QuakeCon99 Photos and Wrap-up — by Sean Redwood Martin

"I already mentioned some of my comments on the main page. Here are my final comments. In my opinion, this was not only the best Quakecon ever, but the best LAN party ever. As smoothly as everything ran, you'd think everybody running it were robots that planned for years in advance. Some people this took away from the soul of past Quakecons but I'll take this over soul anyday. I think the soul of Quakecon is getting together with friends you may see all the time and ones that you don't get to see often or just met for the first time and having fun."

Raport Z Dallas, Reset Magazine, September 1998

Teksas przywitał nas palącym słońcem i drgającym, suchym, zatykającym ptuca powietrzem. Deszczu nie widziano tam od kilku miesięcy, a liczba ofiar śmiertelnych suszy przekroczyła już setkę, łia szczęście my (RooS i Yarornir) nie przyjecha liśmy tam uprawiać pól, tylko wziąć udział w największym do tej pory kwakowym party: QuakeCon CFL 1998.

The Art of Quake 2, by Paul Steed

As in nearly all aspects of the company, the art department at id Software runs on pure synergy. That is, no real distinct lines of responsibility exist among the three artists because they work together so well as a team. The strength of the three-man art department at id comes from experience, hard work, and talent. Adrian Carmack, Kevin Cloud, and Paul Steed created the art for QUAKE 2 (and the upcoming mission pack), and this article reveals how it all came together.