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.
Besides administrating here, I also spend a lot of time doing Youtube videos. One of my largest series is the Punching Barons Doom PWAD playthrough. This has led to numerous resources as I document various things about the early 1994 Doom PWAD levels I encounter. Doom and me have a bit of an odd relationship, I can tolerate it to an extent but get easily frustrated without mouselook. As such, I have mouselook in all my videos, though I try to not use it to my advantage if I can help it. I may also need to resort to cheats, either because I assume a Secret is broken or because a Secret is legitimately broken. Regardless, this is potentially one of the most thorough playthroughs you can get of early 1994 Doom PWADs, as of writing this I am the only person to have potentially reviewed several levels seen in my series. I am pretty much devoted to getting 100% completions, so I end up showing off the entirety of the level. I am not the most fast paced of players, this isn't a speed run, but if you want a series where I bumble along and try to gather everything in the world look no further.
Why Punching Barons? Well, you start the earliest PWAD of all time and it becomes mandatory to punch the Barons of Hell to get 100% completion. Later on I ran into other levels such as Elevator and AMBUSH. The latter in particular left such an impression with the number of Barons I needed to punch in a ridiculously narrow corridor which led to hours of tedium. Pretty much, it was one of the largest moments that stuck with me of early 1994 PWADs (from what I played, after a certain point it turns into a blind playthrough). It turned out this wasn't exactly necessary to suffer the way I did in AMBUSH, but the name stuck, and so we get a series named after something you barely if ever do.
- B Sides - Anything that isn't a level but deserves a video.
- Vorknkx's Levels - Levels made by Vorknkx, played by me.
- Ultimate Doom playthrough - Was too lazy to play Doom and stop at Episode 3, so we just checked out every level in the most recent version of the game.
- Laura Beyer's Doom - The first Commercial PWAD.
- KNEE-DEEP IN THE DEU - Episode Pack included with DEU 5.1.
- BootCamp: Combat Training - A custom level set made in late April of 1994. Being one of the earliest custom Episodes that was not a compilation, the maps pretty much are near identical besides the enemies.
- WEEZUL - A "mini-episode" of 5 levels potentially made by the same guy who made MOURNING.
- Modified Levels - Levels that aren't heavily custom, but recognizably based on a IWAD level.
- INTO THE FIRE: A REPLACEMENT DOOM EPISODE FOR ADVANCED PLAYERS - An Episode replacement for The Shores of Hell consisting of slightly modified levels intended to make the game more challenging.
- DOOMINATOR - A similar Episode replacement for Episode 1
- Vorknkx's Level Resources - The quest to find every level Vorknkx recognizes from some obscure compilation.
- The Sound of Shotguns - The Punching Barons Soundtrack! Any music PWADs go here, plus any music found during gameplay.
- The Compendium of Broken Levels - A guide regarding any broken levels and what in particular is broken.
- 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 retain 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
- 12/13/96 - 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