FORT HEIMENACHT


Behold, the first arena FPS level I've made in ages. In the midst of a booming warzone lies an abandoned fortress, small and worn but still quite pleasant. Once the home of numerous dwellers whom the fortress kept jovial and safe, this humble garrison now only sees constantly-respawning madmen armed to the teeth with firearms ranging from the ordinary to the simply bizarre.

Each version of the map, assuming there is a download for an individual archive, will come with a README.txt file (the Sauerbraten version has a mostly-translated Spanish version!) which contains installation directions and other information about the map. All versions of this map are freely licensed. Wherever applicable. the map and any accompanying resources are licensed under the Creative Commons 0. Supplied screenshots are under the same license, except for the LibreQuake screenshots which are under the BSD 3-Clause license due to featuring assets from said game.

Cube 2: Sauerbraten

Download (FINAL)
Download (FINAL, mirror)

The first iteration of Fort Heimenacht was made for Cube 2: Sauerbraten while I was messing around with its in-game level editor. A few blocks turned into a small building, which then became the brick-laid base we see today. Development started on December 12th, 2025, and the level saw two release candidates before a final release on January 3rd, 2026. To salvage my almost-wasted efforts making a level for an open-$ource game with proprietary assets, I decided to litter the level with only freely-licensed assets. I made a few textures, grabbed Drummyfish's free software posters and some of his procedurally-generated CC0 textures, threw together some models, then gradually replaced the nasty, proprietary crap in the level with some more ethically-appealing assets (the visually-appealing aspect of said assets is debatable). And thus became Fort Heimebraten.

Fort Heimebraten was, first and foremost, a Deathmatch level, and a rather small one at that, fit for 4-player skirmishes. It was also a rather simple one; there's only 2 levels of elevation at any given main area. Outside there's the grass and the wooden ledge, and indoors there's the floor and the ledges from the main interior. There's one health boost and one quad damage. One green armor in the courtyard, one yellow armor in a hole in the wall. A plain level, yes, but it at least works a little.

The download package for Sauerbraten also comes with a few backups of the map I've saved, to show a bit of the development process. Note that these development versions still use Sauerbraten textures.

Anarch

Download (ANARCH PATCH MOD)

Of course I'd make a version for Anarch. But Fort Heimenacht is a Deathmatch map, and Anarch is a singleplayer game, so it wouldn't make much sense to port it, right? Well not if you make it make sense. See, Sauerbraten has a mode named DMSP, aptly named after Wouter's mod for Quake 1, which puts you in a Deathmatch level with the goal of killing off a massive wave of monsters. I made a similar mode for Anarch: the Invasion mod. Since Invasion needed specifically-tailored levels, I decided to make a version of Fort Heimebraten for the mod, designed specifically for Invasion. Yes, there's differences, such as the map being / feeling bigger, less verticality, more pickups, etc. but I still kept to Fort Heimenacht the best I could.

The download above is not a map file, but a source code patch that has my Invasion mod which includes an iteration of Fort Heimenacht. Since both Anarch itself and the means of using mods for it are incredibly different from the usual software, let me explain how to get Anarch with the Invasion mod working for normies:

  1. If you are on Micro$oft Windoze, install Cygwin or MinGW alongside the SDL2 libraries if you haven't already, you'll be using the terminals that these programs provide. If you are on GNU/Linux or some *nix system, make sure you have a C compiler, SDL2 developer libraries, and the patch program installed.
  2. Get the source code to Anarch, be it by Git cloning or downloading and extracting a zip file. Put it somewhere, anywhere.
  3. Download the .diff file above and put it in the same directory as the Anarch source code.
  4. cd to the directory where you put the Anarch source code. Windoze useds, this is where you open Cygwin/MiNGW to do so.
  5. Use Git (git apply invasion.diff) or the patch program (patch %lt invasion.diff) to apply the Invasion mod to the source code.
  6. Run make.sh to compile Anarch with the Invasion mod! That, or you can use your C compiler to compile the SDL2 frontend directly, e.g. running cc main_sdl.c -O3 -lSDL2 -o anarch.
  7. On Windoze, the compiled executable may not immediately work because SDL2.dll is missing. Simply copy SDL2.dll from your SDL2 download (it may also be in the /bin folder of your Cygwin/MinGW installation) to the same directory that your executable is in, and it should work.

Cube 1 / Heimenacht

This version of the map is part of the Heimenacht game. No easy downloads, compile if you dare.

I didn't just stop at Sauerbraten. I proceeded to not only make a version of the map for the Cube 1 engine, but make an entire total conversion of the game. Introducing Heimenacht, the aptly named Cube data liberation project. It doesn't just stop at replacing game assets, it also makes engine modifications to alleviate a few issues with the Cube 1 engine. Of course, with my inexperience with the Cube source code, I didn't get so far in the engine modifications, but I did make significant progress with the data replacement. I heavily borrowed assets from Drummyfish, particularly his procedural textures, stuff from Anarch (including sounds and textures), etc. I also threw in things I already made for Fort Heimebraten, including Fort Heimebraten itself.

The Heimenacht version solidifies the new map of the name: Fort Heimenacht. Its design was mainly based on the Anarch version due to the 2D map format of the Cube engine, but with a few things from the Sauerbraten version due to the Cube engine having them, such as jump pads. That's right, there's port interception. The Heimenacht version is based on the Anarch version which is based on the Sauerbraten version.

"Libre"Quake

Download (RELEASE CANDIDATE 1)

Yes, I had to make a version for LibreQuake. I obviously wasn't gonna be making it for id Software's Quake, but I would've much rather made a version for OpenArena. And I would have, had I been able to find a map editor for it that worked on my computer. So I was stuck with Trenchbroom and LibreQuake. I had to make do. I have my issues with LibreQuake, namely the odd propaganda misplaced politics and how close some things are to their Quake counterparts, but I figured it was better than nothing. Fort Heimenacht and Quake blend together so well, I had to do it.

I'll admit, making this version was a lot harder than I thought. Not only was making sure the map itself felt and played close to Fort Heimebraten, but balancing weapons and ammo was a bit of a struggle in itself because the map was designed for a different ammo system. In the Cube games and Anarch, you start with all weapons but need to grab ammo for them. In Quake, you need to grab weapons and ammo. As such, balancing the weapons was a lot harder. In fact, the version of the map I have here is most likely not final because I'm not sure if I have the balance down as best as I can get it, probably a pointless endeavor considering I have nobody to even playtest it other than myself and some Quake deathmatch bots. Of all of the Fort Heimenacht adaptations, this one is probably the most faithful yet.

Also, I'm happy to announce that this map is FULLY vanilla compatible and works with both Quakespasm and Chocolate Quake (I'm not testing DOS Quake or WinQuake for obvious reasons). So I am automatically more competent at giving a shit about weaker hardware than the LibreQuake team. :)