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About ME ...
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STOREHouse ...
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CONCRETE things ...
last coming: 23 sep 1999 
CONCRETE Things ...

 
23 sep 1999
CONCRETE Things ...

Controls and configuration setup ...
For now my configuration besides key bindings includes changes in some QUAKE client-side graphics:
 - crosshair (edited conchars.lmp, original symbol "+" is drawn from center of screen by left-upper point of symbol bounding box, that's why crosshair center is displaced from real screen center at 5 pixels, and at even not really far distances you must shoot with aim correction)
 - current weapon highlighting (inv2_???*.lmp changed to inva2_???*.lmp, current weapon icons in status bar changed to flashed icons for better recognition of current weapon considering that I play without weapon model on screen)
// great thanks to Adquedit and Qped programs that made it possible

This changes stored in gfx.wad and must be substituted instead of original gfx.wad to take effect ...
This done by starting QUAKE with "-game mygame" parameter, where "mygame" is directory name that QUAKE will start loading from all necessary data before than from original ID1 packs, and sure all custom data must be located in "mygame" directory.

At QUAKE startup it begin to play demos, exec some configs etc ... I've modified quake.rc and now QUAKE starts with naked console and execing my config file :)

Here is some explanation of my config file madmax.cfg ...

All data (gfx.wad, madmax.cfg, quake.rc) I putting in "MADMAX" directory and starting QUAKE like this:
 - "winquake.exe -game madmax"
This configuration is located in STOREHouse and you can download it ...

I recommend everyone to have personal configuration file for yourself. Create it once (name it "myname.cfg"), put it to ID1 directory and use it every time you playing (type in console "exec myname.cfg") ...
Update it according to your necesaries of better fragging ...
Keyboard and mouse layout for me you can see here ...
 
05 jul 1999
CONCRETE Things ...

Maps ...
There is another deathmatch map from me ...
It's a brand-new look on 1-on-1 deathmatching ...
It's cool ... It name is "The F-frag" ...
Take it here ffrag.zip...
 
23 feb 1999
CONCRETE Things ...

Maps ...
There are custom levels for QUAKE made by ME ...
I prefer to make deathmatch maps because it's takes all of my fantasy to create maps where we will play. Before some construction will appear, I playing in it in my mind and dreams (yes ... when I sleep) building better halls, walls, and floors :). After main idea completed (some weeks of sleepless nights) I have to build map in editor and compile it to BSP-file ... This is worsest thing that can be for creative person: you have to bound your fantasies into real possibilites :( And finally, when level is ready you trying to promote it among playing people (this map was created for them) and test it with them. Then I can say: This map is RULEZ or it's bad and worse than it was planned ...
Well ... Some reviews of my maps ...
Here you can read about, see and download some of my maps for QUAKE:
 - "Place for DEATH"
 - "Deadly Castlebox"
 - "Base.4-2"
 - "Da Barrello"
 
09 nov 1998
CONCRETE Things ...

Double jump ...
Very powerful and useful action, that helps you to make incredible things with very high jumps ...
You can get to some places much more faster, and you can get to places where you cannot get at all in normal player thinking ...
Everything is very simple: put grenade under your foots and make rocket jump exactly when grenade explodes... And after that you'll fly high and even more higher ... But to make real double jump you need to feel the game ...

To believe this words and see it real, I recommend to watch this demos and screenshots I made for better understanding of this action ...

Try it, learn it, train yourself and use it everywhere as much as possible ...
 

Main QGen ...