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Quake III Arena

 
Games: Quake III Arena

Game Description

The Arena Eternal was constructed by the mysterious Vadrigar, the enigmatic Arena Masters, far in the past. The arena was designed to satisfy the Vadrigar's insatiable hunger for carnage and battle. Now you, as a gladiator, must enter battle against the most powerful warriors in history who populate the Arena Eternal. More than 30 types of opponents, each with but a single thought -- survival -- awaits your appearance!

Within the arena, there is only one rule: kill or be killed. Fortunately, the Vadrigar, unwilling to accept death as a way out of combat, ensure that anyone who dies is immediately resurrected and thrust back into the fray. You must climb the ranks, winning your battles against increasingly powerful foes.

During gameplay, you have a wide variety of weapons from which to choose including several types of guns (machinegun, shotgun, plasma, lightning, rail and BFG), rocket and grenade launchers and bladed weapons. Three kinds of armor can be utilized, each uniquely affecting your armor rating, while more than a half-dozen power-ups dot the arena, providing enhanced combat abilities ranging from invisibility to flight.

Med-kits, personal teleporters, health bonuses and earned medals that count toward final battle score totals round out the many features of Quake III Arena. Single- as well as multiplayer action is offered, although the game is designed for multiplayer contests first and foremost. In single-player mode, the challenge is to defeat automated computer-controlled opponents at each level in order to "unlock" tougher levels.

During multiplayer action, five specific game types are available including all, free-for-all, tournament, team deathmatch and capture the flag. Many options allow full customization of multiplayer games and feature control over aspects such as 'bot skill levels, frag, capture and time limits, connection to dedicated servers, player list designation and friendly fire rules.

Other features in Quake III Arena include unique environmental hazards, properties, and items including fog of death, acceleration and bounce pads, gates, doors, lava, elevators and lifts, voids, water, pendulums, platforms and more. Twenty-six arena maps replete with traps, secrets, lighting nuances and varied surfaces await the intrepid warrior. Four additional capture the flag maps are available for practicing skills against other opponents.

Climbing atop the charred and dismembered corpses of those below, the victor of all the battles shall stand before Xaero, Lord of the Final Arena. Will that victorious warrior be you?
~ Michael L. House, All Game Guide

Roots & Influences

First person shooters have taken great steps, and evolved from the Castle Wolfenstein of yesterday through Doom and Quake to present day Quake III Arena.

The influence of muliplayer internet play is primarily credited to the original Quake which spawned such popular add-ons as Capture the Flag, and Team Fortress. The popularity of such multiplayer titles, coupled with the increasing speed capabilities of personal internet access made the progression to a title like Quake III Arena a predictable one.
~ Chris Couper, All Game Guide

Review: Overall

Quake III Arena is the game all the loyal id Software worshippers and multi-player fanatics have been yammering for. From the early Internet test versions until the final retail version, this title has been hyped as the online savior for years. And can we ever forget the uproar caused when lead programmer John Carmack announced that the single-player game would only emulate multi-player experiences? Naturally, the small development house had a lot riding on this game, most importantly their reputation.

But I'll cut to the chase because I realize all you care about is whether or not this game lives up to the hype or falls flat on its face in utter failure. While the latter condition is not applicable, it's not the height of online gaming nor is it an original title. It also feels rushed. Because Epic Games' Unreal Tournament also focuses on Internet play, id Software obviously wanted to get their game on the market.

First, the single-player game is nothing more than a progressive romp through 22 deathmatch maps. Spanning seven difficulty tiers, your opponents come in the form of bots specifically created for the sake of deathmatch play. The objective is to win each map by hitting the frag limit first; some maps are one-on-one rounds while others feature a full field of opponents. Naturally, there's little to no depth found within the single-player game but it is useful in learning map layouts and getting accustomed to the whole deathmatch experience.

Awards are earned by executing skillful shots and performing in a superior manor. Though they have no effect on gameplay, awards come in the form of multiple kills within a brief amount of time, accuracy, consecutive hits, perfect one-on-one matches and humiliations.

In addition to the single-player game, a skirmish mode gives the player access to various modes including Team Deathmatch, Free for All, Tournament and the long time multi-player staple, Capture the Flag (with four additional maps). Free for All is the standard deathmatch whereas Team Deathmatch features two teams in a heated competition for the most frags. The Tournament feature is simply a Rocket Arena II (a popular Quake II modification) inspired one-on-one match-up while Capture the Flag is self-explanatory.

It is important to mention the gameplay as Quake III Arena feels solid and the action is VERY fast. At times, it feels like a souped-up version of the original Quake, something many online gamers have been craving for years. The controls are ultra-responsive with an incredibly cohesive feel -- in a word, amazing.

Graphically, Quake III Arena is beautiful. Never before has the PC market seen such incredible visuals, unparalleled lighting and weapon effects, curved surfaces and silky smooth textures. Additionally, it ships with a wide variety of player models each uniquely detailed in supreme fashion. But those flashy graphics come with a hefty price tag...

If you're looking to flawlessly run this game with all the bells and whistles, you'd better have a top-notch accelerator card with at least a top-of-the-line Pentium II processor and 128 megabytes of RAM. Anything less will result in a choppy, lackluster performance that requires massive graphical and engine tweaking. Fortunately, the Q3 configuration file and in-game menu system gives players a good amount of tweaking options.

Design wise, Quake III Arena is a mixed bag. Out of the 26 deathmatch and Capture the Flag levels, there's only a handful of memorable maps; many seem like half-hearted attempts at best. While the overall look is gorgeous, the four futuristic base-type maps feature high r-speeds (which effect your overall frames per second) with ugly textures and bland design. Additionally, the four void maps feature boring black backdrops with floating platforms -- there's little innovation or inspiration here.

Great maps come in the form in the shape of Quake inspired layouts complete with satanic imagery and upside-down crosses that swing back and forth. There's even a statue of Jesus Christ mounted on the wall. Its almost as if the graphic designers took a field trip into Hell and realistically designed what they had seen. Unfortunately, this inspiration is vacantly distributed with the overall level design being somewhat mediocre, especially when you realize who put this game out.

Additionally, the weapons are average at best. Upon spawning into a map, your character starts with the machine gun and a pummeling razor blade Gauntlet that acts as the humiliation device. Then you've got a shotgun with a laser scope, a Plasma Gun that shoots out bluish purple blasts, the grenade and rocket launchers, a taser-like Lightning Gun, the accurate Rail Gun and the obligatory BFG-10k.

The BFG-10k has been completely overhauled as an incredibly fast rocket launcher with explosive splash damage. This combined with the actual rocket launcher and Plasma Gun serve as the game's only highlights. Sure it's fun to go around pummeling people with the Gauntlet but it's very hard to do. The shotgun doesn't have much of a feel to it and the grenade launcher is mediocre; you can't even use hand-grenades!

With all this out of the way, you've got to keep in mind that Quake III Arena's intention is to be played online with actual opponents. In my experiences so far, I've found the Internet support to be great with a multitude of public servers. Unfortunately, my 56k modem doesn't seem to cut it anymore; I've experienced lots of packet loss, high pings (such is the case with many dial-up users) and terminated connections. It almost seems geared to those who can afford or have access to Cable Modems, ISDN lines, or DSL.

Though Quake III Arena out of the box is mediocre at best, I'm going to look at the big picture and tap into this game's potential and possible future. If you consider Quake and Quake II's performance out of the box, it wasn't exactly up to par. id Software constantly releases patches that improve graphics and significantly enhance the Internet server clients. Carmack wants this game to excel above all others and he'll ensure it reaches that level some day.

Anyone who's spent time with Quake II online knows there are a wealth of modification developers that release their own takes on gameplay. The already mentioned Rocket Arena II was widely regarded as the best "mod" released for that game; Team Reaction, with renowned modification programmer Dave Wallin, has produced a variety of popular, award winning games including Jailbreak, Gloom and Qpong while Weapons Factory Software produced the acclaimed and widely accepted Weapons Factory mod. Mod developers are already planning on releasing exciting new things for Quake III Arena.

So with that in mind, it's easy to look over Quake III Arena's faults. Though the single-player game is far from substantial with some poorly designed maps, a lack of gameplay options and originality, average weapons and inadequate netcode, the good things will come to those who can wait. With a few modifications and patches, this will have a very long hard-drive life...that is until the next big thing comes along.
~ Matthew House, All Game Guide

Review: Enjoyment

Though the single-player game is over far too quickly and lacks any sort of depth, the real meat and potatoes comes from the online experience. If your connection is good and you're not lagging, it's a very enjoyable game -- real opponents are much harder than bots! Because this game is intended to be a multi-player game only, the netcode should have been tweaked better. Its frustrating at best when your Net-graph (shows your latency) is riddled with yellow and red spikes.
~ Matthew House, All Game Guide

Review: Graphics

For the most part, the graphics are phenomenal with unparalleled texturing and design. There are some really nice artistic touches like lava pits, swinging crosses, gothic statues and architecture. Additionally, the player models look great with fluid animation and unique design. A few of the maps are boarder-line ugly, however, with shiny textures.
~ Matthew House, All Game Guide

Review: Sound

Sonic Mayhem and Front Line Assembly provide the wonderful industrial/atmospheric soundtrack. While some of the voices are annoying, the announcer is great with excellent explosion and gunshot effects.
~ Matthew House, All Game Guide

Review: Replay Value

As soon as the user modifications start rolling in and {@id Software} releases a couple patches, {*Quake III Arena} will be on many computers for a very, very long time.
~ Matthew House, All Game Guide

Review: Documentation

The manual is very comprehensive and goes over gameplay options, selecting your player model, weapon descriptions, and special items. There are a variety of tweaking sites on the Internet designed specifically for the game.
~ Matthew House, All Game Guide

Production Credits

ID SOFTWARE Programming: John Carmack, John Cash; Art: Adrian Carmack, Kevin Cloud, Paul Steed, Kenneth Scott; Game Designer: Graeme Devine; Level Design: Tim Willits, Chirstian Antkow, Paul Jaquays; CEO: Todd Hollenshead; Dir. Of Business Development: Katherine Anna Kang; Biz Assist and id MOM: Donna Jackson; Special Thanks to: Eric Webb; Bot AI: Jan Paul van Waveren; Menu Interface: Raster Productions; CTF and Linux conversion: David Kirsch; Map Editor: Robert A. Duffy; GL Setup: Dan Teven, Chris Hecker; Additional Programming: Brian Hook; Additional Level Design: Brandon James, Kaai Cluney; Quake III Arena Music: Sonic Mayhem; Quake III Arena Music: Front Line Assembly; Sound Design: Soundelux Showorks; Bot Combat Responses composed by: R. A. Salvatore, Seven Swords; Bot Chat Responses: Steve Winter; Certain Cinematics by: Digital Anvil, Inc; Motion Capture: Pyros Pictures, House of Moves, LocoMotion Studios; id Software logo animation: Jake Rodgers; Manual: William W. Connors; Manual and Package Design: Focus 2; Illustrations: John Mueller; Additional Testing: Steve Gibson, Sean Martin; ACTIVISION Producer: Marty Stratton; Director, Global Brand Management: Dusty Welch; Production Testing: Steve Rosenthal, Steve Elwell, Steve Boisvert, Chad Bordwell, Hector Guerrero, Michael Stephan, Chris Owens; Manual Production: Ignited Minds, Mike Rivera and Sylvia Orzel; Brand Manager: Kevin Kraff; QA Project Lead: Dan Hagerty; QA Senior Lead: Matthew Powers; QA Testers: Matthew Beal, Tracy Boland, Steve Boisvert, Chad Bordwell, Patrick Bowman, Michael Denny, Neils Eike, Joe Favazza, Damien Fischer, Todd Jones, Danny Lee, Matt Morton, Matthew Nelson, Tanya Oviedo, Chris Owens, Chad Siedhoff, Michael Stephan, Sadat Valentine, Eric Zimmerman; Special Thanks: Mitch Laskey, Derek McLeish, Jim Summers, Jason Wong
~ Chris Couper, All Game Guide
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Wikipedia: Quake III Arena
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Quake III Arena
Quake3Title.jpg
North American boxart
Developer(s) id Software
Raster Productions (DC)
Bullfrog Productions (PS2)
Publisher(s) Activision (Windows, Mac, Steam)
Loki Software (Linux)
Sega (DC)
Electronic Arts (PS2)
Valve Corporation (Steam)
Designer(s) Graeme Devine
Composer(s) Sonic Mayhem, Front Line Assembly
Series Quake series
Engine id Tech 3
Version 1.32c (2006-05-08)
Platform(s) Linux, Microsoft Windows, IRIX, Mac OS, Dreamcast, PlayStation 2, Xbox Live Arcade
Release date(s) Windows
NA December 2, 1999
Linux
NA December 7, 1999
DC
2000
Steam
2007
Genre(s) First-person shooter
Mode(s) Single-player, Multiplayer
Rating(s) ELSPA: 15+
ESRB: M
OFLC: MA15+
Media CD-ROM, Steam
System requirements 3D graphics accelerator with full OpenGL support, Pentium II 233 MHz or AMD 350 MHz K6-2 processor or Athlon processor, 64 MB RAM, 8 MB video card, 500 MB of free hard drive space, 100% DirectX 3.0 or higher compatible sound card, CD-ROM drive (600 kB/s sustained transfer rate)

Quake III Arena (also known as Quake 3; abbreviated as Q3A or Q3), is a multiplayer first-person shooter computer and video game released on December 2, 1999. The game was developed by id Software and featured music composed by Sonic Mayhem and Front Line Assembly. Quake III Arena is the third in the series and differs from previous games in the series by excluding a traditional single-player element and focusing on multi-player action. The single-player is instead played against computer controlled bots in a similar style to Unreal Tournament.

Notable features of Quake 3 include the minimalist design, lacking rarely used items and features, the extensive customizability of player settings such as field of view, texture detail and enemy model, and advanced movement features such as strafe-jumping that give more speed with greater skill in contrast to the digital, all or nothing design of many computer games.

Contents

Gameplay

Modes

Q3A comes with several gameplay modes:

  • Free for All (FFA) – Classic deathmatch, where each player competes against the rest for the highest score.
  • Team Deathmatch (TDM) – Team deathmatch, usually two teams of four compete for the highest team frag total.
  • Tournament (1v1) – A deathmatch between two players, usually ending after a set time.
  • Capture the Flag (CTF) – Team-based, played on symmetrical maps where teams have to recover the enemy flag from the opponents' base while retaining their own.

Single player

Unlike its predecessors, Q3A does not have a plot-based single-player campaign. Instead, it simulates the multiplayer experience with computer controlled players known as bots (see Bots below).

The game's story is brief - 'the greatest warriors of all time fight for the amusement of a race called the Vadrigar in the Arena Eternal.' The introduction video shows the abduction of such a warrior, Sarge, while making a last stand. Continuity with prior games in the Quake series and even Doom is maintained by the inclusion of player models related to those earlier games as well as biographical information included on characters in the manual,[1] a familiar mixture of gothic and technological map architecture and specific equipment; for example, the Quad Damage power-up, the infamous rocket launcher and the BFG super-weapon.

In Quake III Arena the player progresses through tiers of maps, combating different bot characters that increase in difficulty, from Crash (at Tier 0) to Xaero (at Tier 7). While deathmatch maps are designed for up to 16 players, tournament maps are designed for duels between 2 players and in the single-player game could be considered as 'boss battles'.

The weapons are balanced by role, with each weapon having advantages in certain situations such as at long-range or fired around a corner; the BFG is an exception to this as a super-weapon. Weapon balance was achieved by examining earlier games in the series, Quake and Quake II as well as extensive play testing with well-known players such as Thresh. In the first Quake the rocket launcher was so effective that it dominated entire deathmatches[citation needed] while the rocket launcher in Quake II so weak that it was sometimes ignored.[citation needed] The rocket launcher in Quake III is effective but not overpowering, allowing it to be countered in many situations.[citation needed]

Weapons appear as level items, spawning at regular intervals in set locations on the map. If a player dies all their weapons are lost and they receive the spawn weapons for the current map, usually the gauntlet and machine gun. Players also drop the weapon they were using when killed, which other players can then pick up.

Multiplayer

Quake III Arena was specifically designed for multiplayer, the game allows players whose computers are connected by a network or to the internet, to play against each other in real time. It uses a client-server architecture that requires all players' clients to connect to a server. Q3A's focus on multiplayer gameplay spawned a lively community, similar to Quakeworld, that is active to this day.

Development

During early March 1999, ATI leaked the internal hardware vendor (IHV) copy of the game.[2] This was a functional version of the engine with a textured level and working guns. The IHV contained all the weapons that would make it into the final game although most were not fully modelled; a chainsaw and grappling hook were also in the IHV but did not make it into the final release. Many of the sounds that would make it into the final release were also included.

After the IHV fiasco id Software released a beta of Quake III called Q3Test on April 24, 1999. Q3Test started with version 1.05 and included three levels that would be included in the final release: dm7, dm17, and q3tourney2. Id software continued to update Q3Test up until version 1.11.[3]

Technology

Graphics

A mirror reflects Sarge and the Quake III logo in the opening scene of the first level, Q3DM0.

Unlike most other games released at the time—including its primary competitor, Unreal Tournament—, Quake 3 requires an OpenGL-compliant graphics accelerator to run. The game does not include a software renderer. The graphical technology of the game is based tightly around a "shader" system where the appearance of many surfaces can be defined in text files referred to as "shader scripts." Shaders are described and rendered as several layers, each layer contains a texture, a "blend mode" which determines how to superimpose it over the previous layer and texture orientation modes such as environment mapping, scrolling, and rotation. These features can readily be seen within the game with many bright and active surfaces in each map and even on character models. The shader system goes beyond visual appearance, defining the contents of volumes (e.g. a water volume is defined by applying a water shader to its surfaces), light emission and which sound to play when a volume is trodden upon.[4] In order to assist calculation of these shaders, Quake III implements a specific fast inverse square root function, which attracted a significant amount of attention in the game development community for its clever use of integer operations.[5][6]

Quake 3 also introduced spline-based curved surfaces in addition to planar volumes, which are responsible for many of the surfaces present within the game.[7]

The original version of Quake 3 provided support for models animated using vertex animation with attachment tags (known as the .md3 format), allowing models to maintain separate torso and leg animations and hold weapons. Quake 3 is one of the first games where the third-person model is able to look up and down and around as the head, torso and legs are separate.[citation needed]

In-game videos all use a proprietary format called "RoQ", which was originally created by Graeme Devine, the designer of Quake 3, for the game The 11th Hour. Internally RoQ uses vector quantization to encode video and DPCM to encode audio. While the format itself is proprietary it was successfully reverse-engineered in 2001,[8] and the actual RoQ decoder is present in the Quake 3 source code release. RoQ has seen little use outside games based on the Quake 3 or Doom 3 engines, but is supported by several video players (such as MPlayer) and a handful of third-party encoders exist.

Other visual features include volumetric fog, mirrors, portals, decals, and wave-form vertex distortion.

Sound

Quake 3's sound system outputs to two channels using a looping output buffer, mixed from 96 tracks with stereo spatialization and Doppler effect. All of the sound mixing is done within the engine, which can create problems for licensees hoping to implement EAX or surround sound support.[citation needed] Several popular effects such as echoes are also absent.

A major flaw of the sound system is that the mixer isn't given its own thread,[9] so if the game stalls for too long (particularly while navigating the menus or connecting to a server), the small output buffer will begin to loop, a very noticeable artifact. This problem was also present in the Doom 3, Quake, and Quake II engines.[citation needed]

Networking

Quake 3 uses a "snapshot" system to relay information about game "frames" to the client over UDP. The server updates object interaction at a fixed rate independent of the rate clients update the server with their actions and then attempts to send the state of all objects at that moment (the current server frame) to each client. The server attempts to omit as much information as possible about each frame, relaying only differences from the last frame the client confirmed as received (Delta encoding). All data packets are compressed by Huffman coding with static pre-calculated frequency data to reduce bandwidth use even further.[10]

Quake 3 also integrated a relatively elaborate cheat-protection system called "pure server." Any client connecting to a pure server automatically has pure mode enabled, and while pure mode is enabled only files within data packs can be accessed. Clients are disconnected if their data packs fail one of several integrity checks. The cgame.qvm file, with its high potential for cheat-related modification, is subject to additional integrity checks.[citation needed] Developers must manually deactivate pure server to test maps or mods that are not in data packs using the .pk3 file format. Later versions supplemented pure server with PunkBuster support, though all the hooks to it are absent from the source code release because PunkBuster is closed source software and including support for it in the source code release would have caused any redistributors/reusers of the code to violate the GPL.[11]

Virtual machine

Quake 3 uses a virtual machine to control object behavior on the server, effects and prediction on the client and the user interface. This presents many advantages as mod authors do not need to worry about crashing the entire game with bad code, clients could show more advanced effects and game menus than was possible in Quake II and the user interface for mods was entirely customizable.

Virtual machine files are developed in ANSI C, using LCC to compile them to a 32-bit RISC pseudo-assembly format. A tool called q3asm then converts them to QVM files, which are multi-segmented files consisting of static data and instructions based on a reduced set of the input opcodes. Unless operations which require a specific endianness are used, a QVM file will run the same on any platform supported by Quake 3.

The virtual machine also contained bytecode compilers for the x86 and PowerPC architectures, executing QVM instructions via an interpreter.

Bots

Quake III Arena features an advanced AI with five difficulty levels which can accommodate both a beginner and an advanced player, though they usually do not pose a challenge to high-tier or competitive players.

Each bot has its own, often humorous, 'personality', expressed as scripted lines that are triggered to simulate real player chat. If the player were to type certain phrases the bots may respond, typing "You bore me" might cause one of the bots to reply "You should have been here 3 hours ago!". Each bot has a number of alternative lines to reduce the repetition of bot chatter.

The Gladiator bots from Quake II were ported to Quake III and incorporated into the game by its creator - Mr. Elusive.[12] Bot chat lines were written by R. A. Salvatore, Seven Swords and Steve Winter.[13] Xaero, the hardest opponent in the game, was based on the Gladiator bot Zero.[citation needed] The bot Hunter appears on magazine covers in the later id game Doom 3.

Source release

On August 19, 2005, id Software released the complete source code for Quake III Arena under the GNU General Public License,[14] as they have for most of their prior engines. As before, the engine, but not the content such as textures and models, were released, so that anyone who wishes to build the game from source will still need an original copy of the game to play it as intended.

A project called OpenArena creates open content and bundles it with the engine as a standalone Quake 3 release. Open Arena uses the ioquake3 engine,[15] which is focused on bug fixes, sound and graphical improvements.[16]

Expansion

An expansion pack titled Quake III: Team Arena was released in December 2000 by id Software. It focused on team gameplay through new game modes and new weapons, items, and player models. Team Arena was criticized, as its additions were long overdue and had already been implemented by fan modifications. A few years later Quake III: Gold was released, including the original Quake III Arena and the Team Arena expansion pack bundled together.

Other versions

Dreamcast

Quake III Arena was released for the Dreamcast (ported by Raster Productions and released by Sega) in 2000 and featured 4 player online play versus Dreamcast and PC gamers. It is often considered one of the best PC to console ports of its time due to its smooth frame rate and online play.[17] There are still communities that play this version online on the remaining dedicated servers running patch version 1.16n and the required map pack.[18]

PlayStation 2

Quake III Revolution was released for the PlayStation 2 (ported by Bullfrog Productions and released by Electronic Arts)[19] in 2001, featuring several elements adopted from Team Arena, along with a more mission-based single-player mode. It features split-screen multiplayer for up to 4 players, but lacks online play and mouse support. Gamerankings.com rated the release at 83%.[20]

Xbox

A port of Quake III was released for the original Xbox console; however, it was built using an unlicensed version of Microsoft's Xbox Development Kit, and as such there is no legal way to download and play it. In addition, it requires a modded Xbox to run.

Xbox 360

Quake III: Team Arena was revealed in a ESRB listing for the Xbox 360. The title is being developed by Pi Studios.[21]

Quake III Arena for the 360 was officially announced by id at QuakeCon 2007.[22] The title will be released on Xbox Live Arcade and will be jointly developed by id and Pi Studios.

Quake Live

Quake Zero was announced at QuakeCon on August 3, 2007 and will be an updated version of Quake 3 Arena, distributed by free download, run in a browser window and supported by built-in advertising content.[23] On February 20, 2008 id announced that Quake Zero would be launched as Quake Live.[24]

Quake Live is now in open beta and can be played at the Quake Live website.

Quake Arena DS

Quake Arena DS was announced at QuakeCon on August 4, 2007. John Carmack announced the game and said that touch screen controls would not be implemented as much as in Metroid Prime Hunters, for example. He stated that he would like all shooting in the game to be controlled with the D-pad instead of the Touch Screen.[25]

Quake III iPhone/iPod Touch

An iPhone/iPod touch version was released on Saurik's Cydia by the xSellize application source. The application can only be played on jailbroken devices and is extremely similar to the original except for the fact that it integrates the iPhone's accelerometer and touch controls to make the gameplay possible.

Modifications

A screenshot from the free game Tremulous.

Like its predecessors, Quake and Quake II, Quake III Arena can be heavily modified, allowing the engine to be used for many different games. Mods range from small gameplay adjustments like Rocket Arena 3 and Orange Smoothie Productions to total conversions such as Smokin' Guns and DeFRaG. The source code's release has allowed total conversion mods such as Tremulous, World of Padman, OpenArena and Urban Terror to evolve into standalone free games. Other mods like Weapons Factory Arena have moved to more modern commercial engines. Challenge ProMode Arena became the primary competitive mod for Quake III since the Cyberathlete Professional League announced CPMA as its basis for competition. CPMA includes alternative gameplays, including air-control, rebalanced weapons, instant weapon switching and additional jumping techniques.

Competitive play

Quake III Arena's multiplayer-focused development lead to it developing a large community of competitive players and like its predecessors it was used extensively in professional electronic sports tournaments.

In competitive Quake III Arena there are two distinct gameplays, often referred to as 'rulesets', the out-of-the-box Quake III Arena game, also known as vanilla Quake 3 (VQ3), and the CPM ruleset of the Challenge Pro Mode Arena mod.

On July 26, 2006, Challenge Pro Mode Arena with VQ3 gameplay was chosen by Cyberathlete Professional League as the mod of choice for their tournament, making it the standard competitive mod for Quake III Arena. Previously, Orange Smoothie Productions was the most widely used tournament mod.[26]

Competitions and leagues

The following competitions have held Quake 3 events:

Many of these competitions have now moved on to more recent games.

See also

Notes

  1. ^ Connors, William W.; Rivera, Mike; Orzel, Sylvia. Quake 3 Arena Manual. 
  2. ^ "Quake III Arena IHV Test Leaked)". Blue's News. 1999-03-01. http://www.bluesnews.com/cgi-bin/board.pl?action=viewthread&threadid=386. Retrieved 2008-08-12. 
  3. ^ "A Review of Q3 after the fact)". IGN. 2006-07-14. http://rr.pc.ign.com/rrview/pc/quake_iii_arena/010794/46709/. Retrieved 2008-08-12. 
  4. ^ Paul Jaquays, Brian Hook. "Quake III Arena Shader Manual". pp. 1. http://www.qeradiant.com/manual/Q3AShader_Manual/ch01/pg1_1.htm. Retrieved 2006-10-01. 
  5. ^ Eberly, David (2002), Fast Inverse Square Root, Geometric Tools, p. 2, http://www.geometrictools.com/Documentation/FastInverseSqrt.pdf 
  6. ^ Sommefeldt, Rys (November 29, 2006). "Origin of Quake3's Fast InvSqrt()". Beyond3D. http://www.beyond3d.com/content/articles/8/. Retrieved 2009-02-12. 
  7. ^ Paul Jaquays, Brian Hook. "Quake III Arena Shader Manual". pp. 5. http://www.qeradiant.com/manual/Q3AShader_Manual/ch05/pg5_1.htm. Retrieved 2006-10-01. 
  8. ^ Tim Ferguson (2001). "Id Software's .RoQ Video File Format". http://www.csse.monash.edu.au/~timf/videocodec/idroq.txt. Retrieved 2006-10-01. 
  9. ^ "Sound in the main thread". http://software.intel.com/en-us/articles/open-source-game-development/. Retrieved 2009-01-16. 
  10. ^ "Book of Hook: The Quake3 Networking Model". http://trac.bookofhook.com/bookofhook/trac.cgi/wiki/Quake3Networking. Retrieved 2006-10-01. 
  11. ^ "Ioquake3 Help Page". http://ioquake3.org/?page=help. Retrieved 2007-02-17. 
  12. ^ http://members.cox.net/randar/review.html Members.cox.net
  13. ^ "Quake III Arena Credits". GameFAQs. http://www.gamefaqs.com/computer/doswin/data/192047.html. Retrieved 2007-05-16. 
  14. ^ "Quake 3: Arena Source GPL'ed)". Slashdot. 2005-08-20. http://games.slashdot.org/article.pl?sid=05/08/20/1329236&tid=112. Retrieved 2008-06-23. 
  15. ^ "OpenArena Homepage". http://openarena.ws/about.html. 
  16. ^ "ioquake3 Engine". http://ioquake3.org/. 
  17. ^ "Quake 3 Arena Dreamcast)". Metacritic. 2008-08-12. http://www.metacritic.com/games/platforms/drm/quake3arena. Retrieved 2008-08-12. 
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  23. ^ GGL Wire ? QuakeCon 2007: John Carmack keynote video
  24. ^ GDC08: Quake Zero becomes Quake Live
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