News

2nd Q2Reloaded Contest
» Posted by Spawn Girl

Deadline is set to September 4, 2011. Giving enough time for everyone. The total beginner can read up on tutorials and face a couple of errors and still make it in time. The more experienced mapper can take on a more daunting task or maybe make 2 maps, one for each theme. Have fun everyone!

Theme 1: "The Refuge"
  • A global catastrophe has occurred. A virus out of control? A natural catastrophe? A cosmic accident? A alien invasion? A nuclear winter caused by an asteroid? A scientific error as in Half-Life or The Mist?
Whatever happened. Has already occurred.
Then you have to design a shelter in which people could survive.
A Subway? An abandoned city underground, even below the subway? A nuclear refuge? A cave complex? A secret lab as Resident Evil's Umbrella underground labs? A spacecraft or satellite orbiting the earth?


[image] [image] [image] [image] [image]

Theme 2: "The Tree City"

Links:
Vertical Eco City Works Like a Tree
Bio mimicry in architecture

The idea is a modern future city inside a huge tree, or artificial tree. Or huge alien Tree (Avatar).

But the idea includes a modern city!

Should be COOL. It would be interesting to mix biological textures like wood and green parts with corridors from Star Treek or Star Wars. And with views (to the env) to landscapes by irregular windows as cracks in a tree. A city inside a tree with trains, elevators, shops and streets.


[image] [image]

Use your imagination!

Read more: http://q2reloaded.proboards.com/index.cgi?board=2contest&action=display&thread=70


QExpo 2011 Speedmapping Pack released
» Posted by negke

The Q1 Speedmapping event has ended and here are the results: five single player maps by digs, Drew, Text_Fish, Trinca, and ZealousQuakeFan.



You can download the pack here, and leave some feedback here.

MP1 texture pack release from QRP!
» Posted by Moon[Drunk]

Today Quake Revitalization/Retexturing Project release its first add-on pack for Quake mission pack 1:  Scourge of Armagon (SoA)!

Read more and download textures here!

new Q1SP Mod: ne_dynamic!
» Posted by necros

ne_dynamic is a mod similar in approach to Left 4 Dead.
This mod spawns in monsters dynamically based on many factors during play and will keep you on your toes, even though you may know the map very well.

More info at my booth and a download link

Terrain Speedmapping Event Results
» Posted by Entar

The results of the Terrain Speedmapping Event are in! As it turned out, only one man had the fortitude to take on the challenge. necros has built upon the terrain a homage to Myst in the form of an exploration level for Quake 1.
 
Myst Inverted - An exploration level for Quake 1, by necros
Myst Inverted by necros

Congratulations, necros, on creating an excellent and appealing level in a limited amount of time. Enjoy the rest of the expo!

Speedmodding Session Releases
» Posted by CocoT

As you know, in the last two days, QExpo visitors and booth owners were invited to participate in a Multi-Quakes Speedmodding Event. You can now download the mods that made it on time by clicking here! At a time when many people are very busy trying to give the final touches to their own mods and maps, the number of entries is unfortunately a little low, but I nevertheless want to give a big shout-out to all the people who got excited about this (and in particular WickedShell, the other entry beside my own) and the people who came up with ideas but didn't have time to execute them. Save them for a later release, guys! Here is a short description of both speedmods:

CODQUAKE BY WICKEDSHELL (Q3, Theme 1)
A mod whose goal is to "mimic and ridicule typical call of duty mannerisms." It's WickedShell's first attempt at coding and will run under Ioquake3. WickedShell says about it, "I achieved my number one goal, I stopped thinking about doing a Q3 mod and I did something. I know more about the set up of it, and am ready to go and do another one." We might have a great coder in the making! :)

SWAMPTHING BY COCOT (Q1, Theme 2)
A mod whose goal is to "die as quickly as possible! As you will see it, it not as easy as it seems.
The map will stop when you die, giving you your time, which you can then try to beat!" The mod is also available in multiplayer mode. For a video of it in action, click here.

Enjoy!

Quake - FFA Day 06/25/2011
» Posted by Monster

Come join us at newdm.quakeone.com this Saturday (celebrating the last day of qexpo!) for some old-school Quake free for all deathmatch fun.  The weapons are modified for balance purposes with other small gameplay tweaks.  The server is a NetQuake server running on Darkplaces, using the QUAKE protocol to allow all clients to connect.  Nothing except the custom maps are required to play, which can be downloaded here (extract them to your Quake\id1\maps folder).  If you're using the Darkplaces engine, the maps will download automatically and the whole map pack is not required.

The server is up 24/7, hosted centrally in Chicago, IL.  The games will most likely take place during the later evening (4pm-12am EST), but hop in at anytime =]. 

Happy Qexpo!



http://spidflisk.com/monster/dp000013.jpghttp://spidflisk.com/monster/dp000023.jpg


Our blood of ages flow so sweet, come drink from us
» Posted by omnicide

Blood Omnicide booth get filled with actual info. Unfortunately we can't bring a fresh release yet, because it in the very middle of development, but theres new video exclusively made for Quake Expo, and you can check latest work-in-progress videos and take enemies blood in demo version. For the blood is the life.

Special Bulletin from Asaki's Booth
» Posted by Asaki

We interrupt your regularly scheduled programming to bring you this special news bulletin:

Asaki is reporting live from the scene. Never-before-seen art has been unearthed from the depths of Quake and is currently on display at his booth. In other news, Quake has been invaded by Adolf Hitler's Nazi holocaust and special agent B.J. Blazkowicz has been dispatched to Castle Wolfenstein to investigate.

We now return you to your program.


"May the worst one win!"...
» Posted by CocoT

... is one of the themes of QExpo's first "multiquakes" speedmodding event! Whether you are just QuakeC-curious, a newbie coder or an code aficionados, speedmodding is the way to have fun with QuakeC without the stress of working on your mod for days on end! It's also a great way to learn coding by interacting with our friends at #qc (irc.anynet.org). This year, the event allows you to finish your mod in 1, 24 or 36 hours, depending on your time and needs. The official ending time is Thursday, June 22nd, 11 pm CST / Friday, June 23rd,6am CET.

The themes are the following:
THEME 1 - "Hey! That's not Quake! - Grumble Grumble"
THEME 2 - "May the best one lose / May the worse one win"
THEME 3 - "Freestyle"

For more information on these themes and the rules of this event, check this booth! And if the Tastyspleen crew is true to its words, you might even win a T-shirt!


New Q1SP: ne_ruins
» Posted by necros

Here's my map for QExpo!  This is a 2-map mod set in a frozen world and underground ruins. 
More info and download available here:  func_ release thread

New Transloquake Map
» Posted by CocoT

Today sees the release of a new Egyptian-inspired map for Transloquake over at my booth. If you're unfamiliar with this Quake1 mod, make sure to download its latest version here and to give it a try! Oh, and if your name is Shambler, make sure you put some ointment on your soon-to-be-bleeding eyes before checking the picture below, or simply don't check it at all. I hope you guys enjoy it!



2 Days of Terrain Speedmapping left!
» Posted by Entar

There are only 2 days left to submit your levels for the Terrain Speedmapping Contest by the deadline, end of June 24. The contest revolves around you making levels for whatever Quake game you want, based on a terrain that is provided for you, which you can edit to your heart's content. Hurry up, head on over and check it out!

Asaki's Booth Now Broadcasting!
» Posted by Asaki

This just-in: Asaki's Booth has uplinked its satellite antenna and is now broadcasting news feeds directly into your Internet wavelength.

Various sources site reports of four different Quake mods to choose from. Ancient explorers are trapped in dangerous darkness, monsters are controlled remotely by conspiring adversaries, Bloq construction is at an all-time high, and raging wildfires are sweeping the entire Quakedom.

We'll keep you updated when we receive more information. Stay tuned to this station for further notices.


One Must Fall Tournament booth now up and running!
» Posted by xavior

I would like to say that it's a bit out of the ordinary for a mod on QExpo, but.. nothing is out of the ordinary this year! :) Anyhow, check out my new FTE-based fighting game reinvention of the late great PC fighter One Must Fall 2097 here.

And if you feel like you can lend a hand with anything sound/graphical related, feel free to drop me a line!

Q1SP: Deathmatch Classics Vol.3 released
» Posted by negke

DMC3Deathmatch Classics Vol.3 - A set of eight deathmatch levels by various authors converted into an action-packed Quake single player episode!
For more information, screenshots, and the download link head over to negke's booth of lame-o recycling.

Release of Incas vs Pharaohs
» Posted by CocoT

Today sees the official release of my mod Incas vs PharaohsIn this mod, you battle against your enemy by gradually destroying the platforms on his/her side of the level while using of a few "artefacts," power-ups that spice up the game. (click here for a Youtube video of the mod's first map). Comments are welcomed at this I3D threadEnjoy!

 

This release also means the official launch of the Incas vs Pharaohs mapping competion. More info on this event and its prizes is available at this event booth.


Play big Quake maps in an 8-bit software engine
» Posted by ent_qbism

Brand new update of the qbism Super8 engine, now loads tga skymaps.  This is a heavily-modded software renderer Quake engine for Windows and Flash.  Get the "Big Map Special" download at my booth http://expo2011.quakewiki.net/view.php?id=69.  It includes the engine and ready-made shortcuts for Warpspasm, Marcher Fortress, and others.

QExpo 2011 Tastyspleen.tv Coverage
» Posted by peewee_RotA

Join in tonight at 11:oopm Eastern(UTC-4) for the first broadcast of the nightly Quake Expo 2011 Coverage brought to you by Tastyspleen.tv

*Update* - We've switched from Radio to Video stream. Instructions are updated in the event post. *Update*

Midgets released
» Posted by Dick

I've released Midgets over at Dirty Dick's Depraved Den of Dwarves. It's a mod that involves fighting cooperatively alongside midgets with a strange phallic all-in-one weapon. Enjoy!

Release: Unfinished mod "ne_rpg"
» Posted by necros

Over at my booth, I've released a little unfinished mod to start things off.
It's a first-person diablo type rpgish thing.  If you've played WoW, it's a bit like a Mage or Warlock. :P

Better stuff will follow...

Quake Expo 2011 goes live!
» Posted by Chip

And it's live! I removed the countdown as there might be timezone differences. 6 hours (GMT) before the opening, there are 90 members and only 45 booths. Hopefully this will change in the next days (if not hours).

Progress!
» Posted by Chip

During the past weeks, the QExpo got promoted on various gaming forums, Quake (1, 2 and 3) communities and modding sites.

PlanetQuake announced the event 2 weeks ago, and we were featured on international forums, such as Quake Gate (RU).

Speedmodding, tournaments, mapping and fiction writing events are waiting for modders, developers, players, mappers and writers. There are some great mods and maps to be presented this year by some great people. Stick around.

In other news, QuakeDev is going down. Hopefully, the site and all its content will be saved, archived and the domain renewed. I'd like to be a part of this. Quake legacy continues.

The Beginning
» Posted by Chip

The Quake Expo 2011 is official, but closed to the public until June 19th.

The word has been spread, everyone is attending and booths get opened every day (and night)! I took the advice and feedback I've gotten the last few weeks and I improved some aspects of the QExpo. Faster loading, more screen space to showcase booths and a fresh, new improved WYSIWYG editor.

As the launch date approaches, more and more efforts will be put into getting the QExpo top-n0tch and in perfect shape.