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Quake III Arena

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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,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

Quake III Arenais a 1999multiplayer-focusedfirst-person shooterdeveloped byid Software.The third installment of theQuakeseries,Arenadiffers 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-controlledbots.It features music composed bySonic MayhemandFront Line AssemblyfounderBill Leeb.

Notable features ofQuake III Arenainclude a minimalist design, very extensively customizable settings such asfield of view,texture detail and enemy model; and advanced movement features such asstrafe-jumpingandrocket-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 Arenahas also been used extensively in professionalelectronic sportstournaments such asQuakeCon,Cyberathlete Professional League,DreamHack,and theElectronic Sports World Cup.

Gameplay

[edit]

Unlike its predecessors,Quake III Arenadoes not have a single-player campaign. Instead, it simulates the multiplayer experience withcomputer-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 theQuakeseriesand evenDoomis maintained by the inclusion of player models and biographical information.[7]A familiar mixture ofgothicandtechnologicalmap architecture as well as specific equipment is included, such as the Quad Damage power-up, the rocket launcher, and theBFG.

InQuake III Arena,the player progresses through tiers of maps, combating differentbotcharacters 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. TheBFGsuper-weapon is an exception to this; compared to other similarly named weapons in theDoom/Quakeseries,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 thespawnweapons 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 Arenacomes 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 andCapture 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 Arenawas specifically designed formultiplayer.The game allows players whose computers are connected by anetworkor to theinternetto play against each other inreal time,and incorporates a handicap system. It employs aclient–server model,requiring all players' clients to connect to a server.Quake III Arena's focus on multiplayer gameplay spawned a lively community, similar toQuakeWorld,that is still active as of 2021.

Characters

[edit]

Quake III Arenafeatures several characters from previous entries in theQuakeseries including "Bitterman" fromQuake II,the "Ranger" character fromQuakeas well asDoomguyfrom id Software's sister franchiseDoom.

Development

[edit]

During early March 1999,ATIleaked the internal hardware vendor (IHV) copy of the game, which unveiled to the public inMacworld Conference & ExpoatMoscone Centerin January andMakuhari Messein February bySteve Jobs(CEOofApple 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 calledQuake III Arena Teston April 24, 1999, initially only forMac 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 thatQuake III Arenais his favorite game he has worked on.[13]

Quake III Arenawas shipped to retailers on December 2, 1999; the officialstreet datefor the game was December 5, although id Softwarechief executive officerTodd Hollenshead expected the game to be available as early as December 3 from retailers likeBabbage'sandEB Games.[14]The game supported the A3D 2.0HRTFtechnology byAureal Semiconductorout of the box.[15]

Game engine

[edit]
A mirror reflects Sarge and theQuake IIIlogo in the opening scene of the first level, Q3DM0.

Theid Tech 3engine is the name given to the engine that was developed forQuake III Arena.Unlike most other games released at the time,Quake III Arenarequires anOpenGL-compliantgraphics acceleratorto run. The game does not include asoftwareorDirect3Drenderer.

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 3also introduced spline-based curved surfaces in addition to planar volumes, which are responsible for many of the surfaces present within the game.[16]Quake 3also provided support for models animated usingvertex animationwith attachment tags (known as the.md3format), allowing models to maintain separate torso and leg animations and hold weapons.Quake 3is 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 includevolumetric 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 overUDP.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 3uses avirtual machineto 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 inQuake IIand the user interface for mods was entirely customizable. Unless operations which require a specificendiannessare used, a QVM file will run the same on any platform supported byQuake III Arena.The engine also contains bytecode compilers for thex86andPowerPCarchitectures, executing QVM instructions via aninterpreter.

Quake III Arenafeatures an advancedAIwith 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 fromQuake IIwere ported toQuake III Arenaand incorporated into the game by their creator - Jan Paul van Waveren, aka Mr. Elusive.[18][19]Bot chat lines were written byR. 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 gameDoom 3.

On August 19, 2005, id Software released the complete source code forQuake III Arenaunder theGNU General Public License v2.0 or later,[21]as they have for most of their prior engines. As before, theengine,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,QuakeandQuake II,Quake III Arenacan be heavilymodified,allowing the engine to be used for many different games. Mods range from small gameplay adjustments likeRocket Arena 3andOrange Smoothie Productionsto total conversions such asSmokin' Guns,DeFRaG,andLoki's Revenge.The source code's release has allowed total conversion mods such asTremulous,World of Padman,OpenArena,andUrban Terrorto evolve into free standalone games. Other mods likeWeapons Factory Arenahave moved to more modern commercial engines.Challenge ProMode Arenabecame the primary competitive mod forQuake III Arenasince theCyberathlete Professional Leagueannounced 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 wasQuake 3 Fortress(Q3F). The initial version of this game was an indirect port of theQuakeworldTeam Fortressmod with many clans and leagues competing in both games simultaneously. Q3F was eventually ported to another Quake 3 modEnemy Territory Fortresswhich had limited success. The developers of Q3F eventually abandoned the mod but used it to create the standalone 2003 gameWolfenstein: 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 thehexadecimalconstant 0x5F3759DF, is an algorithm that estimates,thereciprocal(or multiplicative inverse) of thesquare rootof a 32-bitfloating-pointnumberinIEEE 754 floating-point format.The algorithm is best known for its implementation in the source code ofQuake III Arena.

At the time, it was generallycomputationally expensiveto 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 withQuakeoptimization. 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 theSGI Indigoas a possible earliest known use.


Expansion

[edit]

Anexpansion packtitledQuake III: Team Arenawas 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 Arenawas criticized, as its additions were long overdue and had already been implemented by fan modifications.Quake III: Goldwas later released on September 26, 2001, in North America, March 29, 2002, in Japan and August 9 in Europe.Quake III: Goldincluding the full version ofQuake III Arenaand theQuake III: Team Arenaexpansion pack bundled together in aHybrid DiscCD-ROM.[22]Canadianelectro-industrialbandFront Line Assemblymade the soundtrack for the expansion,[23]the counterpart to Sonic Mayhem'sQuake III Arena: Noize.

Ports

[edit]

Official

[edit]

As a result of the disappointing sales ofBlue Stinger,Activision was discouraged from publishing further titles for theDreamcastand relinquished the distribution of the Dreamcast version ofQuake III Arena(ported by Raster Productions) toSega.First announced on January 29, 2000.[24]and released on October 23, 2000,[25]the Dreamcast version ofQuake IIIfeatured 4 playercross-platform playbetween 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 ofQuake IIIalso includedVMUMaze mini-games.[25]

Quake III Revolution(ported byBullfrog Productions,published byElectronic Artsin North America andElectronic Arts Squarein Japan) was released for thePlayStation 2in March 2001,[28]featuring several elements adopted fromTeam Arena,along with a more mission-based single-player mode. It features split-screen multiplayer for up to 4 players with the PS2Multitap.As the game was an early PS2 title, it lacked online play -Sonywould not launchtheir network functionalityin North America until August 2002.GameRankingsrated the release at 83%.[29]Quake III Revolutionwas widely criticized for having long loading times compared to the Dreamcast and PC versions, poorgame balance,and for not includingUSBmouse and keyboard supportout of the box(unlike the PlayStation 2's version of Unreal Tournament).[30][31]

Quake Arena Arcadefor theXbox 360was officially announced by id at QuakeCon 2007.[32]The title, jointly developed by id andPi Studios,was released onXbox Live Arcadeon December 15, 2010. The retail price of the game was set at 1200 Microsoft Points, or $15USD.[33]Quake Arena DSfor theNintendo DSwas announced atQuakeConon August 4, 2007.John Carmackstated 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 Zerowas announced atQuakeConon August 3, 2007, and was an updated version ofQuake 3 Arena,distributed by free download, run in a browser window and supported by built-in advertising content.[35]Quake Zerowas launched asQuake Live,[36]released in 2010.

On November 15, 2021,Microsoftmade thex86-64-basedXbox One/Series X/Sconsolesbackward compatiblewithQuake 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 Arenahas been unofficially ported to several consoles, including thePlayStation Portablehandheld andXboxconsole. 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 foriOSwas released throughCydiaforjailbroken iOSdevices in April 2008; it is a demo version similar to the original except that it integrates theiPhoneandiPod 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.

AMoorestownprototype 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 toAndroidwas created based on the released source code.[42][43]This means the game can be run on several Android powered devices, most notably theMotorola Milestone,[44]Motorola Droid,[45]and theNexus One,as well as other high-end devices.[46]

In August 2011, the ARM-basedRaspberry Picredit card-sized computer was shown running a specially-compiled ARM version ofQuake IIIonDebian.[47]

In February 2019, an unofficial port ofQuake IIIcalled ioQuake3DS was released for theNintendo 3DSby masterfeizz. The console must behomebrewedin order to be run.[48]

In May 2022, an unofficial VR port was released for Meta Quest and Pico virtual reality headsets by a group of modders around Team Beef. To run the port, players must use sideloading. The port is based on the IoQuake3 source port.[49]

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.[50]It debuted at #5 onPC Data's weekly computer game sales chart for the December 5–11 period.[51]The game rose to fourth place in the weekly top 10 the following week.[52]Domestically, it sold 222,840 copies and earned revenues of $10.1 million (~$17 million in 2023) by early 2000.[53]

In North America,Quake IIIsold 168,309 copies and earned $7.65 million (~$12.9 million in 2023) from January through October 2000, according toPC Data.[54]Its overall sales in the region, including its launch in 1999, totaled 319,970 units by November 2000.[55]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.[56]The game later received a "Silver" sales award from theEntertainment and Leisure Software Publishers Association(ELSPA),[57]indicating sales of at least 100,000 copies in the United Kingdom.[58]

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 ofDiehard GameFanin 1999[65]

Metacritic,which assigns anormalisedrating in the 0–100 range, calculated an average score of 93 out of 100 ( "Universal acclaim/Must-Play" ) for the Dreamcast version,[99]84 out of 100 ( "Generally favorable reviews" ) for the PlayStation 2 version'sRevolutionedition.[100]while the Xbox Live Arcade version'sArena Arcadeedition received a lowest score with the average score of 69 out of 100 ( "Mixed or Average" ).[101]

Reviews for the game were very positive, with many describing the game as fast and addictive.[102]Curved surfaces were a welcome addition to the series. Most reviewers felt the game was best when played with others online. ADiehard GameFanreview by Robert Howarth described the game as the best "pure deathmatch" experience around, but criticised the game'sframe rate,which didn't run very well on low-end systems and required either aRIVA TNT2orGeForce 256GPUto run the game at an acceptable frame rate.[65]GameSpotreviewerJeff Gerstmanndescribed 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]AnIGNreview 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".[75]AEurogamerreview 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.[103]

Blake Fischer reviewed the PC version of the game forNext 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, buyHalf-Life.If you want great DM and near-infinite expandability,Quake IIIis the best in the business ".[80]

Frank O'Connor reviewed the Dreamcast version of the game forNext 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 thanChu Chu Rocket".[79]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 toPerfect Dark.[104]

""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 ofX-Playin 2001[89]

Garrett Kenyon reviewed the PlayStation 2 version of the game forNext 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".[81]Japanese gaming magazineShūkan Famicom Tsūshinscored the PlayStation 2 version of the game a 25 out of 40 (63 out of 100 for online version),[64]while aUser Revieweraverage scored at theMK2networkwebsite are scored 62 out of 100.[93]The PlayStation 2 version was a nominee forThe Electric Playground's 2001 Blister Awards for "Best Console Shooter Game", but lost toHalo: Combat EvolvedforXbox.[105]

Quake III ArenawonPC Gamer US's 1999 "Special Achievement in Graphics" award, and wrote that it "set a new high-water mark in 3D graphics this year".[106]During the3rd Annual Interactive Achievement Awards,the game was nominated for "Computer Action Game of the Year",which was ultimately awarded toHalf-Life: Opposing Force.[d][107]

In January 2016,Red Bulllabeled Q3DM17 (The Longest Yard) one of the 10 greatest FPS multiplayer levels of all time.[108]

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 professionalelectronic sportstournaments. In competitiveQuake III Arenathere are two distinct gameplays, often referred to as 'rulesets', the out-of-the-boxQuake III Arenagame, also known asvanillaQuake 3(VQ3), and the CPM ruleset of theChallenge Pro Mode Arenamod. On July 26, 2006,Challenge Pro Mode Arenawith VQ3 gameplay was chosen byCyberathlete Professional Leagueas the mod of choice for their tournament, making it the standard competitive mod forQuake III Arena.Previously,Orange Smoothie Productionswas the most widely used tournament mod.[109]

The following competitions have heldQuake IIIevents:

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 toDreamcastby Raster Productions; ported toPS2byBullfrog Productions;jointly developed by id Software andPi StudiosforXbox 360.
  2. ^Credited asPaul Jaquays
  3. ^The Dreamcast version of the game was composed byAubrey Hodgesand Dale Stump under the pseudonym Razor.
  4. ^The Opposing Force multiplayer mode was later bundled inHalf-Life: Counter-Strike(which won the Online Game of the Year fromGolden Joystick Awardsin 2002).

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[edit]
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