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QEXPO - Schedule
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- Friday 20: Classic Mods Day
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- Introduction
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- QExpo's first day is dedicated to all these mods which, with time,
became examples to follow and eventually to beat for us modders and mappers.
It is almost natural that we should start this week of celebration of our
favourite shooter by giving proper credits to all the famous mods and
modders which gave
the Quake1 community the fame we all know. From Capture the Flag to Holy
Wars, Rocket Arena to Team Fortress, it is now accepted by all members of
the gaming community at large that the first Quake1 mods set the mood and
spirit of many of the mods that were to be built later on other platforms.
The huge number of mod conversions to newer games, such as Quake3, Unreal
Tournament or Half-Life is there to prove it. Think of Valve's Team Fortress
Classic, Unreal Tournament's Capture the Flag or Quake3's Rocket
Arena.
- But, while Day One is about looking back at our shooter's glorious past,
it is also a look at its future. As you will see throughout the week, QExpo
is mainly about the current and future state of the Quake1 community. So
today, the first day of a week-long event which will enable surfers to
discover the Quake1 mods of tomorrow, is also for us an opportunity to
tackle the issues of today's Quake1 modding scene through editorials and
articles.
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- QuakeWorld Events
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- Servers are going to play several multiplayer mods and mini-tourneys will
be organized around "classic mods"
- Be sure to have as many of these installed before joining (Capture the
Flag, Team Fortress, Rocket Arena, Storm the Castle and Holy Wars among
others)
- Check the site's main page for schedule information, server addresses and
mods.
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- Speed Events : Speed-Tutorial-Writing
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- We thought a speed-tutorial-writing session would be appropriate for the
first day of QExpo. Aren't tutorials often the starting points of a modding
"career", after all ? Rules are simple: after being given a
"theme" (example : "weapon coding"), participants are asked to write
a quick (and new) tutorial on this topic which should be helpful to newbies.
There will be three fields participants will be able to choose from : map
editing, mod coding and engine coding. The aim here is of course not to
write a very complex tutorial, but something at the same time simple and
useful which could be used by others.
- Check the main page for more information on this speed event and its
supervisor.
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- IRC meeting
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- QExpo's official chat room is #qexpo on innergamer.net. Don't forget to
drop by throughout the week for the freshest info, download triggers or simply to chat with other participants,
players and coordinators.
Saturday 21 : Recent Mods Day
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- Introduction
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- After Day One's look at mod ancestors, it's time to get our hands dirty
and celebrate all the mods released in the past year. To the youngest players
and Quake3 or Half-Life fanatics, Quake1's modding scene might look quiet. Day Two is one of QExpo's many opportunities to prove them wrong.
With recent advancements in engine coding, the originality and imaginative
force of the QuakeC modding core members and the craft of very talented
mappers, Quake1 has proven that it still has a lot to offer. Mods of all
sizes, from the gigantic Neharha to mods released during and after the
mini-mod frenzy, have been flooding the community for months and it seems
natural to dedicate a special day to give all the current members of the
Quake1 community credits and play their work on-line.
- Of course, this day also marks the beginning of a long series of
releases during the week. We hope you will enjoy the many maps, mods, mini-mods and engine
releases that will grace QExpo and that, if you are not a member of the
community, you will learn more about us and try out all the brand-new stuff
offered during the exhibition.
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- QuakeWorld Events
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- Unlike what happened for Day One, servers will play exclusively newer mods
and mini-mods.
- It's hard to say in advance which mods to install, so be sure to check the
main page for more information on which mods will be played, download
locations and schedules. It goes without saying that mods released during
Day One or Day Two might also be played, so checking booths and news items
for download links is
also a good idea.
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- Speed Events : Speed-Modding
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- Speed-modding might be a little less known than speed-mapping but it has
become increasingly popular among the QuakeC community and there is no doubt
it will soon hit other gaming communities as well. The idea is simple:
build a QuakeC mod in a given time (usually around 2 hours) and with a given
theme (available at the start of the session). Incredibly fun and addictive,
speed-modding is open to everyone, be it newbie coders or veterans. At the
end of the session, all the mods are zipped into a pack, which is made
available for download soon afterwards.
- Be sure to check the main page for more information on this speed event
and its supervisor.
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- IRC meeting
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- Join all the current QuakeC coders, ask them questions or arrange on-line
matches with them on Day Two's guest channel : #qc on irc.gamesnet.net.
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- Sunday 22 : Recent DM Maps Day
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- Introduction
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- The Quake1 mapping community has always been very active in keeping
ID's classic shooter alive. While some mappers left the community for the
eye-candies of games like Quake3, many others either stayed or decided to
share their time between Quake1 and other shooters. Today, the number of
high-quality Quake1 maps beats any other game hands down. With the help of
new texture sets, sometimes of engine novelties (such as the now famous lit
files), today's Quake1 mappers create fantastic worlds that have nothing to
be jealous of maps for the newer games. Because of its never-failing support
of Quake1, it was obvious we should dedicate days of QExpo to the mapping
community, Day Three and Day Five. Day Three is about deathmatch maps
(regular maps or mod maps), our beloved playgrounds for fast and furious
action, be it against bots or the next-door neighbour. Next to on-line
meetings, this day should see the release of some new maps as well as new map
reviews.
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- QuakeWorld Events
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- While it is very easy to find servers using the
regular ID deathmatch maps, it is sometimes difficult to find ones offering
people rotations of custom-made maps. It's a pity, really, when one knows the
overall quality of the latest. In order to fill this gap, Day Three's
servers will be using unofficial deathmatch maps only. A good
opportunity to show your fragging skills on different, unusual, brand-new maps
:-)
- It'd be a good idea to have most of the newer
deathmatch maps
installed in your map directory as well as maps which could have been
released during these three first days of QExpo. In all cases, be sure to
check the main page for information on tourneys, servers and schedules.
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- Speed Event : Speed-Mapping (DM)
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- Speed-mapping has been going on for longer than speed-modding and is
popular in other mapping communities, such as the Doom2 one. As the name
indicates, speed-mapping is about designing a map as quickly as possible. As
was the case for speed-modding, people are given a particular time and all
maps are bundled into a pack at the end of the session. Another really fun
event you don't want to miss, wether you have the skills of a lego-house
builder or that of a cathedral architect ... because, with that little time,
ingeniosity often wins over talent ;-)
- Be sure to check the main page for more information on this speed event
and its supervisor.
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- IRC meeting
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- Day Three's guest channel is #tf on gamesnet, the regular meeting place of
many famous mappers. Be sure to drop by to say "hi", ask questions
and tips.
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- Monday 23th : TC Day
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- Introduction
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- Total Conversions (or "TC's"), because they usually involve
an incredibly important amount of work, are usually the most impressive and
the most representative pieces of work of a given gaming community. While
there are a couple of Doom2 total conversions, it's not too much to say that
Quake1 is the game that gave TC's their world-wide appeal. For the first
time, a game was able to offer its fans tools to transform or change
radically all the fields that make the game what it is: maps, code, models,
skins, sounds, textures ... etc. A total conversion is a mod that offers
changes in all these fields and of these, Quake1 has had many. After the
Fall, Zerstoerer, PainKeep and many others have become examples for all the
other gaming communities and also showed the way to the ever-growing
tendency to build mods in teams rather than on one's own.
- Day Four of QExpo is meant as a celebration of all these Total
Conversions, be they old or new. It is also for us the opportunity to see
that, unlike what some people believe, there are still quite a few total
conversions being designed for Quake1 and that, as they will make use of
engine changes, they are bound to rock the gaming scene on the whole for a
little while still.
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- QuakeWorld Event
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- Today's on-line meetings will focus on the deathmatch part of famous total
conversions for Quake1. It's a good idea to have a couple of them already
installed, such as Zerstoerer, Painkeep and Fiend Hunter. Be sure to check
the main page prior to the event for information on servers, played mods and
time.
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- Speed Event : Speed-Skinning and Speed-Modelling
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- Among the aspects that make a TC what it is, we find of course new
characters, be they players or monsters. To build a new character, you need
of course to design a new model for it as well as a "skin", a
picture that will be textured on it and will give it its final look. Day
Four's speed sessions are about building models and designing skins in a
limited amount of time. These two sessions will take place at different time
and aren't connected (you won't have to skin your model), so you should be
able to take part in both.
- Basically, the skinning session will be about creating a skin in a limited
amount of time (two hours) following a particular theme and for a model
which will be given at the very start of the session. It won't be the
regular player model, since there already are hundreds of skins available
for it on the net.
- The speed-moddeling session will be about designing a model in a limited
amount of time (also two hours) according to a particular theme. Given the
difficulty of the exercice, you will not be asked to animate or skin it. It
would be great if you did, but it is not compulsory.
- Be sure to check the main page for more information on these speed events
and the supervisors.
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- IRC meetings
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- It's sad to say (and God knows how modders complain about this), but the
Quake1 modeling and skinning scenes are as close as dead. If, however, you
really want to meet skinners and modelers, today's guest channels will be
#skindom and #model_design on irc.enterthegame.com
- A good idea would of course be to stick around #qc on gamesnet, where you'll
find many coders who are knowledgable on total conversions.
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- Tuesday 24th : Recent SP Maps day
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- Introduction
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- After Sunday's deathmatch maps day, here comes QExpo's singleplayer
maps day. The Quake1 mapping world is so big, we felt the urge to cut it in
two. While some people believe that the only attractive feature left to
Quake1 is its deathmatch side, recent map and mod releases have shown that
it is not so. After a long deathmatch mapping frenzy, the Quake1 mapping scene has
seen a great revival in the (for some) more demanding art of singleplayer
map editing. We are not talking only of maps for great singleplayer mods
like Neharha or Operation Urth Majik, but also of single maps or
mini-episodes. Pushing Quake1's singleplayer experience to its limits and
making good use of tricks learnt all through the years, singleplayer map
makers have played a great role in making Quake1 still kick major ass.
Forget Half-Life or Unreal's monsters, forget Quake3 bots, take a rocket
launcher and go tell some Quake1 grunts "asta la vista". A tribute
to singleplayer mapping, Day Five of QExpo is thus mainly about celebrating
classic and recent singleplayer maps and map packs, about releasing and
reviewing new ones
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- QuakeWorld event
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- Because singleplayer maps are meant to be played by ... well ... a single
player, servers will offer, like it was the case Sunday, a rotation of
custom deathmatch maps. It's a good idea to keep as many of the newer maps
as possible ready in your map folder to avoid having to download them from the servers.
Once again, check the main page for information on servers, maps played and
schedule information.
- There *might* be a cooperative server available, but arrangements still
need to be made about it. Information about it will be posted on the main
page if it does take place.
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- Speed Event : Speed-Mapping (SP)
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- Another speed-mapping session for you all to enjoy and have fun with, but
this time, focussing on singleplayer maps.
- The rules will be the same as for Sunday, the goal being to build a
singleplayer map in a very limited amount of time. Whereas you had to think
about weapon placements and room inter-connectivity, your focus will thus be
here on general level progression and monster placement. A fun challenge for
all newbie and hard-nosed mappers!
- Be sure to check the main page for more information on this speed event
and its supervisor.
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- IRC meeting
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- Today's guest channel is #tf on gamesnet, the regular meeting place of
many famous mappers, most of whom involved in QMap.org
Wednesday 25 : Vanilla Quake & Booth Babes day.
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- Introduction
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- We are in the middle of QExpo ... it's time for a break and, like FrikaC
said, "a little respite from modified stuff days, a time for some fast and
furious FFA". When you keep thoughts of modifications away and try to
remember the early days of Quake1, you quickly realize that, while having
potential for expansion, the game's core is really fun by itself. Remember
these sleepless nights spent on trying to download with your 56k modem the
"Quake
Test" or, later, the shareware version, these hours of fun spent on fragging
that guy from the other side of the world on the "Abandonned
Base"? Day Six of QExpo is about celebrating un-sweetened Quake1, in
other words, Quake1 for the hardcore players and modders, Quake1 as it was
at its birth. It's also, as hinted at, a little pause in the week, an
opportunity to relax a bit and have fun simply being together ...
- As you have noticed, many of the QExpo booths offer "Booth
Babes", usually modified pictures of models with an added logo picture
on or around them. This feature, which first started as joke and was meant
to remind people of the not-so-virtual E3 babes became pretty popular and
this day of relaxation was chosen to celebrate them, because, next to
Quake1, the best thing in life is surely hanging around nice babes (or
blokes, if you're a girl) ;-)
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- QuakeWorld Event
Servers are free to offer whatever they want, so it's up to you to check the
main page and see what is offered. The only thing that is sure is that some will
offer the regular deathmatch maps for you to play on and that there will be some
tourneys going on. Again, the main page is the place to get info on this aspect
of QExpo.
- Speed Event : Speed-Babing and Speed-Speedrunning
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- Two very different speed events will grace this fifth day of QExpo.
- First of all, a speed-babing competition. Okay, some will probably argue
that this has nothing to do with Quake1, but, hey, it has something to do
with QExpo, so it can only be good. This time, we do not ask you to build a
map, mod, skin, model or tutorial but a babe/bloke! The concept is the
following: at the start of the speed-babing session, you are given the name
of a female and male model. According to ... erm ... your tastes, you choose
one of the two and have to design a proper "booth" picture in one
hour. With "booth" picture we mean a picture where the model looks
natural (read: he/she could really be posing as a booth model) and where the logo of your modding team, site or mod can be found
and looks "real". If you still do not know what we are talking
about, check CocoT's booth and you will see. During the session, you're free to use any picture of the given
model you will found on the net, as long as there is not nudity involved.
- The Speed-speedrunning competition, on the other hand, is about recording the best speed demo on a given map and this, during a given amount of time
(two hours). The name of the SP map you will have to play on will be given
at the beginning of the session and the demos will be packed at the end of
the session. Of course, the quickest one will be given particular attention.
A lot of fun and a good opportunity to show the world how good a player you
are ...
- Be sure to check the main page for more information on these two speed
events and the supervisors involved.
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- Thursday 26 : Engine Day
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- Introduction
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- The recent release of Quake1's source code has marked a very important
step in the history of Quake1 modding. The source was indeed the last tool
needed by mod developers to transform ID's game into a -fully- customizable
game engine. Beside the fact that it brought a lot of fresh
air and new faces into the community, it also managed to bring Quake1 to a
level where it has little to be jealous of the newer games. As stated in
some recent articles on Quake1 modding, anyone who still views Quake1 as an
old, pixellized game with no color or fancy effects should revise his/her
opinion really quickly. With the titanesque work of engine-coders such as
Tomaz, LordHavoc, Xoltan, MrG, Tonik, Heffo and many others, limits keep on
being pushed and that good old Quake1 engine is looking better every
day.
- A special day devoted to celebrating the new engines and their coders
was obviously needed, and Day Seven is that day. All members of the
community should be grateful to them. Modders have new features to play
around with, mappers have colorful additions to brighten up their maps with,
modelers can increase their polygon numbers significantly, texture designers can now play
with the same palettes as those used for the newest games ... etc, etc. As
mentionned before, Quake1 will still have a lot to offer in the next couple
of years, and engine-coding will play an increasingly important role in this
process. So today's the day to check the latest engine novelties,
screenshots and reviews.
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- QuakeWorld Events
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- Arrangements still have to be made, but it is probable that servers will
be using new engines.
- More information will be posted on the main page about these, schedules
and maps/mods played. Be sure to check it out.
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- IRC Meeting
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- Today's guest channel is #openquake on irc.gamesnet.net. This is the channel used
by engine coders to share ideas and tips and thus definitely the best place
to hang around in if you are a would-be engine developer or a modder in need
of engine-specific information.
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- Friday 27 : Bots Day
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- Introduction
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- In today's gaming world, it has become almost impossible to imagine a
game without some sort of bot included. After GT's decision to include bots
in their first episode of Unreal, bot frenzy took over the entire
player and modding communities. The release of bot-only games such as Unreal
Tournament or Quake3 is a good example of that phenomenon. Bots had been
around a long time before these, though, and particularly in the Quake1
community. There are dozens of Quake1 bots available, among which the best
known is probably our beloved plug-in bot, FrikBot, but we also ought to
mention the Frog Bot, Reaper, Omicron Bot, Zeus and the
newbie-modder-friendly Tutor Bot. Artificial intelligence being such a
wonderful and mysterious field of modding, we thought it was appropriate to
devote a day of QExpo's week to it. We all have played against bots at one
time or another and we all were sometimes surprized by their marvellous
inteligence, sometimes dissapointed by their non-human behaviour. While
there is probably still room for improvement, bots are still a fascinating
and demanding part of the modding activity. Today is the ideal opportunity
to raise our glasses to the code-gurus who have been able to make
computer-controlled opponents a reality, check their latest work and discuss
it.
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- QuakeWorld Events
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- Arrangements still need to be made, but today's servers are likely to run
custom maps with a couple of bots thrown in. Different servers might be
using different bots, so it's a good idea to download as many QuakeWorld
bots as possible and install them, just in case you need files included with
them. Again, we advise you to check the main page for the freshest
information on server addresses, maps and schedules.
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- Speed Event : Speed-Modding
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- After Day Two, here comes another speed-modding session for your
enjoyment. This session is not going to be very different from Saturday's,
the goal still being to build up a mod in a limited amount of time and using
a particular, pre-set theme. The only noticeable difference is that the
resulting mini-mod will -have- to contain a plug-in bot and be fully
playable against it. As was the case for the last session, all speedmodders
who meet the time dead-line will see their mini-mod zipped into a pack and
released soon after the session.
- Be sure to check the main page for more information on this speed event
and its supervisor.
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- IRC Meeting
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- If there are only two places to check out for bots, it's without doubt
ze0's Botepidemic and Randar's bot site.
- Day Eight's guest channel is #botepidemic on irc.gamesnet.net. Even though this
channel tends to be visited more by regular QuakeC coders than by bot coders
specifically, you should get a chance to meet ze0, who is very knowledgable
when it comes to bot on all platforms and FrikaC, author of the almighty
FrikBot.
Saturday 28: QExpo Mods Day
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- Introduction
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- Lots of material has been released during this frantic week and it is
time to prepare ourselves for Sunday's big QExpo overview. QExpo shows that
the community has still a lot of fresh blood in it and that it is not going
to stop kicking ass yet. Today is the day to release the last QExpo
mini-mods (those running for the competition) and QExpo maps (those using
one of the four pre-set themes), because all these will be bundled in large
zip packages to be made available by the end of the day. Day Nine is also an
opportunity to start building up an index of everything that was released in
the week, so that everybody is sure that he/she has not missed
anything.
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- QuakeWorld Event
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- It's time for the servers to showcase the mods released during QExpo!
- Wether the released mod is small or big, we will work hard on trying to
give it server time. Schedules, server addresses and played mods will of
course be decided in the very last minutes, so it's a good idea to check the
main page regularly for more info.
Sunday 29 : Week in review day
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- Introduction
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- Even the best things have to end at one time or another. With dozens of
booths and a lot of new releases, and given the fact this is the first time
such a gathering of modders, mappers, coders and player is organized in the
Quake1 community, QExpo was bound, from the start, to be a success. But how
big a success has it been? Today's focus will be on making a huge overview
of this very special week, be it through editorials and articles or reviews of
the released material. It is also the opportunity to sum up the results of
all the various pools visitors have been taking part in during the whole
week and thus have a glimpse of what Quakers think about Quake1 and all
Quake1-related issues.
- Will there be another QExpo? It all depends on you and on how you felt
about this first edition. One thing is sure: we, organizers of this year's
edition, want to thank all the people who participated in it and wish you
had as much fun taking part in it as we had setting it up ;-)
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- QuakeWorld
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- This tenth day is the ideal time for servers to use rotations of all the
various deathmatch maps released during QExpo. As was the case for
yesterday, schedules, maps and addresses are likely to be posted quite late,
so be sure to check the main page from time to time for furhter information
on that.
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- Speed Event : Speed-Speedrunning
- The last speed event of QExpo will involve the various maps released
during the week. The idea is the same as for Wednesday, except that it will
make use of one map chosen from those wich have been made available. There
is going to be one or two restrictions to avoid people from preparing
themselves beforehand, though. So showing off your speedrun skills might be
a little more difficult than expected ... Be sure to check the main page for
more information on this speed event and the supervisor
involved.
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- IRC Meeting
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- #qexpo on irc.innergamer.net has been throughout the week the official
room for everything QExpo-related and we hope you had fun hanging around in
it. Since this is the last day, we hope to see even more people than usual
there. Many of the QExpo participants will be there to answer questions, so
be sure to drop by for the last big QExpo IRC party :-)
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