Quake 3 No Textures

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Quake 3 Arena - Bottomless Pit Map. Game: Open Arena Quake III. Gametype: FFA. Map type: Open arena. Players: up to 16. New textures: no. Just changed the amount of light emitted by the light shaders. Steam Workshop: Quake Live. An HD texture pack for Quake Live, this only features textures that were from Quake 3, any other textures will not get this treatment. If the author would like me to remove this content I will do so.

http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/QuakeIIIArena

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'Untold centuries ago the Vadrigar, the mysterious Arena Masters, constructed the Arena Eternal for their own infernal amusement. Virtually nothing is known of these beings except that they savor the carnage and clamor of battle. As such, they have stocked the arena with the greatest warriors of all time. And you have just joined their ranks.'
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Quake III: Arena is the third entry in the Quake series. It was developed by id Software and released for PC in 1999.

The plot of the game is simple: Several warriors from all the corners of the galaxy duke it out in order to entertain the Vadrigar, and win the honor of being the most badass warrior of all time. Characters from several of Id's games, such as Doom and the two previous QuakeTableau bar chart with icons. games, were present in it.

This game was designed almost exclusively with multiplayer mode in mind. Id had recognized the fact that the deathmatches were easily the most popular thing about Quake so far, and created this entry as a virtual arena for competitive online matches. The single-player mode contained only a very basic story, and was based around a series of tiers, with the player making its way to the final match against the Champion. As everything else, the available multiplayer modes included in the game were plain and simple: 'Free For All' (regular Deathmatch), 'Team Deathmatch', 'Tournament' (also called '1on1') and Capture the Flag.

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The game has an Expansion Pack in the form of Quake III: Team Arena, made by Id themselves, which was focused in team games. Here you must choose a team and duke it out with the other clans. It adds three new gamemodes, all of the team-based: 'One Flag CTF', 'Harvester' and 'Overload'.

Like most PC games, it also has console versions. The first release was for the Sega Dreamcast in 2000, ported by Raster Software and published by Sega, and featured 4 player online crossplay versus Dreamcast and PC gamers. The second is called Quake III: Revolution, and was released for the PlayStation 2 in 2001, created by Bullfrog Productions and published by Electronic Arts; this version features several elements (maps and characters) adopted from Team Arena, along with a more mission-based single-player mode, and split-screen multiplayer for up to 4 players (sadly, it lacks mouse support and online play due to the PS2's network adapter not being released outside of Japan until 2004). And finally there's a Xbox Live Arcade version called Quake Arena Arcade, a joint-effort by Id and Pi Studios released in December 15, 2010. This game contains some new maps and characters.

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All of this, of course, not counting the countless of ports and forks which have spawned ever since Id released the source code in 2005, which allowed Q3A to be played in virtually every device in existence, as well as spawning many clones and derivated games such as Alien Arena, OpenArena and World Of Padman, as well as former game mods turned standalone games such as Q 3 Rally and Urban Terror.

In 2010, Id released a free web browser version of Quake III: Arena called Quake Live, which also added many new maps (especially third-party ones) and some extra game modes. This version was later released on Steam in 2014, and made as a paid game in 2015. Plenty of new modes were added since its announcement such as 'Race', 'Clan Arena', 'Freeze Tag' (a Lighter and Softer version of Clan Arena), 'Domination', 'Attack & Defend' and 'Red Rover'. Instagib versions of FFA, CTF and Freeze Tag were also made available.

Followed chronologically by Quake IV. In 2016, it received a direct successor as Quake Champions.

The game has a character sheet.

See also:

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  • Armor Meter/Points: Expressed in an icon+number fashion.
  • Artificial Stupidity: The game uses an AI system based on brushes (firstly used on the Xaero bot mod for Quake II) instead of waypoint-based systems. This, however, doesn't mean that the bots will play like humans. They cannot jump, use platforms (there's a reason of why Q3 lacks platform-based maps, and uses jumppads instead) and they cannot navigate their way onto items which take some kind of risk to get. This is also a problem in its Spiritual SuccessorOpenArena.
  • Ascended Glitch: The Strafe Jump, with a tutorial and training course in Live.
  • Batman Can Breathe in Space: Some levels are set in space platforms and just a bunch of the characters aren't helmet-less, spacesuit-less humans.
  • Beam Spam: The Lightning Gun.
  • Bilingual Bonus: One of Fritzkrieg's death sounds has him shouting 'Scheisse!' Which is the German word for 'shit'
  • BFG: It's a Plasma Gun on steroids, however..
  • Bragging Rights Reward: There are several awards obtained in-game and campaign-only post-game which don't bring any meaningful bonus:
    • 'Excellent': Kill 2 enemies in 3 seconds or less.
    • 'Impressive': Get 2 consecutive hits with the Railgun.
    • 'Accuracy': Get over 50% of weapon accuracy.
    • 'Frags': Get 100 frags in the campaign. (Obtained every 100 frags)
    • 'Perfect': End a match without dying.
    • 'Defence': Protecting your flag or your flag carrier.
    • 'Assist': Taking the enemy flag from a fallen teammate and scoring. Additionally, fragging your flag carrier's foes.
    • 'Capture': Capturing a flag.
  • Chainsaw Good: The Gauntlet.
  • Cherry Tapping: The game actually gives you a humiliation award for killing your opponent with the Gauntlet. This fact makes the otherwise useless Gauntlet a popular weapon, especially in Live, where other players can see how many people you 'humiliate' during all your game sessions.
  • Competitive Multiplayer: One of the games that really started the multiplayer craze, it still has a dedicated 'professional' competitive community to this day.
  • Death Is Not Permanent: If Arenas is any indication, characters are rebuilt between respawns. In the game proper, the bots even lampshade this.
  • Death Trap: Some Deathmatch levels have these. They range from killing pendulums, to crushing platforms, to death pits and the void.
  • Developers' Foresight: In single player, curse at a bot. They'll comment on your potty mouth. Similarly, typing in racist slurs will have them ask if you're some sort of racist. Typing something religious will either get them on praising religion or throwing an insult at you. Really, there's a lot of topics it can handle, even though pretty loosely.
  • Dummied Out: Two unused music tracks by Sonic Mayhem, unused announcer voices, a test map and more. More info here.
  • Flight: You can find this item in just one map during a Multiplayer match, but it's also present in some third-party maps as well.
  • Gatling Good: The Machinegun.
  • Lightning Gun: The Quake 1 gun returns, but without the 'water discharge' property.
  • Massive Multiplayer Crossover:
    • This series of games feature characters from most of Id Software's major FPS games until its release date battling it out for supremacy, such as the Space Marine from Doom, the Quake dude (referred to as 'Ranger'), and several characters from Quake II including the generic Grunt, Bitterman (the protagonist of the main Quake II game), Major, and a Strogg Tank. The only major missing figure is Wolfenstein's B.J. Blazkowicz.note
    • This also extends to the weapons, as the starting guns are a small version of Doom's chainsaw (the Gauntlet) and Quake II's Machinegun. There're also Quake's Lightning Gun, (which, sadly, doesn't include the 'instant water kill' property its Quake counterpart had) Doom's Plasma Gun, and Quake II's Railgun. Team Arena also adds a modified version of Quake's Nailgun (which behaves more like a Shotgun with Nails instead of a rapid-fire Nail shooter) and Quake II's Chaingun.
    • Author Avatar: After installing the 1.16n patch of the game, you can even play as some of the developers!
    • Guest Fighter: Bullfrog, the developers of Quake III: Revolution, sure didn't leave the happy owners of this PS2 port without a tasty treat - The Reaper and The Mistress make guest appearances there!
  • Mutually Exclusive Power Ups: The 'holdables': Personal Teleporter and Medkit in vanilla Q3A and Kamikaze and Invulnerability (plus the unfinished and cut Portal) in Team Arena. Players can use these at any time in the match, but cannot carry up more than one holdable at a time. In order to pick up another holdable, the previous one must be used first.
  • No OSHA Compliance: Lampshaded by Gorre, when he dies by lava:
    'Where's the 'Under Construction' sign? Who built this freakin' place?'
  • Palette Swap: Multiple models have alternate skins, although they all have no more than two team textures. Bolded are the bots available in the vanilla campaign, the console-exclusive bots are in italic.
    • Bones - X-Ray
    • Doom - Phobos
    • Sarge - Krusade, Roderic
    • Grunt - Stripe
    • Hunter - Harpy
    • Klesk - Flisk
    • Slash - Yuriko, Grrl
    • Patriot - Razor, Id
    • Lucy - Angel
    • Ranger - Wrack
    • Uriel - Zael
    • Visor - Gorre
    • Major - Daemia
    • Biker - Cadavre, Hossman, Slammer, Stroggo
  • Pop-Star Composer: Front Line Assembly composed some tracks for the main game. Sonic Mayhem as well returning after doing soundtrack for Quake II.
  • Recycled In Space: The Excuse Plot can be summed up as 'Mortal Kombat with guns'.
  • Tournament Play: The longevity of the game in the competitive scene eventually led to the development of Live.
  • Use Item: Teleporter and Medkit.
  • Advertised Extra:
    • Sarge has been the center of many a promotional piece of artwork and is even the protagonist of the trailer and the final boss of the demo. In the full game proper? He's reduced to the first boss you take on.
    • Klesk appears in the cover of Quake III: Revolution and early screenshots, but has no big role in the game other than being playable.
  • Blood Knight: In the blurb, it says the gods wanted more entertainment, so they put you and the others there to fight, and even made you immortal so that not even death would release you from fighting.
  • Bond One-Liner: The dev team got creative with them, as many bots can attest. This is something which was refined further by Unreal Tournament and the like.
  • Can't Count Bullets: In the opening cutscene, Sarge is blasting monsters with his Chaingun, until he runs out of bullets ('Fuel Cell: Empty'), then he has no option but to hide behind a pillar.
  • Credits Gag: In the PC version, after defeating Xaero, there's a cutscene which shows him turned into stone, and the obvious credit list.. then Slash appears trying to control her rollerblades.
  • Dramatic Ammo Depletion: A heroic version happens at the opening cutscene, where Sarge is blasting monsters with his Chaingun, until he runs out of bullets ('Fuel Cell: Empty'), then he has no option but to hide behind a pillar.
  • Dummied Out: The Grappling-Hook Pistol, accessible via cheating. It's modeled and works like it should, but its functionality is incomplete.
  • Easter Egg:
    • The DopeFish appears on the level 'Deva Station'.
    • User Friendly's Dust Puppy appears on 'Apocalypse Void', but you must fall off an edge to see it.
  • Excuse Plot: The game's plot goes like this: Sufficiently Advanced Aliens kidnapped some of the greatest warriors and made them fight each other to death and redeath. You die? They'll respawn you back. The best warrior will then challenge Xaero, the Arenas Eternal's champion. In the PS2 version, you get to fight against the tournament's host directly, though.
  • Foreshadowing:
    • 'Arena Gate', first level of Tier 1, has statues of Major and Visor; you meet Visor in Tier 5 and Major in Tier 6.
    • 'Hero's Keep', first level of Tier 3, has statues of Ranger, Major, Visor and Doom; you meet Doom in Tier 6.
  • Gradual Regeneration: The Regeneration powerup.
  • Loads and Loads of Loading: A pretty painful issue of the PS2 port, in which loadings might span for just as long as two minutes.
  • Mid Boss: The single-player portion of III features one boss per tier, except Tier 6: Sarge, Hunter, Klesk, Anarki, Uriel and Xaero.
  • Shareware: The demo version came with four levels (Arena Gate -q3dm1-, Temple of Retribution -q3dm7-, The Longest Yard -q3dm17- and The Proving Grounds -q3tourney2-) and five selectable characters (Daemia, Grunt, Visor, Major, Stripe and Sarge as a Final Boss of sorts).
  • Your Mom: Might occur if you try to chat with a bot (any who can reply to your messages, anyway) and actually manage to piss him off.
  • Art Evolution: Barely noticeable, but it's still there - starting with the menu design and ending with the minor fact that Callisto has little face animation, unlike the other models.
  • Back from the Dead: Pi and Fritzkrieg.
  • Bond One-Liner: The characters rely on 'uniformed' voice acting rather than text chat lines and there's significantly less one-liners than in the vanilla Q3, but they're still here.
  • Competitive Balance: In Team Arena, you start as Jack-of-All-Stats, as in any FPS, but in the maps with the Runes, depending on the rune you've taken, you may become:
    • Fragile Speedster: Scout. (Negates your armor, and you're unable to pick up armor, but makes you faster)
    • Mighty Glacier or Lightning Bruiser: Guard. (You receive the max health and armor, and the health will regenerate to the maximum)
    • Glass Cannon: Doubler. (Increases your firerate and weapon damage)
    • Spoony Bard: Ammo Regen. (Your ammunition regenerates.. rather slowly)
  • Defeat Equals Explosion: Any player who dies while carrying the Kamikaze holdable powerup. When dying, (and if they're not gibbed) they will produce a huge explosion which shakes the arena.
  • Dummied Out:
    • An incomplete Use Item, a Portal device. Like the Grapple, it's modeled, but its functionality is incomplete, and there's no model, sprite or effect for it, leading it to being a weird Game-Breaker if added to a map. Should it have been completed with the functionality finished, it would have predated games such as Narbacular Drop and Portal.
    • A minor one, but some bot chatlines were commented out, such as Angel's reactions when she gets killed by a player or kills with a Kamikaze. They're a real thing for Fritzkrieg and Pi, however.
  • Expy: Like Galena in Quake Champions, the Crusaders seem to be inspired by the Heretic and Hexen games, which id Software published.
  • Gatling Good: The Chaingun.
  • Nail 'Em: The Nailgun.
  • Nerf: The Railgun, later carried to Arena. It was overpowered in the main game, being hitscan and doing enough damage to reliably kill an opponent in one or two shots. In TA, the weapon gets weaker with distance, making it useless at longer ranges. This was later carried over to vanilla III by the time of Point Release 1.32.
  • Suicide Attack: The Kamikaze item.
  • Timed Mission: All of the single-player missions are this, as well as some matches on the main game.
  • Time Trial: Basically to what the singleplayer mode has been reduced - a series of free-to-choose challenges, in which you need to score points. The time bonus, complete with the skill multiplier, deliver the biggest impact on the challenge's final score.
  • Use Item: The Invulnerability and Kamikaze are added to the inventory.
  • Why Am I Ticking?: Hit an enemy with a Proxy Mine, (or many, for amplified effect) and in 10 seconds, more or less, he will blow into pieces.
  • Art Evolution: For being in the same engine, many of the Arena and Team Arena maps received really big visual changes, compared to the original versions.
  • Ascended Fanfic: Plenty of third-party maps made their way to Live:
    • The game launched with 'Blood Run' by Sten 'ztn' Uusvali[[note]]Which also made its way to Quake Champions, 'Industrial Accident' (later renamed to 'Pulp Friction') by Jason 'Cornelius' Gill, and the Threewave CTF maps 'Bloodlust' and 'Courtyard Conundrum' by Dave 'Zoid' Kirsch.
    • Premium Pak 1: 'Realm of Steel Rats' by Jens Bergensten, 'Dismemberment' by Mindi 'Hubster' Burji, 'Aerowalk'note by Hubster and Mattias 'Preacher' Konradsson, and 'Phrantic' by Richard 'Swelt' Jacques (all of them from the Challenge Pro-Mode Arena -CPMA- mod); 'Deep Inside' by J. Scott 'Teddy' Drader and 'Intervention' (formerly 'Suicide') by Agust Atlason (both from the Orange Smoothie Productions (OSP) Tourney mod); 'Japanese Castles' by Mike 'g1zm0' Burbidge and 'Shinning Forces' by Ryan 'Crewmaac' Villegas (both from the Threewave CTF mod); 'Theatre of Pain' (formerly 'High Noon') by Till 'thefury' Merker, and 'Overkill' by Wiebo de Wit (both from the Rocket Arena 3 mod); 'Battleforged' by Tom 'Phantazm11' Perryman, 'Dreadful Place' by Pawel 'Shadow' Chrapka, and 'Focal Point' by Simon 'Sock' O'Callaghan.
    • Premium Pak 2: 'Thunderstruck' by thefury and 'Somewhat Damaged' by Adam 'Brent' Bellefeuil (both from Rocket Arena 3) and 'Devilish' by Justin 'StormShadow' Ingels.
    • Premium Pak 3: 'Solid' by Swelt (from the CPMA mod) and 'Window Pain' by Brent (from the Rocket Arena 3 mod).
    • Premium Pak 4: 'Evolution' by thefury and 'Three Story' by g1zm0 (both from the Rocket Arena 3 mod).
    • Premium Pak 5: 'Double Impact' by Shadow (from the Quake II multiplayer-only expyQuetoo).
    • Premium Pak 6: 'Dies Irae' by Shadow (from Quetoo); 'Skyward' (formerly 'The Vast and Furious') by Brian 'ButterB' Hahn and 'Concrete Palace' also by Shadow.
    • Premium Pak 7: 'Toxicity' by Alexander Mader.
    • Premium Pak 9: 'Canned Heat' by thefury (from the Rocket Arena 3 mod); and 'Wargrounds' by Shadow.
    • Premium Pak 10: 'Seams and Bolts' by Brent (from the Rocket Arena 3 mod).
    • Premium Pak 11: 'Spider Crossings' by Dan 'Scancode' Gold (from the Threewave CTF mod) and 'Electric Head' by Brent (from the Rocket Arena 3 mod).
    • Premium Pak 12: 'Camper Crossings' by Scancode (from the Threewave CTF mod).
    • Premium Pak 13: 'Windsong Keep' by Phantazm11.
    • Premium Pak 14: 'Terminatria' by Russell 'bst' Vint, 'Fluorescent' by Ferdinand 'Cityy' List, and 'Corrosion' by Phantazm11.
    • Premium Pak 15: 'Left Behind' by Cityy.
    • Premium Pak 16: 'Wicked' and 'Use and Abuse', both by FxR/jude (50chickens), and 'Foolish Legacy' by Swelt (all of them from the CPMA mod).
    • Premium Pak 19: 'Future Crossings', 'Gospel Crossings' and 'Railyard' (formerly 'Silly Railings') all of them by Scancode (all of them from the Threewave CTF mod).
    • Premium Pak 20: 'City Crossings' by Scancode (from the Threewave CTF mod); 'Shaken Not Stirred' by Brent, and 'Monastery' by g1zm0 (both from the Rocket Arena 3 mod).
    • Premium Pak 21: 'Hen House' by thefury, 'Dead and Gone' by David 'SgtGhost' Levesque (from the Rocket Arena 3 mod); and 'McSarge's' by Cityy.
    • Premium Pak 22: 'Industrial Revolution' by Joel 'Johnny Law' Baxter (from the Threewave CTF mod); 'Castle Deathstalker' by H. Scott 'Deathstalker' Maclean, 'Death or Glory' by SgtGhost, 'Drunken Mummy' by thefury (all of them from the Rocket Arena 3 mod); and 'Bitter Embrace' by Todd 'Mr. Clean' Rose, and 'Solarium' by Phantazm11.
  • Bowdlerization: In order to get the 'T' rating, Live had to drop every topic/reference to alcohol, drugs, rear-guards, sex, porn, depictions of violence with animals and Satanism. Many maps had also renames (for example 'Apocalypse Void' was renamed to 'Terminal Heights').
  • Easter Egg:
    • The training maps are full of these. First of all, it's modelled after the Introduction difficulty map selection from Quake. Then, by rocketjumping into the right places, players can discover red key(card) of doooom! ('You found a spooky secret!'), a poster of Orbb with Crash riding on it (OOOOOOOOOOOOOOH SNAP!), a support with 'Method was here' written on it, a list of the Quake Live team and a secret, harder bonus challenge ('You're my hero!').
    • As part of the bowdlerization, the eggs on 'The Bouncy Map' and 'Apocalypse Void' (renamed as 'Terminal Heights') had to be replaced with 'MMM BOY'. The 'Chemical Reaction' (fka 'Deva Station') egg was replaced with the Turkey from Super Turbo Turkey Puncher 3, which also appears in the map 'Arcane Citadel' (in a location only available via noclip).
    • The map 'Corrosion' has the Dopefish inside of an unreachable area.
    • References to the clan 2K are found in the maps 'Limbus' ('Quake Forever <3') and 'Arcane Citadel' ('Monument of Honor' and 'Akm & Yellack were here <3')
    • There's a creeper hidden in the map 'Realm of Street Rats'.
    • The map 'Purgatory' has an unreachable BFG.
    • The maps 'Cure' and 'McSarge's' have birthday cakes.
    • The map 'Ragnarok', fittingly, has the Mjolnir, in a specific, unreachable location.
    • The map 'Reflux' has a QR Code.
    • The map 'Elden' in FFA mode has a room with a Red Armor and a Megahealth which can only be opened with a Gold Key.
    • Blue side, middle area, of the map 'Stone Keep' has a carving ('AP & LP <3')
    • The map 'Blood Run' has an area only reachable by noclipping ('I'm Bad')
    • The map 'Repent' has a funny 'Sorry! Invis is in another secret!'. The Invisibility itself is VEEEEEEEEEEEERY hard to get, and requires tons of trickjumping.
  • Lighter and Softer: Live has blood and gore removed, along with the map decorations of corpses, torture victims, and skeletons.
  • Nostalgia Levels: Aside of the fan-made maps, Premium Pak 16 for Live added Quake II maps 'The Edge' (q2dm1) and 'Warehouse' (q2dm8). A special, winter-themed version called 'Winter's Edge', was available for some time.
  • Product Placement: Live originally had billboards displaying ads for various things.
  • Your Princess Is in Another Castle!: The Easter Egg in the 'Repent' map: by headbutting a certain light you open a secret area with a message which says 'Sorry! The Invis is on another secret'.
Tropes exclusive to Q3A for Dreamcast, Revolution (PS2) and Arena Arcade (X360). Tropes from Arena and Team Arena may apply here as well.
  • Adapted Out:
    • Arena Arcade: The PC maps 'Fatal Instinct', 'Brimstone Abbey', 'The Nameless Place', 'Dredwerkz', 'Lost World', 'Space Chamber' and 'Apocalypse Void'/'Terminal Heights' and the character Orbb.
    • Revolution: The maps 'Deva Station'/'Chemical Reaction', 'Dredwerkz', 'Grim Dungeons', 'The Bouncy Map'/'Cobalt Station', 'Apocalypse Void' and especially 'The Very End of You', plus the characters Mynx and Uriel.
  • Ascended Extra: The following were just selectable skins in the PC version who got ascended to AI opponents in these versions:
    • Krusade (Palette Swap of Klesk) in Revolution.
    • Flisk (Palette Swap of Klesk), Slammer, Stroggo (both of Biker/Hossman), Yuriko (of Slash) and Zael (of Uriel) in Arena Arcade.
  • Bonus Dungeon: In the literal sense of the word! After finishing the Vadrigar in Revolution, you get a special rung called The Keeper, where you face The Reaper and The Mistress. Winning it unlocks them.
  • Boss Rush: The 'Who's The Boss' challenge in Arena Arcade pits the player against every previous boss until that pointnote .
  • The Cameo: There's a Deathmatch-only level in Revolution called 'The Keeper', featuring Dungeon Keeper characters Reaper and Mistress.
  • Continuity Nod: The description for the map 'Cobalt Station' in Arena Arcade says that 'veterans of the arena call this map 'Bouncy'. This is a reference to the map's original name back in Q3A, 'The Bouncy Map'.
  • Demoted to Extra:
    • Hunter becomes just another challenger in Revolution.
    • Xaero, usually the game's Final Boss, becomes just another challenger in Revolution as his place was taken by the True Final Boss, the Vadrigar.
  • Down to the Last Play: The capture limit for the One Flag CTF challenge 'One Cap to Win' in Arena Arcade is 1.
  • Gimmick Matches: Most of the challenges in Arena Arcade take place in the other gamemodes aside of Free For All. Some of them have quirks, though, such as the low-gravity based challenges 'High Flying', 'Long Jump' and 'Zero G'.
  • Its All Up To You: The 'One Flag' Capture the Flag challenges in Revolution. You're on your own against a team of bots who will prevent you from getting to the capture limit.
  • Letters 2 Numbers: The challenge 'Death B4 Dishonor' in Arena Arcade.
  • Loads and Loads of Loading: One of the main criticisms of Revolution, averaging over a minute.
  • MacGuffin: The white flag in the One Flag CTF and Possession matches.
  • Mid Boss: In addition to the PC bosses, Arena Arcade adds Pi from Team Arena to the list.
  • Quad Damage: In addition to the trope-naming powerup, there's also a pink-colored Double Damage.
  • Super Speed: In addition to the Haste powerup, there's a Double Haste, which increases even more the movement speed and rate of fire. An analogy could be done here: the Haste is to the Double Damage what the Double Haste is to the Quad Damage.
  • Timed Mission:
    • The 'Kills Vs. Time' rungs in Revolution are about scoring the highest amount of frags or reaching the frag limit before the time limit expires.
    • The 'Short on Time' and 'Hustle' challenges in Arena Arcade are about scoring the most frags in a short period of time.

Index

id Tech 3
Developer(s)id Software
Initial releaseDecember 2, 1999; 19 years ago
Stable release
1.32b / August 19, 2005; 13 years ago
Repositorygithub.com/id-Software/Quake-III-Arena
Written inC
(rewritten 14% in C++)
PlatformPC, Mac OS, OS X, Linux, Dreamcast, Nintendo GameCube, PlayStation 2, PlayStation 3, Xbox, Xbox 360, iOS, Android
TypeGame engine
Websitewww.idsoftware.com/business/idtech3/
Star Trek: Elite Force II was one of the last games to utilize the id Tech 3 engine.

id Tech 3, popularly known as the Quake III Arena engine, is a game engine developed by id Software for their video game Quake III Arena. It has been adopted by numerous games. During its time, it competed with the Unreal Engine; both engines were widely licensed.

While id Tech 3 is based on id Tech 2 engine; a large amount of the code was rewritten. Successor id Tech 4 was derived from id Tech 3, as was Infinity Ward's IW engine used in Call of Duty 2 onwards.

At QuakeCon 2005, John Carmack announced that the id Tech 3 source code would be released under the GNU General Public License (version 2), and it was released on August 19, 2005. Originally distributed by id via FTP,[1] the code can be downloaded from id's GitHub account.

  • 1Features
  • 3Games using the engine

Features[edit]

Graphics[edit]

Unlike most other game engines released at the time — including its primary competitor, the Unreal Engine, id Tech 3 requires an OpenGL-compliant graphics accelerator to run. The engine does not include a software renderer.

id Tech 3 introduced spline-based curved surfaces in addition to planar volumes, which are responsible for many of the surfaces present within the game.[2]

Shaders

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.[3] In order to assist calculation of these shaders, id Tech 3 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.[4][5]

Video

In-game videos all use a proprietary format called 'RoQ', which was originally created by Graeme Devine, the co-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,[6] and the actual RoQ decoder is present in the Quake 3 source code release. RoQ has seen little use outside games based on the id Tech 3 or id Tech 4 engines, but is supported by several video players (such as MPlayer) and a handful of third-party encoders exist. One notable exception is the Unreal Engine-based game Postal 2: Apocalypse Weekend, which uses RoQ files for its intro and outro cutscenes, as well as for a joke cutscene that plays after a mission at the end of part one.

Models

id Tech 3 loads 3D models in the MD3 format. The format uses vertex movements (sometimes called per-vertex animation) as opposed to skeletal animation in order to store animation. The animation features in the MD3 format are superior to those in id Tech 2's MD2 format because an animator is able to have a variable number of key frames per second instead of MD2's standard 10 key frames per second. This allows for more complex animations that are less 'shaky' than the models found in Quake II.

Another important feature about the MD3 format is that models are broken up into three different parts which are anchored to each other. Typically, this is used to separate the head, torso and legs so that each part can animate independently for the sake of animation blending (i.e. a running animation on the legs, and shooting animation on the torso). Each part of the model has its own set of textures.

The character models are lit and shaded using Gouraud shading while the levels (stored in the BSP format) are lit either with lightmaps or Gouraud shading depending on the user's preference. The engine is able to take colored lights from the lightgrid and apply them to the models, resulting in a lighting quality that was, for its time, very advanced.

In the GPLed version of the source code, most of the code dealing with the MD4 skeletal animation files was missing.[citation needed] It is presumed that id simply never finished the format,[7] although almost all licensees derived their own skeletal animation systems from what was present. Ritual Entertainment did this for use in the game, Heavy Metal: F.A.K.K.², the SDK to which formed the basis of MD4 support completed by someone who used the pseudonym Gongo.[8]

Dynamic shadows

The engine is capable of three different kinds of shadows. One just places a circle with faded edges at the characters' feet, commonly known as the 'blob shadow' technique. The other two modes project an accurate polygonal shadow across the floor. The difference between the latter two modes is one's reliance on opaque, solid black shadows while the other mode attempts (with mixed success) to project depth-pass stencil shadow volume shadows in a medium-transparent black. Neither of these techniques clip the shadow volumes, causing the shadows to extend down walls and through geometry.

Other rendering features

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

Sound[edit]

id Tech 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 is not 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[edit]

id Tech 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[edit]

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.

Virtual machine files are developed in ANSI C, using LCC to compile them to a 32-bitRISC 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.

ioquake3[edit]

Automatic specular and normal mapping in ioQuake3, Tremulous 1.3 prerelease client

Ioquake3 is a game engine project which aims to build upon the id Tech 3 source code release[12][13] in order to remove bugs, clean up source code and to add more advanced graphical and audio features via SDL and OpenAL. ioquake3 is also intended to act as a clean base package, upon which other projects may be built. The game engine supports Ogg Vorbis format and video capture of demos in .avi format.[14]

The project was started shortly after the source code release with the goal of creating a bug-free, enhanced open sourceQuake III engine source code distribution upon which new games and projects can be based. In addition, the project aims to provide an improved environment in which Quake III: Arena, the Team Arena expansion pack and all the popular mods can be played.[15][16][17][18] Notable features added by the project include builtin VoIP support, Anaglyph stereo rendering (for viewing with 3D glasses), and numerous security fixes. A list of some of the features is available on the project's website.

Ioquake3 has been the basis of several game projects based on the id Tech 3 engine, such as OpenArena (mimicking Quake III Arena),[19][20]Tremulous,[21][22]Smokin' Guns,[23]Urban Terror,[24][25]Turtle Arena and World of Padman[26][27] as well as game engine projects such as efport (a Star Trek: Voyager – Elite Force Holomatch engine recreation project), ioJedi Outcast,[28] ioJedi Academy,[29] ioDoom3[30] and OpenMoHAA.[31] The engine and its associated games have been included in several Linux and BSD distributions.[32][33][34][35][36]

The source code for the Return to Castle Wolfenstein and Wolfenstein: Enemy Territory engines was released under the GNU General Public License on August 12, 2010.[37] The ioquake3 developers announced the start of respective engine projects (iortcw,[38][39] iowolfet, Enemy territory:Legacy[40]) soon after.[41]

The ioquake3 project has also been used in the academic arena as the basis for a variety of research in institutions such as Stanford University's Center for Computer Research in Music and Acoustics (CCRMA),[42][43] Notre Dame as the foundation for VR research,[44] and Swinburne University of Technology's Centre for Advanced Internet Architectures.[45][46]There are even collaborative efforts from researchers at Carnegie Mellon University and the University of Toronto that use ioquake3 as a platform for their published researches.[47][48] Students have used ioquake3 as the basis for advanced graphics work for their theses, as well, such as Stephan Reiter's work[49][50] which has even been noted at the LLVM project[51] due to his synthesis of the ioquake3 engine, ray-tracing rendering technique, and LLVM.

Though the name 'ioquake3' is based on Ryan 'Icculus' Gordon's site icculus.org, Ryan does not lead the project. Instead, he maintains a mentor role and provides hosting for the mailing lists and the SVN repository used by the project.[52]

Games using the engine[edit]

Games based on the source release[edit]

  • OpenArena – An open source standalone game based heavily on the Quake III Arena-style deathmatch. The gameplay attempts to emulate Quake III Arena in that the player scores frags to win the game using a balanced set of weapons, each designed for different situations. OpenArena is also capable of running some Quake III Arena based mods such as Tremulous 1.0. OpenArena runs on ioquake3 and version 0.8 has been successfully ported to Android.[53]
  • Space Trader – An action/strategy game from HermitWorks Entertainment.
  • Smokin' Guns – An open source first person game that intended to be a semi-realistic simulation of the 'Old West's' atmosphere. Originally a Quake III Arena modification, but became a stand-alone game. It has been ported back to ioquake3 engine in 2009.[54]
  • Urban Terror – A Quake III Arenatotal conversion mod while designed and released to work with the retail software Quake III Arena, it is also compatible with open source engine alternatives. The gameplay can be compared to Counter-Strike with a larger focus on movement with its parkour features. Urban Terror runs on the ioquake3 engine.
  • Tremulous – Tremulous is an open sourced asymmetric alien vs human team based first-person shooter with elements of real time strategy. Each team may construct and defend a base, consisting of essential and support structures which aid the players in some way. Victory for a team is typically done by eliminating enemy spawn structures and remaining players. Tremulous started as a Quake III Arena mod, but as of version 1.1 the game has become stand-alone on the ioquake3 engine.

Games using a proprietary license[edit]

Quake
Based on id Tech 3
  • Quake III Arena (1999) – id Software
    • Quake III: Team Arena (2000) – id Software
    • Quake III Revolution (2001) – Bullfrog Productions
  • Star Trek: Voyager – Elite Force (2000) – Raven Software
    • Star Trek: Voyager – Elite Force – Expansion Pack (2001) – Raven Software
  • Return to Castle Wolfenstein (2001) – Gray Matter Interactive (SP) / Nerve Software (MP)
  • Trinity: The Shatter Effect (Canceled) - Gray Matter Interactive
  • Soldier of Fortune II: Double Helix (2002) – Raven Software
  • Star Wars Jedi Knight II: Jedi Outcast (2002) – Raven Software
  • Star Wars Jedi Knight: Jedi Academy (2003) – Raven Software
  • Wolfenstein: Enemy Territory (2003) – Splash Damage
  • Call of Duty (2003) – Infinity Ward
    • Call of Duty: United Offensive (2004) – Gray Matter Interactive / Treyarch
    • Call of Duty Classic (2009) – Infinity Ward
  • Severity (Canceled) – Cyberathlete Professional League
  • Iron Grip: Warlord (2008) – Isotx
  • Dark Salvation (2009) – Mangled Eye Studios
  • Quake Live (2010) – id Software
Using id Tech 3 with ÜberTools
Quake
  • Heavy Metal: F.A.K.K.² (2000) – Ritual Entertainment
  • American McGee's Alice (2000) – Rogue Entertainment
  • 007: Agent Under Fire (2001) – EA Redwood Shores
  • Medal of Honor: Allied Assault (2002) – 2015, Inc.
    • Medal of Honor: Allied Assault – Spearhead (2003) – EA Los Angeles
    • Medal of Honor: Allied Assault – Breakthrough (2003) – TKO Software
  • Star Trek: Elite Force II (2003) – Ritual Entertainment
  • 007: Everything or Nothing (2004) – EA Redwood Shores

References[edit]

  1. ^quake3-1.32b-source.zip[permanent dead link]
  2. ^Paul Jaquays, Brian Hook. 'Quake III Arena Shader Manual'. p. 5. Archived from the original on 2006-04-14. Retrieved 2006-10-01.
  3. ^Paul Jaquays, Brian Hook. 'Quake III Arena Shader Manual'. p. 1. Archived from the original on 2006-09-04. Retrieved 2006-10-01.
  4. ^Eberly, David (2002). 'Fast Inverse Square Root'(PDF). Geometric Tools: 2. Archived from the original(PDF) on 2009-02-24
  5. ^Sommefeldt, Rys (November 29, 2006). 'Origin of Quake3's Fast InvSqrt()'. Beyond3D. Retrieved 2009-02-12.
  6. ^Tim Ferguson (2001). 'Id Software's .RoQ Video File Format'. Archived from the original on 2006-09-01. Retrieved 2006-10-01.
  7. ^ioquake3 md4-readme.txt
  8. ^gongo. 'md4 v4 file spec, by gongo'. Archived from the original on 2011-07-15. Retrieved 2012-08-11.
  9. ^'Sound in the main thread'. Retrieved 2009-01-16.
  10. ^'Book of Hook: The Quake3 Networking Model'. Retrieved 2006-10-01.
  11. ^'Ioquake3 Help Page'. Retrieved 2007-02-17.
  12. ^'Complete Guide: Configure and Customise ioQuake3 in Linux'. Linux Today. Retrieved 2010-01-03.
  13. ^'Quake 3 ported to iPod Touch with tilt controls – Betanews'. Retrieved 2010-01-04.
  14. ^Valich, Theo (3 April 2007). 'Two free games based on the Quake 3 engine tip up'. The Inquirer. Retrieved 2010-01-12.
  15. ^'ioquake3 for OS X – Inside Mac Games'. Retrieved 2010-01-03.
  16. ^'ioquake3 for Mac OS X available for download – Macsimum News'. Archived from the original on 2006-09-12. Retrieved 2010-01-03.
  17. ^'IOQuake3 OSX : Clone de Quake III (gratuit) – MaxiApple.com'. Retrieved 2010-01-03.
  18. ^'IOQuake3 1.34 – Jogue Quake 3 no Mac OS X – Maclivre.net'. Archived from the original on 2011-07-23. Retrieved 2010-01-04.
  19. ^'Open Arena about page'. Retrieved 2009-11-03.
  20. ^'XP Games'. Archived from the original on 2012-07-20. Retrieved 2009-11-03.
  21. ^'Tremulous about page'. Retrieved 2009-11-04.
  22. ^'Quake, Meet GPL; GPL, Meet Quake – Linux Journal'. Retrieved 2010-01-04.
  23. ^'Entretien avec l'équipe de Smokin'Guns – JeuxLinux'. Retrieved 2009-11-04.
  24. ^'Urban Terror manual'. Retrieved 2015-05-18.
  25. ^'Two free games based on the Quake 3 engine tip up – The Inquirer'. Retrieved 2010-01-04.
  26. ^'A Look At Free Quake3 Engine Based Games – Slashdot'. Retrieved 2010-01-03.
  27. ^'Comparison of free software shooters – linuX-gamers.net'. Retrieved 2010-01-04.[dead link]
  28. ^[1]
  29. ^ioJedi Academy
  30. ^Iodoom3
  31. ^OpenMOHAA
  32. ^'Fedora 12 Update: quake3-1.36-5.fc12 – fedora-package-announce'. Retrieved 2010-01-04.
  33. ^'ioquake3-1.36-1mdv2010.0 RPM for i586 - RPM Find'. Archived from the original on 2014-02-21. Retrieved 2010-01-04.
  34. ^'Package: openarena-data (0.8.1-2) – Debian'. Retrieved 2010-01-04.
  35. ^'ioquake3 1.36 build 3 – FreshPorts'. Retrieved 2010-02-05.
  36. ^'igames/ioquake3 – The NetBSD Packages Collection'. Archived from the original on 2011-06-10. Retrieved 2010-01-04.
  37. ^ftp://ftp.idsoftware.com/idstuff/source/[permanent dead link]
  38. ^Iortcw compiled package
  39. ^Iortcw source code
  40. ^ET Legacy source code
  41. ^Larabel, Michael (2010-06-13). 'id Software Open-Sources ET, RTCW'. Phoronix. Retrieved 2010-08-13.
  42. ^'Q3osc research paper'(PDF). Retrieved 2010-01-09.
  43. ^'Q3osc wiki'. Retrieved 2010-01-09.
  44. ^'A Survey of Collaborative Virtual Environment Technologies'(PDF). Retrieved 2010-01-09.
  45. ^'L3DGEWorld 2.1 Input & Output Specifications'(PDF). Retrieved 2010-01-09.
  46. ^'L3DGEWorld 2.3'. Retrieved 2010-01-09.
  47. ^'VMM-Independent Graphics Acceleration'(PDF). Archived from the original(PDF) on 2009-10-09. Retrieved 2010-01-09.
  48. ^'VMM article in ACM'. pp. 33–43. ISBN978-1-59593-630-1. Retrieved 2010-01-09.
  49. ^'Real-time Ray Tracing of Dynamic Scenes'. Retrieved 2012-04-22.
  50. ^'Run-Time Code Generation for Materials'. Retrieved 2012-04-22.
  51. ^'LLVM Users, Open Source Projects'. Retrieved 2010-01-09.
  52. ^'ioquake3 Miscellany – LinuxGames'. Archived from the original on 2011-06-14. Retrieved 2010-01-04.
  53. ^'OpenArena - Android Apps on Google Play'. Google Play. Retrieved 22 January 2018.
  54. ^Bougard, Guillaume (alias Tequila) (22 January 2009). 'Smokin'Guns ioquake3 backport'. Smokin'Guns Productions. Retrieved 2010-01-26.

Quake 3 No Textures Minecraft

External links[edit]

  • 'Official id Tech 3 licensing page'. Archived from the original on 2009-11-08. Retrieved 2012-07-06.CS1 maint: BOT: original-url status unknown (link)
  • Original Quake III source code repository (id Tech 3) on idsoftware.com[permanent dead link]
  • id's current Quake III source code repository (id Tech 3) on github.com
  • ioquake3 project page, community continuation

Quake 4 Hd Textures

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