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  • Quake 3 Arena

    General

    I short, Quake 3 Arena promises to be the greatest multiplayer game ever created. id Software tend to make bold statments with the confidence that they will deliver.

    There is a huge divide in preference to large outdoor well lit levels and the dark gothic levels seen in Quake. id Software have already started making levels to suit as many people as possible.  People were sad to see the flying gibs and blood greatly reduced in Quake2, only to be replaced by a splash of blood and a couple of large gibs on the floor.  Quake Arena promises to bring back the blood, guts, gibs and screams with avengance.

    Rocket jumping remains a part of the game, which is nice.  There is a split however for ramp jumping (I personally would like to see it included).  On the subject of jumping, there will be a new inclusion to the id first person shooter... Bounce pads!  We all remember them from 'Rise of the Triads' don't we?  John Carmack has explained that, ladders were too difficult to navigate for 'New' players, and that it slowed the gameplay down too much.  Not only that but you had to be facing the ladder to use it.  This was a pain while you are trying to shoot at someone whilst trying to evade them.  Bounce pads will help by simply allowing a player to simply run/jump on them (while they look/shoot where ever they like).

    Teleporters are going to be few and far between, because these little buggers confuse 'New' players.  Not only that but they are also the least realistic parts of the game in my opinion.  The biggest plus, is of course... Less telefragging!

     

    Player Models

    Player models will comprise of around 800 faces, 24-bit textures, specular lighting and hierarchically deformed models.

    Unlike first person shooters of the past, these models will be split into separate pieces, allowing the model designer to concentrate on more realistic characteristics. For example, when the player looks up in the air the whole model does not tilt back (like in the past), Quake Arena will make the players head tilt backwards and then the upper body follows. Legs twist separately form the body, so when you look left whilst running, the legs will change direction, closely followed by the remainder of the body.

    24-bit textures, will allow model editors to create skins with ease. No more problems with 256 colors, this will mean that we can scan pictures and literally paste them onto our models for ultra realistic models.

    Specular lighting will give the effect of shiny metalic or glass textures.

    Weapons


     


    The weapons will will consist of -

    Shotgun
    Rocket launcher
    Grenade launcher
    Rail Gun
    Machine Gun
    Plasma Gun
    Ultimate Weapon

    Other weapons that may or may not be in the game -

    Pistol
    Carbine Gun
    Flamethrower
    Bouncy Weapon
    Lightening Gun

    Improvements -

    Better weapon cycling - This will speed up the process of chosing weapons.

    Weapon Switch times - No more waiting while you put away one weapon and get out the next.

    Weapon Speed - The speed in which projectiles travel will be customisable (as is just about everything else).

    Weapon Dropping - By dropping your weapon, you will be able to run approx 20% faster.

    Each weapon will have it's own special effects when they hit the opponent.

    Items/Powerups


    Many items from popular Quake2 mods have made it into the game such as :-

    Health Packs - According to Redwood these will look like glass spheres with red crosses inside.

    Quad Damage - The item can be seen on the left, along with a picture of what affects this will have a player model.

    Haste
    - We've all seen this in Capture The Flag... (in case you haven't it makes you shoot quicker)

    Regeneration
    - Whilst you run around, your health slowly increases up to its maximum.

    Invisibility
    - Guess what this does!

    Grappling Hook
    - This may or may not get into the final game (I personally hope it doesn't - Unless you can swing).

    Jet Pack
    - There are rumours of a jetpack. The Mac preview certainly looks like the player is flighing at times.

     

    The Levels

    So far, it looks like levels are going to be optimised so that 30,000 or so faces will be visible from any one point. Curved surfaces will play a large factor in increasing the detail and realism of what used to be small square rooms.  Again, 24-bit textures will be used to increase realism and basically to make better looking views.  The levels will be large enough to host 64 players (providing the server is up to it).  Transparent windows (well actually portals) will be used, to aid to those voyuers out.

    mirror.jpg (6851 bytes) Here is an example of a player stood in front of a rotating mirror.  These will probably best used for looking around corners for those 'camping little....' you know what I mean.

     

    Performance

    So far, the specificationa for servers are comparable to Quake2.

    Clients:
    John Carmack has so far claimed that any machine capable of running Quake2 will be capable of running Quake Arena although some detail/functionality may have to be reduced slightly.

    Servers:
    As a rule of thumg Quake2 servers used 8MHz per player, Quake Arena should be somewhere around 10-12MHz per player.


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