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Quake III Arena

Quake III Arena is a 1999 multiplayer-focused first-person shooter developed by id Software. The third installment of the Quake series, Arena differs from previous games by excluding a story-based single-player mode and focusing primarily on multiplayer gameplay. The single-player mode is played against computer-controlled bots. It features music composed by Sonic Mayhem and Front Line Assembly founder Bill Leeb.

Quake III Arena
Developer(s)id Software[a]
Publisher(s)
Designer(s)Graeme Devine
Tim Willits
Jennell Jaquays[b]
Programmer(s)John Carmack
Robert A. Duffy
Jim Dosé
Artist(s)Adrian Carmack
Kevin Cloud
Kenneth Scott
Composer(s)Sonic Mayhem
Front Line Assembly
Bill Leeb[c]
SeriesQuake
Engineid Tech 3
Platform(s)AmigaOS 4, Microsoft Windows, Linux, Mac OS, Mac OS X, Dreamcast, PlayStation 2, Xbox 360, iOS
Release
December 2, 1999
  • Microsoft Windows
    • NA: December 2, 1999
    • EU: December 17, 1999[1]
    • WW: August 3, 2007 (digital)
  • Microsoft Windows (Team Arena)
    • NA: December 15, 2000[2]
    • EU: January 26, 2001
    • WW: August 3, 2007 (digital)
  • Microsoft Windows (Gold)
    • NA: September 26, 2001
    • EU: August 9, 2002
  • Linux
    • NA: December 10, 1999
  • Mac OS
  • Mac OS (Team Arena)
  • Mac OS (Gold)
    • NA: October, 2001
    • EU: August 9, 2002
  • Dreamcast
    • NA: October 19, 2000[4]
    • EU: December 8, 2000
  • PlayStation 2 (Revolution)
    • NA: March 27, 2001[5]
    • EU: April 6, 2001
  • Xbox 360 (Arena Arcade)
    • WW: December 15, 2010
Genre(s)First-person shooter
Mode(s)Single-player, multiplayer

Notable features of Quake III Arena include a minimalist design, very extensively customizable settings such as field of view, texture detail and enemy model; and advanced movement features such as strafe-jumping and rocket-jumping.

The game was praised by reviewers who, for the most part, described the gameplay as fun and engaging. Many liked the crisp graphics and focus on multiplayer. Quake III Arena has also been used extensively in professional electronic sports tournaments such as QuakeCon, Cyberathlete Professional League, DreamHack, and the Electronic Sports World Cup.

Gameplay edit

Unlike its predecessors, Quake III Arena does not have a single-player campaign. Instead, it simulates the multiplayer experience with computer-controlled players.[6] 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 and biographical information.[7] A familiar mixture of gothic and technological map architecture as well as specific equipment is included, such as the Quad Damage power-up, the rocket launcher, and the BFG.

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).[6] As the game progresses, the fights take place in more complex arenas and against tougher opponents.[8] 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 'boss battles'.

The weapons are balanced by role, with each weapon having advantages in certain situations, such as the railgun at long-range and the lightning gun at close quarters. The BFG super-weapon is an exception to this; compared to other similarly named weapons in the Doom/Quake series, Quake III Arena's incarnation of this weapon is basically a fast-firing rocket launcher and it is found in hard-to-reach locations. Weapons appear as level items, spawning at regular intervals in set locations on the map. If a player dies, all of 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.

Quake III Arena comes with several gameplay modes: Free for All (FFA), a classic deathmatch, where each player competes against the rest for the highest score, Team Deathmatch (TDM), where usually two teams of four compete for the highest team frag (kill) total, Tournament (1v1), a deathmatch between two players, usually ending after a set time and Capture the Flag, which is played on symmetrical maps where teams have to recover the enemy flag from the opponents' base while retaining their own.

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, and incorporates a handicap system. It employs a client–server model, requiring all players' clients to connect to a server. Quake III Arena's focus on multiplayer gameplay spawned a lively community, similar to QuakeWorld, that is still active as of 2021.

Characters edit

Quake III Arena features several characters from previous entries in the Quake series including "Bitterman" from Quake II, the "Ranger" character from Quake as well as Doomguy from id Software's sister franchise Doom.

Development edit

During early March 1999, ATI leaked the internal hardware vendor (IHV) copy of the game, which unveiled to the public in Macworld Conference & Expo at Moscone Center in January and Makuhari Messe in February by Steve Jobs (CEO of Apple Inc. at the time when it unveiled).[9] This was a functional version of the engine with a textured level and working guns. The IHV contained most of the weapons (excepting the Gauntlet) that would make it into the final game although most were not fully modeled; 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. The game was developed by nine people in 18 months.[10]

After the IHV leak, id Software released a beta of the game called Quake III Arena Test on April 24, 1999, initially only for Mac OS[11] before expanding to Windows at a later date. The 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 1.09.[12]

id co-founder and former technical director John Carmack has stated that Quake III Arena is his favorite game he has worked on.[13]

Quake III Arena was shipped to retailers on December 2, 1999; the official street date for the game was December 5, although id Software chief executive officer Todd Hollenshead expected the game to be available as early as December 3 from retailers like Babbage's and EB Games.[14] The game supported the A3D 2.0 HRTF technology by Aureal Semiconductor out of the box.[15]

Game engine edit

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

The id Tech 3 engine is the name given to the engine that was developed for Quake III Arena. Unlike most other games released at the time, Quake III Arena requires an OpenGL-compliant graphics accelerator to run. The game does not include a software or Direct3D renderer.

The graphic 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". 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.[16] Quake 3 also 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. Other visual features include volumetric fog, mirrors, portals, decals, and wave-form vertex distortion.

For networking, id Tech 3 uses a "snapshot" system to relay information about game "frames" to the client over UDP. 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).[17] id Tech 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. Unless operations which require a specific endianness are used, a QVM file will run the same on any platform supported by Quake III Arena. The engine also contains bytecode compilers for the x86 and PowerPC architectures, executing QVM instructions via an interpreter.

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 types certain phrases, the bots may respond: for example, typing "You bore me" might cause a bot 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 Arena and incorporated into the game by their creator - Jan Paul van Waveren, aka Mr. Elusive.[18][19] Bot chat lines were written by R. A. Salvatore, Seven Swords and Steve Winter.[20] Xaero, the hardest opponent in the game, was based on the Gladiator bot Zero. The bot Hunter appears on magazine covers in the later id game Doom 3.

On August 19, 2005, id Software released the complete source code for Quake III Arena under the GNU General Public License v2.0 or later,[21] as they have for most of their prior engines. As before, the engine, but not the content such as textures and models, was 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.

Mods edit

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, DeFRaG, and Loki's Revenge. The source code's release has allowed total conversion mods such as Tremulous, World of Padman, OpenArena, and Urban Terror to evolve into free standalone 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 Arena 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. Another mod that underwent several open beta versions and was very popular in 1999–2001 was Quake 3 Fortress (Q3F). The initial version of this game was an indirect port of the Quakeworld Team Fortress mod with many clans and leagues competing in both games simultaneously. Q3F was eventually ported to another Quake 3 mod Enemy Territory Fortress which had limited success. The developers of Q3F eventually abandoned the mod but used it to create the standalone 2003 game Wolfenstein: Enemy Territory, which uses the Quake 3 engine and is still popular with approximately 9,400 active players in 2018.

Fast inverse square root edit

Fast inverse square root, sometimes referred to as Fast InvSqrt() or by the hexadecimal constant 0x5F3759DF, is an algorithm that estimates  , the reciprocal (or multiplicative inverse) of the square root of a 32-bit floating-point number   in IEEE 754 floating-point format. The algorithm is best known for its implementation in the source code of Quake III Arena.

At the time, it was generally computationally expensive to compute the reciprocal of a floating-point number, especially on a large scale. However, the fast inverse square root bypassed this step.

Around 2002, initial speculation pointed to John Carmack as the probable author of the code, but he demurred and suggested it was written by Terje Mathisen, an accomplished assembly programmer who had previously helped id Software with Quake optimization. Mathisen had written an implementation of a similar bit of code in the late 1990s, but the original authors proved to be much further back in the history of 3D computer graphics with Gary Tarolli's implementation for the SGI Indigo as a possible earliest known use.


Expansion edit

An expansion pack titled Quake III: Team Arena was released on December 15, 2000, in North America, January 15, 2001, in Japan and January 26, in Europe. It was developed by id Software and published by Activision. The expansion focused on team-based gameplay through new game modes, as well as the addition of three new weapons (the Chaingun, Nailgun, and Prox Launcher), and new items and player models. Quake III: Team Arena was criticized, as its additions were long overdue and had already been implemented by fan modifications. Quake III: Gold was later released on September 26, 2001, in North America, March 29, 2002, in Japan and August 9 in Europe. Quake III: Gold including the full version of Quake III Arena and the Quake III: Team Arena expansion pack bundled together in a Hybrid Disc CD-ROM.[22] Canadian electro-industrial band Front Line Assembly made the soundtrack for the expansion,[23] the counterpart to Sonic Mayhem's Quake III Arena: Noize.

Ports edit

Official edit

As a result of the disappointing sales of Blue Stinger, Activision was discouraged from publishing further titles for the Dreamcast and relinquished the distribution of the Dreamcast version of Quake III Arena (ported by Raster Productions) to Sega. First announced on January 29, 2000.[24] and released on October 23, 2000,[25] the Dreamcast version of Quake III featured 4 player cross-platform play between Dreamcast and PC players. It is often considered one of the best PC-to-console ports of its time thanks to its smooth frame rate and online play.[26] There are still communities that play this version online on the remaining dedicated servers running patch version 1.16n and the required map pack.[27] The Dreamcast version of Quake III also included VMU Maze mini-games.[25]

Quake III Revolution (ported by Bullfrog Productions, published by Electronic Arts in North America and Electronic Arts Square in Japan) was released for the PlayStation 2 in March 2001,[28] 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 with the PS2 Multitap. As the game was an early PS2 title, it lacked online play - Sony would not launch their network functionality in North America until August 2002. GameRankings rated the release at 83%.[29] Quake III Revolution was widely criticized for having long loading times compared to the Dreamcast and PC versions, poor game balance, and for not including USB mouse and keyboard support out of the box (unlike the PlayStation 2's version of Unreal Tournament).[30][31]

Quake III Arena Arcade for the Xbox 360 was officially announced by id at QuakeCon 2007.[32] The title, jointly developed by id and Pi Studios, was released on Xbox Live Arcade on December 15, 2010. The retail price of the game was set at 1200 Microsoft Points, or $15 USD.[33] Quake Arena DS for the Nintendo DS was announced at QuakeCon on August 4, 2007. John Carmack stated touch screen controls would not be implemented, as he preferred the game be played with the D-pad instead.[34] This version was silently cancelled. Quake Zero was announced at QuakeCon on August 3, 2007, and was an updated version of Quake 3 Arena, distributed by free download, run in a browser window and supported by built-in advertising content.[35] Quake Zero was launched as Quake Live,[36] released in 2010.

On November 15, 2021, Microsoft made the x86-64-based Xbox One/Series X/S consoles backward compatible with Quake III Arena Arcade, one of 76 titles published in celebration of the 20th anniversary of the original Xbox console's launch.[37]

Source ports edit

Quake III Arena has been unofficially ported to several consoles, including the PlayStation Portable handheld and Xbox console. These versions require a modified console or handheld and the assets to the original game to go along with the source port.

Carmack has said that Quake Trilogy (including Arena) will be ported on the iPhone/iPod Touch/iPad. An unofficial version for iOS was released through Cydia for jailbroken iOS devices in April 2008; it is a demo version similar to the original except that it integrates the iPhone and iPod Touch's accelerometer and touch controls to make gameplay possible.[38] A high-definition version for iPad was released in November 2010, featuring re-created controls, sharper graphics, better gameplay, and better framerate;[39][40] this improved version was also integrated into the iPhone and iPod touch version of the port.

A Moorestown prototype version was demonstrated on a reference design that demonstrated performance of up to 90 frames per second.[41] An unofficial port of Quake III for Symbian mobile devices was made. It requires PAK files from original game to run. An unofficial port of the game to Android was created based on the released source code.[42][43] This means the game can be run on several Android powered devices, most notably the Motorola Milestone,[44] Motorola Droid,[45] and the Nexus One, as well as other high-end devices.[46]

In August 2011, the ARM-based Raspberry Pi credit card-sized computer was shown running a specially-compiled ARM version of Quake III on Debian.[47]

In February 2019, an unofficial port of Quake III called ioQuake3DS was released for the Nintendo 3DS by masterfeizz. The console must be homebrewed in order to be run.[48]

Reception edit

Sales edit

Quake III's sales surpassed 50,000 copies during its first three days of release, by which time 1 million copies had been printed.[49] It debuted at #5 on PC Data's weekly computer game sales chart for the December 5–11 period.[50] The game rose to fourth place in the weekly top 10 the following week.[51] Domestically, it sold 222,840 copies and earned revenues of $10.1 million (~$17 million in 2023) by early 2000.[52]

In North America, Quake III sold 168,309 copies and earned $7.65 million (~$12.9 million in 2023) from January through October 2000, according to PC Data.[53] Its overall sales in the region, including its launch in 1999, totaled 319,970 units by November 2000.[54] Its sales for 2000 alone ultimately reached 190,950 units and $8.4 million (~$14.1 million in 2023) by the end of the year.[55] The game later received a "Silver" sales award from the Entertainment and Leisure Software Publishers Association (ELSPA),[56] indicating sales of at least 100,000 copies in the United Kingdom.[57]

Critical reception edit

"If you’re looking to buy Quake III Arena for an awesome single-player experience, this game isn’t for you. If you’re yearning for silky-smooth online deathmatches, and crave to push your top-of-the-line PC to the threshold of its performance, then perhaps Quake III Arena is the only game you'll ever need…".

—Robert Howarth of Diehard GameFan in 1999[64]

Metacritic, which assigns a normalised rating in the 0–100 range, calculated an average score of 93 out of 100 ("Universal acclaim/Must-Play") for the Dreamcast version,[98] 84 out of 100 ("Generally favorable reviews") for the PlayStation 2 version's Revolution edition.[99] while the Xbox Live Arcade version's Arena Arcade edition received a lowest score with the average score of 69 out of 100 ("Mixed or Average").[100]

Reviews for the game were very positive, with many describing the game as fast and addictive.[101] Curved surfaces were a welcome addition to the series. Most reviewers felt the game was best when played with others online. A Diehard GameFan review by Robert Howarth described the game as the best "pure deathmatch" experience around, but criticised the game's frame rate, which didn't run very well on low-end systems and required either a RIVA TNT2 or GeForce 256 GPU to run the game at an acceptable frame rate.[64] GameSpot reviewer Jeff Gerstmann described the game as outstanding. He noted the fun level designs, great-looking textures, impressive special effects and weapons sounds.[6] Gerstmann however criticised the narrator's voice and thought that some levels could become too crowded when playing multiplayer.[6] An IGN review felt the game lacked originality but enjoyed the detailed wall textures and outer space jump levels. The high number of character skins and the artificial intelligence of opponent bots were praised but the weapons were said to be "bland and predictable".[74] A Eurogamer review described the game as "polished" and "stunning" and thought that it "was extremely well balanced and plays very well". The reviewer was especially pleased with the customisable 3D engine and looked forward to new maps and mods.[102]

Blake Fischer reviewed the PC version of the game for Next Generation, rating it five stars out of five, describing it as "the best deathmatch yet. Period. End of story. If you want single-player or a storyline, buy Half-Life. If you want great DM and near-infinite expandability, Quake III is the best in the business".[79]

Frank O'Connor reviewed the Dreamcast version of the game for Next Generation, rating it four stars out of five, and stated that it was "a brilliant, if flawed, conversion of arguably the best online game ever made – it's sure a hell of a lot more interesting use of the Dreamcast modem than Chu Chu Rocket".[78] The Dreamcast version won GameSpot's annual "Best Multiplayer Game" award among console games, and was a runner-up in the "Best Shooting Game" category, which went to Perfect Dark.[103]

""Quake III: Revolution" proves that the PS2 can certainly do great first-person action, and while the single-player game gets monotonous after a while, the split-screen multiplayer action makes this a must-have for fans of group gaming. Great graphics, intelligent control, and fast-paced gameplay add up to a topnotch piece of action and one of the best games on the system".

—Jason D'Aprile of X-Play in 2001[88]

Garrett Kenyon reviewed the PlayStation 2 version of the game for Next Generation, rating it four stars out of five, and stated that "all in all, this is a fast and beautiful game – easily the best shooter available for PS2".[80] Japanese gaming magazine Shūkan Famicom Tsūshin scored the PlayStation 2 version of the game a 25 out of 40 (63 out of 100 for online version),[63] while a User Reviewer average scored at the MK2network website are scored 62 out of 100.[92] The PlayStation 2 version was a nominee for The Electric Playground's 2001 Blister Awards for "Best Console Shooter Game", but lost to Halo: Combat Evolved for Xbox.[104]

Quake III Arena won PC Gamer US's 1999 "Special Achievement in Graphics" award, and wrote that it "set a new high-water mark in 3D graphics this year".[105] During the 3rd Annual Interactive Achievement Awards, the game was nominated for "Computer Action Game of the Year", which was ultimately awarded to Half-Life: Opposing Force.[d][106]

In January 2016, Red Bull labeled Q3DM17 (The Longest Yard) one of the 10 greatest FPS multiplayer levels of all time.[107]

Competitive play edit

Quake III Arena's multiplayer-focused development led 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.[108]

The following competitions have held Quake III events:

These competitions have now moved on to more recent games or have transitioned to its variant successor, Quake Live.

See also edit

Notes edit

  1. ^ Ported to Sega Dreamcast by Raster Productions; ported to PS2 by Bullfrog Productions; jointly developed by id Software and Pi Studios for Xbox 360.
  2. ^ Credited as Paul Jaquays
  3. ^ The Dreamcast version of the game was composed by Aubrey Hodges and Dale Stump under the pseudonym Razor.
  4. ^ The Opposing Force multiplayer mode was later bundled in Half-Life: Counter-Strike (which won the Online Game of the Year from Golden Joystick Awards in 2002).

References edit

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External links edit

quake, arena, 1999, multiplayer, focused, first, person, shooter, developed, software, third, installment, quake, series, arena, differs, from, previous, games, excluding, story, based, single, player, mode, focusing, primarily, multiplayer, gameplay, single, . Quake III Arena is a 1999 multiplayer focused first person shooter developed by id Software The third installment of the Quake series Arena differs from previous games by excluding a story based single player mode and focusing primarily on multiplayer gameplay The single player mode is played against computer controlled bots It features music composed by Sonic Mayhem and Front Line Assembly founder Bill Leeb Quake III ArenaDeveloper s id Software a Publisher s Activision LinuxLoki EntertainmentDreamcastSegaPlayStation 2 Revolution EA GamesXbox 360 Arena Arcade Bethesda SoftworksDesigner s Graeme DevineTim WillitsJennell Jaquays b Programmer s John CarmackRobert A DuffyJim DoseArtist s Adrian CarmackKevin CloudKenneth ScottComposer s Sonic MayhemFront Line AssemblyBill Leeb c SeriesQuakeEngineid Tech 3Platform s AmigaOS 4 Microsoft Windows Linux Mac OS Mac OS X Dreamcast PlayStation 2 Xbox 360 iOSReleaseDecember 2 1999 Microsoft WindowsNA December 2 1999EU December 17 1999 1 WW August 3 2007 digital Microsoft Windows Team Arena NA December 15 2000 2 EU January 26 2001WW August 3 2007 digital Microsoft Windows Gold NA September 26 2001EU August 9 2002LinuxNA December 10 1999Mac OSNA January 6 2000 3 Mac OS Team Arena NA 2001Mac OS Gold NA October 2001EU August 9 2002DreamcastNA October 19 2000 4 EU December 8 2000PlayStation 2 Revolution NA March 27 2001 5 EU April 6 2001Xbox 360 Arena Arcade WW December 15 2010Genre s First person shooterMode s Single player multiplayerNotable features of Quake III Arena include a minimalist design very extensively customizable settings such as field of view texture detail and enemy model and advanced movement features such as strafe jumping and rocket jumping The game was praised by reviewers who for the most part described the gameplay as fun and engaging Many liked the crisp graphics and focus on multiplayer Quake III Arena has also been used extensively in professional electronic sports tournaments such as QuakeCon Cyberathlete Professional League DreamHack and the Electronic Sports World Cup Contents 1 Gameplay 2 Characters 3 Development 3 1 Game engine 3 2 Mods 3 3 Fast inverse square root 4 Expansion 5 Ports 5 1 Official 5 2 Source ports 6 Reception 6 1 Sales 6 2 Critical reception 6 3 Competitive play 7 See also 8 Notes 9 References 10 External linksGameplay editUnlike its predecessors Quake III Arena does not have a single player campaign Instead it simulates the multiplayer experience with computer controlled players 6 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 and biographical information 7 A familiar mixture of gothic and technological map architecture as well as specific equipment is included such as the Quad Damage power up the rocket launcher and the BFG 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 6 As the game progresses the fights take place in more complex arenas and against tougher opponents 8 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 boss battles The weapons are balanced by role with each weapon having advantages in certain situations such as the railgun at long range and the lightning gun at close quarters The BFG super weapon is an exception to this compared to other similarly named weapons in the Doom Quake series Quake III Arena s incarnation of this weapon is basically a fast firing rocket launcher and it is found in hard to reach locations Weapons appear as level items spawning at regular intervals in set locations on the map If a player dies all of 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 Quake III Arena comes with several gameplay modes Free for All FFA a classic deathmatch where each player competes against the rest for the highest score Team Deathmatch TDM where usually two teams of four compete for the highest team frag kill total Tournament 1v1 a deathmatch between two players usually ending after a set time and Capture the Flag which is played on symmetrical maps where teams have to recover the enemy flag from the opponents base while retaining their own 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 and incorporates a handicap system It employs a client server model requiring all players clients to connect to a server Quake III Arena s focus on multiplayer gameplay spawned a lively community similar to QuakeWorld that is still active as of 2021 Characters editQuake III Arena features several characters from previous entries in the Quake series including Bitterman from Quake II the Ranger character from Quake as well as Doomguy from id Software s sister franchise Doom Development editDuring early March 1999 ATI leaked the internal hardware vendor IHV copy of the game which unveiled to the public in Macworld Conference amp Expo at Moscone Center in January and Makuhari Messe in February by Steve Jobs CEO of Apple Inc at the time when it unveiled 9 This was a functional version of the engine with a textured level and working guns The IHV contained most of the weapons excepting the Gauntlet that would make it into the final game although most were not fully modeled 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 The game was developed by nine people in 18 months 10 After the IHV leak id Software released a beta of the game called Quake III Arena Test on April 24 1999 initially only for Mac OS 11 before expanding to Windows at a later date The 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 09 12 id co founder and former technical director John Carmack has stated that Quake III Arena is his favorite game he has worked on 13 Quake III Arena was shipped to retailers on December 2 1999 the official street date for the game was December 5 although id Software chief executive officer Todd Hollenshead expected the game to be available as early as December 3 from retailers like Babbage s and EB Games 14 The game supported the A3D 2 0 HRTF technology by Aureal Semiconductor out of the box 15 Game engine edit Main article id Tech 3 nbsp A mirror reflects Sarge and the Quake III logo in the opening scene of the first level Q3DM0 The id Tech 3 engine is the name given to the engine that was developed for Quake III Arena Unlike most other games released at the time Quake III Arena requires an OpenGL compliant graphics accelerator to run The game does not include a software or Direct3D renderer The graphic 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 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 16 Quake 3 also 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 Other visual features include volumetric fog mirrors portals decals and wave form vertex distortion For networking id Tech 3 uses a snapshot system to relay information about game frames to the client over UDP 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 17 id Tech 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 Unless operations which require a specific endianness are used a QVM file will run the same on any platform supported by Quake III Arena The engine also contains bytecode compilers for the x86 and PowerPC architectures executing QVM instructions via an interpreter 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 types certain phrases the bots may respond for example typing You bore me might cause a bot 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 Arena and incorporated into the game by their creator Jan Paul van Waveren aka Mr Elusive 18 19 Bot chat lines were written by R A Salvatore Seven Swords and Steve Winter 20 Xaero the hardest opponent in the game was based on the Gladiator bot Zero The bot Hunter appears on magazine covers in the later id game Doom 3 On August 19 2005 id Software released the complete source code for Quake III Arena under the GNU General Public License v2 0 or later 21 as they have for most of their prior engines As before the engine but not the content such as textures and models was 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 Mods edit 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 DeFRaG and Loki s Revenge The source code s release has allowed total conversion mods such as Tremulous World of Padman OpenArena and Urban Terror to evolve into free standalone 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 Arena 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 Another mod that underwent several open beta versions and was very popular in 1999 2001 was Quake 3 Fortress Q3F The initial version of this game was an indirect port of the Quakeworld Team Fortress mod with many clans and leagues competing in both games simultaneously Q3F was eventually ported to another Quake 3 mod Enemy Territory Fortress which had limited success The developers of Q3F eventually abandoned the mod but used it to create the standalone 2003 game Wolfenstein Enemy Territory which uses the Quake 3 engine and is still popular with approximately 9 400 active players in 2018 Fast inverse square root edit Main article Fast inverse square root Fast inverse square root sometimes referred to as Fast InvSqrt or by the hexadecimal constant 0x5F3759DF is an algorithm that estimates 1x displaystyle frac 1 sqrt x nbsp the reciprocal or multiplicative inverse of the square root of a 32 bit floating point number x displaystyle x nbsp in IEEE 754 floating point format The algorithm is best known for its implementation in the source code of Quake III Arena At the time it was generally computationally expensive to compute the reciprocal of a floating point number especially on a large scale However the fast inverse square root bypassed this step Around 2002 initial speculation pointed to John Carmack as the probable author of the code but he demurred and suggested it was written by Terje Mathisen an accomplished assembly programmer who had previously helped id Software with Quake optimization Mathisen had written an implementation of a similar bit of code in the late 1990s but the original authors proved to be much further back in the history of 3D computer graphics with Gary Tarolli s implementation for the SGI Indigo as a possible earliest known use Expansion editAn expansion pack titled Quake III Team Arena was released on December 15 2000 in North America January 15 2001 in Japan and January 26 in Europe It was developed by id Software and published by Activision The expansion focused on team based gameplay through new game modes as well as the addition of three new weapons the Chaingun Nailgun and Prox Launcher and new items and player models Quake III Team Arena was criticized as its additions were long overdue and had already been implemented by fan modifications Quake III Gold was later released on September 26 2001 in North America March 29 2002 in Japan and August 9 in Europe Quake III Gold including the full version of Quake III Arena and the Quake III Team Arena expansion pack bundled together in a Hybrid Disc CD ROM 22 Canadian electro industrial band Front Line Assembly made the soundtrack for the expansion 23 the counterpart to Sonic Mayhem s Quake III Arena Noize Ports editOfficial edit As a result of the disappointing sales of Blue Stinger Activision was discouraged from publishing further titles for the Dreamcast and relinquished the distribution of the Dreamcast version of Quake III Arena ported by Raster Productions to Sega First announced on January 29 2000 24 and released on October 23 2000 25 the Dreamcast version of Quake III featured 4 player cross platform play between Dreamcast and PC players It is often considered one of the best PC to console ports of its time thanks to its smooth frame rate and online play 26 There are still communities that play this version online on the remaining dedicated servers running patch version 1 16n and the required map pack 27 The Dreamcast version of Quake III also included VMU Maze mini games 25 Quake III Revolution ported by Bullfrog Productions published by Electronic Arts in North America and Electronic Arts Square in Japan was released for the PlayStation 2 in March 2001 28 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 with the PS2 Multitap As the game was an early PS2 title it lacked online play Sony would not launch their network functionality in North America until August 2002 GameRankings rated the release at 83 29 Quake III Revolution was widely criticized for having long loading times compared to the Dreamcast and PC versions poor game balance and for not including USB mouse and keyboard support out of the box unlike the PlayStation 2 s version of Unreal Tournament 30 31 Quake III Arena Arcade for the Xbox 360 was officially announced by id at QuakeCon 2007 32 The title jointly developed by id and Pi Studios was released on Xbox Live Arcade on December 15 2010 The retail price of the game was set at 1200 Microsoft Points or 15 USD 33 Quake Arena DS for the Nintendo DS was announced at QuakeCon on August 4 2007 John Carmack stated touch screen controls would not be implemented as he preferred the game be played with the D pad instead 34 This version was silently cancelled Quake Zero was announced at QuakeCon on August 3 2007 and was an updated version of Quake 3 Arena distributed by free download run in a browser window and supported by built in advertising content 35 Quake Zero was launched as Quake Live 36 released in 2010 On November 15 2021 Microsoft made the x86 64 based Xbox One Series X S consoles backward compatible with Quake III Arena Arcade one of 76 titles published in celebration of the 20th anniversary of the original Xbox console s launch 37 Source ports edit Quake III Arena has been unofficially ported to several consoles including the PlayStation Portable handheld and Xbox console These versions require a modified console or handheld and the assets to the original game to go along with the source port Carmack has said that Quake Trilogy including Arena will be ported on the iPhone iPod Touch iPad An unofficial version for iOS was released through Cydia for jailbroken iOS devices in April 2008 it is a demo version similar to the original except that it integrates the iPhone and iPod Touch s accelerometer and touch controls to make gameplay possible 38 A high definition version for iPad was released in November 2010 featuring re created controls sharper graphics better gameplay and better framerate 39 40 this improved version was also integrated into the iPhone and iPod touch version of the port A Moorestown prototype version was demonstrated on a reference design that demonstrated performance of up to 90 frames per second 41 An unofficial port of Quake III for Symbian mobile devices was made It requires PAK files from original game to run An unofficial port of the game to Android was created based on the released source code 42 43 This means the game can be run on several Android powered devices most notably the Motorola Milestone 44 Motorola Droid 45 and the Nexus One as well as other high end devices 46 In August 2011 the ARM based Raspberry Pi credit card sized computer was shown running a specially compiled ARM version of Quake III on Debian 47 In February 2019 an unofficial port of Quake III called ioQuake3DS was released for the Nintendo 3DS by masterfeizz The console must be homebrewed in order to be run 48 Reception editSales edit Quake III s sales surpassed 50 000 copies during its first three days of release by which time 1 million copies had been printed 49 It debuted at 5 on PC Data s weekly computer game sales chart for the December 5 11 period 50 The game rose to fourth place in the weekly top 10 the following week 51 Domestically it sold 222 840 copies and earned revenues of 10 1 million 17 million in 2023 by early 2000 52 In North America Quake III sold 168 309 copies and earned 7 65 million 12 9 million in 2023 from January through October 2000 according to PC Data 53 Its overall sales in the region including its launch in 1999 totaled 319 970 units by November 2000 54 Its sales for 2000 alone ultimately reached 190 950 units and 8 4 million 14 1 million in 2023 by the end of the year 55 The game later received a Silver sales award from the Entertainment and Leisure Software Publishers Association ELSPA 56 indicating sales of at least 100 000 copies in the United Kingdom 57 Critical reception edit This section needs additional citations for verification Please help improve this article by adding citations to reliable sources in this section Unsourced material may be challenged and removed Find sources Quake III Arena news newspapers books scholar JSTOR August 2017 Learn how and when to remove this template message ReceptionAggregate scoresAggregatorScoreDreamcastPCPS2Xbox 360GameRankings92 95 84 96 84 97 N AMetacritic93 100 98 N A84 100 99 69 100 100 Review scoresPublicationScoreDreamcastPCPS2Xbox 360Electronic Gaming Monthly8 83 10 58 N A6 5 10 59 N AEurogamer9 10 60 9 10 61 N A7 10 62 FamitsuN AN A25 40 63 N AGame Informer9 25 10 citation needed N A7 75 10 citation needed N AGameFan97 100 citation needed 89 100 64 N AN AGamePro4 75 5 65 N A4 25 5 66 N AGameRevolutionA 8 N AN AN AGamesMasterN A95 citation needed 90 citation needed N AGameSpot9 4 10 67 9 2 10 6 7 7 10 68 N AGameSpyN AN A7 7 10 69 N AGamesRadar N A92 70 69 71 nbsp nbsp nbsp nbsp nbsp 72 IGN9 2 10 73 9 3 10 74 8 8 10 75 7 10 76 Maximum PCN A8 10 77 N AN ANext Generation nbsp nbsp nbsp nbsp nbsp 78 nbsp nbsp nbsp nbsp nbsp 79 nbsp nbsp nbsp nbsp nbsp 80 N AOfficial U S PlayStation MagazineN AN A nbsp nbsp nbsp nbsp nbsp 81 N AOfficial Xbox Magazine UK N AN AN A8 10 82 PC AcceleratorN A8 10 83 N AN APC Gamer UK N A95 85 N AN APC Gamer US N A80 86 N AN APC PowerPlayN A93 100 87 N AN APC ZoneN A89 100 84 N AN AX PlayN AN A nbsp nbsp nbsp nbsp nbsp 88 N AEntertainment WeeklyN AA 89 N AN AGaming AgeN AA 90 N AN AThe Cincinnati Enquirer nbsp nbsp nbsp nbsp nbsp 91 N AN AN APSMK2networkN AN A62 100 92 N AThe A V ClubN AN AN AB 93 Metro GameCentralN AN AN A7 10 94 If you re looking to buy Quake III Arena for an awesome single player experience this game isn t for you If you re yearning for silky smooth online deathmatches and crave to push your top of the line PC to the threshold of its performance then perhaps Quake III Arena is the only game you ll ever need Robert Howarth of Diehard GameFan in 1999 64 Metacritic which assigns a normalised rating in the 0 100 range calculated an average score of 93 out of 100 Universal acclaim Must Play for the Dreamcast version 98 84 out of 100 Generally favorable reviews for the PlayStation 2 version s Revolution edition 99 while the Xbox Live Arcade version s Arena Arcade edition received a lowest score with the average score of 69 out of 100 Mixed or Average 100 Reviews for the game were very positive with many describing the game as fast and addictive 101 Curved surfaces were a welcome addition to the series Most reviewers felt the game was best when played with others online A Diehard GameFan review by Robert Howarth described the game as the best pure deathmatch experience around but criticised the game s frame rate which didn t run very well on low end systems and required either a RIVA TNT2 or GeForce 256 GPU to run the game at an acceptable frame rate 64 GameSpot reviewer Jeff Gerstmann described the game as outstanding He noted the fun level designs great looking textures impressive special effects and weapons sounds 6 Gerstmann however criticised the narrator s voice and thought that some levels could become too crowded when playing multiplayer 6 An IGN review felt the game lacked originality but enjoyed the detailed wall textures and outer space jump levels The high number of character skins and the artificial intelligence of opponent bots were praised but the weapons were said to be bland and predictable 74 A Eurogamer review described the game as polished and stunning and thought that it was extremely well balanced and plays very well The reviewer was especially pleased with the customisable 3D engine and looked forward to new maps and mods 102 Blake Fischer reviewed the PC version of the game for Next Generation rating it five stars out of five describing it as the best deathmatch yet Period End of story If you want single player or a storyline buy Half Life If you want great DM and near infinite expandability Quake III is the best in the business 79 Frank O Connor reviewed the Dreamcast version of the game for Next Generation rating it four stars out of five and stated that it was a brilliant if flawed conversion of arguably the best online game ever made it s sure a hell of a lot more interesting use of the Dreamcast modem than Chu Chu Rocket 78 The Dreamcast version won GameSpot s annual Best Multiplayer Game award among console games and was a runner up in the Best Shooting Game category which went to Perfect Dark 103 Quake III Revolution proves that the PS2 can certainly do great first person action and while the single player game gets monotonous after a while the split screen multiplayer action makes this a must have for fans of group gaming Great graphics intelligent control and fast paced gameplay add up to a topnotch piece of action and one of the best games on the system Jason D Aprile of X Play in 2001 88 Garrett Kenyon reviewed the PlayStation 2 version of the game for Next Generation rating it four stars out of five and stated that all in all this is a fast and beautiful game easily the best shooter available for PS2 80 Japanese gaming magazine Shukan Famicom Tsushin scored the PlayStation 2 version of the game a 25 out of 40 63 out of 100 for online version 63 while a User Reviewer average scored at the MK2network website are scored 62 out of 100 92 The PlayStation 2 version was a nominee for The Electric Playground s 2001 Blister Awards for Best Console Shooter Game but lost to Halo Combat Evolved for Xbox 104 Quake III Arena won PC Gamer US s 1999 Special Achievement in Graphics award and wrote that it set a new high water mark in 3D graphics this year 105 During the 3rd Annual Interactive Achievement Awards the game was nominated for Computer Action Game of the Year which was ultimately awarded to Half Life Opposing Force d 106 In January 2016 Red Bull labeled Q3DM17 The Longest Yard one of the 10 greatest FPS multiplayer levels of all time 107 Competitive play edit Quake III Arena s multiplayer focused development led 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 108 The following competitions have held Quake III events Cyberathlete Amateur League Cyberathlete Professional League Electronic Sports World Cup QuakeCon World Cyber Games DreamhackThese competitions have now moved on to more recent games or have transitioned to its variant successor Quake Live See also edit1999 in video games OpenArena a video game clone of Quake III Arena Unreal TournamentNotes edit Ported to Sega Dreamcast by Raster Productions ported to PS2 by Bullfrog Productions jointly developed by id Software and Pi Studios for Xbox 360 Credited as Paul Jaquays The Dreamcast version of the game was composed by Aubrey Hodges and Dale Stump under the pseudonym Razor The Opposing Force multiplayer mode was later bundled in Half Life Counter Strike which won the Online Game of the Year from Golden Joystick Awards in 2002 References edit Gone Gold EuroGold 2001 02 10 Archived from the original on 2001 02 10 Retrieved 2023 10 02 Quake III Team Arena to Arrive in Stores Friday GameSpot Retrieved 2024 01 07 GameSpot PC News Q3A Releases For Macs 2002 02 21 Archived from the original on 2002 02 21 Retrieved 2023 04 10 I G N Staff 2000 10 20 Quake III Enters the Dreamcast Arena IGN Retrieved 2023 05 06 Quake III Revolution Hands On GameSpot Retrieved 2024 01 07 a b c d e Jeff Gerstmann December 16 1999 Quake III Arena Review GameSpot CBS Interactive Inc Retrieved January 23 2012 Connors William W Rivera Mike Orzel Sylvia Quake 3 Arena Manual a b Shawn Sparks January 11 2000 Quake 3 review for the DreamCast Game Revolution AtomicOnline LLC Retrieved 27 January 2010 Quake III Arena IHV Test Leaked Blue s News 1999 03 01 Retrieved 2008 08 12 Clarke Stuart January 22 2000 Three of the best smh com au Archived from the original on October 16 2000 Retrieved March 18 2022 Smith Tony April 27 1999 On the Register Ahead of the game MacWEEK Archived from the original on February 29 2000 Retrieved 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GameRankings CBS Interactive Archived from the original on 9 December 2019 Retrieved 15 May 2017 a b Quake III Arena for Dreamcast Reviews Metacritic CBS Interactive Retrieved 15 May 2017 a b Quake III Revolution for PlayStation 2 Reviews Metacritic CBS Interactive Retrieved 15 May 2017 a b Quake Arena Arcade Reviews Metacritic Retrieved March 25 2022 Quake III Arena IGN November 2021 Mat December 16 1999 Quake 3 Arena Review Eurogamer Eurogamer Network Ltd Retrieved 27 January 2010 GameSpot Staff January 5 2001 Best and Worst of 2000 GameSpot Archived from the original on February 13 2002 Staff January 25 2002 Blister Awards 2001 The Electric Playground Archived from the original on July 13 2003 Staff March 2000 The Sixth Annual PC Gamer Awards PC Gamer US 7 3 46 47 49 50 54 56 60 62 Third Interactive Achievement Awards Personal Computer Academy of Interactive Arts amp Sciences Archived from the original on September 3 2000 Partridge Jon January 14 2016 The 10 greatest FPS multiplayer levels of all time Red Bull Archived from the original on October 18 2016 Retrieved October 15 2016 CPL Chooses CPMA Mod VQ3 Ruleset 2006 07 06 Archived from the original on December 12 2007 Retrieved 2007 05 16 External links editOfficial website archived copy Quake III Arena at MobyGames Quake III Revolution at MobyGames Quake III Arena at Curlie Quake III Arena at IMDb nbsp Retrieved from https en wikipedia org w index php title Quake III Arena amp oldid 1213923054 Ports, wikipedia, wiki, book, books, library,

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