Playing Quake (and derivations) for 20 years, creating maps for Q1 and Q2, I’ve never released anything to public. Times change.
The main interest was to reproduce more or less complex logic in QC. Original vanilla QC with all its limitations and caveats. That was fun. Debugging with dprint, testing with Darkplaces and then with QuakeSpasm. Boom, 2 or 3 built-in functions behave slightly different. Finally, all workarounds were found and merged.
I denied usage of extended built-in functions from the beginning for the sake of portability. Most of all I missed advanced entity search functions. The solution was to stick to find and findradius. Thank God, we have findradius in vanilla Quake.
While developing the mod I realized how messy, hacky, and somewhere unpredictable the original QuakeC source code is. So I choose frikqcc compiler with its more descriptive warnings and errror messages. It helped a bit. Another quite modern tool used was JetBrains IDEA with QuakeC plugin from TimePath (Xonotic guy). IDEA is actually an IDE for Java and much more. And makes code editing really enjoyable in all aspects.
So we have a logic, next we need a map. TrenchBroom level editor is a masterpiece of Quake-related software. I used to map with QuArK (long live this one!), but you know, times change. Why not to try something new? The result of this effort was start included in the release. More a test box than a nice map. That was really amazing that someone else could help and design a really cool environment for the mod. Thank you, Scrama! This man made base2048, now it deservedly is a default map for Q2048.
Ask me anything, join development on Github, and create pull requests. Q2048 is open for suggestions and patches. While we’re committing, we’re alive. That doesn’t change with time.