User:Deathstalker666

About Me
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.

As time has gone on, I have expanded the Wikia with various custom content. We now have quite the little respiratory for Quake 1 maps and mods, I am frequently attempting to expand and excavate even more of the recesses of these shovelware collections / links I can find. I do things in a relatively chronological order, meaning I am focusing entirely on 1996 stuff as opposed to later content. This means I am currently not caring about Armagon or whatever else exists that someone might want to read, my priority is for the obscure shovelware nobody else cares about.

I enjoy recording videos, check out more under my Channel, but be aware that my mindset is a bit different from your traditional Let's Player. I believe in giving commentary, primarily as just a video with no commentary serves little purpose, and I like to offer my insight and opinions when I can. The design I go for is more of an unpolished style, high video quality to focus entirely on capturing the game, but without flashy editing and post-processing. I believe entirely in capturing the full uncut experience, I want the user to see how rough the game can be and how I eventually get out of the situation I am in. I find just having the answers immediately every time would be boring, this provides a sort of spontaneity and unpredictability that just prioritizes the game over myself (while including black screen commentary for my own introductions). Note that my channel can be seen as a companion to what I do here, I generally give commentary before delving into it deeper and fully documenting it here, meaning there may be parts I missed in my original video that I discovered later when ripping it apart. This dual method provides a deeper level of detail as I get more familiar with the content, while capturing my raw opinions and feelings. Of course, recording videos can be more limiting than editing the Wikia, at least until I find a way to finance a bit of land for an underground bomb shelter. This means I may have ups and downs in regards to recording ability, slowing up for a month only to have a bunch of content in a row, on top of just normal mood swings.

I also host the QuakeWikia server for LAN parties. Check out my Blog Post for information on the various mods I included.

Quake
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.

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 * 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.
 * QTest - Random stuff for Qtest, the test version which came out a few months before Quake. Due to developmental differences, there is no real compatibility between this and the final version of the game, meaning devoting a bunch of time to level pages and whatnot would be pointless. So instead this serves as a way to check them out without wasting too much time.
 * 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.
 * Threewave Capture - The first custom Episode I touched that wasn't part of the commercial add-ons. Just a cluster of CTF levels.
 * Electric Sheep - A three level Episode that is the first series of Single Player levels chained together outside of commercial add-ons.

The Compendium
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.

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.
 * Currently we have a lot of shovelware maps which don't have the clearest of timestamps. All maps without a timestamp that I have covered were made before 10/25/1996, unless it was part of Aftershock (which was November of 1996). This means that while I have a clear idea that these files belong in 1996, getting the exact month may take more work.