Thread:Deathstalker666/@comment-168.196.40.34-20181224044511/@comment-3547390-20181224134756

Precisely my mentality, while the layman would be uninterested, the FPS collector or historian is bound to find the detailed content helpful.

Oh, I can only imagine before Quaddicted showed up on the scene. With most relying on Usenet forums, alt.games.Quake, and a bunch of Geocities websites... yeah, the links from this era were certainly not pretty. It is nice to have Quaddicted as one of the "go-to" sites.

I have assumed such for a while, which is too bad. Even when the Quake scene is around, I am pretty sure most focus on the competitive aspect, which means overusing DM6 out of familiarity as opposed to say one of the levels from Q2.

Precisely. Terrible in itself can be an interesting quality, plus there are always interesting gimmicks worth checking out. Test levels, multiplayer, if it is possible to play I am pretty motivated to play it and document it. My main laziness comes to content outside of the game itself, such as level editing software and other such programs, especially since most cover the same purpose and are pretty archaic by today's standards. But yes, if it exists in the game, I love to get very detailed.

Indeed, it could very well be a trick, which is why some sort of evidence would be useful. Until such comes forth, I have to remain skeptical sadly, and just try experimenting as I get ideas. As for source ports, I am very traditional, I tend to use either DOSQuake or GLQuake. While modern source ports are definitely more prevalent, I feel the original game is what these files were made for, and thus if there are any issues it will not be due to incompatibilities. Darkplaces in particular often has weird quirks that just makes me distrustful when it comes to such documenting; official source ports are mainly what are expected to be used for the walkthroughs for such a reason.

Quite true indeed. When I started documenting these, I often said that it is likely stuff like Armagon would be highly covered by the internet, while various obscure files on the internet just get little to no documentation. So I found it quite nice, a sort of niche here that offers information the internet has lacked up to this point, mainly due to the lack of patience or determination to cover all this stuff. And yes, the details can be quite useful, the most recent level I tackled had two walls you could walk through, yet gave zero clues, so you pretty much have to blunder across them to find them normally.

I try to keep my data archived as best as I can. I have a collection of folders stored in a few locations separated by various categories to provide easy access.

Thank you very much, and I wish you good luck in your community as well, we both work towards a common goal of building Quake up for past and future.

Yes, modifications is another feature I have looked quite a bit into, so that we have over a hundred documented. Still have plenty more to cover there as well, just primarily focusing on a large collection of shovelware levels at the moment.

Absolutely wonderful to pull out that resource. Will definitely be checking into them to dig through the levels, as well as Quaddicted in general, as it really is the idGames respiratory for Quake if any exists.

I definitely will need to be linking out files. As I clean up the rest of the shovelware files and start digging online, I shall most likely start adding links and cleaning up timestamps as needed. In any event, your site is as much a resource as ours, and I wish you all the best in maintaining Quake's legacy for years to come.