Quoth is a mod for Quake adding new monsters, items, entities and resources for single-player and coop custom maps. The latest release is Version 2.2.
Download
Quoth 2.2 full (52.0 MB) includes all the files you need to run Quoth. Download, and follow the instructions in the text file to install.
Quoth 2.2 patch (2.7 MB) will upgrade version 2.0 and 2.1 of Quoth to the latest version. If you have versions before 2.0, please download the full install.
quoth2.fgd is the entity definition file for the Worldcraft and Hammer editors, updated with all the new entities and features for 2.2.
Changelog
Map Packs
2.2 comes with a script to launch Quoth and Quoth maps without using the command line. Visit the map packs page to find a selection of paks to use with the launcher, and where to find more maps for Quoth. Once you’ve downloaded a pak, simply drag-and-drop it onto launch.bat to play it.
Tutorial
If you want to start creating new maps for Quoth, visit the mapping tutorial. It comes with a comprehensive guide to all the new entities, and is up to date with the changes relating to 2.2
hey just tried out quoth for the first time, really enjoyed it! i could see someone making an rpg addon for it. seems like it would go well together.
[…] lot of missing bits I would like to add (like some 8 and 16 pixel tall trims). Might turn it into a Quoth map to get access to the extra entities the make the logic needed easier to accomplish and a few of […]
[…] Quoth […]
[…] 21 years, and we’ll be seeing plenty more cozy crowded close combat corridors. With mods like Quoth and Arcane Dimensions expanding upon the Quake bestiary and giving new tools to mappers. Compiling […]
[…] note that this map requires Quoth and an expanded engine Quakespasm, Darkplaces or Mark V to […]
[…] can download Skacky’s map from via the mapjam 9 pack at Quaddicted, it requires Quoth 2.2 and an expanded limits […]
Is the source code available? If so, I’d like to get it.
Hi, I just downloaded this mod and I really like the expanded functionality you’ve added to mapping. I’m wondering with regards to custom models, is there a way to get models in with correct collision? I can apply a custom model to func_wall_point and collison is perfect but for some reason any key value for angles doesnt apply to said model. I get some success with grouping invisible brushes to a custom_mapobject but its not ideal. Am I missing something or is this just the way it is? Even still this is a pretty cool mod so thanks.