QuakeMap is an editor for Quake made in 1996 by Armin Rigo. It is made for Windows 95 and features editing with any number of sides; the user is not limited to cubes. The error messages are in French.
This editor can also place textures in WAD2 files. Included with QuakeMap is a file named "Entities.map", this lacks any level geometry and exists solely to provide a list of entities for the developer to use.
While expected to work with later versions, this editor was tested only with the shareware Quake releases of 0.91 and 0.92.
The main screen of the editor, currently viewing the default of No caption. The yellow section is a top view, while the green section is a front view; both are in wireframe. To the left is an entities list (note cubes show brushes, while circles show entities) and map orientation.
By double clicking on an entity, you get detailed information about the properties, including its exact location in the level. This is also made visible with a temporary circle in the map. If you hover over the selected entity, you can easily drag it around.
The properties of the entity are separated into two sections. Specific is a parameter name, while Arg is the variable. This changes based on the entity. Lights for example have an additional "light" parameter to state the brightness.
Worldspawn is always included with any .MAP and includes all of the geometry in the level besides Movable Walls and Buttons. This is also where you can name your level.
Clicking on a brush (defined as polyhedrons) allows the editor to resize them. In the .MAP files, a polyhedron is defined only by the texture it uses and the side it lies on. Vertexes cannot be manipulated, only the plane which defines a side.
Clicking in the yellow (the XY position) will only allow you to select what the red line (Z coordinate) goes through. Adjusting this can help filter brushes.
To move a brush, simply drag the black box in the middle of a brush and drop it where you want the center of the brush to be located. Its specific location in the world is shown in the properties menu and can be adjusted as needed.
Clicking a side instead of dragging selects a side. Besides resizing, a normal vector appears from the face. Dragging this around the shape will skew the polyhedron. Also visible is texture selection, which can be offset, scaled, or rotated as needed.
Right-clicking can allow the designer to create either a new polyhedron or a new entity. The entity list not only includes classname, but comments attempting to describe what the entity is.
Creating a new polyhedron starts by simply defining the shape and default texture, the rest is done by modifying parameters. Note the lack of texture names.
To get textures in the level, the user must search for their WAD2 files. This feature is relatively limited, only finding one or two textures at best.