In celebration of 25 years of Quake (1996), I decided to make a spookin'-ass Quake level of my own. Years ago I played with WorldCraft (later Hammer) making my own Half-Life levels, and although I never produced anything worth playing back then, that ancient knowledge proved useful.
Hammer is strongly tied up in the Valve ecosystem now, even more than it was back then. Poking around the Quake community, it's clear that everyone is now using TrenchBroom. And wow, I sure recommend that you do, too. The 'Broom makes it simple to shape complex brushes in a way I could never before. Instead of a series of carefully crafted carving operations, painstakingly positioned within your three standard orthographic projection views, one can essentially just draw the shape in 3D.
About the Map
You had just escaped one fortress, only to find yourself in the eerily quiet eye of the storm. Surrounded by castle walls on all sides, and the door from whence you came barred shut, you have no choice but to proceed along the dilapidated boardwalk over caustic slime lake and search on for your way out.
... and where is all that slime coming from? Something is very wrong with this green pond. The answers may reveal themselves to you with time.
This being essentially my first ever Quake map, I wanted to keep it simple. The textures are all either from the WAD used by the "start" map (Quake's episode and difficulty menu level), or some gently modified/hue shifted variant created by me. I built the ominous island structure first, and the rest of the level sprang up organically around it.
More screenshots and the download link here: https://krakissi.net/?s=1626471209