jahpeg 31 Oct, 2015 @ 10:18am 
Awesome!