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Q1SP: SM201: Quake The Way Id Did 2: Id-lectric Boogaloo
3 id textured maps by 3 authors, each map made in less than 12 hours.

Greenwood • Indigo Hell!
Nolcoz • Sultans of Swing
Pinchy • Boing



Texture wad included!
Q1SP: The Ensnared Horizon By Scar3crow
This started as an entry to ionous' Origins Jam, but I wanted to spend more time with it, and so I did.

94/104/111 monsters, 7 secrets. Meandering layout, only a few areas you have to actually go to in order to exit. The story in the readme attempts to excuse the theme.

Download -
Screenshot 1
Screenshot 2
Screenshot 3
Screenshot 4

Hope it isn't too horrible. I promise my next map will have something resembling planning. Slightly exceeds id1 standards, but runs fine in QuakeSpasm. Special shoutout to khreathor for two HOURS of demos.
Q1SP: Sewer Jam Released!
11 mappers answered the challenge to make some good sewer levels for Quake, and each mapper added their own devious twist!

The mod is also custom, with a theme-fitting axe replacement by Khreathor. And we have 3 custom music tracks!

Teaser Trailer


Cheers :)
Q1 SP Pack: HUH: A /vr/ Mapping Project
After the release of Quofee a challenge was proposed in the depths of /vr/: Why don't we try making our own mapset?
So anons rose to the occasion, these are 11 maps made by mostly first time mappers for your pain and pleasure, please be gentle.

Map authors: DiamondBlack (2)- Readhead ITA (1)- ASO3000 (2)- Sobersamson (1)- Streaky (1)- Anon (Ranger)- David (1)- Sockstah (1)- DocDuodenum
Start map courtesy of ZungryWare.
Oranizer: My cousin Futz Handango.
Just 2 More For ..::LvL
Just 2 more in this update at ..::LvL. Both maps are from dONKEY and are well worth downloading.

* A Phuking Phoenix by dONKEY
* Cock Blocked by dONKEY

Videos and panoramas for both are available.

In other news, the code changes are finally "done". All that is left now are some cleaning up, tweaks and enhancements that have been requested.
RTCW: The Elude Project.
A new adventure single player for Return to Castle Wolfenstein by Loffy.
Info and Download:
Quake Speedmapping Pack 200: Chainmap Chaos
Four levels of chainmapping chaos, utilizing four community elected themes (Honey, Zendar, Egyptian and Knave):

“Heptagon” by Artistical, Fairweather, Ionous, JCR, Mortalmaxx, Mugwump and Pinchy Skree

“Osgiliath” by Artistical, Fairweather, Ionous, JCR, Mortalmaxx, Mugwump, Pinchy Skree and Zungryware

“Menouthis” by Artistical, Fairweather, Ionous, Mortalmaxx, Mugwump, Onetruepurple, Pinchy Skree, Vurkka, Ukko and Zungryware

“Star-Eater” by Artistical, Mortalmaxx, Mugwump and Pinchy Skree



Slip & Frag For MacOS - 1.0.1
Get it here:

Go to Preferences to configure, then press the big Play button. Remember, this is an unsigned app, so be sure to open it using the normal procedure for unsigned apps in MacOS.

Playable using keyboard and mouse - joystick/game controller will be supported in a future release.

After doing a bit of research about memory management in the original Quake engine, I found a bug in the way strings were handled in the previous version of this engine - finding strings in the memory space of a 32-bit application in a 64-bit operating system that randomizes pointer addresses proved to be a tricky thing to fix, but I believe I've finally managed to solve it.

By fixing this, I also managed to implement a feature I've always wanted for the engine: Slip & Frag for MacOS is now a sandboxed application, which will be able to access only one single folder in your computer (the -basedir folder, configurable through Preferences), plus also being able to become both a network client and server app while at the same time being protected by the operating system (and, of course, the operating system becomes also protected from the application).

Also, following the recommendation of an early tester, the command-line arguments that can be sent to the app are now *additional* command-line arguments, instead of replacing entirely the configuration set in Preferences.

As a consequence of the changes above, it is now mandatory to specify the -basedir parameter through the "Choose..." button in Preferences; if it's not done this way, the app will not be able to open the game files at all, because of the sandboxing restrictions in the application. Also, the application will no longer be able to receive command-line arguments from Terminal - any arguments will need to be specified in the "Additional command-line arguments" option in Preferences.

Lastly, by studying a bit the internal framebuffer management in the software version of the engine, I found a way to separate text messages from the 3D rendering, and to render them at different resolutions. From now on, Slip & Frag for MacOS will render the console, main menu, and any white text messages as if they were in a 320x200 screen - that is, they will look big, while at the same time not too pixelated, so the user does not need to squint to read the informative messages that appear in the screen while playing the game.

Source code is available at .
Issue tracking is available at .

Feel free to use them for feedback related to the application.
Website copyright © 2002-2019 John Fitzgibbons. All posts are copyright their respective authors.