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Some modified textures from the HL2 development texture set.
devhltex.wad Halflife texture wad for Hammer
devqtex.wad Quake format texture set for Worldcrafrt ect.
Mechtech
==============================================================
Version 2 is a repackage of the orginal with remipped versions
of the texures so they display correctly in the TrenchBroom
editor.
dumptruck_ds
==============================================================

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Quake (1996)
===========================================================================
Title : id1 Wads per map v3
Filename : multiple files
Release date : 2019/14/12
Author : dumptruck_ds & c0burn
Email Address : lango.lan.party@gmail.com
Other Files By Author : End of Solace, Remains in a Manger, OneTimPurple,
Knight Gaunts, Carmack's Karnak, Bay Sick
Misc. Author Info : Quake Mapping Tutorials on YouTube
https://www.youtube.com/playlist?list=PLgDKRPte5Y0AZ_K_PZbWbgBAEt5xf74aE
Description :
These are individual wads for each of the maps in the original Quake.
I created these for two reasons. First, as an easy way to load a particular
wad while reviewing the original map sources. Secondly, for new mappers, as
a way to limit the amount of textures one can use in a map. This helps prevent
using textures of a different theme in a given map which can look unpolished
and sloppy.
I've included an additional wad file called "clip_trigger" to augment the wads
that are missing those textures.
Thanks to c0burn for fixing and repackaging this collection in v2. Version 3
is a more streamlined version that includes this readme and excludes some other
wads that are not needed.
===========================================================================
* Construction *
Editor(s) used : Wally, Quake-Tools (by Joshua Skelton)
Find Quake-Tools source here:
https://github.com/joshuaskelly/game-tools/tree/master/quake or the binaries
here: https://joshua.itch.io/quake-tools
===========================================================================
SPECIAL THANKS TO:
id Software
the func_msgboard community
Joshua Skelton
===========================================================================
* Copyright / Permissions *
Authors (MAY/may NOT) use the contents of this file as a base for
modification or reuse. Permissions have been obtained from original
authors for any of their resources modified or included in this file.
You MAY distribute this file, provided you include this text file, with
no modifications. You may distribute this file in any electronic
format (BBS, Diskette, CD, etc) as long as you include this file
intact. I have received permission from the original authors of any
modified or included content in this file to allow further distribution.

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============================================================
Name: Prototype WAD
Date: 18th August 2017 (last updated: 3rd June 2019)
File: prototype.zip
Author: Aleksander "Khreathor" Marhall
Email: khreathor@khreathor.xyz
Twitter: https://twitter.com/khreathor
URL: http://khreathor.xyz/site/prototype/
Version: 1.2
============================================================
Version 1.2 changes (3rd June 2019):
-----------------
- Uniform colors added (including fullbrights)
- Gold/Silver key texture added
Version 1.1 changes (17th April 2019):
-----------------
- 16x16 and 32x32 texture variants added
- lava texture added
- *lavaskip,*slimeskip added
- *hintskip added
============================================================
COPYRIGHT NOTICES
-----------------
Feel free to use it with any Quake release.
I'm fine if you use it with other games, but give me a credit.
If you want to make HD texture versions based on this WAD,
You have to pay me $10000 and invite me to piniata party.
This is no joke...
Have fun!
============================================================

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.: Quake Sewer Jam :.
Filename: sewerjam.zip
Authors and maps:
Ubiquitous "Winning the Poo"
Andrew Yoder "If you could do it all again"
Greenwood "Sewer Wrath"
Elithium "The Pain Drain"
Artistical "The Ogre Swamp"
Nolcoz "Blue Trash"
Axebeard "Hello from the Gutter"
Burnham "Waterdeep Junction"
Pinchy "Royal Flush"
MortalMaxx "Urine for a Treat"
Ryan Trawick "Dearly Departed"
Contents:
11 Sewer Levels, 3 custom music tracks, new mod!
Contact:
See each author's respective readme in the docs folder.
If you have problems running the mod, you can contact me at
AndrewYoder@live.com
Installation
------------
1. Create a new folder called "sewerjam" in your Quake folder
(This should sit alongside your id1 folder)
2. Extract the zip file into your sewerjam folder
3. Create a shortcut to your preferred Quake engine
4. Add the following to the command line in the shortcut's properties
-game sewerjam
5. Run the shortcut (click icon) and make sure the engine loads
6. Use the Quake menu's to start singleplayer and pick a new game
7. After the start map has loaded pick your skill level and choose a map!
Comments
--------
Thank you to all of the mappers who participated, including a few of you who ran out of time.
This sewer theme sparked a lot of interest, and I was glad to see a few new mappers join in.
Specifically, congratulations to Axebeard and Ryan "Arma" Trawick on their first maps for Quake!
Thank you also to Khreathor for his work setting up the mod that we used for the jam.
More info on that below. He also added a new pipe weapon model to replace the axe, and it's great!
Music
-----
track48 by MortalMaxx, used in swjam_maxx "Urine for a Treat"
track55 by Artistical, used in swjam_artistical "Ogre Swamp
track77 by Lindsay, used in swjam_yoder "if you could do it all again"
More info on Lindsay's work here: https://lindsayambient.bandcamp.com/releases
About the mod
-------------
Here are Khreathor's notes:
Sewer Jam progs is based on "Extras". It has few bugfixes, few new features and 2 new enemies (Eel and Hydra).
This mod is still developed/maintained. You can find latest code here: https://bitbucket.org/khreathor/extras_r5/src/master/
Code in this pack has all commits for 08/22/2019 (last commit: 5e9b544)
I don't guarantee latest builds from repo will work flawlessly with these maps,
so best to play them with progs supported with this pack.

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2018-01-25
This simple .wad file contains skip textures for use in Quake level editors,
They were created for a video tutorial series for the editor Trenchbroom 2.0.
Hopefully you will find them useful!
Skip textures are not a standard feature of Quake compiling software. However,
ericw's tools and some others compiling suites do have support.
You can get Eric's here:
https://ericwa.github.io/ericw-tools/
You may use this wad file in any way you see fit. Map files do not
rewuire any credit. Please give me credit if you include them in any
type of non-map distribution.
credit: dumtruck_ds
email: lango.lan.party AT gmail DOT com
You will find the tutorials on YouTube:
https://www.youtube.com/channel/UCF502yOYr_olPaw6xgnYmaQ?view_as=subscriber
Here's "skip" info from the readme found in the qbsp docs for ericw's tools:
SPECIAL TEXTURE NAMES
The contents inside a brush depend on the texture name(s) assigned to it.
By default brush contents are solid unless they have a special name. Names beginning with an asterisk are liquids. A prefix of *slime indicates slime, *lava is for lava and anything else beginning with * will have contents as water.
All faces of a brush must have textures which indicate the same contents. Mixed content types will cause qbsp to print an error and exit.
SKIP
Any surfaces assigned a texture name of skip will be compiled into the bsp as invisible surfaces. Solid surfaces will still be solid (e.g. the play can<61>t walk or shoot through them) but they will not be drawn. Water, slime and lava surfaces can be made invisible using the texture names *waterskip, *slimeskip and *lavaskip respectively.
HINT
Hint surfaces cause a bsp split and portal to be generated the on the surface plane, after which they are removed from the final bsp - they are neither visible, nor structural. Strategic placement of hint surfaces can be used by a map author to optimise the PVS calculations so as to limit overdraw by the engine (see also: vis(1)).
Use a texture with the name hintskip on any surfaces of a hint brush which you don<6F>t want to generate bsp splits or portals. All surfaces of a hint brush must use either the hint or hintskip texture name.

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