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Screenshot of whiteroom
Author:Willem (Warren Marshall)
Title:White Room (c6202a83dce85b0b5ef7a521f9e9368c)
Filesize:1002 Kilobytes
Release date:10.11.2008
Additional Links:
Type:Partial conversion
BSP: ✔ • PAK: ✘ • PROGS.DAT: ✔ • Custom Models/Sounds: ✘

Walkthrough demos:
NM 100%

Files in the ZIP archive
Files in the ZIP archive:
File Size Date
whiteroom_quaddictedrepack.txt1 KB28.04.2009
whiteroom/maps/WhiteRoom.bsp3226 KB10.11.2008
whiteroom/progs.dat427 KB25.10.2008
whiteroom/WhiteRoom.txt4 KB10.11.2008

White Room

Medium sized base map with a unique concept: "keep the usual shapes but take away the textures." A biohazard outbreak at this facility adds lots of blood to the mostly white textures.
This file was repackaged by Spirit. You can find the original .zip in the trash

Tags: white, abstract, base, minimalist, looks over play, multiple exits, prototype, unique, textures

Editor's Rating: Excellent
User Rating:
4/5 with 41 ratings
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negke 3 June 2010, 21:15
Note: This map does NOT work with Fitzquake 0.85
Daz 11 December 2011, 17:35
Video playthrough :
Willem 2 April 2012, 13:01
Daz, you missed the ending area! :) Look underneath that final lift that you jump across to finish the level. There's an air vent...
Icantthinkofanickname Registered 27 November 2013, 18:08

Like most experimental or concept-driven maps, this won't be everyone's cup of tea. Unlike some experimental or concept-driven maps, this is not just interesting in theory, but outstanding in execution.

Currently, one of the tags for this map is “play over looks”, and I strongly disagree with this description. This map is neither play over looks nor looks over play: it looks absolutely stunning (it put me in mind of the somewhat obscure ZPC) and the gameplay is spot-on.

Actually, it's not just a matter of gameplay, but of very clever use of stock monsters that take on a different meaning in this map, by virtue of their surroundings and the way they interact. And instead of throwing every monster in the Quake bestiary at the player, the author chose only monsters that make perfect sense in this setting: like the minimalist visuals, monster usage in this map is an exemplary exercise in restraint.

And then there is the alternate (real?) ending, which just adds a final bit of flair.

One nitpick is that the bloody writing on the white walls could have been made to look more realistic (as opposed to printed messages). There is also one other thing that bothers me, about which I would like to ask the author (if he ever comes across this comment of mine):

When the player enters the map, there are two tiny rooms off to the left. The floors here look messy compared to the rest of the map: there are several shadows on the floor that look all wrong. Is this a) intentional? The conceptual nature of the map made me think that it might be. b) simply due to technical limitations when you made the map? c) the result of incorrect rendering by the engine I used (DarkPlaces, latest version as of late 2013, with no fancy settings)?

Regardless of these two minor issues, this is an excellent map, with all-round originality and great execution.

Icantthinkofanickname Registered 9 December 2013, 17:36

Ok, I have just tested this map in Quakespasm and answered my own question -- it is indeed rendered incorrectly in DarkPlaces.

jackieben Registered 8 January 2014, 18:26

There are fished IN the wall... like they don't even care it's not water

Otherwise decent, it really has an underground lab feel to it despite it's almost completely white

It's also very short

spacey Guest 12 June 2014, 16:53

Great experimental map. Then again, I am a fan of experimental maps. A bit tough though. Too many zombies.

Icantthinkofanickname Registered 2 July 2014, 16:53

Ah, so this is why those floor shadows look wonky in DarkPlaces.

JellyGal Registered 15 August 2014, 21:11

I love weird/experimental things, so this is my cup of tea. The visuals remind me of a freeware game called Tempus Fugit, they're really cool. The gameplay is rather nice, with exploration and some nice secrets, and I love the writing on the walls. The combat is sometimes alright but most of the 86 enemies are zombies, and that gets a bit irritating. I really like the secrets, and the ending twist is pretty cool and strange. Overall, I recommend this. It looks interesting, has some nice secrets/exploration and has some nice combat here and there.

ArrrCee Registered 22 August 2015, 21:00

Anoxia on The Quake Grave

I can't really add much to what everyone has said above. It's pretty bad. I do like the skateboard ramps in the first room though! ;)

I think milkman has it right when he asks if this is supposed to be a DM map. I can't honestly see how this was supposed to be a single player map.

ArrrCee Registered 22 August 2015, 21:00

ignore my comment, or remove it, that was meant for another map! =/

DeeDoubleU Registered 12 March 2016, 17:01

This was a real treat. Final part is too easy to miss imho. Loved portal references.

Bloughsburgh Registered 25 August 2016, 12:29

Again with the unique style...that is what I like to see in Quake maps!

The screenshot alone should tell you what you are to expect in this level!

bfg666 Registered 24 September 2016, 14:36

I thoroughly enjoyed this. Combat is nothing special, base enemies and zombies with a few extra fish, so it's very easy even on skill 2. Its Portal-like atmosphere called for a focus on puzzles rather than combat IMHO. What really draw me in was the unique design, even though it's not perfect: like Icant said, "hand" written bloody messages on the walls are very obviously NOT handwritten and some textures/decals don't blend seamlessly. The infighting scene between enforcers and zombies is pretty cool. The underground base part is a nice touch but it's too easy to miss/skip. Also, I find the whole map too short. I want more! If these issues had been resolved, this map would've earned a 5.

bfg666 Registered 24 September 2016, 14:55

Also: Y'Rleh?!? Someone needs to study his Lovecraft...

Pritchard Registered 17 October 2016, 3:43

I really liked the visuals; it's a nice break from the grime and gloom that is usually associated with Quake, and a good effort was made to keep things interesting using brushwork.

I can't say the same for the gameplay; I found myself wandering rather than progressing with a purpose, and in the end I simply wandered into the exit after only 3 or so minutes. Still, I enjoyed my brief time with the map and it definitely earns a few points for being so unique.

Solomoriah Registered 23 November 2017, 1:45

I loved this! The white walls are disconcerting, and then just when you get used to them, things are all Quake-y again. And I agree with Icantthinkofanickname's comments regarding the minimalist design. This one is a beauty!

death112 Registered 11 March 2018, 2:25

As a I have played Warsow in the past, I really don't have anything against this texture style. Was a fun play!

MikeTaylor Registered 13 March 2018, 13:01

I thought I'd played this before, but almost all of it was unfamiliar. I enjoyed the sense of narrative, but I can't help thinking it would be rather better with the regular textures. The coda below the main base was something of a relief, and the Portal-flavoured "This was a triumph" graffiti a welcome shared joke.

onetruepurple Registered 23 June 2018, 13:15

Interesting, but in the end it was a fairly standard base level with a gimmick.

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