That Which Cannot Die
2006-07-28 02:13:46 - by scar3crow
I suppose I could end this with a rallying cry that Quake isn't dead yet. That she still has a bit of life left in her, a few more miles of gas. A little kick in the old shoe.

But that's not true, if Quake only had that, this expo would not be. Quake has more left in it than recently released games. Quake thrives, not in a popularity contest, but in the earnest passion, creativity, and fanaticism of its fans. We are not constrained by sells, by some Gamespy player count, reviews in PCGAMER, competition with other games, or even by the very technology, art, and game logic we interface with every time we play.

Quake as a community is an evolution, and Quake as a game is a revolution. The community ebbs and flows, and is somewhat scattered unfortunately. But the expo always shows that we can share common ground and get along just fine, and in some cases even create great things together.

In the Host Interview I did for the Chthon booth, I cited one instance of when I knew QExpo was a success this year, but another comes to mind. Speaking with Sajt in private, he told me that at one point "I came for the QuakeC, I stayed for Quake" to roughly quote. This game is something special. Its open source status and modifiability breathe into it a wide variety of life, flailing spokes of creativity. Lovecraftian tentacles that writhe and ensnare other genres within its grasp. But there is something special about it, something that can convert a coder who saw a programming opportunity, and in wielding such a chance, became a lover of the game itself.

And that is what we are, we gather at the Elder God Shrine, for numerous reasons, but ultimately for that malignant yet sadistic intangible we delight in that makes Quake a game unto itself.

Quake is ten years old. It has been a part of nearly half of my life, and it has enriched the half it has been within. I have met numerous people through it, and longstanding friendships have been established going back almost 9 years in length.

Quake breathes, it pulses and the slipgates within us tremble at its power. It has launched careers, inspired minds, captivated the eyes, and deprived all of countless hours of sleep. It has been an honor to be involved in the previous expos, and in hosting this one. It was a privelige to speak so candidly with John Romero, and wonderful to meet people whom I had never heard of before. But still, my fondest memories of this expo will be playing cooperative RuneQuake with people I've never heard of... Prydon Gate with FrikaC, LordHavoc and Sajt... and randomly encountering a Brazilian Quake fan who came onto irc to thank me for the Romero interview. It has been a memorable experience.

Quake is not dead, Quake has never died - merely in our isolation many of us have at times despaired. The expo illustrates that such thoughts are baseless, and thus I leave you with a plea to look at the Links section of the site under Community. We are out there, we need to communicate more. Quake is ready to be ravaged by the minds of the content creators and the rockets of the players. This acrid field is fertile yet still, and I daresay will outlast a few more generations of games.

Go play Quake.
An Interview With Chthonian Overtones
2006-07-28 02:10:24 - by Sajt
Chthon is a busy boss. Between his disposing of the odd annoying intruder, he studies Latin poetry and ponders the meaning of living in a giant deathtrap. However, for the very special occasion of QExpo 2006, he has agreed to conduct an interview with the hosts of QExpos past.

The victims were FrikaC, MauveBib, and scar3crow. The topic was the Quake Expo, its meaning, worth, and success. Click here to indulge in the nightmarish nether realms of Chthon's mind, and partake in a meaty interview of much enlightenment.


RPG launches a pickle of a pork
2006-07-28 01:50:35 - by Sajt
If you haven't strolled by already, make sure you do. It ain't QExpo until RPG's got a booth runnin'. Or something. RPG's booth sports many a trout-tickling adventure in reading. Check out his Reviews page for reviews of the QExpo map releases - than's DM3RMX, the Travail preview, and Dr. Shadowborg's 'Vertically Disinclined'.

Or, if you're tired of just reading the articles, check out his Booth Babes page. He insists that you do. If you stare for over an hour you may begin to notice Quake-related tattoos.

However, what I believe is the pick of the pork is his interview with Mindcrime - yes, that very creator of the famous Nehahra. Mindcrime discusses what happened to Obscurus, and the upcoming (yes, soon!) final chapter to Nehahra. He also dispels rumours of a Nehahra DVD release, and reveals that the end of Nehahra will mean his end in Quake. Truly a great man, one of the seminal acts in Quake modding history. Stand vigilant and look ye forward to the Nehahra finale.
Qake Pi Cube Did 2
2006-07-28 01:36:13 - by Sajt
FrikaC has released a brand spanking new version of Qake, his DJQuake-influenced sidescroller game. This version is known as Qake beta version Pi, and includes more stuff than last time, including a new bonus map. Check out the Qake page at FrikaC's booth, or download it now!

Meanwhile, at Dr. Shadowborg's Cube, we have a new deathmatch map release. Dr. Shadowborg's inaugural serious map, Vertically Disinclined, has hit the shelves with a splash, if that means anything. Also available is a waypoint file for use with the FrikBot, donated generously by FrikaC himself.

And finally for this most exquisite and genuine news post, we have MauveBib's new mod - Defeat in Detail 2 - Anti Terrorist Allied Coalition. It's a first-person shooter spinoff of his famous Defeat in Detail 2 mod, featuring counter-terrorist action, complete with slower movement speed, and an Osama Bin Laden lookalike waiting in a closet for you to press the button. Can you stop the terrorists from deploying a nuclear warhead to a targetted location? Can you indeed!
Speedmodding results!
2006-07-28 00:52:56 - by Sajt
The 24 Hour Speedmodding event has ended and the winner has been decided!

Entries were received from Asaki, FrikaC, and LordHavoc. All three were superb speedmods and truly unique, but unfortunately we had to pick a winner, and that winner is FrikaC, for his mod 'Booga Booga Ha!', with Asaki's 'The Beast in the Cave' coming in second place by a hair, and LordHavoc's 'Ghostly' a very honourable mention.



Click here to see my review of each entry, and click here to download the entries and try 'em out!
What do you Quest? LordHavoc and aliens!
2006-07-27 12:16:30 - by scar3crow
FrikaC has updated his report booth with an interview with Quest and LordHavoc about Quake, engines, development, indie game developers, Torque, and just what is DarkWar anyways? A fun and informative read, and thankfully LordHavoc is a bit more shortwinded on this one (if you have spare time, ask him about the history of tank armor and projectile munitions). Go read it, it is good.

Entar has updated his booth with some fanfiction of his own which may be familiar to you.

As a parting note, the Alien Arena booth has been updated with a video for your viewing pleasure showing off new maps, effects, and gameplay. I watched it just a moment ago and it certainly does look fun, with some cool effects on the guns as well.
Fragtime Stories
2006-07-27 10:11:40 - by scar3crow
QuadRaptor has launched his booth of Quake stories with a story composed of five chapters covering Quake and Quake2.

Inspired by this booth post, I decided to share with the expo some of my own Quake writing, much less episodic in nature and more of short fictional musings on the world of Quake, these were written last February and posted in a thread on the Inside3d forums. I have also posted a story by MauveBib and his brother Harb, with permission from MauveBib. Forgive the titles if you find them silly or offputting, I made them up really quick by demand of Sajt before leaving for work this morning! They can be found here.

Excuse the typos in my two stories, they were both written at work and in a bit of a hurry without any doublechecking. Looking back, I can find plenty of simple elementary errors, but hopefully you can overlook them and enjoy the work the ELF brothers and I have put forward here.
glTurtle, Turtlemaps, and a Bunnyrun
2006-07-27 10:05:51 - by scar3crow
Zalon updated booth today with numerous screenshots of his trick/freestyle/race mod titled BunnyRun. Unfortunately there is no download, but his booth does contain info on a test server that he has launched for those who want a go at it earlier!

Asaki shelled out some media at his turtle farm with the release of a deathmatch mod mostly composed of deathmatch tweaks he has enjoyed over the years. Also at the booth you can find screenshots of a vomitus he began work on and has returned to after being inspired by the Romero interview.

The Turtlemap release has been delayed, but the speedmaps are up, five of them in fact, from bambuz, generic, lurker, neg!ke, and Zwiffle!

Baker has opened his oven to reveal far too many projects to list here, but they have quite a wide variety and some very different stuff from what we have seen at the expo thus far, go give it a look and see what the madman in a chef's hat is cooking!

Starbuck has posted many drool inducing screenshots of his base retexture project, which look quite good. A 30meg download for 300 textures with guaranteed quality on any id base map along with aerowalk and e1m1rmx.

Dr. Shadowborg has updated his booth with the release of his map Vertically Disinclined. It is a base themed deathmatch map that focuses on horizontal gameplay for a change, with a central hub and multiple spokes of combat, linked by slipgate complexes, this map should provide a distinct sense of location yet also slight confusion from the player, hopefully breeding more of that twitch paranoia found in deathmatch.
Panzer lag-goon!
2006-07-27 09:44:01 - by scar3crow
Our favorite Gyro physics coder, QuakeMatt has updated his booth with the release of Panzer!

Panzer is a team-based mild strategy game. Although your deathmatching skills remain as important as ever, you'll be joining battle with monsters - lots of them! Take and hold a series of floating runes to ramp up your power reserves, then build an army of the damned to help you crush your foes! Only demon blood can seal their summoning portal, so ensure you always have minions at hand to make the final sacrifice.

Over at Hell's Kitchen, Vic has launched release 8 of the QFusion engine. The main goal of the project is to create a Quake III Arena-like (and even better) engine, usable for open-source games, films, demos, etc. Recently released sources of Quake2 (GPL) are used as a codebase.

The booth also contains, along with the downloads, numerous screenshots, and a brief history of Vic's involvement with code and how it all got started years ago. Give it a look and a download!

avirox has updated his MegaTF booth once more, this time with screenshots of MTF using gyro physics, causing all shells to rain down upon us, along with something a bit more questionable in its content. Fun stuff, I really hope to see Gyro implemented into more mods like this.

Preach pulls a Phil Collins and informs us how to make a monster walk in today's tutorial.

TimeServ has released a version of what looks to be a very promising mod, Counter-Op features 2 teams attempting to coop run a map, only they are in competition. A timelimit factors in, and some of the monsters are player controlled! This could be great indeed.

CheapAlert has updated CheapLand with video of the mod he is working on, which looks to play like a first person fighting game against the Quake monsters. Nothing like a wave of swords stabbing out of the ground to convince some ogres to leave you in peace!
"He's dead?" "Not anymore."
2006-07-26 09:47:57 - by scar3crow
Preach once again continues to educate the unquadded masses with his series of tutorials on all things models, this time covering animation. It also delves into a little bit of the qc work involved in defining frames of animation which should be useful to many of you.

Pat AfterMoon updated the Coop Or Die booth, announcing that zorg and Gonzo completed Quake2 coop the way it was meant to be done - with absolutely 0 deaths on either side. This is validated via a PHP/MySQL site he calls the WorldServer. Pat teases us with the promise of a cool little bonus at the end of QExpo. And if you liked this expo, be sure to thank Pat, as Echon informed me that he actually paid for this month's bill for quakedev.com! Hats off, rockets fired, and quads stolen for Pat Aftermoon!

RenegadeC has updated his booth for The Ascension of Vigil, informing us that he has come a long way on the new map featuring an epic bridge battle, utilizing some new camera work, and in celebration posted a few new screenshots worth taking a look at.

LordHavoc, as punctual as always has updated the DarkPlaces booth with a normal and SDL download, and notes for each, along with several screenshots using it in real time lighting mode with high dynamic range bloom. I'll let him speak for it himself:

DarkPlaces features a much more advanced graphics engine (including per pixel lighting and shadowing) which tries to make the most of the existing Quake content, an updated networking system supporting NAT routers/firewalls and smoother play, as well as many features for mod/game developers to use (as demonstrated by Nexuiz for example).

I personally do vouch for DarkPlaces, as anyone whos heard my name but a single time can attest to, and use it as my default engine for all mods, maps, and online play - switching to other things only when specifically told in the readme. Definitely my engine of choice (and Im sure Sajt as well, or he's a dirty traitor as he contributes code to DP). Go give it a download, and make sure to try out Prydon Gate and The Ascension of Vigil with it as well!

DrLabman, professor of gibbentology, has updated his dungeon with an alpha release of an upcoming mod of his for those who are interested in the style of gameplay he is shooting for and perhaps helping to weed out some of the bugs in the current code:

The basic idea is of a coop mod which requires tactics and is a challange. There are two classes but there are still some weapon changes to go and the medic cant do any healing yet. Most of the monsters are yet to be tweaked, and the ogres are too strong. Feel free to send me back some feed back on where you think the mod should go, my email address is on my QMB site.

And than has departed QExpo early due to external plans already in motion, but leaves us with one last booth post, giving his thoughts on the expo, the work other people have done in this time, and a little bit of info on what we can expect from him in the ways of maps in the future, with a couple of screenshots to boot!
Speedmodding begins
2006-07-26 06:27:46 - by Sajt
The 24 Hour Speedmodding event has officially begun!

Your task is to create a singleplayer mod that brings Quake's nightmare dimensions alive. Instead of monsters being purely mortal, physical beings, give them strange otherworldly powers that will catch the player off guard and creep him out. Or, if you're feeling up to the task, make the forces of Quake truly omniscient - the player is never safe and anything he sees with his eyes might be an twisted illusionary projection created by the Quake being itself.

The event ends at 12 pm noon tomorrow (July 27, 2006). Late entries will be accepted for only a few hours afterwards. The winner will receive one of the rare coveted rusted-steel Quake runes, crafted personally by Spirit.

Visit the Speedmodding booth for full competition details. If you need to discuss things, join irc.anynet.org #qexpo or irc.anynet.org #speedqc.

Quake just got ten'ure!
2006-07-25 10:00:07 - by scar3crow


Kedhrin has launched the Quake 10 Year booth with a truckload of excellent looking screenshots that show off just what he is doing to utilize the advanced texturing techniques of the DarkPlaces engine.

Quake 10 Year development is slow and painful. You could call it Quake 10 Year, 11 Year, 12 Year, etc. The name of the project is not based on when it will be released. The project is inspired by Quake and Kedhrin's past with Quake. To celebrate Quake turning 10 Years old Kedhrin begun this project.

The project is aimed in stages (though their order may jump around).

Textures-
Models-
Levels-

Technologies Used in Dark Places and Quake 10 Year-
Dynamic Lighting
Dynamic Shadows
Baked Deluxe Mapping
Normal Maps
Virtual Offset Mapping (Parallax)
Relief Mapping (Parallax +1)
Specular Gloss Maps
Glow Maps
CubeMaps
Scripted Particles
High Dynamic Range Lighting
High Resolution Textures

Kedhrin also links to a webpage, and a myspace account for Quake 10 Year. Keep an eye on this project, as it looks awesome.

And personally speaking, projects like this are why I am not impressed with 'modern' games and their engines. I am looking forward to this one rather anxiously.
A motley crew of booth updates
2006-07-25 09:52:54 - by scar3crow
The Evolution Q3 booth has a download of the "long lost Q2Test" in their downloads section, go give it a grab you collecting types.

Underworldfan informs us via his booth that he has reviewed In ovo, Orlmaps Episode, the underground base, and the Occupied Base.

Entar has assaulted us with vr2mod

* Redesigned code structure
* Shalrath melee attack
* Proportional fall damage
* More accurate ogres and zombies
* Much more

And of course he has downloads available for everyone interested!

QDQ/SDA has added than's dm3rmx to their list of maps supported for runs for everyone who thinks theyre quick enough on their feet/vorejump.

RenegadeC has updated the TAOV booth with two new screenshots of a map hes working on for it in an upcoming release.

Preach has posted a tutorial on skeletal animation that is sure to get some people moving!
Mercury Mode Activated
2006-07-24 10:02:10 - by scar3crow
The Silver Wings booth takes off under the guidance of Romanian independent developer Bampusht! with an arcade top-down shooter making use of the Telejano engine. With a horde of features:

- 2 distinct playable characters, each with its own unique personality and style
- 3 environments stretching over more than 30 levels
- over 30 different enemies including huge mutated bosses
- 15 upgradable ship sub-systems (including the Gatling Automatic Turret, the Firebug FJ, the SAABIAR Dampening Array and the almighty Epsilon 5 Molecular Disruptor), each with 3 different upgrade levels
- 4 different difficulty settings including "Adaptive"

And several more ones unique to such releases!

They have also announced, with a few screenshots, a new project using Entar's Vengeance R2 engine in some nifty looking environments, and have stated that they will be making good use of QuakeMatt's Gyro Physics qc library, and have the videos up to prove it! Give it a look, I love finding out about projects like this.
than again, we have Daemon!
2006-07-24 09:54:42 - by scar3crow
Daemon posted four new gorgeous screenshots in the Daemonforge booth showing off a menu, more outdoors environments including a lake, and more chances to spot the awesome lighting!

than, speaking from the milewed pulpit of his cesspool has given us a preview screenshot of his turtlemap, and has hinted at a speedmap, and the potentially imminent release of another fullscale map by him, which he has been touting on Func_Msgboard for a while.

MadFox has launched his booth which features downloads and screenshots for his map Grunt Grenadin, a collection of model conversions he has done for Quake, and the Abandon misson pack, and a conversion of Quake2's first level into Quake, complete with textures, but of course with base enemies.
Call the village mortisian! RPG got loose again.
2006-07-24 09:44:34 - by scar3crow
RPG has enscribed in his booth of scriberies a solid review of than's Occupied Base:

While romping about, you'll come across the typical base enemies, plus some scrags, fiends, vores, and shamblers to keep you challenged. Enemies will pop out from behind moving wall panels, and be on the look out for ambushes and enemies attacking from above--you never know where the next attack will come from.

HeadThump has updated HeadThumpia with several new screenshots of the gorgeous looking Mortisville and a backstory:

Ever since you returned from the four dimensions of Quake's Netherworlds, you have had the feeling in your gut something was left undone. Of course, you were not given a chance to defeat the mighty underworld lord Quake, but other things about that mission were their own rewards. When you teleported into the innards of Shub-Niggurath, for an instance there was a womb like warmth of complete bliss, and then when she bursts into a million shimmering intestinal parts, suffice it to say, it was the most intense, orgasmic experience in your entire life, and with the possible exception of fecalphiliacs in French romantic novels, no other human could possibly understand the sublime nature of what occured in Shub-Niggurath's damp, musty cavern.

Wow. The rest of the backstory, plus more information on the map itself can be found in HeadThumpia.


Remain Vigilant for the Ascension
2006-07-24 09:24:03 - by scar3crow
RenegadeC, our favorite sidescroller addict has unleashed his booth which focuses entirely on his brilliant sidescrolling TC, The Ascension of Vigil.

The Ascension Of Vigil is a 3D Side Scrolling Beat 'em Up / Fighting Game / RPG / Platforming / Adventure Game all mixed together, it has many cool features such as:
- Fully standalone, Quake is not required! This game extracts into it's own directory
- Wall Grabbing similar to the Ninja Gaiden series
- RPG traits such as a leveling up / experience system
- 4 Player Internet / LAN cooperative support
- A magic system rarely seen, featuring 5 devastating and useful spells and is similar to Guardian Heroes system for easy access and casting
- 14 enemies, knights, dogs, barons, skeletons, horrors, gaunts, hell knights, arch ghouls, wraiths, electric squids, ghouls, ghosts, archers, gremlins, plus more enemies are being added constantly
- Completely redone hit detection system, the Quake engines wasn't good enough so a new one has been written with help from Sajt & LordHavoc using only QuakeC!

He goes on to note in his booth:
The gameplay itself is completely finished and the only thing left to do is some minor tweaking and also levels then connecting them together in order to have one large world to explore in a Metroid-type fashion.

Go check out the rest of the screenshots, the much much longer features list, more information on the project over all, and of course, download links!
'When in rome.ro'? Ho, ho.
2006-07-23 22:33:01 - by Sajt
John Romero revealed! Again!

At long last, we bring you part 2 of the interview with the devil himself and corrupter of souls, John Romero.

Part 1, posted yesterday, explored the history of Quake and answered some long-standing questions about the world of Quake.

The final half covers QuakeC, deathmatch, weapon balance, and the honest God-fearing origins of the nailgun...

Here's an excerpt in which John Romero says what people like to hear.
I really love Quake for the rawness of the experience. To me the look of the game with its dark color scheme, fluid movement, incredible gibs and eclectic design are very unique in the world today. So many games are pure formula but Quake was its own thing.

Click here to read Part 2 of the exclusive QExpo interview, brought to you by the ghost of Romero's hair. Including a cliffhanger that will have you stabbing your head with a fork! (And if you haven't already read the first half, do so!)
Alien Arena Tourney Ends
2006-07-23 18:30:32 - by Sajt
The QExpo 2006 Alien Arena tourney has come to an end.

1st place - Roadrage (wins a Razer Diamondback gaming mouse)
2nd place - AstralSin (wins a 512mb memory stick)
3rd place - FeelDBurn (wins a lighted mousepad)

Thanks to everybody for participating! Remember that if you still haven't got your Alien Arena fix, you can join the regular Martian Mayhem tourney which occurs every Sunday at 11pm GMT.

Download demo of tourney
View full screenshot of scoreboard
Visit the Alien Arena booth



Martian Madness Approaches
2006-07-23 13:15:36 - by scar3crow
The Alien Arena 2007 booth has been updated with a few new screenshots and reminding us that the Martian Madness tournament begins at 7pm GMT/2pm EST and also releasing a patch for the Uranium edition. Head on over to their booth for more details!

And for your fictional autobiographical-self-interviewing desires, ajay has updated his booth with a unique twist on the typical interview.
And JPL has updated his booth with screenshots showing off his Doom3 texture wad conversion to Quake, so as to give you an idea of how it can be used.

Please note there are some "fillers" as I didn't finish some rooms (i.e I name "fillers" some Quake bricka2_2 textured cubes.. usefull to avoid leakage ;)...)... The lightning must be improved as well... but I worked on it only from 2 weeks...


Why no runes for speednewsing?
2006-07-23 11:21:49 - by Sajt
Speedmapping/Turtlemapping
Speedmapping event #1, 'Ten Years Later', came to a close with two entries from the trusty pair of zwiffle and neg|ke. Check out their speedmaps. You'll be glad you did.

And with that, speedmapping event #2, 'Episode 1 in One Map' has been announced, with a deadline of July 26, 6pm GMT. The theme is quite self-explanatory, but in case you need it, I quote: The architectural or thematical highlights of the first episode reproduced - either in seperate rooms, or smoothly blended into one another (the other three episodes are of course welcome as well); or anything else in this respect... Check out the speedmapping booth to find out more.

Please remember that the person judged to be the standout of the two speedmapping sessions will receive one of Spirit's hand-crafted metal Quake runes!

Of course, the turtlemapping event 'Classic Quake' is still underway and is due on July 27. If you aren't already working on your map, get going!

Speedrunning
In speedrunning news, the 'Shub's Lost End' competition is also due to wrap up on July 27, so get your demos in! Visit the speedrunning booth for more details, and remember that the winner of this competition will also receive a metal Quake rune!



The winners of each of the three speed events will receive one of
these hand-crafted Quake runes
Also, as mentioned before, Quake Done Quick has released a new official compilation - Quake Done 100% Quick Lite 2 - an Easy 100% done in 33:33. It comes with the customary first-person and recam options for playback, as well as a hilarious intro and outro. Get it, or die trying.

Speedmodding
This is an official announcement! Speedmodding will begin on July 26, 12pm GMT and end 24 hours later, on July 27, 12pm GMT. The theme will be announced when the event begins, and anyone who has ever heard of QuakeC is welcome, as well as those who haven't. If you aren't already convinced, yes, the creator of the best speedmod will also receive one of Spirit's metal Quake runes!

Quake runes indeed! Speak you half-truths?!
Yes, Spirit, Mr. Quaddicted himself, has a dwindling collection of hand-crafted Metal Quake runes, and he is giving three away this QExpo - one for speedmapping, one for speedrunning, and one for speedmodding. What exactly are these runes? They're cast metal Quake logos, roughly 15 cm in height, 10 cm wide, and 1 cm thick, and are made of rusted steel.
Time for another summary news post
2006-07-23 00:49:22 - by scar3crow
TimeServ updated his booth which already contains the Frikbot plugin for FTE QuakeWorld to inform us of a download for Rune 2: The Sequel(QW) and even with a screenshot to show off the text goodness it is apparently rife with.

Underworldfan is mirroring site activity via his booth to inform us that he has released Hall of Fame 2, so if you want to find out about some great Quake SP maps, head on over!

Quake thoughts, with Entar. A simple to the point short article by our favorite author of Vengeance, I think he hits it on a fine point, and concludes with a nice bang.

Prydon gate awaits you and now at version 1.5 as of just a few hours ago!

Prydon Gate is a hack and slash action adventure role playing game similar in game play to some giants in the history of games such as Diablo. Prydon Gate's game play may seem strikingly similar to that game, but it is not our intention to make a Diablo or any other game port. Prydon Gate as you will see, has quite a few unique twists that should keep the game interesting and repayable numerous times.

The booth contains 2 shots, and plenty of information regarding versions, and credits some of those involved such as Preach, Chillo, Urre, and RenegadeC and of course has a download, with a mirror option courtesy of the Quakesrc.org Quake Wiki, and of course install options for anyone bewildered.

Rise to your level, and give Prydon Gate a stay at your inn!



John Romero interview
2006-07-22 20:18:34 - by Sajt
John Romero Revealed!

scar3crow caught up with John Romero, co-founder of id Software and one of the main designers and mappers who worked on Quake, and juiced out the answers to a decade of questions in a massive two-part interview. Today, on the tenth anniversary of Quake's retail release, we bring you part one of this meaty interrogation, and the second part will be posted tomorrow.

Learn how time constraints took so much away from what Quake was going to be. What was the Ogre really intended to do to the player after killing him? Why weren't there more bosses? What happened to the mighty hammer everyone kept hearing about? What about the Dragon, and the Vomitus?

Here's an excerpt concerning two long-standing questions:
You're right about the eyes - most of the monsters don't have them. The world of Quake is dark, wet and scary and they didn't really need em. The Shambler is supposed to have a shaggy coat.

Telling indeed!

That's right, this is a QExpo exclusive interview, brought to you by the photo of John Romero that's we've all seen a million times before. Click here to indulge in the greatest interview ever conducted.
Beauty isnt just skin deep, it's also texture deep
2006-07-22 17:07:51 - by scar3crow
Up2NoGood, the reputable scoundrel by name has updated the Quake Revitalization Project booth with the latest release of the retexture project featuring a download and screenshots! So... download, and then look at the walls!

The goal of this project as a whole is to modernize Quake's visual effects as much as possible without changing the mood, theme, or atmosphere of any setting. Furthermore, this project will cooperate with engine designers and listen to the community to provide the end-user with a easy-to-install pack which will be used efficiently by the Quake engine.




Find your way
2006-07-22 12:31:17 - by scar3crow
Monster has launched his booth, containing waypoints for FrikbotX, which should be updated throughout the expo with more waypoints, and at the end with a final zip containing all those who created during this event.

Krimzon has updated his booth of lowercase, despite the prevalence of capitalized letters to showcase the upcoming release of his dual Storm the Castle/Capture the Flag map. For those who do not know of Storm the Castle, it is a Team Fortress styled mod, only in a medieval/fantasy setting by FrikaC. My personal favorite class is the thief, scaling walls, opening team only doors and taking peoples arrows right out of their quivers... Good times.

Speed and turtle mapping is still quite present, and the booth has been updated with downloads and screenshots of the first speedmapping event, and has announced the turtlemapping event and the second speedmapping event. The second speedmap event is "Episode 1 in one map", a reproduction of one of the thematic elements of the first episode. The turtle mapping is a chance to shell out some brushes over a week long period with the theme of Classic Quake, using a texture theme from the original Quake. Sure to produce ironic nostalgia in new maps!

LordHavoc has teased the release of a new DarkPlaces over at his booth. The Windows version is still having a few sound problems but that should be taken care of, and he makes mention of fixing other bugs that had interfered with some maps before hand.

ajay reminisces at his booth with the release of Raptors, Raptors Revenge, Bulldog Stadium and Lunkin's Journey!

And finally, QDQ/SDA has unleashed Quake Done 100% Quick Lite 2 (I love these names), a "a 33:33 run through Quake on easy skill, getting all kills and finding all secrets on all maps." Mandel also notes that the video comes in standard first person form but is also refilmed from other angles, and declares it a Must Download. Which means if you dont download it, ninjas will go back in time and convince id to do a Dopefish puzzle game spinoff instead of Doom or Quake.
Happy 10th anniversary
2006-07-22 06:23:28 - by Sajt
Down gyroscope!
2006-07-22 03:20:31 - by scar3crow
QuakeMatt has updated his booth which is guaranteed to make us all honkeys (yes, I made a pun once again on the title of a booth). He offers us a beta download of his excellent looking mod Panzer:

Panzer is a team-based mild strategy game. Although your deathmatching skills remain as important as ever, you'll be joining battle with monsters - lots of them! Take and hold a series of floating runes to ramp up your power reserves, then build an army of the damned to help you crush your foes! Only demon blood can seal their summoning portal, so ensure you always have minions at hand to make the final sacrifice.

Also on his booth are screenshots of Gyro2 in action, the physics library for qc that everyone loves to... love? Along with a download of the current version, a teasing of a future version coming soon, and links to three tutorials on Inside3d about it.

Gyro is my QC physics library - it delivers all sorts of powerful effects through a simple interface, allowing it to be plugged into almost any mod in just a few minutes. Soon, everyone'll have floating grenades!

Heres hoping to seeing more mods make use of this excellent library in the future!
A Vengeance 2.2.0fold
2006-07-21 13:57:05 - by scar3crow
Entar has released Vengeance for your Quake engine pleasure, bringing the binary to 2.2.0 in version, and it brings with it a host of features in this version such as:
- .spr32 support
- New filesystem with .pk3 support
- Rotating bmodels
- JPEG screenshot support under "screenshot_jpeg" command
- Much new scriptable particle system stuff

He also has up on the same booth version 1.3 of TerrainGen:
TerrainGen, created by Entar and painQuin, is a random terrain generator that exports a .map file. It is capable of exporting .map files for Quake1 or Quake3 map editors, as well as accepting command line paramaters to customize the .map output.
The myriad men
2006-07-21 10:18:42 - by scar3crow
Warsow has finally launched their booth featuring a throng of wallpapers for anyone who is interested in such.

Phil's booth has launched as well, with a download link to Quakeworld BBall for anyone interested.

And Trinca has released screenshots of his latest map, along with a download of said map, if you prefer your screenshots animated with direct input and risk of personal bodily harm. Of course it can all be found in his booth.



Occupational Hazard
2006-07-21 10:00:09 - by scar3crow
than has updated his booth with the release of his map The Occupied Base, which I personally lost 30 minutes of sleep to last night exploring its winding and interconnected layout, through familiar yet unfamiliar environments. Everyone should pick up on the influence of this level (assuming they dont pick up on the file name, map name, or look at the readme) and appreciate how it has been incorporated into a sprawling crawler of a single player map, featuring 125 enemies on Normal, and 6 secrets, 5 of which I found (Sajt informed me there is a "Hairy Secret").

All I can say is get this map now and play it well, it is quite enjoyable with fun combat, and only a few niggles (such as one very ineffectively placed shambler). Great architecture, good combat and flow, and tons of targets. The map is impressive in its lack of linearity yet ability to guide the player along his way. And I must say, an impressive ending which I would have anticipated to occur only in a map utilizing a modified progs.dat. And of course it has suggestions towards travelling into a place which American McGee would simply describe as "bad."
Joined at the rocket launcher
2006-07-21 09:47:08 - by scar3crow
Before I go into my normal mornings review of booth updates and crazy antics, I would like to post my own thoughts on Sajt's post and Jehar's article.

The communities have long been isolated, within and between the games. Quake, Quake2, and Q3A have been separate for a long time as simply... different games. But unity was found in the engine source releases. Mappers and modders just didnt interact much after PlanetQuake shifted its focus to Quake2, but in 2001 the first QExpo changed that some. Players and coders, at least in my experience, had not really dealt directly with one another in a long while until the launching of QuakeOne.com

Now as Sajt pointed out, we have had the unique pleasure of mappers and occasionally players dropping by the Inside3d forums, and I have gradually seen the presence of others more prominently from #qc on Func_Msgboard, as opposed to the scarce appearance. I think if anything, we have found that the separation was silly. Look at what happens when modders and coders get together - two examples come to mind immediately. Nehahra and Travail. Honestly, the existence of those two should inspire more.... We should never hesitate to aid one another creatively when we can. If your map needs something unique done in the qc or other game logic, find a coder, and coders, seriously consider helping them. Im not saying drop everything, but a little bit can go a long way, and in the same instance, we have a lot of good mods, with very few maps at all to properly experience them.

This QExpo and previous ones have shown just what these three communities can accomplish. Content is created that rivals commercial projects (and in terms of gameplay quality, often exceeds) already as it is - with our powers combined... No, Im not going to go there. The fact is, the Quake communities have a wealth of talent, a wealth of talent that isnt being cluttered by the crowds of people who follow the latest popular games. We have no heat seeking missile mods, or box maps with instant death traps to compete with in an effort to get our legitimate masterpieces noticed. Quake is at an advantage right now with the relatively smaller communities, as it has allowed the cream to rise to the public top and set a standard of quality, and has illustrated the dedication of all involved.

We all have rockets, we all have quads, and we shouldnt be afraid to play in teams and respawn on occasion. Quake is ripe, not for the picking, but for the growth and expansion.

It is time to show the gaming industry, that when you craft a game building a real fan base - it does not die as long as the fans remain fans. And fanatics we shall be, pumping out qc and bsp.
Rant is a good root word
2006-07-21 04:27:57 - by Sajt
Some of you may know Jehar. Some of you may not know Jehar. Alas, but such is life. See, Jehar (whose name is surely pronounced as a pirate would snarl 'yaharr!') has written a short essay entitled 'The Community Vs. Itself' on the rifts between and within the communities of our favourite games. Voiced is the same plea that has been heard time and time again over the years - a plea for cooperation within the communities, but this time it is rendered in a pretty font.

Now I don't know about you, but I've seen some positive change already lately - whether or not it is because of QExpo, only God knows. On any other occasion, most folks would have taken the appearance of mappers in the Inside3D forums, mappers and coders and speedrunners and players on one IRC channel (#qexpo), etc. as sure signs of the end of time. But I think we are making progress.

That there is separation between different games can't be blamed on anyone: people favour their preferred game for whatever reason - the gameplay, the weapons, the setting and atmosphere. But that there is separation within each game's community is indeed something that has frustrated community members for years, and seems inconvenient for everyone. Sure, everyone has their reasons (for example, coders wanting to change a game vs. mappers wanting to map for the original game), but a little cross-pollination wouldn't hurt.

And QExpo seems to be one of the only times we really get to see each other (hi). There doesn't seem to be much more a man can do with words. But the winds of change are blowing and on it I smell good gibs for years to come. The Quake communities have proven that they won't break just because the majority move on to newer games. I see no reason why anything would die now, and if this year's QExpo is any clue, we are coming back!
Truly these are the days of kings
2006-07-20 21:38:16 - by Sajt
Echon has been working his dainty little derriere off finishing up version 0.3.1 of his improved Quake II engine, EGL. And what a glorious result! The newest iteration of EGL adds features which are simply before their time, not the least of these being an amazing FIFTH frustum clip plane. Watch your framerate soar as the folks behind you are culled with bewildering efficiency!

Additional features include an anti-cheat system, shell casings, and many other optimizations, fixes and speedups. Check it out!
Apparently the goggles do work
2006-07-20 15:37:02 - by scar3crow
CocoT has released a series of screenshots of his InfraRed mod over at his booth to give you an idea of the gameplay... definitely different, but looks intriguingly fun. And also looks to make use of DarkPlaces capabilities...

Darkmaster booth has been updated with a Quake Expo Dark Master themed booth babe in 800x600, 1024x768, 1280x960, and 1600x1200 for your wallpaper needs!

XavioR/avirox has updated the MegaTF booth with a host of screenshots and a download of some realtime light files for DarkPlaces for those of you who prefer a more dynamic visual experience in TF!

JPL updates his booth with screenshots and a download showcasing his conversion of Doom3 textures into the Quake format for all your mapping desires. He explains:
The methodology is quite simple, using the 3D-sfx file to create a background relief, superposing one, or more other textures to obtain the wanted effect.. Adjusting brigthness contrast, saturation, etc.. Then resizing the picture (by 50%) in order to match a little bit more quake textures size, and finally convert all the stuff to Quake palette.... and create a wad file...

And last but not least in this update (hey I actually should have left work 3 minutes ago...) is Asaki's turtle farm! featuring downloads for all of his previous speedmaps, a nudge to go check out Travail, and of course, the release of his engine, glTurtle! I personally played this a few months back, it is old school in its style but it runs nicely and has a few neat features... just try following the curve of a fiend's spine with the SNG without harming him, very cool.
Preach it!
2006-07-20 11:36:40 - by scar3crow
Preach has posted the latest tutorial on modelling and skinning on his booth, continuing his tutorial on how to skin a weapon model. Everyone should give this a look just to get a sense for how these things are done for your favorite mods, either to do it yourself or just appreciate the work that goes into them even more.
Yes there is a Santa Claus
2006-07-20 10:38:26 - by scar3crow
I share with you, the 9th, 11th, and 27th mystery of the world.



I do not know who it is, where it is from, or what its purpose is. But I do know one thing. We must beware its wrath.
Like TeamFortress, only mega
2006-07-20 09:51:57 - by scar3crow
avirox aka XavioR (or any other combination he may employ) has updated his booth with a list of bug fixes and changes made to the MegaTF code base. He also provides links for a FAQ about MegaTF and vanilla, existing versions, and the source code he is working from.

As a huge MegaTF fan this booth is rather exciting to me, from 97 through 99 I played MegaTF religiously, with about a 6 month period of literally 8 to 10 hours a day, I really hope my TF XavioR here can show me the path back, as I do miss those spike traps, alarms, and airstrikes. Go give it a look! And get a sucking chest wound in the process...

My newest rendition of MegaTF is dubbed Clan Edition (CE), made specifically for clan matches within the current MegaTF community and the future one. MegaTF:CE addresses several issues which those who disliked MegaTF for XYZ reason will be quite happy about. I have added several anti-cheat built-ins, and have added wider compatability for playing megatf on all servers (mainly FTE servers and CPQWSV).
Heads or Tails?
2006-07-20 09:42:28 - by scar3crow
Tails looks geared to make heads roll, so Im gonna go with Tails.

Tails has updated his booth with a short summary and a handful of screenshots showing off the new weapons, monsters, and some altered locales.

It looks to be quite the conglomeration of media, featuring 6 episodes, each weighing in at at least 15 maps for the singleplayer, along with alternate firing modes for many weapons, and a host of new levels for deathmatch and capture the flag!







Wocka wocka wocka?
2006-07-20 09:31:13 - by scar3crow
Inside3d is a wacky place, though their booth is a bit more serious.

Just how serious? Serious enough to post several new tutorials for all of you looking to hop into coding some QuakeC.

We have:
- A three part tutorial by QuakeMatt on Gyro2, his physics library extension for QuakeC adding all kinds of fictional things like mass, friction, buoyancy, air resistance, and aerodynamics. Things that we dont have in the world obviously. Give it a try and give your mods a bit more impact!
- Orion brings us 2 tutorials, one on healing backpacks, a kind race indeed, and another on crafting a railgun, for the not so kind amongst us.
- And finally Tails brings the drama of tournaments being monitored scrutinizingly by a disembodied sentience with an astounding low voice via his UT-Style Announcer Voice tutorial. Because it is nice to have a worldspawn entity reward you for nailing that guy in midair!
Xperimental weapons
2006-07-20 09:19:17 - by scar3crow
Xperiment has updated their booth showcasing their latest in Kill Things technology, along with textures. The guns look quite good and seem apt to make the shot of that soldier a bit unhappy with his chest and its current condition.

Xperiment, Is a free standalone game based on the Qfusion engine. It targets to pit three teams against eachother in modern maps. The maps may vary from Desert towns to a Morgue. The three teams are the Evil Guards, Government Soldiers and The Forgotten.



Multi-Function indeed
2006-07-20 06:29:54 - by Sajt
Love the Quake logo? Wish the Quake conback was as cool as the one from QTest? Unhappy with the way the old 320x200 images are holding up? Need a new 1600x1200 wallpaper? Can't get that Scrag pus off your new white t-shirt? Tired of the taste of cured Ogre gib and Shambler jerky after weeks of roaming nightmare dimensions? The guys at work not taking your boomstick threats seriously?

The solution to these concerns and more is located at Randy's booth, where the service is free, but the love comes at a price.
Feral Flesh. Grr.
2006-07-20 06:12:03 - by Sajt
You may remember Feral Flesh. It was one of the highlights of QExpo 2005. The persistent online RPG taking place in a Quake-related universe. Well, if you've tried to track this game down anytime in the recent past, you may have noticed that its website had gone down.

Fear not! daemon has arrived with a download for the recent version 0.13a. You must have DarkPlaces to run this mod, as it uses DarkPlaces' advanced network protocol. Just download the client files and find the Feral Flesh 0.13a server in the DarkPlaces server browser.

That's not all. daemon has previews of the upcoming version 0.15 at his booth, the most visible addition being expansive smooth terrain. He also promises that the site will be up again soon.
More Travail ahead
2006-07-20 05:43:03 - by Sajt
While trouncing to and fro, you may have tracked the trail of Travail, a tremendously anticipated bit of treasure. This is far from a traditional map pack: in fact, it's a tricked-out trip bound to tickle your very trout.

Tragically, Travail is playing the truant this Quake Expo. The full version will be unleashed in October, but fortunately we do have a trickle to try: a preview map has been released at the Travail Booth, so trot on over and trowel this truncated truffle down your trousers, I say.

Travel back... Evil! Trial! Travesty! Will you be the one to save our chicks? Or will you fall trembling before the mighty trepan of Azoth? Quakeguy didn't go to trade school for nothing!

Shady Quake2
2006-07-19 15:44:20 - by scar3crow
Echon has updated the EGL Quake2 booth showcasing screenshots, features, and a FAQ.

My main goal is to modernize the engine as much as possible without breaking compatibility with existing community modifications. As a side goal I also try to make the engine developer friendly, for people looking to create new games and/or projects based off of a Quake2 engine. Things like Quake3 map support, shader support, scriptable GUIs (90% done), a Client-Game module, organized code-base, and eventually scripted effects make it easier for new developers.

Echon also tantalizes with the hint of an upcoming EGL release, specifically, tonight - which is very upcoming!

Give it a go, frag some strogg in style, and be sure to thank Echon for his (overly)generous hosting of this QExpo!



Bumper to bumper
2006-07-19 15:23:30 - by scar3crow
Planet Freeware (booth) is hosting a map making contest in the theme of creating a pinball table of sorts.

Planet Freeware is sponsoring a Quake map contest. The official thread for this contest is here. The contest is for a pinball table map in any Quake derived engine. Check out the thread to sign up for the contest and to chat with other people working on it. The rules are as follows.
Flesh of elder gods....
2006-07-19 11:18:08 - by scar3crow
Pulsar has put up three very nice screenshots in his booth of a map he is working on to correlate with a mod being developed by Tronyn, with a potential release at the end of QExpo.

I will leave you simply with the description written up on the booth:

This mod will take you to the world of ancient black magic with giant dusty libraries, bloody altars, walls covered with flesh, huge lava filled undergrounds... Who knows, maybe you will even get inside the pages of Necronomicon.

Definitely good stuff, I had heard tale and whisper of this project... I am glad to see it coming to fruition (or rotting, depending on your perspective...) Wrathful delights await us with this one indeed!


All guns are skin deep
2006-07-19 11:04:08 - by scar3crow
Preach, in a series of tutorials, is pontificating how to skin a gun for Quake using GMax over at his booth.

I'm eager to try these tutorials once I have the time (also known as any time past the 27th) and I hope others make good use of them as well.

Like Inside3d says, Knowledge is Power and thanks to Preach, Stan Bush's words may become true for even more of us: "You got the touch! You got the power!"



Master the Dark
2006-07-19 10:52:39 - by scar3crow
The DarkMaster booth has launched boasting pictures, buttons, summaries, and bulleted lists!

"Darkmaster features realistic gameplay with RPG elements, modern graphics with hi-res textures, bumpmapping and shadows, rigid body physics, script driven world and many other."

Always interesting to see new TCs coming out, I hope to see more from these guys, with perhaps some in game screenshots later on during the expo?
This mod is just Neurotic
2006-07-19 10:48:06 - by scar3crow
CocoT, the Belgian porveyor of capturing quads and the hearts of women, amongst many a member of Inside3d, MDQnet and AI Cafe, and originator of QExpo itself, has announced his latest mod which sounds immensely cool - InfraRed. Allow me to quote, as I am lazy:

"The idea behind Infra-Red is simple. The mod lets you play any single-player map (as long as it is supported) as a “thief” who has to cross the entire level while avoiding all kinds of infra-red signals and pick up various hidden artifacts. As the action takes place at night, all maps are significantly darker and more mysterious (expect some nifty music!) than their “original” counter-parts."

Any mod that lets you make use of existing levels for new gameplay is great in my mind, the booth offers a more elaborate explanation of the mod, along with teasers of other game modes within it, and after Ultimate Quad Capture, we know that this man knows game modes.

Sadly there are no screenshots currently, and no download to come during QExpo, but for good reason as he is preparing for his upcoming marriage! Now if only we could get Tony Snow to unleash his true feelings for the Spawn...

For sheer text alone this is the best booth thus far in my opinion, Infra-Red has me excited and I look forward to playing it!
Turtle Turtle
2006-07-19 10:32:35 - by scar3crow
Asaki has updated his Turtle booth with some goodies of olde to entertain us before he releases glTurtle itself (or gives us a peak at Travail):

The original version of axe attack! Hack at things to prove yourself to your boss in a realistic tail of the average janitor's life! May or may not feature enforcer heads shooting at you.

An old old mod of his that first saw the light of torches on the Inside3d forums as an attachment, it provides for various "DOOMier" gameplay attributes, such as monsters respawning on Nightmare. A bit old school in modding flavor, which sometimes is just the thing I'm in the mood for!
Binary Space Partitioning!
2006-07-19 10:26:04 - by scar3crow
The BSP Quake level editor has signed up for and published its booth for our viewing pleasure.
Featuring a quick start guide, download links and a brief explanation for how he came into modifying the original BSP for Yahn as we know it today.
In his own words:
"It's faster, crashes less, looks better and has more OpenGL support. It's designed to help you build maps as quickly and easily as possible."

Give it a gander, and brush up on your BSP (so many puns...).
Skull Collection Agency
2006-07-18 21:26:56 - by FrikaC
Kaz insisted we post the fact he now has a screenshot of the new skull collector model for the Hoarde game mode over on his HaVoc booth. Check it out.
Well than...
2006-07-18 13:00:09 - by scar3crow
than has updated his booth with his article under Day Two titled Five Reasons to Reinstall Quake which is basically a catalog of great maps that have come out for Quake that you definitely should play. This list should be particularly heeded as than is a fantastic mapper himself, and one of my personal favorites.












Darwin has entered the arena
2006-07-18 12:48:23 - by scar3crow
Evolution Q3 has setup its booth featuring screenshots, a short description, and downloads.

Entar has viewed internally MauveBib via an interview over at his booth. Check out the interview here!
Everlasting gobstroggos
2006-07-18 10:37:01 - by scar3crow
The PureKaos booth has launched, showing off via screenshots, a short description, and links to the project. It looks rather good and the aesthetic matches very well with the atmosphere of Quake2.

Features include:

-Water shader
-High res textures
-Global fog
-Stencil shadows


StroggDM has opened up their booth, complete with screenshots, descriptions and links.

Featuring Stroggs from all of the missionpacks and more, it provides a wide variety of playing options, particularly when you take into account that each Strogg now has a special and unique attack to keep its foes at bay, and screams of potential fun and unique deathmatching!
The skinny on Morphed
2006-07-18 10:15:58 - by scar3crow
Morphed has made public his booth which contains replacement skins for all of the Quake monsters for use in the DarkPlaces engine in real time lighting mode, utilizing the engine's normal and gloss map features.

You can find installation instructions, a download of the file, and of course a nice collage of screenshots showing off the skins. I myself use them on my Quake and they look pretty good even in lightmapped mode.
Make a run for breakfast
2006-07-18 10:07:35 - by scar3crow
Hrimfaxi has unleashed his booth with screenshots of his new map, Breakfast at Twilight, sporting Knave textures and looking quite good. And Headthump astounds with his booth, boasting a rather large screenshot guaranteed to make your jaw drop, and if you were already slackjawed, break it ala Matt Sefton.

QdQ and SDA have announced that their Shub's Old Pit contest will feature a very unique prize, a Quake rune metalcrafted by the hands of our very own Spirit of Quaddicted! If only I was one for hopping, I would love to get my hands on that rune of power, and do some Quaddicted damage.
Not too scientific
2006-07-18 09:56:46 - by scar3crow
The Xperiment booth has launched, showcasing their standalone game using the Qfusion engine, along with screenshots, summary of gameplay, and just today, a movie! Go check it out!
Do a little turn on Aerowalk
2006-07-18 09:50:13 - by scar3crow
Preach has updated his booth with two tutorials on modelling as well as a sneak peak at mapgen. He also makes mention of the new Travail booth, which Asaki has warned me, Travail is not the easiest mod you have played by any means.

Stay tuned to Preach's booth through QExpo for new tutorials, as well as the release of mapgen!
Martian Mayhem oh My!
2006-07-17 14:58:15 - by scar3crow
Sunday July 23rd, @ 7pm GMT there will be an Alien Arena tournament, QExpo edition which means prizes, specifically:
1st place - Razor Diamondback gaming mouse
2nd place - 512 meg DDR memory stick
3rd place - Lighted gaming mouse pad

So get to practicing your martian skills, and head on over to the Alien Arena booth!
Turtlemappers are go
2006-07-17 14:10:19 - by Sajt
Turtlemapping

What is Turtlemapping? A game of focus. The task is to create an original singleplayer or deathmatch map in the span of one week. This puts it between the rough sketching of speedmapping, and the relaxed process of regular mapping.

neg|ke, no stranger to the speedmapping and turtlemapping worlds, is hosting a special turtlemapping event in honour of Quake's tenth anniversary. For this reason, he gives mappers a full ten days to complete their maps as opposed to only a week. The theme is Classic Quake, meaning your map must use one of Quake's classic texture themes - base, medieval, metal, or wizard. The deadline is noon GMT July 27.

Visit the Turtlemapping booth to learn more and give it a shot!
A Taste of Nostalgia
2006-07-17 11:17:56 - by scar3crow
Sujoy has opened his booth that seeks to bring us all back to the early days of Quake, when people like Fragmaster, sCary, and Joost Schurr ran amok the scene in anticipation of QuakeWorld. And in his post, he delivers us some of Zalazo's classic poetry in a Christmas theme of those days of Quake, and also provides archived links for those of us looking back.

I must admit though, never been a fan of the pork ribless meal, the smell hung around for days...
Digg Dugg
2006-07-17 10:05:16 - by scar3crow
I noticed a link in one of the still private QExpo booths (admin access is nice) and thought it was worth sharing before his booth goes public, Digg QExpo.

Raise awareness! Quake is good! Thanks lilblackdemon!
Runes and G.W. Bush
2006-07-17 09:29:15 - by scar3crow
Over at FrikaC's report booth there is a press release from Tony Snow regarding their policy on Quake's eponymous Spawn, or tarbaby as it is known by some. Tony gets a bit personal on the issue, but it is worth a viewing, just to keep up with world events.

But what of runes? Though the White House had nothing to say of the subject, FrikaC did interview Singe, the creator of many of his own homework assignments and many mods such as Slide and Artifact/RuneQuake which you can catch a gander of here.
Terrain... it's what you live on
2006-07-17 06:28:38 - by Sajt
Do you like terrain? I know you do. You floss your teeth with heightmaps and scratch your back with voxels. At least, you did back in 1995, when those primitive technologies were hip and new. Now, you are experiencing mild pangs of interest as we have got not one, but two very hip terrain-related releases for you.

Entar and painQuin have created a nifty little tool that will fractally generate a heightmap and export it as brushes into either the Quake or Quake III .map format, whereupon you can tickle it further. Get it here, or die trying.

On the other side of the white picket fence is daemon's strange and mysterious terrain editor. It's an in-game tool that mercilessly forces you to edit terrain in stunning four-dimensional hyper-reality. Didn't think terrain could be created out of tiles of models? Well, it can. In the DarkPlaces engine at least. With real-time lights and all that new fandangled fizz-waggery, this terrain looks strangely beautiful.
You're in the network
2006-07-17 02:55:12 - by scar3crow

Over at the Quaddicted booth, Spirit has launched the Quake Anniversary Link Assemblage Project. It is an effort to rebuild a hub of links to all things Quake, renetworking the community a la Slipgate Central of old.

He provides instructions on how to inform him of sites you feel are relevant to be added, and a nice method of formatting them for consumption. A very noble effort, but one that is not surprising considering his previous efforts of cataloguing a horde of deathmatch and singleplayer maps along with texture wads.

Head on over now, and submit every tidbit of information you have! Brick by brick our towers grow taller and see further, that the Quake community shall spread and conquer through its undeniable resources!

This hall selects Quake Expo
2006-07-17 02:00:10 - by scar3crow

Quake Expo respawns a year early. Not willing to slumber through the anniversary of a decade of its progenitor, we are gathered here on July 17th to stand vigil over the final days before Quake reaches that monolithic age of one decade.

This expo breaks the established norm of biennial permutations to meet headfirst the unique occasion that is Quake's birthday, the retail release of July 22nd 1996. It is greeted with 11 days of the creativity and dedication of its fans; not only of Quake, but the descendants, Quake2 and Quake 3: Arena, who are now joined with Quake in that flexible and always evolving arena of open source games. The hype has fled, the advertisements and reviews have passed - the fans remain.

This is Quake Expo 2006, the trifecta of games on display, ten years since its domination over gaming and the mod scene, and heralding a continuation and expansion of that legacy for years and years to come.

The fans remain - and through this exposition they can show their dedication and uses of the Quakes in numerous ways. Explore the booths, not all are up, but it will expand as this event moves forward. Do stick around, we have many a thing to show you.

Opening
2006-07-16 18:57:39 - by Sajt
QExpo 2006 will open at 8 AM GMT on July 17.
Registration Open
2006-07-14 00:07:09 - by Sajt
QExpo is now public and anyone may create an account and begin to create a booth. Nobody will be able to see other people's booths until QExpo officially opens on July 17.

What's QExpo? Read the FAQ. In short, QExpo is a chance for modders, mappers, and others to promote their wares related to Quake, Quake II, or Quake III: Arena.

Have questions? Confused about editing your booth? Make sure you read the Booth editing readme. Still have questions? Fire off an email to scar3crow or Sajt, or visit us on the official #qexpo IRC channel.

QExpo officially opens for business on July 17. When it opens, people will be able to browse the booths, read features, events will be held, news posted, etc. Quite a lot of fun if you ask me.

The code behind the site is still being tweaked, fixed, and robustified. If you encounter an error while doing something, it may because I'm updating the PHP. Try again one more time. If it still doesn't work, get your butt in #qexpo and tell me!