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{{Infobox singleplayer map
 
{{Infobox singleplayer map
 
|title=Introduction
 
|title=Introduction
|image=Start_1.jpg
 
|filename=start
 
 
|author=[[John Romero]]
 
|author=[[John Romero]]
 
|monsters=0 / 0 / 0
 
|monsters=0 / 0 / 0
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|secretlevel=No
 
|secretlevel=No
 
|secretexit=No
 
|secretexit=No
|previouslevel=None
 
|nextlevel=[[e1m1]], [[e2m1]], [[e3m1]], [[e4m1]], [[end]]
 
 
|rune=No
 
|rune=No
|cdtrack=
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}}
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{{Infobox multiplayer map
 +
|title=Introduction (multiplayer)
 +
|author=[[John Romero]]
 +
|style=Medieval, mixed
 +
|rocketlaunchers=1
 +
|lightningguns=1
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|grenadelaunchers=1
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|supernailguns=1
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|nailguns=1
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|supershotguns=1
 +
|redarmors=1
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|yellowarmors=1
 +
|greenarmors=0
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|quaddamages=1
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|megahealth=1
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|pentagrams=0
 +
|ringsofshadow=0
 +
|biosuits=0
 
}}
 
}}
 
Start marks the beginning of Quake, it is the first level in a single player game, and the default map for the multiplayer as well. It opens with the Quake moniker bearing down over the player and is characterized by the three hallways the player can take to choose their difficulty setting, a unique feature of Quake, where other titles typically go for menu level options for difficulty. After the difficulty selection you have the episode selection, with each episode hall reflecting an aspect of the episode itself.
 
Start marks the beginning of Quake, it is the first level in a single player game, and the default map for the multiplayer as well. It opens with the Quake moniker bearing down over the player and is characterized by the three hallways the player can take to choose their difficulty setting, a unique feature of Quake, where other titles typically go for menu level options for difficulty. After the difficulty selection you have the episode selection, with each episode hall reflecting an aspect of the episode itself.
  
 
==Skill Selection==
 
==Skill Selection==
The skill selection is from left to right, Easy, Normal, and Hard. Easy is characterized by blue water, a flat floor, and the only detail being a stained glass window. Normal however is over muddy water, with a sloping floor, and gargoyle textures creating a more imposing atmosphere. Hard requires the player to jump across broken ground over lava, while crucified zombies hang amidst spikes above; this scenario can actually prove deadly, as not only can you fall into the lava, but a lavaball periodically leaps up and may catch you, knocking you into the lava. Yes, you can die while selecting the difficulty in Quake. Each skill hallway messages via a [[trigger_multiple]] "This hallway selects" difficulty "skill.", and the framework of the teleporter at the end also bears the name of the difficulty.
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[[Image:Start_1.jpg|left|thumb|The first thing you see in Quake, the skill select. Image courtesy of Spirit @ quaddicted.com]]The skill selection is from left to right, Easy, Normal, and Hard. Easy is characterized by blue water, a flat floor, and the only detail being a stained glass window. Normal however is over muddy water, with a sloping floor, and gargoyle textures creating a more imposing atmosphere. Hard requires the player to jump across broken ground over lava, while crucified zombies hang amidst spikes above; this scenario can actually prove deadly, as not only can you fall into the lava, but a lavaball periodically leaps up and may catch you, knocking you into the lava. Yes, you can die while selecting the difficulty in Quake. Each skill hallway messages via a [[trigger_multiple]] "This hallway selects" difficulty "skill.", and the framework of the teleporter at the end also bears the name of the difficulty.
 
 
  
 
==Episode Selection==
 
==Episode Selection==
[[Image:Start_2.jpg|left|thumb|The episode selection area of introduction, showing the first three halls.]]
 
 
Each episode has its own hallway, each with a [[slipgate]] at the end, and they are ordered from left to right. The individual episode hallways message the player with the name of the episode, and a brief summary of it, such as "Your worst nightmares come true", and the geometry and textures help emphasize this.
 
Each episode has its own hallway, each with a [[slipgate]] at the end, and they are ordered from left to right. The individual episode hallways message the player with the name of the episode, and a brief summary of it, such as "Your worst nightmares come true", and the geometry and textures help emphasize this.
 
===Episode 1===
 
===Episode 1===
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==Rune Checks==
 
==Rune Checks==
Start is a unique map in that it has two start locations for singleplayer, and it performs an inventory check on load. If the player has any runes, they start in the episode selection area, and the episode where they acquired the runes is now blocked off by a runic tablet. Once they have all four runes, when they return to start, they will find the central floor has opened up to reveal stone steps leading down into a torch lit cavern, and a drop into a slipgate to [[end]] (Shub-Niggurath's Pit), with a message of "''Shub-Niggurath awaits you...''"
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Start is a unique map in that it has two start locations for singleplayer, and it performs an inventory check on load. If the player has any runes, they start in the episode selection area, and the episode where they acquired the runes is now blocked off by a runic tablet. Once they have all four runes, when they return to start, they will find the central floor has opened up to reveal stone steps leading down into a torch lit cavern, and a drop into a slipgate to [[Shub-Niggurath's Pit|end]], with a message of "''Shub-Niggurath awaits you...''"
  
[[Image:Start_3.jpg|right|thumb|The episode 4 selection area with the bars closed, and a glimpse of the Nightmare skill hall. Note the suspended pool of water.]]
 
 
==Nightmare Skill==
 
==Nightmare Skill==
 
 
There is an unofficial secret in start in the form of the Nightmare skill. This can be reached in the Episode 4 hallway. When you step into the water pool, swim back until you're up against the wall, when you fall through the bottom surface, you will land on a wooden beam which wraps around three fourths of the room. Follow it to the left into a tunnel. You will see a texture of the skins of faces stretched over a flame, shoot it for a cryptic message regarding the [[Well of Wishes]]. At the end of the hallway which turns to the left you will find a teleporter with a lava texture, which will select Nightmare difficulty.
 
There is an unofficial secret in start in the form of the Nightmare skill. This can be reached in the Episode 4 hallway. When you step into the water pool, swim back until you're up against the wall, when you fall through the bottom surface, you will land on a wooden beam which wraps around three fourths of the room. Follow it to the left into a tunnel. You will see a texture of the skins of faces stretched over a flame, shoot it for a cryptic message regarding the [[Well of Wishes]]. At the end of the hallway which turns to the left you will find a teleporter with a lava texture, which will select Nightmare difficulty.
 
  
 
==Multiplayer==
 
==Multiplayer==
 
Multiplayer on Introduction is unique in the separation of items, so as to keep any one place from being mildly sufficient, but rather making each place excel at one thing. First off, aside from the megahealth, all health pickups are located in the skill selection, along with the nailgun. All other weapons are found in the episode selections, with episode 1 containing the super shotgun, episode 2 has the grenade launcher, some ammo and a yellow armor, episode 3 has both a rocket launcher and lightning gun with ammo, but no armor, and episode 4 has the super nail gun, red armor, and the nightmare skill select takes you to the (sealed off) cave to Shub-Niggurath's Pit, where you can find a quad damage and megahealth, and a teleporter back to the skill select. This manages to create a fair amount of flow through for what would be an otherwise dead ending multiplayer map. All exits are blocked off with risers, that can be jumped over, but is sufficient to prevent accidental exiting.
 
Multiplayer on Introduction is unique in the separation of items, so as to keep any one place from being mildly sufficient, but rather making each place excel at one thing. First off, aside from the megahealth, all health pickups are located in the skill selection, along with the nailgun. All other weapons are found in the episode selections, with episode 1 containing the super shotgun, episode 2 has the grenade launcher, some ammo and a yellow armor, episode 3 has both a rocket launcher and lightning gun with ammo, but no armor, and episode 4 has the super nail gun, red armor, and the nightmare skill select takes you to the (sealed off) cave to Shub-Niggurath's Pit, where you can find a quad damage and megahealth, and a teleporter back to the skill select. This manages to create a fair amount of flow through for what would be an otherwise dead ending multiplayer map. All exits are blocked off with risers, that can be jumped over, but is sufficient to prevent accidental exiting.

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