I have been an admin for Quakewikia for a couple of years, starting out as a regular and eventually getting promoted due to my extreme dedication. For years I have tried to find a community that looks at gaming in a specific manner, whereby custom content is not treated as inferior to the original game. Many Wikias refuse to add anything that is not part of the original games. Other Wikias add custom mods and levels, but will confine the information to one page. My goal is to obtain what I have wanted for years, the perfect resource for all in-game related content (I am not too big on writing technical for these games, there is another QuakeWiki out there that seems to focus on that avenue anyway).
There will be some limitations as to how these pages will be written. I don't believe in throwing a bunch of mod content onto a page for original game content, meaning I will always try my hardest to keep them separated (to the point that I disbelieve in 3rd party software ports, beyond the official ones, being used outside of their pages). Basically, things that would get added to another article would get added to the mod page, while things that deserve their own page (custom weapons, enemies, stuff like that) will get their own pages. I have created, for example, a page on the Transporter in Aftershock for Quake and Water Elevator for Dark Hour. Hazards are a bit odd, they depend on implementation and functionality, meaning certain things that aren't changed greatly (such as the boat in E1M1: House of Desolution) will not be getting their separate pages but instead be listed with the rest of the textures on the Aftershock Level Theme.
I have decided to "redo" my mentality in regards to what I play and do. The last few years has been quite a mess, bouncing from game to game as I find I dislike most things and yet cover them more thoroughly than things I can enjoy. After having done a lengthy Doom series and numerous other playthroughs, I have hit a point where I have decided to instead cover games I enjoy, specifically FPS titles. The earliest one I find to have quality is Quake, since that is the start of the less game-like mentality. My main thing in these games is exploring a world. Without mazes, spamming walls, and other such annoyances; Quake is the start of world building in FPS titles.
I have decided to document all this here because Youtube lacks any organizational methods. As much as I wish I could have sub-folders, it is not possible, so the workaround is to just make playlists and try to organize it here. I guess those that come here are the VIP fans, shrugs. All my old playlists are not being covered, they are the past and I am trying to put it behind me. I don't plan on deleting anything, I wish the experiences to remain, but I also feel like making a "fresh start" by continuing the series I enjoy.
- Quake - This is the main playlist. It covers official Quake content, specifically showing the various versions and the evolution of the various releases out there.
- Seeking Shamblers - The custom mission playlist for levels found on the internet (or levels that could be found on the internet but are in a shovelware pack).
- Marvelous Monstrosities and Devilish Designs - Pretty much, the misc category for Quake, for anything that isn't a level or a longer mod.
- Q2 - The first mission pack I played and possibly the worst of them all, this covers the barebones Q2 pack. Features include linear flat levels using one or two textures, nothing but a few monsters in each room, and pretty much that making 100 levels.
- Dark Hour - The second mission pack I played. A massive jump up from Q2, these levels tend to feature basic level design while lacking more complex things like secrets or a proper campaign. It also suffers from some frame-rate issues in DOS. Regardless, the levels are quite abstract and some of the levels can be thus rather unique.
- Aftershock - The third mission pack, this is the first one with really polished levels. We get a proper campaign, secrets, and levels that pretty much feel like quality Quake content. The main issue here is that it is inconsistent and the third episode is a bit gimmicky, focusing on painful traps instead of fun gameplay. There are also a lot of shovelware levels included, most of them being multiplayer levels or test levels, which mean they are pretty boring. Regardless, this is pretty much the best we have seen.
- Aftershock Toolbox - The fourth mission pack, this is essentially a continuation of Aftershock, including a plethora of different levels thrown together. This is specifically for levels with a texture set exclusive to the Aftershock Toolbox.
Besides playing through all these games, I also love to document the various enemies we encounter. Locations are interesting and weapons can be fun, but the biggest element in regards to building the world are the monsters we face, meaning a new monster is always exciting. Here we show off the various things seen in my videos and I offer some additional thoughts about them. Basically like the Wikia, but with a lot more of a personal flare, with content I couldn't write here.
- Quake - Quake is the first game I am covering and thus, at the moment, is the only Compendium that should be treated as active. I plan to eventually add the others back, but for now they shall remain dead. Quake may be expanded as we progress however.
- 6/21/96 - Quake 0.91, the first release of the game, as a shareware release
- 6/24/96 - Quake 0.92, menus now have sound
- 7/10/96 - Quake 1.00; crosshairs, dynamic lighting, new menus, swimming up/down in water
- 7/12/96 - Quake 1.01, the first retail version of the game, is released to the public
- 8/8/96 - Having released Quake as promised, John Romero leaves id Software due to conflicts in the company
- 9/13/96 - Quake 1.05, alpha update mainly for multiplayer
- 9/14/96 - Quake 1.05a, hotfix for 1.05, fixes backpacks removing all guns in multiplayer
- 9/30/96 - Quake 1.06; messages no longer say when player is exiting level in Single Player, obituaries work better
- 11/10/96 - Aftershock released, THRED editor provided alongside it
- 11/11/96 - Q2 released, relatively obscure add-on featuring relatively basic maps, mostly ignored or rated horribly
- 11/26/96 - Dark Hour released to negative reception, maps more complex than Q2
- 12/2/96 - VQuake, first source port for Quake; first use of hardware acceleration
- 12/11/96 - Aftershock Toolbox released
- 12/13/96 - QuakeWorld SV1213 released, more reliable deathmatch multiplayer to NetQuake
- 12/17/96 - Quakeworld CL1217 released, first client for players to connect to the Quakeworld server, results in master server crashing after getting 4000 users
- 12/23/96 - The Direct3D port for Quake, D3DQuake is cancelled, Carmack states Direct3D is too painful to work with, praises OpenGL
Notes to Myself and Anybody Else Interested
- Secret hex colors are #e02c2c for "red" and #0000ff for "blue". The former refers to anything active, you must attack something or otherwise force something to get to the secret (such as a button or shootable wall). Blue is for passive elements, those that are either byproducts of the red (such as a wall that opens when a button is hit) or just passive elements in and of themselves (walking up to it will open it). Opacity is 30%.
- Sometimes the cd may be corrupted or sometimes you may have downloaded it by Steam, but in either case your music is not working. You need to use _inmm.dll to get it functional.
Well Done! You have achieved 1500 edits! Wow you are really dedicated to the wiki. We are happy to have you here =D