Quake 1.5 custom edit: map e2m2 @Galbalan
Quake 1.5 custom edit: map e2m2  @Galbalan
Uploaded December 2024 | Updated September 2026, 2 weeks ago
A 2024, Let's Play Quake on Hard using Xonotic/DarkPlaces engine, with a mod compilation starring a source edited 1.5 mod as described below with edits from myself refined over the course of a month+! Playlist for quick map selection. Episode 1 & 2 currently up. The rest by the new year...?

What makes this worth an upload? Since many have uploaded Quake and even 1.5 before? I would say because I have customized the mod to feature:
Mixed and matched high quality enemy models that are very similar to the vanilla models, as opposed to 1.5's specific look. Returned the weapons to the vanilla models, while keeping added effects. Mixed and matched and edited various rtlights, ent, lit and bsp files depending on my favorites that I ran across; also altered or added weather effects in many maps, and fog. This includes fixing some of the problems I ran across causing the bright light effect on maps without rtlights or missing or bad cubemap files while realtime lighting is on. A lot of qc sources edits were also required to get some of the other models to work well enough when switching off 1.5's specific monster models. And switching back to the vanilla weapons required removing new model files, and lots of testing to see what broke. I liked the spinup time on the super nail gun and it works well with the vanilla mostly! Oh and I'm proud to have edited the episode 2 & 3 bosses (That might be the highlight at this point)! After watching players spin around the poor thing and toast it in seconds, they are now far more dangerous and entertaining imo ;D I also switched monster random variation to mostly vanilla except for new behaviors and some custom maps. I actually really liked Combat+'s changes, but at this time, source was not available for it... So I went with Q1.5's SDK! Overall, there are a lot of minor changes and a lot of mods and my edits for the combined files. I did not keep a list, but after everything is uploaded, I will see about making a proper sources list. For example I used the latest SMC files and picked and chose which effectinfo effects to use in some instances. I also believe I fixed some issues I noticed, but ignored some other bugs like the sliding bodies... lol

map e2m2. Episode 2 at last! I guess I'll mention changing the knight models away from the 1.5 glowing eye model, to one that was closer to vanilla. That was a bit tricky to fix, because I believe the 1.5 model had extra frames. So it looked like he was walking with a gimp with the missing frames. I think I used some of the original QC quake code as a reference to replace it. This also includes removing their pain skin and custom deaths, that would revert to the 1.5 models. Getting cut in half, etc. You can actually notice it with some of the ogre deaths. The vanilla look of the ogre was close enough, that I left his 1.5 deaths in. (I probably should edit it some more though, because killing with a super shotgun always seems to lop off the ogre's head D:) As for the map, I will note that I had to adjust all of the rainy weather effects. With the original settings they looked nice, but were lagging the game. So I discovered I could adjust the amount of rain per instance and also use an alternate command to call the rain. A little tricky due to the amount of rain being proportional to how small an area is. Plenty of testing involved without matching up coordinates to entities... (I should find an easy way to figure that out! Like a map editor...?) Lastly, note the fog :D

Look forward to Episode 2 and especially 3's boss! :D
On rendering... I ran into issues when originally posting the full recording all at once, due to some issue with it coming out unwatchably dark on youtube. Ended up figuring it out eventually, but decided to upscale from 1920x1200 to 3840x2400 with Topaz Video AI's Rhea with added detail at 100. Also had to load it in davinci resolve to change the color gamma to 2.4, and advanced output to gamma 2.4 + rec. 709, plus autogain with 0.15 transparency. That seemed to help it come out. Overall on average it took 8 hours per short map to upscale and reencode and upload 8 - 12 GB files! Ouch! Still I hope the quality helped appreciate the differences between other videos, regular 1.5 and this custom 1.5 combo.
Quake 1.5 custom edit: map e2m2Montaro : RE - Lets Gabe with Undertale music 2CS - The Twinkle Toes Challenge (X)Loom CD GamePlay 08 (game)1001 Spikes - Lost Levels with NyxQuake 1.5 custom edit - map: e1m8Loom CD GamePlay 05 (game)The Way MIDI OST  - Tower and A Reflective Sky (WiP)YU-NO - Track 21 8-bit mixNight in the Woods - First Song + Pizza TimeLoom CD GamePlay 09 (game)Cave Story mod - Softmints Corridor 1.17
Galbalan |

Quake 1.5 custom edit: map e2m2

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