abstract
| - File:Quake1.gif <default>Introduction (Quake)</default> Game Episode Designer Level Editor Soundtrack Level Theme Previous Map Next Map Specific Information Enemies Secrets New Weapons New Powerups New Obstacles New Enemies New Misc [Source] Introduction is the starting area of Quake. This level is a hub level, made only to link to other levels. It is an experimental concept which allows the player to select the Episode and Difficulty through in-game navigation, rather than the traditional splash screen. In this hub, the player selects a difficulty and level by going through corridors to the area they wish. The Easy selection is a clean and simple hallway, the Normal selection is a more menacing metallic bridge over muddy water, and the Hard selection is a broken bridge over a pool of Lava. The Episode entrances are designed to reflect the nature of the dimension they lead into. The entrance to the Shareware episode, Dimension of the Doomed, is a simple idBase-themed room. A dark and sinister Wizard-themed hallway leads into The Realm of Black Magic. A bizarre walkway over Lava, bearing the distinguishable characteristics of the Runic style, leads towards The Netherworld. An eerie room, an example of Elder World architecture holds the slipgate to The Elder World. Finally, a hidden final passage leads deep below the hub, to Shub-Niggurath's Pit where the game's final battle takes place. This means that this level has parts of all themes which is stored in a separate .wad file, meaning it could technically be considered to have its own theme (though as this would be the only level of that theme, it would be rather redundant). The player will return to this room to select another episode after they beat an Episode. The entrances to completed Episodes will be sealed off and will not available for playing until a New Game is started. Weapons and Ammo do not carry over to this level, meaning the only new item a player will have after each Episode is a Rune. This level does not have a specific Level Theme, as many different textures are used in an attempt to show the capabilities of the engine.
|