Drone sim flight through a classic deathmatch map

Oct 31, 2026 Last reply: 1 day ago 4 Replies
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Most FPV simulators put you in purpose-built parks and race tracks, and that is exactly the convention this build throws away. Here the whole thing runs inside Quake's multiplayer level DM6, The Dark Zone, with the camera flying like a real quad through a map most people only remember from gunfights. Watching a freestyle line laid down in a place designed for rocket duels is a genuinely fresh way to think about both hobbies.



The way it is put together reads like a real flight experience grafted onto the old game. The on-screen display behaves like a proper stack overlay: a timer running from 00:00 up to 01:55, a battery readout labelled BATT sitting between 23.7V and 23.8V, a throttle gauge marked THR %, speed given in KM/H, and coordinates such as H100 Ao F0. Even the weapon counter keeps showing SHOTGUN, NAILGUN and SUPER NAILGUN, and grabbing items in the level triggers prompts like ARMOR and AMMO +50. Those overlays against drone-style flying are the detail that stands out most for me.



The flying itself is the strong part. The camera keeps up continuous manoeuvres through stone archways, across open courtyards, over bridges and into interior timber rooms, with rolls, inverted dives, flips and hard cornering all in one line. That map geometry looks like a gift for proximity work, in my view.



The open question is what actually powers it. The specific hardware, controller boards or software engine behind the project have not been made clear, and I would love to know. The maker only called it kind of fun, which frankly undersells what is on show here.


Keeping the original weapon and pickup readouts on screen while the throttle gauge and battery voltage sit right next to them seems like a smart call to me. It keeps the level feeling like Quake while the flight data still reads like a real stack. The trade-off is a busier overlay, but with a timer, THR % gauge and KM/H readout up there, I think the clutter earns its place.

Does anyone know what setup this runs on? I am curious whether the flight model is driven by real controller hardware or whether it is purely done inside the game engine. Also, are the power loops and inverted dives part of the simulator itself, or is the maker flying them through some external rig feeding into DM6?

The maker has not said. From what has been stated, the specific hardware, microcontroller boards, flight controller or software engine are all unclear, and nothing has been confirmed about how the controls feed in. The only things confirmed so far are that it works as an FPV flight simulator inside DM6, The Dark Zone, and that the maker can fly what was jokingly called a Nine Inch Nail.

If the maker ever opens it up further, I would suggest leaning into the map choice rather than away from it. Those stone archways, bridges and tight timber rooms are ideal for gate-free proximity lines, and a dedicated time-trial route using the AMMO +50 and ARMOR pickups as checkpoints could give the 01:55 timer something to race against. A Nine Inch Toothpick class option would be a fun nod too.

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