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Tele-X Quake! is a Multiplayer level. This level is inspired by the Deathmatch PWAD for Doom II, telecros.wad.

This level was allegedly one of the earliest custom levels created for the shareware release of Quake, predating the retail release, and thus the earliest compatible with the final version of the game (since Qtest levels could not be run). Note that John Carmack released an earlier level, JOHNC99, but this was the earliest created by a user not part of id Software.

An updated release appeared on July 7, 1996. The only difference between the two versions is that the update uses smaller brush areas for the Teleporter squares; the original covered the entirety of the square while the update does not. The version can best be determined by moving slowly onto a Teleporter square; the original would have the player instantly teleport, while the update would allow the player to stand at the edge of the Teleporter square without teleporting.

On July 9, 1996 an updated version of this map was released with the Daltex Level Theme (with the original idBase version being moved to TELEXB.MAP). Originally this map was released as a raw .MAP file and could not be made into a .BSP, since the latter would contain parts of the original Quake. id Software had blatantly stated that levels could not be distributed for their shareware release; Dalias created Daltex to circumvent this since nothing in the .BSP could be said to belong to id Software. This means that the Daltex version of this level is the first custom level to be released as a .BSP as opposed to a .MAP.

This level was used as the base for Flooded Tele-X!. This level was also used as the base for Texture Demo 1.

Spawn Locations

  • Alcove #2 of Exterior Section.
  • Lower alcove of Exterior Section - This alcove is used as an origin point. If looking from the alcove into the level, the corner to the near left is Corner #1. The four corners are counted numerically in a clockwise fashion; meaning #2 is on the far left side, #3 is on the far right side, and #4 is on the near left side if looking into the room from the origin point. The upper alcoves are counted numerically as well, the first is between Corner #1 and Corner #2 while the third is between Corner #3 and Corner #4.
  • Alcove #3 of Exterior Section.
  • Alcove #1 of Exterior Section.
  • Corner #3 of Exterior Section.
  • Corner #2 of Exterior Section.
  • Corner #4 of Exterior Section.
  • Corner #1 of Exterior Section.

Important Item Locations

Weapons

Glitches

Room-By-Room Summarization

Tele-X_Quake!_(Daltex)

Tele-X Quake! (Daltex)

Interior Section

Exterior Section

Alternate Versions

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