Celebrating 20 years existence of Quake the legendary FPS game.
About this creation
Quake is a first-person shooter video game, developed by id Software and published by GT Interactive on 22nd of June in 1996. It features music composed by Trent Reznor and Nine Inch Nails. It is the first game in the Quake series. In the game, players must find their way through various maze-like, medieval environments while battling a variety of monsters using a wide array of weapons.The successor to id Software's Doom series, Quake built upon the technology and game play of its predecessor. Unlike the Doom engine before it, the Quake engine offered full real-time 3D rendering and had early support for 3D acceleration through OpenGL. After Doom helped popularize multiplayer deathmatches, Quake added various multiplayer options. Online multiplayer became increasingly common, with the QuakeWorld update and software such as QuakeSpy making the process of finding and playing against others on the Internet easier and more reliable.
In the single-player game, the player takes the role of the protagonist known as Ranger who was sent into a portal in order to stop an enemy code-named "Quake". The government had been experimenting with teleportation technology and developed a working prototype called a "Slipgate". The mysterious Quake compromised the Slipgate by connecting it with its own teleportation system, using it to send death squads to the "Human" dimension in order to test the martial capabilities of humanity.The sole surviving protagonist in "Operation Counterstrike" is Ranger, who must advance, starting each of the four episodes from an overrun human military base, before fighting his way into other dimensions, reaching them via the Slipgate or their otherworld equivalent. After passing through the Slipgate, Ranger's main objective is to collect four magic runes from four dimensions of Quake; these are the key to stopping the enemy later discovered as Shub-Niggurath and ending the invasion of Earth.
The single-player campaign consists of 30 separate levels, or "maps", divided into four episodes (with a total of 26 regular maps and four secret ones), as well as a hub level to select a difficulty setting and episode, and the game's final boss level. Each episode represents individual dimensions that the player can access through magical portals (as opposed to the technological Slipgate) that are discovered over the course of the game. The various realms consist of a number of gothic, medieval, and lava-filled caves and dungeons, with a recurring theme of hellish and satanic imagery reminiscent of Doom (such as pentagrams and images of demons on the walls). The latter is inspired by several dark fantasy influences, most notably that of H. P. Lovecraft. Dimensional Shamblers appear as enemies, the "Spawn" enemies are called "Formless Spawn of Tsathoggua" in the manual, the boss of the first episode is named Chthon, and the final boss is named Shub-Niggurath (though actually resembling a Dark Young. Some levels have Lovecraftian names, such as the Vaults of Zin and The Nameless City. In addition, six levels exclusively designed for multiplayer deathmatch are also included. Originally, the game was supposed to include more Lovecraftian bosses, but this concept was scrapped due to time constraints.
The Initial Experience
I never knew about Quake until the year of 1998 when I got into high school. The library computers of the time were brand-new and had the necessary performance required to run the game. It certainly made a big impression on me watching my classmates play multiplayer deathmatches. To me this type of game play was unknown since before. Every school break there would be a literal rampage of teenagers running to the library to get a computer each before everyone else. No matter how short or long the break it was always the same. I was never this fanatic or good as a Quake player but I still enjoyed it very much. As a spectator at almost every school break it was interesting to see how good you really could become and certainly also beyond that skill-level. Personally though I found other game types more interesting in the early 2000s, mostly about cars with Need For Speed which became a fanatic interest for me until this day. But I never left my love for FPS and has played a lot of Quake 3 Arena which brought me back to the first original Quake. That is why I found it necessary to celebrate the anniversary of this great shooter.
Building techniques and design
The main objective of this build was to achieve the highest possible accuracy compared to the original Quake logo design. This had a profound effect on the scale chosen for the model as I had to go really big because of the limitations of the various lego slopes used.
It resulted in a lot of trial & error. Especially when designing the "sickle", it required a balance between structural cohesion and the preferred colours (which gave the model a realistic look).
The dark red, brown and black depicts blood spatter, rust and fire blackened metal. I didn't want copying the original colours as I wanted it to look like it had gone through the hellish corridors of Quake!
The greatest challenge of the build was to make the sharp "nail" work together with the "sickle". The "nail" snaps together in two parts around the "sickle". I wouldn't lie if I said it probably took me a couple of months to figure out the best possible assembly.
But still, the slender design is a real pain from a structural perspective. It's not much that keeps it from falling into a million pieces! But I stayed away from gluing it solid.
Those who are about to be fragged salute you! Prevail through domination!
That deadly mad face when I just got Quad Damage... Beware...
Blood, Monsters, Nightmares and some trivia!
• Quake stands 51 cm tall and 37 cm wide
• It consists of 301 parts
• Designed in LDD
• One of my most challenging builds yet
• As far as I know it is the only Lego Quake logo in existence
Even though I had to make some design sacrifices I'm really happy with the result of this model. It sure was quite a few hurdles to overcome, but in the end it was more than worth the effort. I have tried to find something similar online but it seems that hardly anyone makes even a mention of Quake made by Lego bricks. So it is with great pride that I now show this to the world of MOCers! As a design piece it is something that appeals to many of those who were teenagers 20 years ago (me included). But as popular as Quake is to this day it still gathers a lot of new followers. Fresh announcements of a new Quake on the way only makes it even more interesting because of the positive reception of the latest Doom.
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