#Trenchbroom
Game engine for level design with Trenchbroom integration
February 14, 2026 at 9:11 AM
Yoool, the quake engine rules :D
Whatchu using for maps? Trenchbroom? :)
February 11, 2026 at 8:35 PM
Oh I'm not denying it's power or utility. I've seen AMAZING projects made with Godot. Everything from 2d metroidvanias to actual trenchbroom level having Quake clones

But first I learned Unity's API. Then Unreal's. If I'm gonna have to learn a 3rd it's gonna be my own
February 11, 2026 at 6:18 AM
chunky dos a3d half life 1 worldcraft 2.0 unreal engine 1.5 trenchbroom bsp goldsrc quake 1 creative doom builder miles sound system ibm ps/2 cassette port dr pepper gabe newell scientist.mdl jack gl_texturemode gl_nearest eax
February 10, 2026 at 7:56 PM
I want to achieve a retro game so I'll use trenchbroom but I need vertex colours and I can't do that in there so oops.
February 8, 2026 at 6:00 AM
triple-A lighting on double-D trenchbroom maps
February 6, 2026 at 2:59 PM
I can use trenchbroom for Godot??

I may have to give that a shot, though lighting is still going to be difficult.

(Every time I've tried lighting simple indoor meshes in unity it was DISASTROUS and I doubt godot has much better lighting)
February 4, 2026 at 11:53 AM
UZDoom can work for Build style, Scythe for Unreal looks promising, Trenchbroom for Quake (and Godot) is great

and that's about it for modern options
February 4, 2026 at 11:46 AM
Lastly, I was trying out some movement mechanics. Stamina, ledge grabbing, wall climbing, etc. It was feeling good to traverse a vertically design space. Throughout all of these I used TrenchBroom through the Qodot plugin for easy level design.
February 3, 2026 at 7:21 PM
KOOK: Retro FPS GameDev in Godot day 574: Mapping & Marketing Monday. Probably working on the Escher style level in Trenchbroom.

twitch.tv/jitspoe

#GodotEngine #GameDev
jitspoe - Twitch
KOOK: Retro FPS GameDev in Godot day 574: Mapping & Marketing Monday. Probably working on the Escher style level in Trenchbroom.
twitch.tv
February 3, 2026 at 2:14 AM
Yeah, interactive stuff and moving props all happen in godot, things that don't move and are effectively "part of the map" are left in the Trenchbroom. I'm gonna have to figure something out, this is a nightmare.
February 2, 2026 at 7:58 PM
…shit, if I can find a friend who can do 3D models/can learn some basic blender rigging to do it myself I might do that. Seems fun, and I already know Trenchbroom

Any requests? I immediately thought of 5732 as “what anomaly could be in the worst possible taste for this game” for some reason
February 2, 2026 at 7:05 AM
Also helps that Quake source ports are getting more accessible SDKs to work with (Quake Brutalist Jam AFAIK is built on the "Copper" mod/SDK base, and I'm hearing interesting things coming out of the still WIP Nuclide SDK), and how good map tools like Trenchbroom are getting.
February 1, 2026 at 11:11 PM
Hold up Trenchbroom is working on Ubuntu ok? 👀 This is big news to me
February 1, 2026 at 5:24 AM
finding out all my game dev stuff works in ubuntu flawlessly makes me want to get back into working on this stuff. block bench, trenchbroom, godot, and even vroid works in here perfectly

I really want to get back into making games. I felt genuinely creative for the first time in so long
February 1, 2026 at 5:15 AM
procedural textures created with material maker, imported into trenchbroom, rendered with bevy
January 31, 2026 at 9:34 AM
I think I just had the most evil idea for a Quake map ever, both towards myself and others (making realistic terrain in Trenchbroom is a ton of work) (but god I want to make a scary fucking cave)
January 30, 2026 at 10:18 PM
i need to sit down and read those damm architecture books so i can trenchbroom better
January 29, 2026 at 11:37 PM
#Val'tyFPS maps from Trenchbroom to #Godot (Func_Godot).

I just need to learn how to optimize my maps in Trenchbroom, but I'm liking the results and how straightfoward it is to import/update in godot.
January 29, 2026 at 6:01 PM
The idea of building out silent hill in trenchbroom is incredible
January 29, 2026 at 2:51 AM
The year is 1996, you're making a level using brushes in the .map file format for Quake using WorldCraft.
The year is 2026, you're making a level using brushes in the .map file format for the Godot Engine using Trenchbroom.
January 28, 2026 at 2:01 PM
I tend to just make my maps out of null and then go back through and apply textures to only visible faces.

Also, on blender -> .map i used that to get like a block out before i learned trenchbroom existed back when i was working on Ascension
January 27, 2026 at 5:38 PM
Back in TrenchBroom with a renewed zeal, but also it's so late that it's early, so I'm going to go to bed
January 26, 2026 at 12:52 PM
Feeling a bit destructive. Should I take up on a third fps game project simultaneously, so I can get nothing done? Sounds like a perfect deal.

There are only 2 things in my life and those are Trenchbroom and wasting time.
January 25, 2026 at 8:00 AM
sketching in trenchbroom using @makkon.bsky.social's texture for a little map i'm working on
January 24, 2026 at 3:23 PM