

Plus the gameplay itself is just more fun to me, I love me some Quake (and Half-Life), but no where to the extent that I enjoy Doom. I can't remember the last time I even felt like making a Quake map, it's a much more involved process compared to the quick turnaround to fun gameplay that Doom offers. Nowadays with equally good tools, Doom is much easier to map for than a Quake engine game. It really wasn't until the first Doom Builder came out that I even took mapping for Doom seriously.

I had such a hard time getting things to look the way I wanted. I wished I could just block maps out with brushes like I was doing in Half-Life, so I gave up pretty quickly. FitzQuake - if you only play single player, this engine. They both strive for faithful looks, useful features and support for modern maps and mods. Multiplayer (Netquake (with buddies from this forum or alike)) or Multiplayer (QuakeWorld (probably the better choice if you are european). Quakespasm and DirectQ (inactive link: see below) are recommended engines.

I have found those ez installers but they aren newest one. Knowing Doom 3s lighting model doesnt improve this impression. What is the best quake engine (and newest too). It was very hard for me to wrap my head around mapping for Doom, filling in heights separately from map geometry was super unintuitive and confusing to me, and I remember absolutely hating the upper/middle/lower texture distinction. Looking at Doom 3 multiplayer, nothing screams awesome arena FPS engine at me. 3D previews were a godsend, plus grids for manipulating geometry in each dimension. Honestly, I started designing levels in the late 90s/early 2000s and found Quake engine games so much easier to work with due to better editor interfaces.
