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Quake III Arena

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For a overview of the Quake game franchise go to Quake series.


Quake III Title

Quake III Arena (Q3A) is a multiplayer first person shooter game made by id Software in 1999. Players move throughout the map, or "arena", to kill, or "frag", enemy players and score points based on the game mode. If your player's life reaches zero, then your character will die. Soon after, your character will reappear, or "respawn", at specific places throughout the map, and you will lose all items that you had gathered previously. The game ends when a player or team reaches a specified score or when the time-limit has been reached.

Quake III Arena was one of the first FPS games which did not support software rendering. A hardware accelerated graphics controller is required to run the program.

Background music was composed by Sonic Mayhem and Front Line Assembly.

An expansion pack called Quake III: Team Arena was released in April 2000 by id Software. It focused on team gameplay and featured new weapons, items, player models, and game modes. Quake III Revolution was released for the PS2 in 2001.


Table of contents

Game play

Modes

Q3A comes with several classic gameplay modes. They are:

Since its release, many more modes have been created (see mods).

Single-player

Quake III screenshot
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Quake III screenshot

Unlike its predecessors, Q3A does not have a plot-based single-player campaign. Instead, it simulates the deathmatch multiplayer experience by using computer controlled players, called "bots". The difficulty of the bots is selected by the player and ranges from very easy to very hard. The progression through single-player includes increasingly more complex arenas and more difficult and numerous bots.

In the manual, 'How to Play' is reduced to the single instruction: "Frag Everything That Isn't You."

Multiplayer

Quake III Arena was specifically designed for multiplayer. This means that the game allows players, whose computers are connected by a network, to exist in the same arena and play together in real time. It uses a client-server architecture, that requires all players' clients to connect to a single server.

Mods

Like its predecessors, Quake and Quake II, Quake III Arena can be heavily modified to support other gaming styles with mods. It can use (like Quake II) native shared libraries to store the game code but the preferred method is to program all modifications in pure ANSI-C and compile them with a special version of the free C compiler LCC into machine independent byte code, which will be interpreted by an in-game virtual machine. The virtual machine in Quake III Arena even uses "just-in-time" techniques like modern Java virtual machines.

A listing of Q3A mods can be found at Quake III Arena Mods.

Professional

In competitive Quake III Arena, there are 2 distinct disciplines, often referred to as "rulesets". Vanilla Quake 3 (VQ3) features less movement abilities and other miscellaneous changes than Challenge Pro-Mode Arena (CPMA). The same applies to Quake I, where the 2 rulesets are Vanilla QuakeWorld and JawnMode. As with CPMA, JawnMode adds more able movement and other competition oriented changes.

Games using the Quake III Arena engine

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This page was last modified 22:47, 30 Sep 2004.
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