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Quake (PC)

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This page details development materials of Quake (PC).

To do:

  • Probabaly more that could go here. Cover the source code as well.
  • Add more detail and download links for the scrapped maps if needed.
  • The Source Files found at Valve Archives.
  • Apparently the remaster left in all of this in the files and hasn't been put here yet. There is a bunch of Doom placeholders along with completely unused stuff and even stuff for the expansions.
  • Development content from 30th anniversary update to the 2021 remaster.
  • A former id developer shared a screenshot of an early model which used Doom Cyberdemon textures as well as pictures of a wall at QuakeCon 2026 full of early concept art and development notes relating to Quake.
  • The cancelled arcade version has been dumped and contains development assets for both Quake and its expansions. Unfortunately, it's not what I'd call sorted. Also there's fanmade skins of Doomguy and Robocop. TL:DR be wary.

Scrapped Maps#

A few scrapped maps from the game's development have been released by developers.

Extended E2M6: The Dismal Oubliette#

The map E2M6: The Dismal Oubliette originally featured a large underwater area. According to John Romero, it was removed due to self-imposed size limitations on maps at id.

Romero would later release the uncut version of the map as E2M10: Lost Entrance of the Dismal Oubliette on November 29th, 2010.

It was eventually restored to the game officially as part of the 2021 remaster.

(Source: Quake Birthday Surprise! - Planet Romero)

DM7: Acrophobia#

A deathmatch map made by American McGee, cut due to time constraints.

It was featured in the Nintendo 64 port under the title of The Court of Death.

It was eventually restored to the game officially as part of the 2021 remaster under its original title, being assigned to DM8 instead due to The Edge already taking up the DM7 map slot.

Uncompiled BMPs#

To do:
Versions of these in their original palette can be found here, alonside a bunch of other development graphics.

Several raw uncompiled BMPs lie in the GFX folders in the September 1997 Half-Life Prototype, from all the places that pertain to several graphics lumps. Part of it are unused "dead" faces and variants on the quad damage face in which Ranger licks around his mouth.

The palette was shifted and recalculated.