In 2011 I started browsing the latest graphical/sound quake mods, putting together a pretty build using LordHavoc's darkplaces, rygel's ultra textures packs, the reforged packs and a variety of mods, to play quake original. Anyone can do the same, however the hassle comes when you have to browse the quakeone forums, stumbling to find the posts which detail what cvars and what configs/files you have to overwrite etc in order to get each mod to work. I literally spent as much time getting the mods working as playing the game. So I put together a nice-looking build of quake original and it's expansions called epsilon for everybody to get into, without getting into the hassle of config files and searching to find every available mod then getting them to work! The main quake build also includes the original shareware first quarter of the quake game - it is easily upgraded to the full game by dropping in the pak0.pak and pak1.pak files from the full game's id1 directory (more details below).
Version 2.0 of the Quake "Epsilon" mod compilation, running in Ultra graphics mode.
Playthrough of Quake Episode 4 Mission 8.
There could still be possible improvements in some monster models/skins.
You're welcome to elaborate? :)
I would like to help, but I am really busy with my "qualification paper" for programming.
So yeah, I am not really experianced into all of this modelling and artistic things. My art is like geometrical shapes - like balls and triangles...
I'm aware that there's quite a few models - the knight, hellknight, ogre and soldier - which don't have hi-polygon models in this build.
The reason is either there isn't one available for them or I didn't feel the models suited this build.
BTW I think you have misinterpreted 'elaborate' as 'collaborate'? I was more interested in which models/skins you felt needed improvement-
Thanks-
M