ROEM is basically RMQ episode 1 with developments from the Quake incarnation of Scout's Journey crossed in such as Q3BSP, higher res visuals, FTE heightmap terrain/dynamic lighting etc, and even more humungous maps especially outdoor areas with hacked portals / areaportals / manual hint portals etc to make them run faster. It is a shelved project that I may return to, it's not really RMQ and it's not really abandoned. It is definitely in no state to serve as the basis of a mod or mapping pack. It's not even Quake 1 mapping anymore. It's somewhere between Warsow and Call of Duty (1).
RMQ Qc is very weird I guess, you'll find some stuff optimized and some stuff moved around and some truly wonderful hacking. It is an amalgamation of QC 1.06, ExtrasR4, hipnotic, Drake, lots of other mods, and a lot of experimentation. Some entities require the RMQ engine or even FTE, possibly. One of the best things in there IMHO is real rotating entities (no more stair-step collision etc). Another beautiful thing is daisy-chainable cutscene cameras. The code for breaking windows etc is also pretty cool. There is also summoning etc.
After the Winter '11 demo, to the best of my memory, I worked with Spike on stuff like csqc and the hub system, and I think ijed was working on Ep3 maps with the dweller creature and the flayn zombie, IIRC I also worked with peg on playtesting the SP maps, and with gnounc on models and general QC projects, but in the spring of 2012 activity on the board seemed to die down. I know I spoke with ijed about somehow salvaging the project with a smaller crew. We seemed to agree that cutting it down to 10 or 12 maps was the only way to finish it, but it didn't work out. It was a radical change of course and there were too many different ideas and not enough time. A few days later I left the project.
I had a lot of pent-up ideas that didn't fit RMQ, for example it had long been my opinion that we should simply switch to the readily available Q3 BSP format instead of hacking up the Q1 map compiler. We did switch to IQM model format and adopted csqc, but only half-heartedly. I hacked up some of my maps to run on the Warsow engine a couple days later, then switched to FTE. That worked pretty well except the bigger the project got, the more the cracks started showing. But that's a different story.
Some of the other guys joined Schism, which I can only guess had equally massive changes applied, and I believe a lot of that ended up in Telefragged, which was well received.
The QC source is here:
http://scoutsjourney.eu/wp-content/uploads/2019/07/rmq_src_gblatest.7z