Mission Pack No. 1: Scourge of Armagon is a three-episode expansion pack by Hipnotic Interactive (now Ritual).
Mission Pack No. 2: Dissolution of Eternity is a two-episode expansion pack by Rogue Entertainment.
Dimension of the Past is an extra episode created by MachineGames and released for free as a gift for the game's 20th anniversary. This was also included in the Quake Remaster (2021).
New gameplay elements
Pentagram of Protection
Ring of Shadows
Unrestricted movement compared to Doom (1993) where at least two players and enemies[Clarify] can be in the same vertical space.
Quake also uses three compiler tools in compiling a map: QBSP, VIS, and LIGHT. The code for these was used as the basis of the compiling tools used by the compilers used by the Valve engine map compilers, as seen below:
In 2021, Nightdive Studios released an official source port with new remastered lighting and models, using the Kex Engine framework to connect the underlying Quake engine code to modern APIs. The remaster, officially titled "Quake Enhanced", but also colloquially known as "Quake EX" or simply "QEX", runs under Vulkan on Windows 10 and later, and can also run on Linux and the Steam Deck using Proton. It can also unofficially run on Windows 7-8.1, without multiplayer support, and can be forced to run under DirectX 11 by using the +r_rhirenderfamily d3d11command-line argument.
Although the engine code for the 2021 remaster is closed-source, the updated QuakeC game code has been released under the GPLv2 on id Software's GitHub. This is the first time the game code for the mission packs has been released under this license, as they were previously only available under a less permissive license.[Clarify]
Jukspa, E1M1 TAS in 0:17.98 (Quake) beats the E1M1: The Slipgate Complex (with any %) in 0:17.98s (or 0:17.8) but doesn't provide .dem or .qtas files
Bug:Overbright lighting (as found in the original software renderer) was broken on GLQuake with no options to re-enabling it via any command, which makes the color less saturated and lighting much darker. GoldSrc originally fixed this in its OpenGL renderer (disableable with gl_overbright 0, but it was broken again in an update that added multitexturing support. Details for this bug on GoldSrc can be found on it's page about the engine itself. Modern source ports fix this, via a gl_overbright command, like GoldSrc.
Confirm: Does this discrepancy exist in Quake 2? It's probably fixed in IdTech 3, as that has r_overbrightbits (which works a bit differently than Quake and GoldSrc).
Bug:Fullbright texels are broken in GLQuake[Elaborate?].
Bug:Zigzagging... See Matt's Ramblings, The code behind Quake's movement tricks explained (bunny-hopping, wall-running, and zig-zagging
Bug:Wall running... See Matt's Ramblings, The code behind Quake's movement tricks explained (bunny-hopping, wall-running, and zig-zagging
Bug:Bunny Hopping where forward isn't held in the air... See Matt's Ramblings, The code behind Quake's movement tricks explained (bunny-hopping, wall-running, and zig-zagging
Bug:Strafe Jumping where forward held in the air... See Matt's Ramblings, Strafe-jumping physics explained