Thread:Deathstalker666/@comment-2001:67C:2660:425:E:0:0:AE7-20190128012003/@comment-3547390-20190129013349

Same here! I think you succeeded in your goal. The hard part with SSDs is that you want to commit to something a bit more on the expensive side, especially since you want to be lazy and not have to update for a long time.

Nods, that is my problem as well, I am almost entirely SP based. I explore the maps and document it, but generally the most I get is your basic botmatch, which admittedly is a lot easier than a real player.

You know, I have seen so many Enforcer projectile weapons that it it definitely gets old. I am much more old school, limiting myself entirely to 1996 until I eventually progress (so much content I don't expect such a thing any time soon) outside of GLQuake. But yes, I have quite a few favorites as well, and even maintain a server mod myself that tries to combine all the good open-source ones I find. Admittedly, getting a coop game going tends to be hard, just lack of motivation from other people, laughs.

My main reason for minimal source port usage is mainly due to compatibility. Sure, Quakespasm might work great in 99% of cases, but since it isn't what existed in 1996, it wasn't what the original level was designed in mind for. I haven't really run across cases like that here, but have had that issue happen with other games, including ones that almost the entire community believes in using a modern patch for. Personally, my sweet spot is GLQuake, DOSQuake is limited by DOSBox and thus demanding maps by 1996 standards are still ridiculously demanding for me. I can't even get a 800x600 resolution to not lag. So my main mindset is often checking out things in DOSBox, then testing compatibility in GLQuake. There are cases where levels wouldn't even function in GLQuake, which makes me definitely wonder if engines based off of it would be as limited. Not that I imagine many playing Welcome to CROSFR01, which just happens to be one of my least favorite levels for Quake.

Nods, I have life in me. It is pretty much normal for me to work in waves as opposed to doing things nonstop, I may go a bit of time without doing anything (I have taken 2 year hiatuses in the past) only to come back and dedicate myself to some big project. Mostly a lot depends on mood and the situation around me, if I cannot concentrate on what I am doing I feel it isn't worth tackling, as I like to be thorough.

Oh I entirely understand that and have felt those feelings as well. I am horrible at short replies, I tend to like being thorough even in replying, so losing all the text is quite the de-motivation tool.

When I came to Quakewikia I had one major goal. I wished to document maps and mods in more detail than had been done previously. I feel like most Wikias focus so much on the original content, and not so much on the mods, which I find bothersome as it is all part of a greater whole. I made it my goal to think out a way of making pages for custom enemies, weapons, and other stuff you can encounter. Doom Wikia was a decent one and definitely was inspiration, but they are definitely hit and miss, a lot of the obscure 1996 levels I have seen they don't have covered. The main reason I don't bother documenting it all is because I just am not big into Doom, documenting it would be even more wearisome than playing it. The other Quake Wiki was good technically for engine mechanics and editors, but not so much for the content that existed, and the third "Wiki" was just a mess of mod downloads. With details like the Guillotine or Spikes, we really cover things nobody else has looked much into. I couldn't find another place on the internet that even noticed that DM5 and DM6 had different Nail boxes from the rest of the game.

I am honored to hear that, as you guys really succeeded in making THE Quake community, especially for Single Player content. If I wasn't documenting things out and wishing to be thorough, your site would definitely be the place to check out the list of files for. Add the stored files hidden away that are less organized and you just have an insane amount of content. The only reason I haven't thrown up a bunch of Quaddicted links is due to not validating them myself as I am focusing on exploring any shovelware and salvaged sites I can for myself. Best to use the easy resource and list after you have dug the hard way.

You definitely have come a long way. I have as well I believe. My first act as an administrator here was, well, in the words of one of the administrators of the time "Please undo everything you did< we cannot edit redirected pages.... ". You know, in hindsight, I am wondering why it was hard to edit a redirected page, I guess everyone was inexperienced back then. But the lesson is that I was quick to experiment and also quick to break things. What you see before you is the result of a lot of experimenting to get things right. Often I would look at other sites, just trying to think what they might lack or offer over here. Mods and custom levels are both, in the relative scheme of the Wikia, recent advances as it required a lot of thought just to how to handle them. You don't want to be 300+ levels into something when you realize it all needs to be swapped over.

No worries at all, I appreciate you talking here and praising our work. It means a lot to know we are recognized and noticed.

There are two Doom Wikis. Once you move over, the original ends up competing with your new site in a way, since both will have similar content. We debated moving over before deciding it best not to mess with hosting, plus most issues we have are minimal at best (thankfully, since there have been some very controversial changes that we had to fix up here. Too often they forget desktop users and try to minimize screen contents as opposed to utilizing the expanse of the screen). It has been a struggle, but we have got the site under control to not be too buggy. Regardless, we have grown to accept Wikia usually changes for the worse.

Early 3d always has that bias, since it doesn't "age" as well to some. I guess I am a weird anomaly as I don't really care about graphics, I am more about gameplay functionality. As for Doom vs Quake being brown... I present the entirety of Doom II. Seriously, look at some screenshots, then look at Quake. There are far more greens and blues mixed into Quake, while Doom II is pretty much brown or dark red. Plus all the criticism about "bullet sponge" enemies when the intent was harder AI, complaining about there not being hundreds to mow down when most were just cannon fodder in Doom. Half the complaints for Quake feel like people just saying "it isn't Doom". Well, for me it is the inverse I guess, I don't really like Doom. I recognize its importance on the industry, but feel its mechanics are outdated and frustratingly limited, plus even in the context of the game the design choices just weren't appealing to me. I could do a lot of rants about Doom.

You can see with early Quake levels, there is a MASSIVE favoritism for Deathmatch. While you get the occasional Single Player bit of content, almost all is Deathmatch maps, as that was the craze at the time. Quake had involved Episodes, but I think a lot more have been made in recent times, while Doom always usually had support for both (Note Doom was also well known for its Deathmatch in LAN settings, see DWANGO).

I am not really much one who cares about the future of gaming as much as wishing to preserve the past. I sort of lament for the way gaming is heading. Most games require an online connection in some way these days. The most modded games in the last decade include Skyrim, GTA V, and Minecraft. Skyrim requires a constant connection to Steam, GTA V requires an online connection, and Minecraft requires a validated account and tends to redownload files. None of these games allow me to do what I can in Quake, pick up a random old version and play it. Add that shovelware is dead and really we have an even more severe issue of most content being lost to time. And yet archiving feels pointless for these games, since you can't play it without an account anyway. Meanwhile, I can play everything I find for Quake, and every level added is something I can still use to this day. Unless the industry changes, I really just support old school gaming over anything released in the last 20 or so years. I haven't really moved on much, most of my time is spent on Quake 1 stuff from 1996.

That is of course the real hope. We need something to keep the community alive. It is sad how Quake has been so little maintained when it is one of the most significant and modded games of all time. Gamespy is down, most Quake fansites are down, Geocities is down, just a lot has changed from that era.

Well, I am glad to see you rebound quick! Thank you very much by the way, I definitely look forward to what else I can check out. There is definitely still quite the overwhelming list. And being thorough can be difficult, Armagon for example has been something people have tried, but just couldn't maintain the patience for. My mindset is always "when I get to something I can always clean it up". But as it stands, we are a source of information that focuses more on Entering Soldiers Alert than anything in Armagon, which might be a sign of insanity.