Follow TV Tropes

Following

History Recap / QuakeTerra

Go To

OR

Is there an issue? Send a MessageReason:
None

Added DiffLines:

* FlunkyBoss: The "four Terrors" are guarded by hordes of enemies.


Added DiffLines:

* MarathonLevel: "Sentinel Rave" has ''400'' enemies on Hard difficulty.

Added: 975

Changed: 270

Is there an issue? Send a MessageReason:
None


* NothingIsScarier: While descending through the elevator in "Sentinel Rave", you reach a pitch-black zone with no sounds at all. At one point, four inscriptions appear on the walls, with the message "You can't escape as long as the seals exist".

to:

* NothingIsScarier: While descending through the elevator in In "Sentinel Rave", Rave":
** The first time you descend through the elevator,
you reach a pitch-black zone with no sounds at all. At one point, four inscriptions appear on the walls, with the message "You can't escape as long as the seals exist".exist".
** After the four seals were broken and the Gold Key taken, you must take this same elevator in order to escape. Except when it reaches a specific top point, where everything is completely pitch-black, after which you drop ''down'' into a new room with four "Terrors" that have to be eliminated. Only a few structures are visible in the middle of this void, but you can walk through it without problems.



** Picking up the Blue Key in "Sentinel Rave", spawns a plethora of enemies.

to:

** "Sentinel Rave":
***
Picking up the Blue Key in "Sentinel Rave", spawns a plethora of enemies.enemies.
*** There's a secret [[{{Invisibility}} Ring of Shadows]] and a QuadDamage located around the fourth seal and the Gold Key. As you keep pressing the buttons that release the seal, stronger enemies appear, culminating in hordes of Vores, Shamblers and Scrags when you try to pick up the Gold Key.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* EleventhHourSuperpower: The only place you'll find the Thunderbolt is in "Sentinel Rave", the ''last'' level.


Added DiffLines:

* IHaveTheHighGround: After destroying the second seal in "Sentinel Rave", you'll come into a set of spiral staircases. A Shambler is awaiting at the top.


Added DiffLines:

* NothingIsScarier: While descending through the elevator in "Sentinel Rave", you reach a pitch-black zone with no sounds at all. At one point, four inscriptions appear on the walls, with the message "You can't escape as long as the seals exist".


Added DiffLines:

* SomeDexterityRequired: The first secret in "Sentinel Rave" requires a Rocket Jump.


Added DiffLines:

** Picking up the Blue Key in "Sentinel Rave", spawns a plethora of enemies.
* TooAwesomeToUse: Not only is the Thunderbolt found as a weapon in "Sentinel Rave", ammo for it is ''extremely'' scarce. And the Enforcers in the previous levels didn't drop ammo for it.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* MidBoss: After the last panel in "Shotgun Experiment 2" is triggered, Chthon emerges from the lava. As you don't have any way to kill it, you have to escape from the area.


Added DiffLines:

** "Shotgun Experiment 2":
*** Picking up the Nailgun and returning to the starting area triggers an earthquake and a Vore jumps from below.
*** Just entering the first indoors room opens up two closets full of Zombies. There's also a conveniently placed Grenade Launcher nearby.

Added: 1241

Changed: 1085

Removed: 138

Is there an issue? Send a MessageReason:
None


* AdvancingWallOfDoom: After passing the runepillar-blocked door in "Torture Department", the game tells you "The demon is your friend". You must place yourself between the two demon walls before the walls crush you. Said demon wall later reveals a passage in order to continue.



** "Torture Department":
*** After the walls in the Demon area are closed and the Demon reveals a hidden chamber with several enemies, killing them is necessary in order for said wall to retract and for the player to proceed.
*** Passing the Gold Runekey door, [[BossRush three Vores and a Shambler]] are awaiting for you. Killing them is required to exit the level.



** "Latent Quarter":
*** After lowering the bars, going to the Gold Key door area reveal a broken wall with a Shambler behind it.
* NewWeaponTargetRange:
** "Shotgun Experiment 1":
*** Passing through the Zombies has you picking up a Grenade Launcher.

to:

** "Latent Quarter":
***
After lowering the bars, bars in "Latent Quarter", going to the Gold Key door area reveal a broken wall with a Shambler behind it.
* NewWeaponTargetRange:
** Passing the first corridor after the platform in "Torture Department" a wall reveals a Fiend hiding behind it.
* NewWeaponTargetRange: Two in
"Shotgun Experiment 1":
*** ** Passing through the Zombies has you picking up a Grenade Launcher.Launcher.
** After going through the Gold Key door, you're greeted with a Super Nailgun. Near the area, a bunch of bars reveal a bunch of Death Knights and Ogres hidden behind them.



** "Torture Department": The runepillar area that unlocks a door to continue forward has a dark area at the top, from where a trio of Scrags come from. It also contains a button at the very top that reveals a hidden chamber with a Megahealth.



** "Shotgun Experiment 1":
*** After going through the Gold Key door, you're greeted with a Super Nailgun. Near the area, a bunch of bars reveal a bunch of Death Knights and Ogres hidden behind them.
*** At the very end of the level you're greeted with a Megahealth pack in front of the exit. A Shambler is hiding behind one of the walls.

to:

** At the very end of "Shotgun Experiment 1":
*** After going through the Gold Key door, you're greeted with a Super Nailgun. Near the area, a bunch of bars reveal a bunch of Death Knights and Ogres hidden behind them.
*** At the very end of the level
1", you're greeted with a Megahealth pack in front of the exit. A Shambler is hiding behind one of the walls.walls.
** On your way to the Blue Runekey in "Torture Department" there's a secret Quad Damage around a nearby ledge. It comes in handy right after picking the Runekey, as the area the Quad is located in also has a teleporter right to the middle.



** Picking up the Gold Key in "Latent Quarter" reveals a bunch of Scrags nearby. Killing a pair of Ogres on your way out of the area teleport a bunch of Scrags.

to:

** "Latent Quarter":
***
Picking up the Gold Key in "Latent Quarter" reveals a bunch of Scrags nearby. nearby.
***
Killing a pair of Ogres on your way out of the area teleport a bunch of Scrags.Scrags.
** "Torture Department":
*** Picking up the Blue Runekey lowers the platform leading to an area with several Ogres and a Shambler.
*** Picking up the Gold Runekey spawns a bunch of Fiends near the Blue Runekey door.

Added: 2674

Changed: 791

Is there an issue? Send a MessageReason:
None


The addon is comprised of the levels [[HubLevel "Lipgloss Intro"]], "Schumann Resonance", "Dead On Arrival", "Witchouse Mixtape", "Shotgun Experiment 1", "3/4 Latent Quarter", "Torture Department", "Shotgun Experiment 2" and [[FinalBoss "Sentinel Rave"]].

to:

The addon is comprised of the levels [[HubLevel "Lipgloss Intro"]], "Schumann Resonance", "Dead On Arrival", "Witchouse Mixtape", "Shotgun Experiment 1", "3/4 Latent "Latent Quarter", "Torture Department", "Shotgun Experiment 2" and [[FinalBoss "Sentinel Rave"]].



* BrokenBridge: Access to the end of the level in "Witchouse Mixtape" is locked by a deadly laser barrier.

to:

* BrokenBridge: BrokenBridge:
**
Access to the end of the level in "Witchouse Mixtape" is locked by a deadly laser barrier.barrier.
** Access to the exit in "Latent Quarter" is a DoubleSubversion: there ''is'' a straight way to exit the level, but just entering the area triggers an earthquake that lowers several portions of the level.



* DominoRevelation: Shooting the red switch near the end of "Dead on Arrival" triggers a platform that allows you to collect the Red Armor, however the area contains ''another'' secret that reveals a nearby door (hinted by the first secret) with ''another'' switch. It teleports the player to a balcony with [[SuspiciousVideoGameGenerosity a few goodies such as ammo and a Megahealth]], and a [[DiscOneFinalBoss Vore]] awaiting at the end of a corridor, right when the only weapons the player has are the Nailgun and both Shotguns. At the very end of this corridor is [[DiscOneNuke a secret Grenade Launcher]].

to:

* DominoRevelation: DominoRevelation:
**
Shooting the red switch near the end of "Dead on Arrival" triggers a platform that allows you to collect the Red Armor, however the area contains ''another'' secret that reveals a nearby door (hinted by the first secret) with ''another'' switch. It teleports the player to a balcony with [[SuspiciousVideoGameGenerosity a few goodies such as ammo and a Megahealth]], and a [[DiscOneFinalBoss Vore]] awaiting at the end of a corridor, right when the only weapons the player has are the Nailgun and both Shotguns. At the very end of this corridor is [[DiscOneNuke a secret Grenade Launcher]].Launcher]].
** The first secret in "Shotgun Experiment 1" requires you to hit a shootable button in the outdoors, opening the way to a Yellow Armor. Swimming below the armor platform has you reaching [[SuspiciousVideoGameGenerosity a secret Quad Damage]]. This Quad comes in handy when in your next visit to the area you find ''hordes'' of Ogres, Scrags, Fiends and especially Zombies.



* KillEnemiesToOpen: You have to kill all four Grunts in the last MonsterCloset of "Schumann Resonance" in order to continue.

to:

* KillEnemiesToOpen: KillEnemiesToOpen:
**
You have to kill all four Grunts in the last MonsterCloset of "Schumann Resonance" in order to continue.continue.
** After passing the Gold Key door area in "Shotgun Experiment 1", you'll eventually come to a room with pillars. Some of them have bars that close when you go near them, and then a bunch of Knights, Death Knights, Shamblers and Ogres start spawning. Clearing them all is needed in order to proceed further.
** In order to leave the area in "Latent Quarter", you need to kill the Death Knight and a pair of Shamblers.


Added DiffLines:

** "Latent Quarter":
*** After lowering the bars, going to the Gold Key door area reveal a broken wall with a Shambler behind it.
* NewWeaponTargetRange:
** "Shotgun Experiment 1":
*** Passing through the Zombies has you picking up a Grenade Launcher.


Added DiffLines:

** The catacombs of "Latent Quarter" hide a Red Armor behind a false wall that is triggered by shooting a button.


Added DiffLines:

* SuspiciousVideoGameGenerosity:
** "Shotgun Experiment 1":
*** After going through the Gold Key door, you're greeted with a Super Nailgun. Near the area, a bunch of bars reveal a bunch of Death Knights and Ogres hidden behind them.
*** At the very end of the level you're greeted with a Megahealth pack in front of the exit. A Shambler is hiding behind one of the walls.


Added DiffLines:

** Picking up the Gold Key in "Latent Quarter" reveals a bunch of Scrags nearby. Killing a pair of Ogres on your way out of the area teleport a bunch of Scrags.

Added: 1968

Changed: 880

Is there an issue? Send a MessageReason:
None


The addon is comprised of the levels [[HubLevel "Lipgloss Intro"]], "Schumann Resonance", "Dead On Arrival", "Witch House Mixtape", "Shotgun Experiment 1", "3/4 Latent Quarter", "Torture Department", "Shotgun Experiment 2" and [[FinalBoss "Sentinel Rave"]].

to:

The addon is comprised of the levels [[HubLevel "Lipgloss Intro"]], "Schumann Resonance", "Dead On Arrival", "Witch House "Witchouse Mixtape", "Shotgun Experiment 1", "3/4 Latent Quarter", "Torture Department", "Shotgun Experiment 2" and [[FinalBoss "Sentinel Rave"]].



* AdaptationExpansion: The curated addon version of Terra includes several expansions to the original six-level episode mod, including a new HubLevel, reworks to the existing levels and level order, and two additional maps: "Witch House Mixtape" [[note]]created in 2021 as CZG was learning to use the [=TrenchBroom=] level editor[[/note]] and "Sentinel Rave"[[note]]an all-new finale level created by CZG as a way of giving the episode a proper finale he felt the original release lacked[[/note]].
* DiscOneNuke: The Grenade Launcher is found as a secret in "Dead on Arrival", the second level.

to:

* AdaptationExpansion: The curated addon version of Terra includes several expansions to the original six-level episode mod, including a new HubLevel, reworks to the existing levels and level order, and two additional maps: "Witch House Mixtape" [[note]]created "Witchouse Mixtape"[[note]]created in 2021 as CZG was learning to use the [=TrenchBroom=] level editor[[/note]] and "Sentinel Rave"[[note]]an all-new finale level created by CZG as a way of giving the episode a proper finale he felt the original release lacked[[/note]].
* DiscOneNuke: BrokenBridge: Access to the end of the level in "Witchouse Mixtape" is locked by a deadly laser barrier.
* DiscOneNuke:
**
The Grenade Launcher is found as a secret in "Dead on Arrival", the second level.level.
** If that one is missed, near the Gold Key-triggered mechanism in "Witchouse Mixtape" and jumping onto a nearby pipe near the top has another secret with ''another'' Grenade Launcher.
* DominoRevelation: Shooting the red switch near the end of "Dead on Arrival" triggers a platform that allows you to collect the Red Armor, however the area contains ''another'' secret that reveals a nearby door (hinted by the first secret) with ''another'' switch. It teleports the player to a balcony with [[SuspiciousVideoGameGenerosity a few goodies such as ammo and a Megahealth]], and a [[DiscOneFinalBoss Vore]] awaiting at the end of a corridor, right when the only weapons the player has are the Nailgun and both Shotguns. At the very end of this corridor is [[DiscOneNuke a secret Grenade Launcher]].



* NoticeThis: The first secret of "Schumann Resonance" is marked by an invisible light on top of a box.
* RecursiveSecret: Shooting the red switch near the end of "Dead on Arrival" triggers a platform that allows you to collect the Red Armor, however the area contains ''another'' secret that reveals a nearby door (hinted by the first secret) with ''another'' switch. It teleports the player to a balcony with [[SuspiciousVideoGameGenerosity a few goodies such as ammo and a Megahealth]], and a [[DiscOneFinalBoss Vore]] awaiting at the end of a corridor, right when the only weapons the player has are the Nailgun and both Shotguns. At the very end of this corridor is [[DiscOneNuke a secret Grenade Launcher]].

to:

** "Witchouse Mixtape":
*** After the ramp area, entering into it will lower a nearby platform with four Grunts.
*** Using the Gold Key and activating a nearby platform lowers it, revealing three Grunts.
*** Disabling the lasers to the level exit reveals on the way out a secret chamber with Grunts and Enforcers.
* NoticeThis: NoticeThis:
**
The first secret of "Schumann Resonance" is marked by an invisible light on top of a box.
* RecursiveSecret: Shooting the ** "Witchouse Mixtape"
*** Three secrets are locked behind shootable buttons with
red switch near the end light coming from them. Two of "Dead on Arrival" them reveal a passage behind a wall, another triggers a platform that allows to the small chamber where the secret is located.
*** Another requires
you to collect notice a differently colored brick wall in the Red Armor, however the area contains ''another'' secret that reveals a nearby door (hinted by the first secret) with ''another'' switch. It teleports the player to a balcony with [[SuspiciousVideoGameGenerosity a few goodies such as ammo and a Megahealth]], and a [[DiscOneFinalBoss Vore]] awaiting at the end of a corridor, right when the only weapons the player has are the Nailgun and both Shotguns. At the very end of this corridor is [[DiscOneNuke a secret Grenade Launcher]].lower level.



** The secret Quad Damage in "Dead on Arrival" is locked behind a door that must be shot at.

to:

** The secret Quad Damage in "Dead on Arrival" is locked behind a door wall that must be shot at.at.
** "Witchouse Mixtape":
*** The first secret requires shooting a wall in front of the computers in the first U-corner.
*** After traveling through the outdoors, you find a wall with a different color than the surrounding walls. Shooting at it reveals a secret entrance to a chamber with the Super Shotgun.


Added DiffLines:

** In "Witchouse Mixtape", disabling the laser field has you being welcomed by Ogres, Knights, Death Knights, Scrags and Fiends on your way to the exit.

Added: 1364

Changed: 6

Is there an issue? Send a MessageReason:
None


* DiscOneNuke: The Grenade Launcher is found as a secret in "Dead on Arrival", the second level.



* KillEnemiesToOpen: You have to kill all four Grunts in the last MonsterCloset of ''Schumann Resonance'' in order to continue.

to:

* KillEnemiesToOpen: You have to kill all four Grunts in the last MonsterCloset of ''Schumann Resonance'' "Schumann Resonance" in order to continue.


Added DiffLines:

** "Dead on Arrival":
*** Just pressing the first switch reveals a nearby cabinet with several Grunts and Enforcers.
*** After picking up the Gold Key, returning to the platform reveals a Fiend hidden behind a secret wall.
*** Picking up the Blue Key in the chamber revealed after the first switch opens ''four'' previously closed walls in the way back, one of which has a secret Megahealth.


Added DiffLines:

* RecursiveSecret: Shooting the red switch near the end of "Dead on Arrival" triggers a platform that allows you to collect the Red Armor, however the area contains ''another'' secret that reveals a nearby door (hinted by the first secret) with ''another'' switch. It teleports the player to a balcony with [[SuspiciousVideoGameGenerosity a few goodies such as ammo and a Megahealth]], and a [[DiscOneFinalBoss Vore]] awaiting at the end of a corridor, right when the only weapons the player has are the Nailgun and both Shotguns. At the very end of this corridor is [[DiscOneNuke a secret Grenade Launcher]].
* RewardingVandalism:
** The secret Quad Damage in "Dead on Arrival" is locked behind a door that must be shot at.
* TeleportingKeycardSquad:
** A downplayed example in "Dead on Arrival", triggering the bridge over the slime pit near the end of the level spawns four Grunts.

Added: 412

Changed: 224

Is there an issue? Send a MessageReason:
None


* KillEnemiesToOpen: You have to kill all four Grunts in the last MonsterCloset of ''Schumann Resonance'' in order to continue.



** After the Gold Key door of "Schumann Resonance", a section of the floor reveals a pair of Grunts.
** Also from "Schumann Resonance", travelling in the moving platform atop the cesspit reveals another platform in front of the starting point with several enemies.

to:

** "Schumann Resonance":
***
After the Gold Key door of "Schumann Resonance", door, a section of the floor reveals a pair of Grunts.
** Also from "Schumann Resonance", travelling *** Traveling in the moving platform atop the cesspit reveals another platform in front of the starting point with several enemies.enemies.
*** While carrying the Blue Key, passing through the catwalk above the slime pit triggers two sets of bars, and a nearby room opens revealing some Grunts.
Is there an issue? Send a MessageReason:
None


-> ''"Terra is a set of eight levels created by Christian Grawert, senior level designer at MachineGames, known in the Quake community as czg. Despite being seven years older than his other featured add-on, Honey, Terra delivers on the same smart level design as his other releases. Inspired by the combat in DOOM, Terra has fights taking place in tight spaces designed around enemy layouts in more abstract spaces designed around gameplay versus creating more realistic spaces. Rooms wind back in on themselves in interesting ways, opening up progression and creating combat opportunities at different angles. New to this release are two extra levels, including a finale, along with many changes and tweaks along the way for anyone who played the original release."''

to:

-> ''"Terra is a set of eight levels created by Christian Grawert, senior level designer at MachineGames, Creator/MachineGames, known in the Quake community as czg. Despite being seven years older than his other featured add-on, Honey, Terra delivers on the same smart level design as his other releases. Inspired by the combat in DOOM, Terra has fights taking place in tight spaces designed around enemy layouts in more abstract spaces designed around gameplay versus creating more realistic spaces. Rooms wind back in on themselves in interesting ways, opening up progression and creating combat opportunities at different angles. New to this release are two extra levels, including a finale, along with many changes and tweaks along the way for anyone who played the original release."''

Added: 78

Changed: 768

Is there an issue? Send a MessageReason:
None



to:

-> ''"Terra is a set of eight levels created by Christian Grawert, senior level designer at MachineGames, known in the Quake community as czg. Despite being seven years older than his other featured add-on, Honey, Terra delivers on the same smart level design as his other releases. Inspired by the combat in DOOM, Terra has fights taking place in tight spaces designed around enemy layouts in more abstract spaces designed around gameplay versus creating more realistic spaces. Rooms wind back in on themselves in interesting ways, opening up progression and creating combat opportunities at different angles. New to this release are two extra levels, including a finale, along with many changes and tweaks along the way for anyone who played the original release."''
-->-- '''Addons mod description in the 2021 remastered edition of ''Quake'''''
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AcidTripDimension: The area you have to travel in order to [[spoiler:locate the Nightmare portal]] is trippy as hell.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/qi2021_terra.jpg]]
%% [[caption-width-right:1000:some caption text]]
Is there an issue? Send a MessageReason:
None


On March 29, 2022, [[https://bethesda.net/en/article/2dQ0NtcyMFZoOh6aC79G9f/new-add-on-terra-for-quake the mod was added as a downloadable addon]] for the 2021 Quake Remaster, [[https://bethesda.net/en/article/2uthqRajDYRr4xzocZDtbH/nods-to-mods-interview-terra-for-quake with an interview to its creator following suit]].

to:

On March 29, 2022, [[https://bethesda.net/en/article/2dQ0NtcyMFZoOh6aC79G9f/new-add-on-terra-for-quake the mod was added as a downloadable addon]] for the 2021 Quake Remaster, [[https://bethesda.net/en/article/2uthqRajDYRr4xzocZDtbH/nods-to-mods-interview-terra-for-quake with an interview to of its creator following suit]].
Is there an issue? Send a MessageReason:
spelling/grammar fix(es)


* HarderThanHard: To access the Nightmare difficulty, you need to pick any difficulty level portal, but ''NOT'' step into the gate to "Schumann Resonance". Step into any of the side ledges and watch towards the portal you came in; you'll notice a switch at each side. Shoot one, go back quickly to the Difficulty selection area, and check the two columns, one of them should have its platform lowered, step quickly into it and wait until the pillar lowers down, the game should tell you that one remains. Once done, enter another difficulty portal (this can be the same as well), go to the other ledge, shoot the other button, and repeat the whole process. Once ''that'' is done, a secret passage behind the slipgate to "Schumann Resonance" opens, go inside of it and you'll be greeted with a drug-esque platform world which you have to travel to find the Nightmare portal, atop the big diamond-shaped platform in front of you. Don't worry, the lava here just pushes you.

to:

* HarderThanHard: To access the Nightmare difficulty, you need to pick any difficulty level mode portal, but ''NOT'' step into the gate to "Schumann Resonance". Step into any of the side ledges and watch look towards the portal you came in; you'll notice a switch at on each side. wall beneath the walkway. Shoot one, go back quickly to the Difficulty selection area, and check the two columns, columns; one of them should have its inner platform lowered, step lowered. Step quickly into onto it and wait until to lower the pillar lowers down, central wooden pillar, whereupon the game should tell you that one remains. Once done, enter another difficulty portal (this (again, this can be the same as well), any portal), go to the other ledge, shoot the other button, and repeat the whole process. Once ''that'' is done, a secret passage behind the slipgate to "Schumann Resonance" opens, go inside of it opens. Enter and you'll be greeted warped with a drug-esque platform world which you have to travel to find platforming challenge in an AcidTripDimension, with the Nightmare portal, portal sitting atop the big diamond-shaped platform in front the centre of you. Don't worry, the room. Giant lava walls move back around the course, though they thankfully only push the player around, and falling into the lava here just pushes you.lake below the course simply teleports the player to a given checkpoint.
Is there an issue? Send a MessageReason:
None


* AdaptationExpansion: The curated add-on version of Terra includes several expansions to the original six-level episode mod, including a new HubLevel, reworks to the existing levels and level order, and two additional maps: "Witch House Mixtape" [[note]]created in 2021 as CZG was learning to use the [=TrenchBroom=] level editor[[/note]] and "Sentinel Rave"[[note]]an all-new finale level created by CZG as a way of giving the episode a proper finale he felt the original release lacked[[/note]].
* HarderThanHard: To access the Nightmare difficulty, you need to pick any difficulty level portal, but ''NOT'' step into the gate to "Schumann Resonance". Step into any of the side ledges and watch towards the portal you came in; you'll notice a switch at each side. Shoot one, go back quickly to the Difficulty selection area, and check the two columns, one of them should have its platform lowered, step quickly into it and wait until the pillar lowers down, the game should tell you that one remains. Once done, enter another difficulty portal (this can be the same as well), go to the other ledge, shoot the other button, and repeat the whole process. Once ''that'' is done, a secret passage behind the slipgate to "Schumann Resonance" opens, go inside of it and you'll be greeted with a drug-esque platform world which you have to traveltoo find the Nightmare portal, atop the big diamond-shaped platform in front of you. Don't worry, the lava here just pushes you.

to:

* AdaptationExpansion: The curated add-on addon version of Terra includes several expansions to the original six-level episode mod, including a new HubLevel, reworks to the existing levels and level order, and two additional maps: "Witch House Mixtape" [[note]]created in 2021 as CZG was learning to use the [=TrenchBroom=] level editor[[/note]] and "Sentinel Rave"[[note]]an all-new finale level created by CZG as a way of giving the episode a proper finale he felt the original release lacked[[/note]].
* HarderThanHard: To access the Nightmare difficulty, you need to pick any difficulty level portal, but ''NOT'' step into the gate to "Schumann Resonance". Step into any of the side ledges and watch towards the portal you came in; you'll notice a switch at each side. Shoot one, go back quickly to the Difficulty selection area, and check the two columns, one of them should have its platform lowered, step quickly into it and wait until the pillar lowers down, the game should tell you that one remains. Once done, enter another difficulty portal (this can be the same as well), go to the other ledge, shoot the other button, and repeat the whole process. Once ''that'' is done, a secret passage behind the slipgate to "Schumann Resonance" opens, go inside of it and you'll be greeted with a drug-esque platform world which you have to traveltoo travel to find the Nightmare portal, atop the big diamond-shaped platform in front of you. Don't worry, the lava here just pushes you.

Added: 257

Changed: 868

Is there an issue? Send a MessageReason:
Added original mod release date


''Terra'' is a seven-level ''VideoGame/QuakeI'' episode mod released in 2005 by Christian "czg" Grawert (of Creator/MachineGames fame). On March 29, 2022, [[https://bethesda.net/en/article/2dQ0NtcyMFZoOh6aC79G9f/new-add-on-terra-for-quake it was added as a downloadable addon]] for the 2021 remastered version of the game, [[https://bethesda.net/en/article/2uthqRajDYRr4xzocZDtbH/nods-to-mods-interview-terra-for-quake with an interview to its creator following suit]].

to:

''Terra'' is a seven-level ''VideoGame/QuakeI'' episode mod released in 2005 on January 16, 2005, by Christian "czg" Grawert (of Creator/MachineGames fame). On March 29, 2022, [[https://bethesda.net/en/article/2dQ0NtcyMFZoOh6aC79G9f/new-add-on-terra-for-quake it was added as a downloadable addon]] for the 2021 remastered version of the game, [[https://bethesda.net/en/article/2uthqRajDYRr4xzocZDtbH/nods-to-mods-interview-terra-for-quake with an interview to its creator following suit]].
and [[Recap/QuakeHoney Honey]] fame).



The add-on includes eight maps: [[HubLevel "Lipgloss Intro"]], "Schumann Resonance", "Dead On Arrival", "Witch House Mixtape", "Shotgun Experiment 1", "3/4 Latent Quarter", "Torture Department", "Shotgun Experiment 2" and [[FinalBoss "Sentinel Rave"]].

to:

On March 29, 2022, [[https://bethesda.net/en/article/2dQ0NtcyMFZoOh6aC79G9f/new-add-on-terra-for-quake the mod was added as a downloadable addon]] for the 2021 Quake Remaster, [[https://bethesda.net/en/article/2uthqRajDYRr4xzocZDtbH/nods-to-mods-interview-terra-for-quake with an interview to its creator following suit]].

The add-on includes eight maps: addon is comprised of the levels [[HubLevel "Lipgloss Intro"]], "Schumann Resonance", "Dead On Arrival", "Witch House Mixtape", "Shotgun Experiment 1", "3/4 Latent Quarter", "Torture Department", "Shotgun Experiment 2" and [[FinalBoss "Sentinel Rave"]].



* HarderThanHard: In order to get into the Nightmare mode, you need to pick any difficulty level portal, but ''NOT'' step into the gate to "Schumann Resonance". Step into any of the side ledges and watch towards the portal you came in; you'll notice a switch at each side. Shoot one, go back quickly to the Difficulty selection area, and check the two columns, one of them should have its platform lowered, step quickly into it and wait until the pillar lowers down, the game should tell you that one remains. Once done, enter another difficulty portal (this can be the same as well), go to the other ledge, shoot the other button, and repeat the whole process. Once ''that'' is done, a secret passage behind the slipgate to "Schumann Resonance" opens, go inside of it and you'll be greeted with a drug-esque platform world which you have to travel in order to find the Nightmare portal, atop the big diamond-shaped platform in front of you. Don't worry, the lava here just pushes you.

to:

* HarderThanHard: In order to get into To access the Nightmare mode, difficulty, you need to pick any difficulty level portal, but ''NOT'' step into the gate to "Schumann Resonance". Step into any of the side ledges and watch towards the portal you came in; you'll notice a switch at each side. Shoot one, go back quickly to the Difficulty selection area, and check the two columns, one of them should have its platform lowered, step quickly into it and wait until the pillar lowers down, the game should tell you that one remains. Once done, enter another difficulty portal (this can be the same as well), go to the other ledge, shoot the other button, and repeat the whole process. Once ''that'' is done, a secret passage behind the slipgate to "Schumann Resonance" opens, go inside of it and you'll be greeted with a drug-esque platform world which you have to travel in order to traveltoo find the Nightmare portal, atop the big diamond-shaped platform in front of you. Don't worry, the lava here just pushes you.



** Also from "Schumann Resonance", traveling in the moving platform atop the cesspit reveals another platform in front of the starting point with several enemies.

to:

** Also from "Schumann Resonance", traveling travelling in the moving platform atop the cesspit reveals another platform in front of the starting point with several enemies.

Changed: 36

Removed: 177

Is there an issue? Send a MessageReason:
Per TRS.


* HarderThanHard: In order to get into the Nightmare mode, you need to pick any difficulty level portal, but ''NOT'' step into the gate to "Schumann Resonance". Step into any of the side ledges and watch towards the portal you came in; you'll notice a switch at each side. Shoot one, go back quickly to the Difficulty selection area, and check the two columns, one of them should have its platform lowered, step quickly into it and wait until the pillar lowers down, the game should tell you that one remains. Once done, enter another difficulty portal (this can be the same as well), go to the other ledge, shoot the other button, and repeat the whole process. Once ''that'' is done, a secret passage behind the slipgate to "Schumann Resonance" opens, go inside of it and you'll be greeted with a [[WhatDoYouMeanItWasntMadeOnDrugs drug-esque]] platform world which you have to travel in order to find the Nightmare portal, atop the big diamond-shaped platform in front of you. Don't worry, the lava here just pushes you.

to:

* HarderThanHard: In order to get into the Nightmare mode, you need to pick any difficulty level portal, but ''NOT'' step into the gate to "Schumann Resonance". Step into any of the side ledges and watch towards the portal you came in; you'll notice a switch at each side. Shoot one, go back quickly to the Difficulty selection area, and check the two columns, one of them should have its platform lowered, step quickly into it and wait until the pillar lowers down, the game should tell you that one remains. Once done, enter another difficulty portal (this can be the same as well), go to the other ledge, shoot the other button, and repeat the whole process. Once ''that'' is done, a secret passage behind the slipgate to "Schumann Resonance" opens, go inside of it and you'll be greeted with a [[WhatDoYouMeanItWasntMadeOnDrugs drug-esque]] drug-esque platform world which you have to travel in order to find the Nightmare portal, atop the big diamond-shaped platform in front of you. Don't worry, the lava here just pushes you.



* WhatDoYouMeanItWasntMadeOnDrugs: The platform area you need to travel in order to find the Nightmare portal is full of randomness, moving lava-textured cubes and crazy shapes.

Added: 200

Changed: 437

Is there an issue? Send a MessageReason:
None


''Terra'' is a seven-level ''VideoGame/QuakeI'' episode mod released in 2005 by Christian "czg" Grawert (of Creator/MachineGames fame), later included as a downloadable addon to the game's 2021 remastered edition in March 2022. The episode features small, gameplay-centric maps intended to emulate the design principles of the original Quake and VideoGame/{{Doom}}, with the "Elder World" map theme being particularly prominent.

to:

''Terra'' is a seven-level ''VideoGame/QuakeI'' episode mod released in 2005 by Christian "czg" Grawert (of Creator/MachineGames fame), later included fame). On March 29, 2022, [[https://bethesda.net/en/article/2dQ0NtcyMFZoOh6aC79G9f/new-add-on-terra-for-quake it was added as a downloadable addon to addon]] for the game's 2021 remastered edition in March 2022. version of the game, [[https://bethesda.net/en/article/2uthqRajDYRr4xzocZDtbH/nods-to-mods-interview-terra-for-quake with an interview to its creator following suit]].

The episode features small, gameplay-centric maps intended to emulate the design principles of the original Quake and VideoGame/{{Doom}}, with the "Elder World" map theme being particularly prominent.
Is there an issue? Send a MessageReason:
None


!! This episode mod has examples of the following tropes:

to:

!! This episode mod has The addon and its 2021 Remastered edition version show examples of the following tropes:
Is there an issue? Send a MessageReason:
None

Added DiffLines:

!! This episode mod has examples of the following tropes:
Is there an issue? Send a MessageReason:
None


** After the Gold Key door of "Schumman Resonance", a section of the floor reveals a pair of Grunts.

to:

** After the Gold Key door of "Schumman "Schumann Resonance", a section of the floor reveals a pair of Grunts.



* NoticeThis: The first secret of "Schumman Resonance" is marked by an invisible light on top of a box.

to:

* NoticeThis: The first secret of "Schumman "Schumann Resonance" is marked by an invisible light on top of a box.

Added: 159

Changed: 25

Is there an issue? Send a MessageReason:
None


!! Recap pages are Administrivia/SpoilersOff by default, so in all these pages all spoilers are unmarked. Proceed with caution. Administrivia/YouHaveBeenWarned



* HarderThanHard: In order to get into the Nightmare mode, you need to [[spoiler:pick any difficulty level portal, but ''NOT'' step into the gate to "Schumann Resonance". Step into any of the side ledges and watch towards the portal you came in; you'll notice a switch at each side. Shoot one, go back quickly to the Difficulty selection area, and check the two columns, one of them should have its platform lowered, step quickly into it and wait until the pillar lowers down, the game should tell you that one remains. Once done, enter another difficulty portal (this can be the same as well), go to the other ledge, shoot the other button, and repeat the whole process. Once ''that'' is done, a secret passage behind the slipgate to "Schumann Resonance" opens, go inside of it and you'll be greeted with a [[WhatDoYouMeanItWasntMadeOnDrugs drug-esque]] platform world which you have to travel in order to find the Nightmare portal, atop the big diamond-shaped platform in front of you. Don't worry, the lava here just pushes you]].

to:

* HarderThanHard: In order to get into the Nightmare mode, you need to [[spoiler:pick pick any difficulty level portal, but ''NOT'' step into the gate to "Schumann Resonance". Step into any of the side ledges and watch towards the portal you came in; you'll notice a switch at each side. Shoot one, go back quickly to the Difficulty selection area, and check the two columns, one of them should have its platform lowered, step quickly into it and wait until the pillar lowers down, the game should tell you that one remains. Once done, enter another difficulty portal (this can be the same as well), go to the other ledge, shoot the other button, and repeat the whole process. Once ''that'' is done, a secret passage behind the slipgate to "Schumann Resonance" opens, go inside of it and you'll be greeted with a [[WhatDoYouMeanItWasntMadeOnDrugs drug-esque]] platform world which you have to travel in order to find the Nightmare portal, atop the big diamond-shaped platform in front of you. Don't worry, the lava here just pushes you]].you.



** Also from "Schumann Resonance", travelling in the moving platform atop the cesspit reveals another platform in front of the starting point with several enemies.

to:

** Also from "Schumann Resonance", travelling traveling in the moving platform atop the cesspit reveals another platform in front of the starting point with several enemies.



* WhatDoYouMeanItWasntMadeOnDrugs: [[spoiler:The platform area you need to travel in order to find the Nightmare portal]] is full of randomness, moving lava-textured cubes and crazy shapes.

to:

* WhatDoYouMeanItWasntMadeOnDrugs: [[spoiler:The The platform area you need to travel in order to find the Nightmare portal]] portal is full of randomness, moving lava-textured cubes and crazy shapes.
Is there an issue? Send a MessageReason:
None


''Terra'' is a modded episode for ''VideoGame/QuakeI'' originally released in 2005 by Creator/MachineGames's own Christian "czg" Grawert, and was later included as an officially curated addon for the 2021 Remaster in March 2022. The episode features small, gameplay-centric maps intended to emulate the design principles of the original Quake and VideoGame/{{Doom}}, with the "Elder World" map theme being particularly prominent.

to:

''Terra'' is a modded episode for seven-level ''VideoGame/QuakeI'' originally episode mod released in 2005 by Creator/MachineGames's own Christian "czg" Grawert, and was Grawert (of Creator/MachineGames fame), later included as an officially curated a downloadable addon for to the game's 2021 Remaster remastered edition in March 2022. The episode features small, gameplay-centric maps intended to emulate the design principles of the original Quake and VideoGame/{{Doom}}, with the "Elder World" map theme being particularly prominent.
Is there an issue? Send a MessageReason:
None


''Terra'' is an addon for ''VideoGame/QuakeI'' originally released in 2005 by Creator/MachineGames's own Christian "czg" Grawert. It was included as an officially curated addon in 2022.

The addon includes eight new maps: [[HubLevel "Lipgloss Intro"]], "Schumann Resonance", "Dead On Arrival", "Witch House Mixtape", "Shotgun Experiment 1", "3/4 Latent Quarter", "Torture Department", "Shotgun Experiment 2" and [[FinalBoss "Sentinel Rave"]].

to:

''Terra'' is an addon a modded episode for ''VideoGame/QuakeI'' originally released in 2005 by Creator/MachineGames's own Christian "czg" Grawert. It Grawert, and was later included as an officially curated addon for the 2021 Remaster in 2022.

March 2022. The addon episode features small, gameplay-centric maps intended to emulate the design principles of the original Quake and VideoGame/{{Doom}}, with the "Elder World" map theme being particularly prominent.

The add-on
includes eight new maps: [[HubLevel "Lipgloss Intro"]], "Schumann Resonance", "Dead On Arrival", "Witch House Mixtape", "Shotgun Experiment 1", "3/4 Latent Quarter", "Torture Department", "Shotgun Experiment 2" and [[FinalBoss "Sentinel Rave"]].



* AdaptationExpansion: The original mod is a six-level episode featuring small, gameplay-centric maps intended to emulate the design principles of the original Quake and VideoGame/{{Doom}}, with the "Elder World" map theme being particularly prominent. The remastered add-on version includes a new HubLevel, reworks to the existing levels and level order, and has been expanded with two additional levels: "Witch House Mixtape" [[note]]created in 2021 as CZG was learning to use the [=TrenchBroom=] level editor[[/note]] and "Sentinel Rave"[[note]]an all-new finale level created by CZG as a way of giving the episode a proper finale he felt the original release lacked[[/note]].
* HarderThanHard: In order to get into the Nightmare mode, you need to [[spoiler:pick any difficulty level portal, but ''NOT'' step into the gate to "Schumann Resonance". Step into any of the side ledges and watch towards the portal you came in; you'll notice a switch at each side. Shoot one, go back quickly to the Difficulty selection area, and check the two columns, one of them should have its platform lowered, step quickly into it and wait until the pillar lowers down, the game should tell you that one remains. Once done, enter into another difficulty portal (could be the same as well) and go to the other ledge and shoot the other button and repeat the whole process. Once ''that'' is done, a secret passage behind the slipgate to "Schumann Resonance" opens, go inside of it and you'll be greeted with a [[WhatDoYouMeanItWasntMadeOnDrugs drug-esque]] platform world which you have to travel in order to find the Nightmare portal, atop the big diamind-shaped platform in front of you. Don't worry, the lava here just pushes you]].

to:

* AdaptationExpansion: The curated add-on version of Terra includes several expansions to the original mod is a six-level episode featuring small, gameplay-centric maps intended to emulate the design principles of the original Quake and VideoGame/{{Doom}}, with the "Elder World" map theme being particularly prominent. The remastered add-on version includes mod, including a new HubLevel, reworks to the existing levels and level order, and has been expanded with two additional levels: maps: "Witch House Mixtape" [[note]]created in 2021 as CZG was learning to use the [=TrenchBroom=] level editor[[/note]] and "Sentinel Rave"[[note]]an all-new finale level created by CZG as a way of giving the episode a proper finale he felt the original release lacked[[/note]].
* HarderThanHard: In order to get into the Nightmare mode, you need to [[spoiler:pick any difficulty level portal, but ''NOT'' step into the gate to "Schumann Resonance". Step into any of the side ledges and watch towards the portal you came in; you'll notice a switch at each side. Shoot one, go back quickly to the Difficulty selection area, and check the two columns, one of them should have its platform lowered, step quickly into it and wait until the pillar lowers down, the game should tell you that one remains. Once done, enter into another difficulty portal (could (this can be the same as well) and well), go to the other ledge and ledge, shoot the other button button, and repeat the whole process. Once ''that'' is done, a secret passage behind the slipgate to "Schumann Resonance" opens, go inside of it and you'll be greeted with a [[WhatDoYouMeanItWasntMadeOnDrugs drug-esque]] platform world which you have to travel in order to find the Nightmare portal, atop the big diamind-shaped diamond-shaped platform in front of you. Don't worry, the lava here just pushes you]].

Added: 189

Changed: 982

Removed: 1027

Is there an issue? Send a MessageReason:
None


* DisneyAcidSequence: [[spoiler:The platform area you need to travel in order to find the Nightmare portal]] is full of randomness, moving lava-textured cubes and crazy shapes.
* HarderThanHard: In order to get into the Nightmare mode, you need to [[spoiler:pick any difficulty level portal, but ''NOT'' step into the gate to "Schumann Resonance". Step into any of the side ledges and watch towards the portal you came in; you'll notice a switch at each side. Shoot one, go back quickly to the Difficulty selection area, and check the two columns, one of them should have its platform lowered, step quickly into it and wait until the pillar lowers down, the game should tell you that one remains. Once done, enter into another difficulty portal (could be the same as well) and go to the other ledge and shoot the other button and repeat the whole process. Once ''that'' is done, a secret passage behind the slipgate to "Schumann Resonance" opens, go inside of it and you'll be greeted with a [[DisneyAcidSequence drug-esque]] platform world which you have to travel in order to find the Nightmare portal, atop the big diamind-shaped platform in front of you. Don't worry, the lava here just pushes you]].

to:

* DisneyAcidSequence: [[spoiler:The platform area you need to travel in order to find the Nightmare portal]] is full of randomness, moving lava-textured cubes and crazy shapes.
* HarderThanHard: In order to get into the Nightmare mode, you need to [[spoiler:pick any difficulty level portal, but ''NOT'' step into the gate to "Schumann Resonance". Step into any of the side ledges and watch towards the portal you came in; you'll notice a switch at each side. Shoot one, go back quickly to the Difficulty selection area, and check the two columns, one of them should have its platform lowered, step quickly into it and wait until the pillar lowers down, the game should tell you that one remains. Once done, enter into another difficulty portal (could be the same as well) and go to the other ledge and shoot the other button and repeat the whole process. Once ''that'' is done, a secret passage behind the slipgate to "Schumann Resonance" opens, go inside of it and you'll be greeted with a [[DisneyAcidSequence [[WhatDoYouMeanItWasntMadeOnDrugs drug-esque]] platform world which you have to travel in order to find the Nightmare portal, atop the big diamind-shaped platform in front of you. Don't worry, the lava here just pushes you]].


Added DiffLines:

* WhatDoYouMeanItWasntMadeOnDrugs: [[spoiler:The platform area you need to travel in order to find the Nightmare portal]] is full of randomness, moving lava-textured cubes and crazy shapes.
Is there an issue? Send a MessageReason:
None


* AdaptationExpansion: The original mod is a six-level episode featuring small, gameplay-centric maps intended to emulate the design principles of the original Quake and VideoGame/{{Doom}}, with the "Elder World" map theme being particularly prominent. The remastered add-on version includes a new HubLevel, reworks to the existing levels and level order, and has been expanded with two additional levels; ''Witch House Mixtape'' [[note]]created in 2021 as CZG was learning to use the [=TrenchBroom=] level editor[[/note]] and ''Sentinel Rave''[[note]]an all-new finale level created by CZG as a way of giving the episode a proper finale he felt the original release lacked[[/note]].

to:

* AdaptationExpansion: The original mod is a six-level episode featuring small, gameplay-centric maps intended to emulate the design principles of the original Quake and VideoGame/{{Doom}}, with the "Elder World" map theme being particularly prominent. The remastered add-on version includes a new HubLevel, reworks to the existing levels and level order, and has been expanded with two additional levels; ''Witch levels: "Witch House Mixtape'' Mixtape" [[note]]created in 2021 as CZG was learning to use the [=TrenchBroom=] level editor[[/note]] and ''Sentinel Rave''[[note]]an "Sentinel Rave"[[note]]an all-new finale level created by CZG as a way of giving the episode a proper finale he felt the original release lacked[[/note]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* DisneyAcidSequence: [[spoiler:The platform area you need to travel in order to find the Nightmare portal]] is full of randomness, moving lava-textured cubes and crazy shapes.
* HarderThanHard: In order to get into the Nightmare mode, you need to [[spoiler:pick any difficulty level portal, but ''NOT'' step into the gate to "Schumann Resonance". Step into any of the side ledges and watch towards the portal you came in; you'll notice a switch at each side. Shoot one, go back quickly to the Difficulty selection area, and check the two columns, one of them should have its platform lowered, step quickly into it and wait until the pillar lowers down, the game should tell you that one remains. Once done, enter into another difficulty portal (could be the same as well) and go to the other ledge and shoot the other button and repeat the whole process. Once ''that'' is done, a secret passage behind the slipgate to "Schumann Resonance" opens, go inside of it and you'll be greeted with a [[DisneyAcidSequence drug-esque]] platform world which you have to travel in order to find the Nightmare portal, atop the big diamind-shaped platform in front of you. Don't worry, the lava here just pushes you]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

''Terra'' is an addon for ''VideoGame/QuakeI'' originally released in 2005 by Creator/MachineGames's own Christian "czg" Grawert. It was included as an officially curated addon in 2022.

The addon includes eight new maps: [[HubLevel "Lipgloss Intro"]], "Schumann Resonance", "Dead On Arrival", "Witch House Mixtape", "Shotgun Experiment 1", "3/4 Latent Quarter", "Torture Department", "Shotgun Experiment 2" and [[FinalBoss "Sentinel Rave"]].
----
* AdaptationExpansion: The original mod is a six-level episode featuring small, gameplay-centric maps intended to emulate the design principles of the original Quake and VideoGame/{{Doom}}, with the "Elder World" map theme being particularly prominent. The remastered add-on version includes a new HubLevel, reworks to the existing levels and level order, and has been expanded with two additional levels; ''Witch House Mixtape'' [[note]]created in 2021 as CZG was learning to use the [=TrenchBroom=] level editor[[/note]] and ''Sentinel Rave''[[note]]an all-new finale level created by CZG as a way of giving the episode a proper finale he felt the original release lacked[[/note]].
* MonsterCloset:
** After the Gold Key door of "Schumman Resonance", a section of the floor reveals a pair of Grunts.
** Also from "Schumann Resonance", travelling in the moving platform atop the cesspit reveals another platform in front of the starting point with several enemies.
* NoticeThis: The first secret of "Schumman Resonance" is marked by an invisible light on top of a box.
----

Top