Was it really designed to be a Quake-clone for low-skills?

The thing is that Quake made it lightweight enough to work pretty well in real time.

No, I'm saying one exists because of direct influence from the other. Quake was the first full 3d fps simulation, and the problems and solutions they made enabled UT to be made.
Not my point.
Point is that they (ID) made Quake to be like a 3d dev sandbox that could be modified into any other game that has the same basic functions.

Cs was to quake, what rainbow siege is to cs

CS was more of evolution to Team Fortress than Quake
>b-b-but TF was a mod for Quake, therefore it's just another Quake clone
That's like saying renaissance was inspired by caveman scribes, because they were before classical age.

Quake wasn't even the first 3d game and as far as i know, its source code wasn't made public and wasn't used by games like Mario 64.
You would have had 3d games Quake or not.
Sure it was an important step in the history of gaming but let's not pretned that they invented the car.

>Quake wasn't even the first 3d game
It was the first 3d engine easy enough to develop games for it quickly and with good quality.
Of course it wasn't the first and many games had 3d before.
I'll make it so you zoomer faggots can understand: Quake is Android, Unreal is iOS.
Every other company just uses their tech to sell their version of that same tech.