Nice posts everyone
My name is John, and I am quite possibly the oldest person here at 42. I post here because I feel that this is the last active area of the old Quake community that I knew and loved over the years(along with Planetquake of course). I chose "Irritant" as a nickname shortly after Q1 came out and I began playing deathmatch. No, it's not Dutch(I get asked that alot), I took it from the name of a song from a band I was playing in at the time. Seemed to fit my playing style
I have a very long history with game design. I began re-creating arcade games on the Apple II back in the early to mid 80's, moved on to a C64 after that. Once Doom came out, I moved onto the mod scene that was swirling around id Software and cdrom.com.
My first published work was probably a map pack for Doom II known as Helrzor. After that, I worked on an Aliens TC for Doom II that was really just a bunch of cobbled graphics from some other Aliens TC's, and a host of new maps. Then came a map pak for Hexen, which I honestly don't recall the name of and am far too lazy to look up.
Once Qtest was released, I began working on Alien Quake, which I guess is now a part of history in a not so good way. The first realease of that had some pretty mangled up looking aliens in it, which were just reskinned and tweaked fiends, but the second release actually had some much improved looking beasts, though not really anything I'd show off on Polycount. I did however, have an entire set I made a couple years later that were vastly better but the pubic never saw, that I had made just for my own personal use.
Following that, I made the god-awful Omen I and CodeRED games. The original CodeRED was more of an MDK inspired mess that nobody should ever subject themselves too. Then Omen II was born, and from that Team Reaction(which went on to make Gloom). I left Team Reaction in 1999 to work on the new CodeRED games which eventually were released in 2002 and 2003 as standalone games using the Q2 engine source. In 2000, I worked on a game called "Destroy All Monsters", based on the Toho Universe. I got antsy about possible "Foxing" so I pulled it shortly after it's release.
COR Entertainment was born at that time, and my first focus was Alteria, which was basically Omen III. There were quite a bit of design flaws, but I was pretty proud of it anyway at the time. It didn't really get alot of exposure or critical acclaim, but it was fun to work on(I got alot of very harsh criticism for it's graphics among other things). In 2003, I started coming up with the idea for Alien Arena, which really wasn't much of an idea at the time, I mean c'mon, it was just deathmatch with aliens in it. Since then, that is all I have worked on, doing everything from engine coding to modeling, map making, etc. There have been alot of ups and downs with it, and I've had to have a very thick skin, but overall it's been a blast and I'm continuing development and improvement of it and will do so for the foreseable future(though I do also plan on reworking and updating Alteria.
Oh, and by day, I am a programmer in the CAD industry. I'm happily married and have two cats.