Maybe it was just me but when I first came around, the most helpful tutorial's were Ender's Scratch . It may have been the most helpful because I could already program, but stepping through those tutorials, explained a lot of the basics, and removed a lot of the quirk's that you see in the developed code, and shows you what callback's the engine expects/requires. The only work I've released here (a terrible hook mod), was based off of that, and was entirely a learning experience, but from the end point of that scratch tutorial, I gutted everything I didn't want and forced myself to implement all the func_'s /entity's I needed without looking at the original quake code, past establishing what each func_ is really supposed to do.
Nahuel's point about csqc is valid. Now that I know what it is I want to use it almost to much

But there was a real problem with learning CSQC, I had to go find an old old tutorial from Urre at a quake expo, that had some problems. And fte's csqctest failed really really badly in darkplaces, making me think it was useless till I switched to running it on FTE, at which point it was a helpful reference again. (Mostly for porting my code from darkplaces csqc to fte csqc). But csqc primers are pretty harsh.
My experience (and maybe I'm the odd ball), but reading through the old posts, and exploring that has proven quite profitable, and when I have an issue I usually ask it in IRC, but specific issues tend to receive useful help. (IE "spoike! I made fteqcc seg fault by calling a function I defined, what did I do/how do I fix it?" and you then get helpful answers back, incidentally I had failed to comply with either NQ or QW CRC's so it got all angry but I didn't know what I was doing). But you guy's aren't terrible at welcoming people (or at least I didn't feel all rejected, even if I was making some not so great stuff).