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The title of the first quick news

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There’s already an extensive answer about your TF history in this BattlefieldQ4F.com interview dated to 2006, Jeremy. It also details nicely how Q4F development at first started as Doom 3 Fortress, took the Quake turn and proceeded from there. Apparently you had your roots from QWTF, TFC and Q3F, and you even involved in a brief development attempt of Q2F. What about Unreal Fortress (UnF) though? Because I see in your independent creations that you were an Unreal Tournament 2004 level designer. What about ETF (Enemy Territory Fortress), which was not mentioned alongside Q3F in that 2006 interview? Lastly I see there is a TF2 map designed by you, so I also wonder your relationship with FF and TF2 in the aftermath of Q4F development.

h4rdcore map (originally by lowtek[M]) recreated for D3F by [flags code=us] VilePickle[/flags], who is also one of the original level designers of ETF. Source: planetdoom.com/d3f (via web.archive.org)

Jared:
I played QWTF almost daily from shortly after it first came out up until the public scene died off with the release of Quake’s source code. Then I transitioned to playing Q3F for a long time. I played TF2 for a bit but couldn’t really get into it. My first experience with TF development was as a level designer working with Jeremy on Doom 3 Fortress. I worked on a port of The Rock. After that project fizzled out Jeremy started up the Q4F team. I transitioned to programming for Q4F and have been doing video game programming ever since.

The gameplay video made by Jeremy for the Q4F Mod Workshop at QuakeCon ’06, showing Alpha Build 2 footage from testers who showed up at the last minute for the purpose. Source: moddb.com and Jeremy’s YouTube channel

G:
Back in the day, you describe the “tweak” of Q4F as 1) being a QWTF-TFC-Q3F fusion, 2) Simplifying TF’s learning curve (and introducing auto-hop in this context).
But I wonder how you think Q4F would feel, in a more general sense and in its essence, if it came out the way you wanted. I read that Quake 4 had ramp slides and crouch jumps. As the last id Tech engine to be open-sourced, id Tech 4 was almost a full rewrite of id Tech 3, and a switch from C to C++. The new graphics are a substantial change as far as I can see and read. And as someone who enjoys Quake Live (the 2010 remaster of Q3A) and ETF whenever I get the chance, I am struggling with the feeling of QWTF and TFC, and I never got to experience Q4F aside from hopping around on an empty map.

EXTRAS: Post-release development and final credits

A small group of people ran a few servers with unofficial hotfixes after the official developers stopped working on it. Around that time, it was added as an official patch (1.5) on the Q4F website by Jeremy in hopes it might help the mod grow. That is the Q4F 1.5 we find on ModDB today. The final credits, excluding the developers whose content was not released, is as follows.
Project Lead / Level Designer – photeknix (Jeremy)
Co Lead / Programmer – 3j (Jared)
Level Designer – Midori
Level Designer – bolle
Artist – Hardman
Post-release patch – avirox

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Hybrid, mainly UF blog post

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Generic content.

The second UF blog post

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The first UF blog post

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