In 1997 Quake II was released ending the Strogg's collective leader the Makron being killed. Quake III moves away from the Strogg, but the universe's worst cybernetic foes return in Quake IV, ready to be destroyed yet again by Earth's forces. Quake II left the Strogg home planet without its planetary defenses, leaving it open for your attack as part of Earth's new armada. You help deliver the final assault to the Strogg as Matthew Kane, member of an elite squad fighting along squadmates with vehicles and advanced weaponary. Quake IV is based on the Doom III engine, although it is apparent that Quake IV will be a superior modding platform thanks to iD and Raven's efforts in optimizing the netcode, adding vehicles, and general fixes made to the engine since Doom III's release.
This will show how to add a teleport splitter to a trickjumpping map, so you will spawn with left/right side towards the obsticle
How to make timerun / defrag with timers work in a map.
How to get several playable arenas into the same map, just like Rocket Arena 4 uses.
Shows what's needed to be done to your map to get the 3rd flag.
A simple guide for people totally green to modding Quake 4, or even modding in general. I started modding with almost no knowledge about computers, and...
This entity removes all weapons specified in its entity window.
The core of Q4Run - the timers. Without these entities it wouldn't make any sense to play this modification.
Since Q4 version 1.1 an addon.conf is needed and replaces the old def file. Quake 4 recognizes the data, given in this file, and can thereby display the...
This tutorial explains how you set up your q4radiant correctly, so you can create your own q4run maps from the beginning on without any troubles.