Beruflich Dokumente
Kultur Dokumente
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Contents
Articles
Overview
Quake series 1 1 3 3 14 17 18 20 26 33 38 39 42 51 51 61 68 77 83 87 90 90 92 93 96 103 106 108 111 113 116
Development
id Software American McGee David Kirsch Graeme Devine John D. Carmack John Romero Paul Jaquays Tim Willits Timothee Besset Trent Reznor
Video games
Quake Quake II Quake III Arena Quake 4 Enemy Territory: Quake Wars Quake Live
Rocket Arena Shrak Smokin' Guns Team Fortress Tremulous Urban Terror Warsow Weapons Factory World of Padman X-Men: The Ravages of Apocalypse
117 119 121 124 127 132 136 138 141 142 144 144 148 153 156 157 161 164 164 177 179 179 183 186 189 193 194 196 198 200 200 207 209 212 214
Machinima
Blahbalicious Diary of a Camper Operation Bayshield Quad God Quake done Quick The Seal of Nehahra
Community
QuakeCon QuakeNet
Professional players
av3k Cooller Cypher fatal1ty Sujoy Toxjq Tresh Vo0
id Tech 4 id Tech 5 Jake2 MegaTexture Misfit Model 3d nxMakaqu Quake Army Knife Quake 2 Modeler Quake engine QuakeC QuakeWorld
221 225 228 230 232 233 234 238 239 245 247 250 250
Miscellany
BFG10K
References
Article Sources and Contributors Image Sources, Licenses and Contributors 251 257
Article Licenses
License 260
Overview
Quake series
The Quake series is a line of first-person shooter video games produced by id Software.
Overview
The Quake series is somewhat unusual in that its focus changes frequently; the story of Quake II has nothing to do with Quake, and Quake III Arena has little to do with either of its predecessors. This is mostly because Quake II was originally intended to be a separate franchise ("Quake II" was a tentative title), a plan that was thwarted when most of the other names id Software had tried to use were already taken. Quake involves a marine traveling through alternate dimensions to prevent an invasion of inter-dimensional monsters, a storyline somewhat similar to that of id's previous game Doom. Quake II involves an assault on an alien planet, Stroggos, in retaliation for Strogg attacks on Earth. Most of the subsequent entries in the Quake franchise follow this storyline. Quake III has minimal plot, but centers around the "Arena Eternal", a gladiatorial setting created by an alien race known as the Vadrigar and populated by combatants plucked from various points in time and space. Among these combatants are some characters either drawn from or based on those in Doom (Doomguy, Crash, Phobos), Quake (Ranger, Wrack) and Quake II (Bitterman, Tank Jr., Grunt, Major). Quake IV picks up where Quake II left off finishing the war between the humans and Strogg. The spin-off Enemy Territory: Quake Wars acts as a prequel to Quake II, when the Strogg first invade Earth.
Setting
The Strogg are an alien race who serve as the primary antagonists in Quake II and Quake 4. They are a playable faction in Quake III: Team Arena and Enemy Territory: Quake Wars. The Strogg are a warlike cybernetic race, infamous for the systematic replacement of their ranks with prisoners of war and the modification of their bodies with mechanical weaponry and prosthetics. They maintain a massive global military-industrial complex with mines, ore refineries, light production plants and heavy industrial manufacturing facilities throughout Stroggos. Their heavy reliance on industry has created a toxic environment that has killed much of the native plant and animal life on Stroggos, and the remaining animals are subject to horrible mutation.
Games
Main series
Quake (1996) Quake Mission Pack 1: Scourge of Armagon (1997) Quake Mission Pack 2: Dissolution of Eternity (1997) Quake II (1997) Quake II Mission Pack: The Reckoning (1998) Quake II Mission Pack: Ground Zero (1998) Quake III Arena (1999)
''Quake'' series Quake III: Team Arena (2000) Quake Live (2010) Quake 4 (2005)
Spinoffs
Quake Mobile (2005) Enemy Territory: Quake Wars (2007) Quake Arena DS (TBA)
Unofficial Ports
Quake Mobile (Symbian) Quake II Mobile (Symbian) Quake III Arena Mobile (Symbian) Quake DS Quake II DS Quake II HTML5
Upcoming games
John Carmack stated, at QuakeCon 2007, that the Id Tech 5 engine would be used for a new Quake game. He also stated that Quake (III) Arena would get a sequel at some point.
External links
IGN preview of Quake Mobile [1]
References
[1] http:/ / wireless. ign. com/ articles/ 630/ 630833p1. html
Development
id Software
Subsidiary of ZeniMax Media Computer and video games Dallas, Texas, U.S. (February 1, 1991)
Headquarters Mesquite, Texas, U.S. Key people John Carmack, Technical Director Todd Hollenshead, President Kevin Cloud, Executive Producer Tim Willits, Creative Director See complete products listing 170+
[1]
id Software is an American video game development company with its headquarters in Mesquite, Texas.[3] The company was founded in 1991 by four members of the computer company Softdisk: programmers John Carmack and John Romero, game designer Tom Hall, and artist Adrian Carmack (no relation to John Carmack). On June 24, 2009, ZeniMax Media acquired the company.
History
The founders of id Software met in the offices of Softdisk developing multiple games for Softdisk's monthly publishing. These included Dangerous Dave and other titles. In September 1990, John Carmack developed an efficient way to perform rapid side-scrolling graphics on the PC. Upon making this breakthrough, Carmack and Hall stayed up late into the night making a replica of the first level of the popular 1988 NES game Super Mario Bros. 3, inserting stock graphics of Romero's Dangerous Dave character in lieu of Mario. When Romero saw the demo, entitled "Dangerous Dave in Copyright Infringement", he realized that Carmack's breakthrough could mean fame and fortune, and the id Software guys immediately began moonlighting, going so far as to "borrow" company computers that were not being used over the weekends and at nights while they whipped together a full-scale carbon
id Software copy of Super Mario Bros. 3 for the PC, hoping to license it to Nintendo. Despite their work, Nintendo turned them down, saying they had no interest in expanding to the PC market, and that Mario games were to remain exclusive to Nintendo consoles. Around this time, Scott Miller of Apogee Software learned of the group and their exceptional talent, having played one of John Romero's Softdisk games, Dangerous Dave, and contacted Romero under the guise of multiple fan letters that Romero came to realize all originated from the same address.[4] [5] When he confronted Miller, Miller explained that the deception was necessary since companies at that time were very protective of their talent and it was the only way he could get Romero to initiate contact with him. Miller suggested that they develop shareware games that he would distribute. As a result, the id Software team began the development of Commander Keen, a Mario-style side-scrolling game for the PC, once again "borrowing" company computers to work on it at odd hours at the lake house at which they lived in Shreveport, Louisiana. On December 14, 1990, the first episode was released as shareware by Miller's company, Apogee, and orders began rolling in. Shortly after this, Softdisk management learned of the team's deception and suggested that they form a new company together, but the administrative staff at Softdisk threatened to resign if such an arrangement were made. In a legal settlement, the team was required to provide a game to Softdisk every two months for a certain period of time, but they would do so on their own. On February 1, 1991, id Software was founded. The shareware distribution method was initially employed by id Software through Apogee Software to sell their products, such as the Commander Keen, Wolfenstein and Doom games. They would release the first part of their trilogy as shareware, then sell the other two installments by mail order. Only later (about the time of the release of Doom II) did id Software release their games via more traditional shrink-wrapped boxes in stores (through other game publishers). On June 24, 2009, it was announced that id Software had been acquired by ZeniMax Media. The deal would eventually affect publishing deals id Software had before the acquisition, namely Rage, which was being published through Electronic Arts.[6]
Technology
Starting with their first shareware game series, Commander Keen, id Software has licensed the core source code for the game, or what is more commonly known as the engine. Brainstormed by John Romero, id Software held a weekend session titled "The id Summer Seminar" in the summer of 1991 with prospective buyers including Scott Miller, George Broussard, Ken Rogoway, Jim Norwood and Todd Replogle. One of the nights, id Software put together an impromptu game known as "Wac-Man" to demonstrate not only the technical prowess of the Keen engine, but also how it worked internally. Since then, id Software has licensed the Keen engine, Wolfenstein 3D engine, Shadowcaster engine,[7] DOOM engine, the Quake, Quake II, and Quake III engines, as well as technology used in making Doom 3. These engines have powered numerous notable titles, with their most successful engine being the Quake III engine. In conjunction with his self-professed affinity for sharing source code, John Carmack has open-sourced most of the major id Software engines under the GPL license. Historically, the source code for each engine has been released once the code base is 5 years old. Consequently, many home grown projects have sprung up porting the code to different platforms, cleaning up the source code, or providing major modifications to the core engine. Wolfenstein 3D, DOOM and Quake engine ports are ubiquitous to nearly all platforms capable of running games, such as hand-held PCs, iPods, the PSP, the Nintendo DS and more. Impressive core modifications include DarkPlaces which adds stencil shadow volumes into the original Quake engine along with a more efficient network protocol. Another such project is ioquake3, which maintains a goal of cleaning up the source code, adding features and fixing bugs. The GPL release of the Quake III engine's source code was moved from the end of 2004 to August 2005 as the engine was still being licensed to commercial customers who would otherwise be concerned over the sudden loss in value of their recent investment.
id Software id Software publicly stated they would not support the Wii console,[8] although they have since indicated that they may release titles on that platform.[9] Since id Software revealed their engine id Tech 5, they call their engines "id Tech", followed by a version number.[10] Older engines have retroactively been renamed to fit this scheme, with the Doom engine as id Tech 1.
Outside gaming
id Software has also been associated with novels since the publication of the original Doom novels. This has been restarted from 2008 onward with Matthew J. Costello's (a story consultant for Doom 3 and now Rage) new Doom 3 novels: Worlds on Fire and Maelstrom. id Software became involved in film development when they were in the production team of the film adaption of their Doom franchise in 2005. In August 2007, Todd Hollenshead stated at QuakeCon 2007 that a Return to Castle Wolfenstein movie is in development which re-teams the Silent Hill writer/producer team, Roger Avary as writer and director and Samuel Hadida as producer.
Linux
id Software was an early pioneer in the Linux gaming market[11] , and id Software's Linux games have been some of the most popular of the platform. Many id Software games won the Readers' and Editors' Choice awards of Linux Journal.[12] [13] [14] [15] Some id Software titles ported to Linux are Doom (the first id Software game to be ported), Quake, Quake II, Quake III Arena, Return to Castle Wolfenstein, Wolfenstein: Enemy Territory, Doom 3, Quake 4, and Enemy Territory: Quake Wars. Since id Software and some of its licencees released the source code for some of their previous games, several games which were not ported (such as Wolfenstein 3D, Spear of Destiny, Heretic, Hexen, Hexen II, and Strife) can run on Linux and other operating systems through the use of source ports. The tradition of porting to Linux was first started by Dave D. Taylor with David Kirsch doing some later porting. Since Quake III Arena Linux porting has been handled by Timothee Besset. The majority of all id Tech 4 games, including those made by other developers, have a Linux client available, the only current exception being Wolfenstein. Similarly, almost all of the games utilizing the id tech 2 engine have Linux ports, the only exceptions being those created by Ion Storm. Despite fears by the Linux gaming community that id Tech 5 would not be ported to that platform,[16] Timothee Besset in his blog has stated "I'll be damned if we don't find the time to get Linux builds done".[17] TTimo has stated that id Software's primary justification for releasing Linux builds is better code quality, along with a technical interest for the platform. John Carmack has expressed his stance with regard to Linux builds in the past: link [18] Todd Hollenshead has also expressed support for Linux: "All said, we will continue to be a leading supporter of the Linux platform because we believe it is a technically sound OS and is the OS of choice for many server ops."[19]
id Software
Game series
Commander Keen
The Commander Keen series, a platform game introducing one of the first smooth side-scrolling game engines for the PC, brought id Software into the gaming mainstream. The game was very successful and spawned a whole series of titles. It was also the series of id Software that designer Tom Hall was most affiliated with.
Wolfenstein 3D
Screenshot of a Commander Keen game, Keen The company's breakout product was 1992's Wolfenstein 3D, a first Must Die! person shooter (FPS) with smooth 3D graphics that were unprecedented in computer games, and with violent game play that many gamers found engaging. After essentially founding an entire genre with this game, id Software created Doom, Doom II, Quake, Quake II, Quake III Arena, Quake 4 and Doom 3. Each of these first person shooters featured progressively higher levels of graphical technology (and progressively higher minimum system requirements). Wolfenstein 3D spawned a prequel and a sequel, the prequel called Spear of Destiny, and the second, Return to Castle Wolfenstein, used the id Tech 3 engine. A third "Wolfenstein" sequel has been released by Raven Software, using the id tech 4 engine.
Doom
Eighteen months after their release of Wolfenstein 3D, in 1993 id Software released Doom which would again set new standards for graphic quality and graphic violence in computer gaming. Doom featured a sci-fi/horror setting with graphic quality that had never been seen on personal computers or even video game consoles (in fact, the later console ports of the game featured notably poorer graphics than the original DOS version). Doom became a cultural phenomenon and its violent theme would eventually launch a new wave of criticism decrying the dangers of violence in video games. Doom was ported to A screenshot from the first episode of Doom numerous platforms, inspired many knock-offs and was eventually followed by the technically similar Doom II. id Software made its mark in video game history with the shareware release of Doom, and eventually revisited the theme of this game in 2004 with their release of Doom 3. John Carmack said in an interview at QuakeCon 2007 that there will be a Doom 4, it has been in development since May 7, 2008.[20]
Quake
The June 22, 1996, release of Quake marked the second milestone in id Software history. Quake combined a cutting edge fully 3D engine with a distinctive art style to create what was at the time regarded as a feast for the eyes. Audio was not neglected either, having recruited Nine Inch Nails frontman Trent Reznor to facilitate unique sound-effects and ambient music for the game. (A small homage was paid to Nine Inch Nails in the form of the band's logo appearing on an ammunition box.) It also included the work of Michael Abrash. Furthermore, Quake's main innovationthe capability to play a deathmatch (competitive gameplay between living opponents instead of against computer-run characters) over the Internet (especially through the add-on QuakeWorld) seared the title into the minds of gamers as another smash hit.
id Software In 2008 id Software was honored at the 59th Annual Technology & Engineering Emmy Awards for the pioneering work Quake represented in user modifiable games.[21] id Software is the only game development company ever honored twice by the National Academy of Television Arts & Sciences, having been given an Emmy Award in 2007 for creation of the 3D technology that underlies modern shooter computer games.[22] The Quake series continued with Quake II in 1997. However, the game is not a storyline sequel, and instead focuses on an assault on an alien planet, Stroggos, in retaliation for Strogg attacks on Earth. Most of the subsequent entries in the Quake franchise follow this storyline. Quake III Arena (1999), the next title in the series, has minimal plot, but centers around the "Arena Eternal", a gladiatorial setting created by an alien race known as the Vadrigar and populated by combatants plucked from various points in time and space. Among these combatants are some characters either drawn from or based on those in Doom ("Doomguy"), Quake (Ranger, Wrack) and Quake II (Bitterman, Tank Jr., Grunt, Stripe). Quake IV (2005) picks up where Quake II left off finishing the war between the humans and Strogg. The spin-off Enemy Territory: Quake Wars acts as a prequel to Quake II, when the Strogg first invade Earth. It should be noted that Quake IV and Enemy Territory: Quake Wars were made by outside developers and not id. There have also been a few other spin off games such as Quake Mobile in 2005 and Quake Live, a Internet browser based modification of Quake III. A game called Quake Arena DS is planned for the Nintendo DS. John Carmack stated, at QuakeCon 2007, that the Id Tech 5 engine would be used for a new Quake game.
Rage
Todd Hollenshead announced in May 2007 that id Software had begun working on an all new series that would be using a new engine that is currently being developed by John Carmack. Hollenshead also mentioned that the title would be completely developed in-house, marking the first game since 2004's Doom 3 to be done so.[23] At 2007's WWDC, John Carmack showed the new engine called id Tech 5.[24] Later that year, at QuakeCon 2007, the title of the new game was revealed as Rage.[25] On July 14, 2008, id Software announced at the 2008 E3 event that they would be publishing Rage through Electronic Arts, and not id's longtime publisher Activision [26] however, since then Zenimax has also announced that they are publishing Rage through Bethesda Softworks.[27] On August 12th 2010, during Quakecon 2010, id Software announced that Rage will have a US ship date of September 13, 2011, and a European ship date of September 15, 2011.[28] During the keynote, id also demonstrated Rage running on the iPhone at over 60 fps.[29]
Other games
During its early days id Software produced much more random games, these include the early 3D first person shooter experiments that lead to Wolfenstein 3D and Doom Hovertank 3D and Catacomb 3D. There was also the Rescue Rover series, which had two games Rescue Rover and Rescue Rover 2. Also there was John Romero's Dangerous Dave series, which included such notables as the tech demo (In Copyright Infringement) which lead to the Commander Keen engine, and the decently popular Dangerous Dave in the Haunted Mansion. In the Haunted Mansion was powered by the same engine as the earlier id Software game Shadow Knights, which was one of the several games written by id Software to fulfill their contractual obligation to produce games for Softdisk, where the id Software founders formerly were employed. Id Software has also overseen several games using its technology that were not made in one of their IPs such as Shadowcaster, (early-id Tech 1), Heretic, Hexen (id Tech 1), Hexen II (Quake engine), and Orcs and Elves (Doom RPG engine).
id Software
Controversy
id Software was the target of controversy over two of their most popular games, Doom and the earlier Wolfenstein 3D:
Doom
Doom was and remains notorious for its high levels of violence, gore, and satanic imagery, which have generated much controversy from a broad range of groups. Yahoo! Games has it listed as one of the top ten controversial games of all time. It has been criticized numerous times by religious organizations for its diabolic undertones and was dubbed a "mass murder simulator" by critic and Killology Research Group founder David Grossman. Doom prompted fears that the then-emerging virtual reality technology could be used to simulate extremely realistic killing, and in 1994 led to unsuccessful attempts by Washington state senator Phil Talmadge to introduce compulsory licensing of VR use. The game again sparked controversy throughout a period of school shootings in the United States when it was found that Eric Harris and Dylan Klebold, who committed the Columbine High School massacre in 1999, were avid players of the game. While planning for the massacre, Harris said that the killing would be "like fucking Doom" and that his shotgun was "straight out of the game". A rumor spread afterwards that Harris had designed Doom levels that looked like the halls of the high school, populated with representations of Harris's classmates and teachers, and that Harris practiced for his role in the shootings by playing these levels over and over. Although Harris did design Doom levels, they were not simulations of Columbine High School.
Wolfenstein 3D
As for Wolfenstein 3D, due to its use of Nazi symbols such as the Swastika and the anthem of the Nazi Party, Horst-Wessel-Lied, as theme music, the PC version of the game was withdrawn from circulation in Germany in 1994, following a verdict by the Amtsgericht Mnchen on January 25, 1994. Despite the fact that Nazis are portrayed as the enemy in Wolfenstein, the use of those symbols is a federal offense in Germany unless certain circumstances apply. Similarly, the Atari Jaguar version was confiscated following a verdict by the Amtsgericht Berlin Tiergarten on December 7, 1994. Due to concerns from Nintendo of America, the Super NES version was modified to not include any swastikas or Nazi references; furthermore, blood was replaced with sweat to make the game seem less violent, and the attack dogs in the game were replaced by giant mutant rats. Employees of id Software are quoted in The Official DOOM Player Guide about the reaction to Wolfenstein, claiming it to be ironic that it was morally acceptable to shoot people and rats, but not dogs. Two new weapons were added as well. The Super NES version was not as successful as the PC version.
Company name
The name of the company is currently written with a lowercase id, which is pronounced as in "did" or "kid", and is presented by the company as a reference to the id, a psychological concept introduced by Sigmund Freud. Evidence of the reference can be found as early as Wolfenstein 3D with the statement "that's Id, as in the id, ego, and superego in the psyche" appearing in the game's documentation. Even today, id's History page makes a direct reference to Freud.[30] However, when working at Softdisk, the team that later founded id Software took the name "Ideas from the Deep" (a company created by John Romero and Lane Roathe in 1989), attributing themselves as the "IFD guys". Since "id" can be seen as a shortening of IFD to "ID", some have been led to believe that it can be pronounced "eye-dee". The logo was originally capitalized, but was made lowercase with the release of Doom. It has never been the mixed-case "iD".
id Software Some assume that "id" - if the two letters are pronounced separately in German - it is supposed to sound like "Idee", the German word for "idea". This, however, has been proven to be a false assumption. In the book, Masters of Doom, it is said that the name 'id' came from the phrase, "in demand."
Key figures
In 2003, the book Masters of Doom chronicled the development of id Software, concentrating on the personalities and interaction of John Carmack and John Romero. Below are the key people involved with id's success.
John Carmack
The lead programmer for id Software is John Carmack, whose skill at 3D programming is widely recognized in the software industry. He is the last of the original founders still employed by the company.
John Romero
John Romero, who was forced to resign after the release of Quake, later formed the ill-fated company Ion Storm. There, he became infamous through the development of Daikatana, which got mediocre reception from reviewers and gamers alike upon release. Romero now heads the Cyberathlete Professional League Board of Directors and is currently developing an MMO for his new company, Slipgate Ironworks. Both Tom Hall and John Romero have reputations as designers and idea men who have helped shape some of the key PC gaming titles of the 1990s.
Tom Hall
Tom Hall was forced to resign by id Software during the early days of Doom development, but not before he had some impact; he was responsible, for example, for the inclusion of teleporters in the game. He was let go before the shareware release of Doom and then went to work for Apogee, developing Rise of the Triad with the "Developers of Incredible Power". When he finished work on that game, he found he was not compatible with the Prey development team at Apogee, and therefore left to join his ex-id compadre John Romero at Ion Storm. Hall has frequently commented that if id Software ever sold him the rights to Commander Keen he would immediately develop another Keen title.
Sandy Petersen
Sandy Petersen was a level designer for 19 of the 27 levels in the original Doom title as well as 17 of the 32 levels of Doom II. As a fan of H.P. Lovecraft, his influence is apparent in the Lovecraftian feel of the monsters for Quake, and he created the fourth and final "episode" of the game. He left id Software during the production of Quake II and most of his work was scrapped before the title was released.
American McGee
American McGee was a level designer for Doom II, The Ultimate Doom, Quake, and Quake II. He was fired after the release of Quake II, then moved to Electronic Arts where he gained industry notoriety with the development of his own game American McGee's Alice. After leaving Electronic Arts, he became an independent entrepreneur and game developer. McGee now heads independent development house Spicy Horse in Shanghai, where he's working on a sequel to "Alice".[31] [32]
id Software
10
Original owners
John Carmack, Technical director John Romero, level artist Adrian Carmack, artist Tom Hall, Game designer
Games
Developer
Dangerous Dave (1988)[33] Commander Keen Episode 1: Marooned on Mars (1990) Episode 2: The Earth Explodes (1991) Episode 3: Keen Must Die (1991) Keen Dreams (1991) Episode 4: Secret of the Oracle (1991)
Episode 5: The Armageddon Machine (1991) Episode 6: Aliens Ate My Baby Sitter (1991) Dangerous Dave in the Haunted Mansion (1991) Rescue Rover (1991) Rescue Rover 2 (1991) Shadow Knights (1991) Hovertank 3D (1991) Catacomb 3D: A New Dimension (1991) re-released as Catacomb 3-D: The Descent Wolfenstein 3D (1992)
Spear of Destiny (1992) Doom (1993) The Ultimate Doom (1995)[34] Doom II: Hell on Earth (1994) Master Levels for Doom II (1995) Final Doom (1996) Quake (1996) id Anthology (1996)[35] Quake II (1997) Quake III Arena (1999) Quake III: Team Arena (2000) Doom: Collector's Edition (2001) Doom 3 (2004) Quake Live (2009 - Beta) Wolfenstein 3D Classic (2009)[36] Doom Classic (2009)[37] Rage (2011) Doom 4 (TBA)[38]
id Software
11
Publisher or producer
Heretic Raven Software (1994) Hexen Raven Software (1995) Hexen II Raven Software (1997) Towers of Darkness: Heretic, Hexen & Beyond[39] (1997)[40] Quake expansion packs
Scourge of Armagon Ritual Entertainment (1997) Dissolution of Eternity Rogue Entertainment (1997) Quake: The Offering[41] (1998) [42] Quake II expansion packs The Reckoning Gray Matter Interactive (1998) Ground Zero Rogue Entertainment (1998) Quake II: Quad Damage[43] (1999)[44] Return to Castle Wolfenstein Gray Matter Interactive, Nerve Software (multiplayer) (2001) Wolfenstein: Enemy Territory Splash Damage (2003) Doom 3: Resurrection of Evil Nerve Software (2005) Quake 4 Raven Software (2005) Doom RPG Fountainhead Entertainment (2005) Orcs & Elves Fountainhead Entertainment (2006) Enemy Territory: Quake Wars Splash Damage (2007) Wolfenstein RPG Electronic Arts (2008) Doom Resurrection Escalation Studios (2009) Wolfenstein Raven Software (2009) Quake Arena Arcade Pi Studios (TBA)
Additional reading
Kushner, David (2003). Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture, New York: Random House. ISBN 0-375-50524-5.
References
[1] [2] [3] [4] http:/ / www. vg247. com/ 2010/ 08/ 16/ interview-id-softwares-todd-hollenshead/ http:/ / www. idsoftware. com/ " Business (http:/ / www. idsoftware. com/ business/ )." id Software. Retrieved on May 12, 2010. "Interview with John Romero" (http:/ / www. 3drealms. com/ news/ 2006/ 05/ the_apogee_legacy_19. html). 2006-05-15. . Retrieved 2010-07-12. [5] "20 Years of Evolution: Scott Miller and 3D Realms" (http:/ / www. gamasutra. com/ view/ feature/ 4112/ 20_years_of_evolution_scott_. php). 2009-08-21. . Retrieved 2010-07-12. [6] Remo, Chris (2009-06-24). "Bethesda Parent ZeniMax Acquires id Software" (http:/ / www. gamasutra. com/ php-bin/ news_index. php?story=24183). Gamasutra. . Retrieved 2009-06-24. [7] Kushner, David (2004). Masters of Doom (paperback ed.). Random House Publishing Group. pp.119122. ISBN0-8129-7215-5. [8] "id Software boss unconvinced by Wii" (http:/ / play. tm/ news/ 24147/ id-software-boss-unconvinced-by-wii/ ). 2009-04-12. . [9] "id Properties Coming to Wii" (http:/ / www. cubed3. com/ news/ 6961/ 1/ id_Properties_Coming_to_Wii) from Cubed3 [10] "id Software: Technology licensing" (http:/ / www. idsoftware. com/ business/ technology). idsoftware.com. . Retrieved 2007-07-15. [11] HEXUS.gaming - Feautre - Linux Gaming (http:/ / gaming. hexus. net/ content/ item. php?item=1011& page=3) Jo Shields, March 25, 2005 [12] 1997 Readers' Choice Awards (http:/ / www. linuxjournal. com/ article/ 2438?page=0,1) Linux Journal, December 1997 [13] 2000 Readers' Choice Awards (http:/ / www. linuxjournal. com/ article/ 4323?page=0,1) Linux Journal, November 2000 [14] Linux Journal Announces Winners of 8th Annual Readers' Choice Awards (http:/ / www. linuxjournal. com/ article/ 6380) Linux Journal, October 2002 [15] Editors' Choice 2006 (http:/ / www. linuxjournal. com/ article/ 9368?page=0,3) Linux Journal, November 2006
id Software
[16] Bad news. id Software really is abandoning Linux. - Ubuntu Forums (http:/ / ubuntuforums. org/ showthread. php?t=1244727"). Retrieved 2009-09-16. [17] id Software and Linux - TTimo's blog (http:/ / ttimo. vox. com/ library/ post/ id-software-and-linux. html) [18] http:/ / games. slashdot. org/ comments. pl?sid=9265& cid=573583 [19] id Software on Linux: "disappointing" and "support nightmar (http:/ / games. slashdot. org/ comments. pl?sid=9265& cid=573754) from Slashdot [20] QuakeCon 2007: John Carmack Talks Rage, id Tech 5 And More (http:/ / www. gameinformer. com/ News/ Story/ 200708/ N07. 0803. 1731. 12214. htm?Page=2) [21] 2008 Tech Emmy Winners (http:/ / kotaku. com/ 342028/ 2008-tech-emmy-winners) from Kotaku.com [22] "John Carmack and id Software's pioneering development work in 3d games recognized with two Technology Emmy Awards" (http:/ / www. shacknews. com/ docs/ press/ 010710_id_carmack_emmys. x) from Shacknews [23] "New IP Coming From id Software" (http:/ / tgnforums. stardock. com/ ?forumid=141& aid=154029). Totalgaming.net. 2007-05-31. . Retrieved 2007-06-01. [24] "WWDC: Game On" (http:/ / www. macrumors. com/ 2007/ 06/ 11/ wwdc-game-on/ ). MacRumors. 2007-06-11. . Retrieved 2007-06-11. [25] "id Reveals Rage, Implies PS3, 360 and PC Versions" (http:/ / shacknews. com/ onearticle. x/ 48289). shacknews. 2007-08-03. . Retrieved 2007-08-03. [26] "id Software, EA Partner For RAGE Publishing Deal" (http:/ / www. computerandvideogames. com/ article. php?id=193022). . [27] "Zenimax/Bethesda to publish RAGE" (http:/ / bethblog. com/ index. php/ 2009/ 12/ 15/ bethesda-softworks-to-publish-rage/ ). . [28] "id shows more Rage and announces release date" (http:/ / www. gamespot. com/ events/ quakecon2010/ story. html?sid=6273462). . [29] "id Unleashes Impressive Rage On The iPhone" (http:/ / kotaku. com/ 5611523/ id-unleashes-rage-on-the-iphone). . from Koataku.com [30] id's History page (http:/ / www. idsoftware. com/ business/ history/ ) [31] "The Return of American McGee's Alice Set For PC, Consoles" (http:/ / kotaku. com/ 5156821/ the-return-of-american-mcgees-alice-set-for-pc-consoles). kotaku.com. 2006-02-19. . Retrieved 2009-02-20. [32] "EA and Spicy Horse Return to Wonderland for All-New Alice Title" (http:/ / investor. ea. com/ releasedetail. cfm?ReleaseID=366638). ea.com. 2009-02-19. . Retrieved 2009-02-20. [33] Dangerous Dave is a solo project of John Romero predating id's formation, but id Software produced its first sequel and it is sometimes regarded as an early id Software title. Later Dangerous Dave sequels were not made by id, nor were later Catacomb titles. [35] id Anthology is a compilation consisting of all of id Software's games, with the exception of the Heretic and Hexen series. Since only 10,000 copies were made, this compilation is often sought by collectors. [36] Announcement of Wolfenstein 3D Classic (http:/ / www. idsoftware. com/ wolfenstein3dclassic/ ) from official id home page [37] Announcement of Doom Classic progress (http:/ / www. idsoftware. com/ iphone-doom-classic-progress/ ) from official id home page [38] Announcement of Doom 4 (http:/ / www. idsoftware. com/ ) from official id home page [39] Towers of Darkness: Heretic, Hexen & Beyond is a compilation containing Heretic: Shadow of the Serpent Riders, Hexen and Hexen: Deathkings of the Dark Citadel. [40] http:/ / www. mobygames. com/ game/ towers-of-darkness-heretic-hexen-beyond [41] Quake: The Offering is a compilation containing the original Quake and the two official expansion packs. [42] http:/ / www. mobygames. com/ game/ quake-the-offering [43] Quake II: Quad Damage is a compilation containing Quake II, the two official expansion packs and Quake II Netpack I: Extremities. [44] http:/ / www. mobygames. com/ game/ windows/ quake-ii-quad-damage
12
External links
Official id Software website (http://www.idsoftware.com/) ZeniMax Media Inc. (http://www.zenimax.com/) id Software profile (http://www.mobygames.com/company/id-software-inc) at MobyGames Total id Games (http://id.totalgamingnetwork.com/)
Articles
"E3 2007: id Into the Future" (http://pc.ign.com/articles/804/804112p1.html) "The Wizardry of Id" (http://web.archive.org/web/20050325063428/http://www.spectrum.ieee.org/ WEBONLY/publicfeature/aug02/id.html) article by David Kushner from IEEE Spectrum Online " A Chat With id Software (http://www.gamespy.com/e32002/pc/id/)", a GameSpy interview with people at id Software " A Look Back at Commander Keen (http://www.3drealms.com/keenhistory/)" at 3D Realms, includes some details on the history of id
id Software " Q&A with id Software's Kevin Cloud and Steve Nix (http://www.usatoday.com/tech/bonus/2007-07-16-q& a-id_N.htm?csp=34)" " id Software's Todd Hollenshead and Tim Willits on Games for Windows, digital distribution and the studio's future. (http://www.gamesindustry.biz/content_page.php?aid=27037)" " Interview: id Software's Kevin Cloud & Steve Nix (http://www.shacknews.com/featuredarticle.x?id=488)" " A look inside id Software with High Definition video and pictures. (http://www.quakeunity.com/article=13)"
13
American McGee
14
American McGee
American McGee
American McGee in 2004. Born American James McGee December 13, 1972
Occupation Game designer Knownfor American McGee's Alice, Doom II, Quake Website www.americanmcgee.com
[1]
American James McGee (born December 13, 1972) is an American game designer.
Career
American McGee began his career at id Software.[2] He worked on such games as Doom, Doom II, Quake, and Quake II in the areas of level design, music production, sound effects development, and programming. In 1998, he moved to Electronic Arts, where he worked as a creative director on many projects and also created his own game, American McGee's Alice. After finishing Alice, he left Electronic Arts and founded his first company, The Mauretania Import Export Company, of which he was the president. McGee produced the game Scrapland with Enlight Software in 2004, and later released Bad Day L.A. in 2006 with the same partners. American McGee's Oz, which was being produced in conjunction with Ronin Games, was canceled when Atari hit some financial difficulties. American McGee's Grimm has been developed by his Shanghai-based game development studio, Spicy Horse, for the online service GameTap. It was released on GameTap starting in 2007 in twenty-three weekly episodic segments. At the 2009 D.I.C.E. Summit, it was announced by Electronic Arts CEO, John Riccitiello, that a sequel to American McGee's Alice is in development for PC, PlayStation 3 and Xbox 360 by American McGee's Spicy Horse studio.[3] [4] In July 2010, at the EA Showcase in San Francisco, Spicy Horse and EA announced that sequel has a name, Alice: Madness Returns, and that it will be released sometime in 2011. More recently, McGee's Spicy Horse has expanded to include another brand, Spicy Pony [5], to produce digital mobile media games for the iPhone platform. Their first title, DexIQ [6], was released in early December, 2009, and its follow-up title, Crooked House [7], came along in March of 2010, and then both titles released iPad versions in June.
American McGee
15
Films
McGee has been successful in selling his game visions to Hollywood. He has written a script for Jerry Bruckheimer and Disney, translating his concept Oz into a screenplay. He planned to expand this first story into a trilogy, focusing on the adventures of Arthur instead of Dorothy, as described in the original childrens books by L. Frank Baum. Plans for Disney's Oz is now in pre-production, tentatively titled "Oz: The Great and Powerful" with a script being written by Mitchell Kapner. Disney is in talks with Sam Raimi to direct.[8] The story focuses on the Wizard and how he came to be, long before Dorothy's arrival in Oz. With this news, it is likely that American McGee's vision has been abandoned.[9] As far as the film rights to his first branded game Alice is concerned, McGee sold the film rights to Miramax/Dimension in 2004. Miramax passed the rights on to 20th Century Fox, and then the following year, they transferred to Universal Pictures. McGee maintains credit as the creator of his vision of Alice and is listed as a producer of the film.[10] This version has no relation to the 2010 movie by Tim Burton.
Personal life
His stated mission is "to create a unified production method for story telling across the interactive and film industries" and of himself, he says, "I want to be the next Walt Disney, only a little more wicked." Upon inquiry about his unusual name: "My mom was a hippie. I'm not sure how else to put that... She claims a woman she knew in college, who named her daughter 'America', inspired the name. She also tells me that she was thinking of naming me 'Obnard'. She was and always has been a very eccentric and creative person."[11] In 2005, McGee left the United States for the People's Republic of China, first residing in the city of Hong Kong, then on Lamma Island, and finally settling in Shanghai.[12] Once in China, he created Spicy Horse, now the largest independent game development house in the nation, and helped found Blade (formerly Vykarian), a game outsourcing company. They produced American McGee's Grimm for GameTap (now owned by Metaboli) and are now working on the much-anticipated sequel to his original Alice game, Alice: Madness Returns.
Works
1994 - Wolfenstein 3D, Tester (Atari Corporation) 1994 - Doom II: Hell on Earth, Level Designer (id Software) 1994 - Doom, Level Designer (SEGA of America) 1995 - The Ultimate Doom, Level Designer (GT Interactive Software Corp) 1995 - Doom, Tester (Williams Entertainment Inc.) 1996 - Quake, Level Designer, Sound Designer, Tools Programmer (id Software) 1996 - H!Zone, Co-Producer (WizardWorks Software) 1996 - Hexen: Beyond Heretic, Co-Producer (GT Interactive Software Corp) 1996 - Final Doom, Level Designer (id Software and Atari Inc.) 1997 - Quake Mission Pack 1: Scourge of Armagon, Level Designer (id Software) 1997 - Quake Mission Pack 2: Dissolution of Eternity, Level Designer (id Software) 1997 - Quake II, Level Designer, Sound Designer, Tools Programmer (Activision, Inc.) 1997 - Doom 64, Level Designer (Midway Games) 1998 - Dominion: Storm Over Gift 3, Sound Designer (Eidos Interactive) 2000 - Timeline, Co-Designer, Co-Writer (Eidos Interactive) 2000 - American McGee's Alice, Creative Director, Co-Writer, Designer (Electronic Arts)
2004 - American McGee Presents: Scrapland, Producer (Enlight Interactive) 2006 - American McGee Presents: Bad Day L.A., Creative Director, Writer, Co-Designer (Akella) 2008 - American McGee's Grimm, Project Leader, Creative Director, Co-Writer, Co-Designer (GameTap)
American McGee 2009 - DexIQ, Project Leader, Creative Director (Spicy Pony) 2010 - American McGee's Little Red Riding Hood 2011 - Alice: Madness Returns, Creative Director, Co-Writer, Designer (Spicy Horse) (EA)
16
See also
Alice, game-derived film dredg, "Same Ol' Road" music video directed by McGee[13]
External links
Official website [1] American McGee's entry [14] at MobyGames
References
[1] http:/ / www. americanmcgee. com/ [2] "The Great American (McGee) Game" (http:/ / www. wired. com/ culture/ lifestyle/ news/ 2000/ 12/ 40726). wired.com. . Retrieved 2009-02-20. [3] "The Return of American McGee's Alice Set For PC, Consoles" (http:/ / kotaku. com/ 5156821/ the-return-of-american-mcgees-alice-set-for-pc-consoles). kotaku.com. 2006-02-19. . Retrieved 2009-02-20. [4] "EA and Spicy Horse Return to Wonderland for All-New Alice Title" (http:/ / investor. ea. com/ releasedetail. cfm?ReleaseID=366638). ea.com. 2009-02-19. . Retrieved 2009-02-20. [5] http:/ / www. spicypony. cn/ [6] http:/ / www. dexiq. com/ [7] http:/ / www. spicypony. cn/ crookedhouse/ index. htm [8] Sam Raimi circles 'Wizard of Oz' prequel 'Spiderman' helmer in talks for Disney's 'Powerful' pic (http:/ / www. variety. com/ article/ VR1118020637. html?categoryid=13& cs=1& ref=vertfilm& cache=false) [9] http:/ / www. deadline. com/ 2010/ 05/ alice-hits-1-billion-mark-as-disney-and-other-studios-tap-public-domain-tales/ #more-44095 [10] Alice (2010) - Full cast and crew (http:/ / www. imdb. com/ title/ tt0466663/ fullcredits#writers) [11] "American McGee's Personal Website and Weblog" (http:/ / web. archive. org/ web/ 20050403214430/ http:/ / www. americanmcgee. com/ blosxom. cgi/ faq/ ). americanmcgee.com. Archived from the original (http:/ / www. americanmcgee. com/ blosxom. cgi/ faq/ ) on 2005-04-03. . Retrieved 2009-02-20. [12] "An American (McGee) In Shanghai" (http:/ / kotaku. com/ 5125130/ an-american-mcgee-in-shanghai). kotaku.com. 2009-01-07. . Retrieved 2009-02-20. [13] "RES ALERT December 5, 2002" (http:/ / www. res. com/ resalerts/ resalert20021205. html). res.com. . Retrieved 2009-02-20. [14] http:/ / www. mobygames. com/ developer/ sheet/ view/ developerId,823/
David Kirsch
17
David Kirsch
David "Zoid" Kirsch is a computer game designer and programmer. His first notable project was Threewave CTF (Capture the flag) modification for Quake, in 1996. He was hired by id Software in 1997 to develop the CTF modes, which he over time implemented for Quake II (see Q2CTF) and Quake III Arena. He was also one of the leading programmers of QuakeWorld. At id, he was also one of the people responsible for maintaining the Linux ports of id games. In 2000, Kirsch departed id to work in Retro Studios. There, he ultimately ended up as a senior programmer for Metroid Prime and Metroid Prime 2: Echoes. Kirsch is currently employed by Valve Corporation, working on Left 4 Dead.
External links
profile at n-sider [1] MobyGames developer profile [2]
References
[1] http:/ / www. n-sider. com/ personnelview. php?personnelid=1073 [2] http:/ / www. mobygames. com/ developer/ sheet/ view/ developerId,74201/
Graeme Devine
18
Graeme Devine
Graeme Devine
Devine demonstrating Halo Wars at Penny Arcade Expo, 2008 Knownfor Video game development
Graeme Devine is a computer game designer and programmer who co-founded Trilobyte, created bestselling games The 7th Guest and The 11th Hour, and designed id Software's Quake III Arena. He was also Chairman of the International Game Developers Association (IGDA) from 2002-2003. One of Graeme's trademarks is his Scooby-Doo wardrobe[1] .
Biography
Devine was born in Glasgow, Scotland and began his career working on the TRS-80 at age 14 in the late 1970s. He joined Atari at age 16 to port their classic game Pole Position to home computers, including the Commodore 64, Apple IIe and ZX Spectrum. He also worked for Lucasfilm's Games Division, Activision UK, and Virgin Interactive. Devine founded Trilobyte in December 1990 with Rob Landeros. He designed the original concept and was the lead programmer on the 1992 horror game The 7th Guest and its sequel The 11th Hour. The 7th Guest was a phenomenon, selling 2 million copies, and is credited (along with the game Myst) with encouraging the use of CD-ROM drives for games. After the demise of Trilobyte in the late 1990s, Devine joined id Software to work as a designer on Quake III Arena and Quake III Team Arena. At id he gained recognition in the Mac gaming community for supporting development on the platform. He also worked on the Game Boy Advance versions of Commander Keen (2001), Wolfenstein 3D, and Doom II, and was a programmer on Doom 3 until he moved to Ensemble in August 2003. Matthew J. Costello, who worked with Devine in The 7th Guest, would also help plot Doom 3 and, like 7th Guest, later novelize it. Devine then took the Lead Designer position for Halo Wars, an RTS for the Xbox 360. In February 2008 Devine was named one of the Top 100 Developers in the Video game Industry[2] . Devine is currently employed by Apple, working on an unnamed project for the iPhone group.[3] [4] Devine is also one of the forefathers of file compression. The game The 7th Guest made extensive use of movie footage, which required a great deal of disk space. Most games in the industry at that point were still shipping on floppy disks, which could only hold about 1 Megabyte of data each. The 7th Guest used roomier CD technology, but there was still a limit to how many CDs could practically be used for a single game. File compression technology at
Graeme Devine the time, especially for videos which could run into hundreds of megabytes, was still in a primitive state. However, Devine innovated a way to compress movie files, so Trilobyte could fit two hours of footage, along with the game itself, onto only two CDs[1] .
19
External links
Graeme Devine profile [5] at MobyGames
References
[1] "Haunted Glory: The Rise and Fall of Trilobyte" (http:/ / www. gamespot. com/ features/ btg-tri/ ) from GameSpot [2] "THE NEXT-GEN HOT 100 DEVELOPERS 2008" (http:/ / www. next-gen. biz/ index. php?option=com_content& task=view& id=8736& Itemid=2& limit=1& limitstart=7) from Next-Generation [3] "Halo Wars, 7th Guest Dev Lands Job at Apple (kotaku)" (http:/ / kotaku. com/ 5281682/ halo-wars-7th-guest-dev-lands-job-at-apple). . [4] "Interview: John Carmack and Tom Mustaine on Doom, iPhone Desires, and the Future of id Mobile (shacknews)" (http:/ / www. shacknews. com/ featuredarticle. x?id=1156& page=2). . [5] http:/ / www. mobygames. com/ developer/ sheet/ view/ developerId,2913/
John D. Carmack
20
John D. Carmack
John Carmack
Carmack at the 2010 GDC Born Residence Occupation August 20, 1970 Roeland Park, Kansas Mesquite, Texas Technical Director, id Software Founder, Armadillo Aerospace Katherine Anna Kang 1
Spouse Children
John D. Carmack II (born August 20, 1970) is an American game programmer and the co-founder of id Software. Carmack was the lead programmer of the id computer games Wolfenstein 3D, Doom, Quake, their sequels and the Commander Keen series of games. Though Carmack is best known for his innovations in 3D graphics, he is also a rocketry enthusiast and the founder and lead engineer of Armadillo Aerospace.
Biography
Youth
Carmack, son of local television news reporter Stan Carmack, grew up in the Kansas City Metropolitan Area where he became interested in computers at an early age. He attended Shawnee Mission East High School in Prairie Village, Kansas and Raytown South High School in nearby Raytown, Missouri. As reported in David Kushner's Masters of Doom, "when Carmack was 14, he broke into a school to steal Apple II computers, was arrested, and sent for psychiatric evaluation (the report mentions "no empathy for other human beings"). Carmack was then sentenced to a year in a juvenile home[1] . ... he was asked "if you had not been caught, would you consider doing it again?" he answered "probably" but when the therapist presented this evaluation he neglected to repeat "if you had not been caught" from his statement".[2] He attended the University of MissouriKansas City for two semesters before withdrawing to work as a freelance programmer.
John D. Carmack
21
Game programming
Softdisk, a computer company in Shreveport, Louisiana, hired Carmack to work on Softdisk G-S (an Apple IIGS publication), uniting him with John Romero and other future key members of id Software such as Adrian Carmack (not related). Later, this team would be placed by Softdisk in charge of a new, but short-lived, bi-monthly game subscription product called Gamer's Edge for the IBM PC (MS-DOS) platform. In 1990, while still at Softdisk, Carmack, Romero, and others created the first of the Commander Keen games, a series which was published by Apogee Software, under the shareware distribution model, from 1991 onwards. Afterwards, Carmack left Softdisk to co-found id Software, where he remains. He has pioneered or popularised the use of many techniques in computer graphics, including "adaptive tile refresh" for Commander Keen, raycasting for Hovertank 3-D, Catacomb 3-D, and Wolfenstein 3-D, binary space partitioning which Doom became the first game to use, surface caching which he invented for Quake, Carmack's Reverse (formally known as z-fail stencil shadows) which he devised for Doom 3, and MegaTexture, used in Enemy Territory: Quake Wars. While he was not the first to discover Carmack's Reverse, he developed it independently without knowing of the prior research done on the subject. Carmack's engines have also been licensed for use in other influential first-person shooters such as Half-Life, Call of Duty and Medal of Honor. When Carmack was on vacation with his wife, he ended up playing some games on her cellphone, and he concluded that the games weren't any good. He then decided he was going to make a good mobile game. When he got back from his vacation he revealed that he had started working on Doom RPG.[3]
Games
Titles are listed below in reverse chronological order. This list is incomplete.
Date of Release TBA Doom 4 Title Developer id Software Publisher Bethesda Softworks Bethesda Softworks Activision Blizzard Activision Credited for Technical Director, Engine programmer, Developer Technical Director, Engine programmer, Developer Engine Programmer
Rage
id Software
Wolfenstein
Raven Software
Splash Damage
programming
Fountainhead Entertainment Raven Software Fountainhead Entertainment Nerve Software id Software id Software
Electronic Arts
producer/programmer/writer
October 18, 2005 September 13, 2005 April 3, 2005 August 3, 2004 November 19, 2001 December 15, 2000 December 2, 1999
Activision id Software
id Software
Activision
programming
id Software
Activision
programming
John D. Carmack
22
Quake II Doom 64 Quake Strife Hexen: Beyond Heretic Final Doom Heretic id Software Midway Games id Software Rogue Entertainment Raven Software id Software Raven Software Activision Midway Games id Software Velocity id Software GT Interactive id Software programming programming programming engine programmer 3D engine programming engine programmer
December 9, 1997 March 31, 1997 June 22, 1996 May 31, 1996 October 30, 1995 1996 December 23, 1994 October 10, 1994 December 10, 1993 1993 September 18, 1992 May 5, 1992 1991 1991
id Software id Software
GT Interactive id Software
programming programming
Wolfenstein 3D Catacomb 3-D Commander Keen: Aliens Ate My Babysitter! Commander Keen: Goodbye Galaxy! Commander Keen: Keen Dreams Shadow Knights Rescue Rover 2 Rescue Rover Hovertank 3D Dangerous Dave in the Haunted Mansion Commander Keen: Invasion of the Vorticons Slordax: The Unknown Enemy Catacomb II Catacomb Dark Designs II: Closing the Gate Dark Designs: Grelminar's Staff Tennis Wraith: The Devil's Demise
id Software
Apogee Software
programming
December 14, 1990 1990 1990 1990 1990 1990 1990 1990
id Software
Apogee Software
programming
Softdisk Softdisk Softdisk Softdisk John Carmack John Carmack John Carmack
Softdisk Softdisk Softdisk Softdisk Softdisk Softdisk Nite Owl Productions Nite Owl Productions
1989
Shadowforge
John Carmack
developer
John D. Carmack
23
Armadillo Aerospace
Around the year 2000, Carmack became interested in rocketry, a hobby of his youth. Reviewing how much money he was spending on customizing Ferraris, he realized he could do significant work in rocketry and aerospace. He began by giving financial support to a few local amateur groups before starting Armadillo Aerospace. He taught himself aerospace engineering and is the lead engineer of the company. Since then he has made steady progress toward his goals of suborbital space flight and eventual orbital vehicles. In October 2008, Armadillo Aerospace competed in a NASA contest known as the Lunar Lander Challenge, winning first place in the Level 1 competition along with $350,000. In September 2009 they completed Level 2 and were awarded $500,000.[5] [6] [7]
Free software
Carmack is a well-known advocate of open source software, and has repeatedly voiced his opposition to software patents, which he equates to "mugging someone".[8] He has also contributed to open source projects, such as starting the initial port of the X Window System to Mac OS X Server and working to improve the OpenGL drivers for Linux through the Utah GLX project.
Carmack during the 2005 X PRIZE Cup in Las Cruces and Alamogordo, New Mexico
Carmack released the source code for Wolfenstein 3D in 1995 and the Doom source code in 1997. When the source code to Quake was leaked and circulated among the Quake community underground in 1996, a programmer unaffiliated with id Software used it to port Quake to Linux, and subsequently sent the patches to Carmack. Instead of pursuing legal action, id Software, at Carmack's behest, used the patches as the foundation for a company-sanctioned Linux port. id Software has since publicly released the source code to Quake, Quake 2 and most recently Quake 3, all under the GNU General Public License (GPL). The Doom source code was also re-released under the GPL in 1999. The id Tech 4 (Doom 3 Engine) will also be open source. At QuakeCon 2007, Carmack said to LinuxGames: "I mean I won't commit to a date, but the Doom 3 stuff will be open source." Carmack is also noted for his generous contributions to charities and gaming communities. Some of the recipients of Carmack's charitable contributions include his former high school, promoters of open source software, opponents of software patents, and game enthusiasts. In 1997 he gave away one of his Ferraris (a 328 model) as a prize to Dennis Fong, the winner of the Quake "Red Annihilation" tournament.
Personal life
Carmack met his wife Katherine Anna Kang at QuakeCon 1997 when she visited id's offices. As a bet, Kang challenged Carmack to sponsor the first All Female Quake Tournament if she was able to produce a significant number of participants. Carmack and Kang married in January 2000 and had a son in 2004. Carmack has a rarely updated blog (previously a .plan), and also occasionally posts comments to Slashdot. In 2008, Carmack autographed a Nintendo DS for Child's Play. Due to a misunderstanding from the heads of the charity, it was instead offered as a prize in a contest. This mistake has since been rectified: the signed product was recovered and will be put on eBay to raise money for the charity. The prize has been replaced with a regular DS.[9]
John D. Carmack
24
Professional philosophy
As a game developer, Carmack stands apart from many of his contemporaries by avoiding commitment to a final release date for any game he is developing. Instead, when asked for a release date on a new title, Carmack will usually reply that the game will be released "when it's done."[10] Employees at Apogee, in their past years the publishers of games by id Software, adopted this business practice as well.[11] Other game developers, such as Blizzard Entertainment and Valve, have made similar statements.[12]
Recognition
In 1999, Carmack appeared as number 10 in Time's list of the 50 most influential people in technology.[13] On March 22, 2001, Carmack became the fourth person to be inducted into the Academy of Interactive Arts and Sciences' Hall of Fame, an honor bestowed upon those who have made revolutionary and innovative achievements in the video and computer game industry. In 2003, Carmack was one of the subjects of the book Masters of Doom, a chronicle of id Software and its founders. In 2005, the film Doom featured a character named Dr. Carmack, in recognition of Carmack who co-created the original game. In March 2006, Carmack was added to the Walk of Game, an event that recognizes the developers and games with the most impact on the industry.[14] In January 2007 in Las Vegas, Nevada, John Carmack and id Software were awarded with two Emmy Awards. The Science, Engineering & Technology for Broadcast Television, which includes broadcast, cable and satellite distribution, and secondly, Science, Engineering and Technology for Broadband and Personal Television, encompassing interactive television, gaming technology, and for the first time, the Internet, cell phones, private networks, and personal media players. id Software is the very first independent game developer to be awarded an Emmy since the Academy began honoring technology innovation in 1948.[15] In September 2007, Carmack appeared on Discovery Channel Canada Daily Planet, featuring his rocket designs along with the Armadillo Aerospace team. In 2008 Carmack was honored at the 59th Annual Technology & Engineering Emmy Awards for Quake's pioneering role of user modifiability.[16] He is the only game designer ever honored twice by the National Academy of Television Arts & Sciences, having been given an Emmy Award in 2007 for his creation of the 3D technology that underlies modern shooter video games. Along with Don Daglow of Stormfront Studios and Mike Morhaime of Blizzard Entertainment, Carmack is one of only three game developers to accept awards at both the Technology & Engineering Emmy Awards and at the Academy of Interactive Arts & Sciences Interactive Achievement Awards. In October 2008, John Carmack's Armadillo Aerospace won the $350,000 Level One X-Prize Lunar Lander Challenge.[17] In March 2010, Carmack was given the Game Developers Conference Lifetime Achievement award for his work.[18]
John D. Carmack
25
Further reading
Kushner, David (2003). Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture, New York: Random House. ISBN 0-375-50524-5.
External links
John D. Carmack [19] on Twitter id Software's website [2] John D. Carmack [20] at MobyGames
References
[1] "John Carmack Answers" (http:/ / games. slashdot. org/ story/ 99/ 10/ 15/ 1012230/ John-Carmack-Answers) Slashdot article [2] Masters of Doom by David Kushner. Quoted in The Weekly Standard, Vol. 012, Issue 23. (http:/ / www. weeklystandard. com/ Content/ Public/ Articles/ 000/ 000/ 013/ 305yuvkp. asp?pg=2) [3] Snider, Mike (18 July). "Q&A with id Software's Kevin Cloud and Steve Nix" (http:/ / www. usatoday. com/ tech/ bonus/ 2007-07-16-q& a-id_N. htm?csp=34). USA Today. [4] "id shows more Rage and announces release date" (http:/ / www. gamespot. com/ events/ quakecon2010/ story. html?sid=6273462). .
[5] Michaels, Patrick (September 14, 2009). "Rocket Men From Mesquite's Armadillo Aerospace Are in Line For $1 Million X Prize" (http:/ / blogs. dallasobserver. com/ unfairpark/ 2009/ 09/ a_three-minute_hover_over_cadd. php). Dallas Observer. . Retrieved September 14, 2009. [6] Armadillo Aerospace Claim Level 2 NGLLC Prize (http:/ / spacefellowship. com/ 2009/ 09/ 13/ armadillo-aerospace-claim-level-2-ngllc-prize/ comment-page-1/ ) [7] Lunar lander qualifies for prize (http:/ / cosmiclog. msnbc. msn. com/ archive/ 2009/ 09/ 11/ 2064885. aspx/ ) [8] "Are video game patents next?" (http:/ / slashdot. org/ comments. pl?sid=151312& cid=12701745) Slashdot article [9] Penny Arcade (http:/ / www. penny-arcade. com/ 2008/ 01/ 07) [10] Carmack's 2008 keynote at QuakeCon (http:/ / pc. gamespy. com/ articles/ 896/ 896763p6. html) [11] Forum reply posted by George Broussard of 3DRealms (http:/ / forums. 3drealms. com/ vb/ showthread. php?p=654680#post654680) [12] GamePro Staff (2006-08-29). "GamePro Q&A: Blizzard's Jeff Kaplan on The Burning Crusade" (http:/ / www. gamepro. com/ article/ news/ 79448/ gamepro-q-a-blizzards-jeff-kaplan-on-the-burning-crusade/ ). GamePro. . Retrieved 2006-09-30. [13] Time Digital 50 (http:/ / www. time. com/ time/ digital/ digital50/ 10. html) from Time [14] Walk of Game (http:/ / www. walkofgame. com) [15] Emmy Awards (http:/ / www. emmyonline. org/ releases/ pdf/ 58th_Tech_Eng_winners. pdf) [16] 2008 Tech Emmy Winners (http:/ / kotaku. com/ 342028/ 2008-tech-emmy-winners) from Kotaku.com [17] "Armadillo Wins Lunar Lander Challenge Level 1, Crashes On 2" (http:/ / gizmodo. com/ 5069551/ armadillo-wins-lunar-lander-challenge-level-1-crashes-on-2) from gizmodo.com [18] 2010 Game Developers Choice Awards to Honor John Carmack of id Software With Lifetime Achievement Award (http:/ / www. prnewswire. com/ news-releases/ 2010-game-developers-choice-awards-to-honor-john-carmack-of-id-software-with-lifetime-achievement-award-event-to-be-hosted-by-seminal-game-designer-war html) [19] http:/ / twitter. com/ ID_AA_Carmack [20] http:/ / www. mobygames. com/ developer/ sheet/ view/ developerId,682/
John Romero
26
John Romero
John Romero
Born
Alfonso John Romero (born October 28, 1967,[1] in Colorado Springs, Colorado) is a game designer, programmer, and developer in the video game industry. He is best known as a co-founder of id Software and was a designer for many of their personal computer games (all subsequently ported to consoles) including Wolfenstein 3D, Dangerous Dave, Doom, and Quake. His game designs and development tools, along with new programming techniques created and implemented by id Software's lead programmer John Carmack, led to a mass-popularization of the first person shooter, or FPS, in the 1990s. He is also credited with coining the FPS multiplayer term "deathmatch".[2]
Biography
Apple II
John Romero's first published game, Scout Search, appeared in the June 1984 issue of inCider magazine, a popular Apple II magazine during the 1980s. Romero's first company, Capitol Ideas Software, was listed as the developer for at least 12 of his earliest published games. Romero captured the December cover of the Apple II magazine Nibble for three years in a row starting in 1987. He also won a programming contest in A+ magazine during its first year of publishing with his game Cavern Crusader. Romero's first industry job was at Origin Systems in 1987 after programming games for 8 years. He worked on the Apple II to Commodore 64 port of 2400 A.D., which was eventually scrapped due to slow sales of the Apple II version. John then moved onto Space Rogue, a game by Paul Neurath. During this time, Romero was asked if he would be interested in joining Paul's soon-to-start company Blue Sky Productions, eventually renamed Looking Glass Technologies. Instead, Romero left Origin Systems to co-found a game company named Inside Out Software, where he ported Might & Magic II from the Apple II to the Commodore 64. He had almost finished the Commodore 64 to Apple II port of Tower Toppler, but Epyx unexpectedly cancelled all its ports industrywide due to their tremendous investment in the first round of games for the upcoming Atari Lynx. During this short time, Romero did the artwork for the Apple IIGS version of Dark Castle, a port from the Macintosh. Also during this time, John and his friend Lane Roathe co-founded a company named Ideas from the Deep and wrote versions of a game named Zappa Roids for the Apple II, PC and Apple IIGS. Their last collaboration together was an Apple II disk operating system (InfoDOS) for Infocom's games Zork Zero, Arthur, Shogun and Journey. Ideas From The Deep still exists to this day at IFD [3].
John Romero
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id Software
Romero moved to Shreveport, Louisiana in March 1989 and joined Softdisk as a programmer in its Special Projects division. After several months of helping the PC monthly disk magazine Big Blue Disk, he officially moved into the department until he started a PC gaming division in July 1990 named Gamer's Edge (originally titled PCRcade). Romero hired John Carmack into the department from his freelancing in Kansas City, moved Adrian Carmack into the division from Softdisk's art department, and persuaded Tom Hall to come in at night and help with game design. Romero and the others then left Softdisk in February 1991 to form id Software.[4] Romero worked at id Software from its incorporation in 1991 until 1996. He was involved in the creation of several milestone games, including Commander Keen, Wolfenstein 3D, Doom, Doom II and Quake.[4] He also served as Executive Producer (and Game Designer) on Heretic and HeXen. He also designed most of the first episode of Doom, most of the levels in Quake, half the levels in the Commander Keen series, Wolfenstein 3D and Spear of Destiny. He also wrote many of the tools used at id Software to create their games, including DoomEd (level editor), QuakeEd (level editor), DM (for deathmatch launching), DWANGO client (to connect the game to DWANGO's servers), TED5 (level editor for the Commander Keen series, Wolfenstein 3D and Spear of Destiny), IGRAB (for grabbing assets and putting them in WAD files), the installers for all the games up to and including Quake, the SETUP program used to configure the games, and several others. On the cover of the original Doom box, the pose of the space marine was taken from a photo of John Romero by the artist Don Ivan Punchatz.
Ion Storm
Romero later co-founded Ion Storm Inc. in Dallas, Texas with id co-worker Tom Hall, where he designed and produced Daikatana.[4] This ambitious shooter was announced in 1997 with a release date for the Christmas shopping season of that year. However, this release date slipped repeatedly in the coming months, and the game began to accrue negative press. In particular, a 1997 advertisement boasting "John Romero's About To Make You His Bitch....Suck it down" caused controversy amongst gamers and the gaming press gamers.[5] The massive pre-hype for the game and the subsequent delays (it was not released until April 2000) led reviewers to "lash out" at the game.[6] Upon release, Daikatana was critically panned and appeared on numerous "top 10 worst games" listings. During this time, Romero was also rumored to have been killed (aptly enough, with a headshot) and a photograph of his corpse with a bullet wound was also spread through the Internet; Romero himself later stated that the picture was taken for the magazine Texas Monthly, and that "maybe he shouldn't have taken it".[7]
Romero departed with Tom Hall immediately after the release of Hall's Anachronox game and the subsequent closing of the Dallas Ion office.
John Romero
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Monkeystone Games
In July 2001, Romero and Hall founded Monkeystone Games in order to develop and publish games for mobile devices, and Monkeystone released 15 games (approximately) during its short lifespan of three and a half years. Some highlights of their developments included Hyperspace Delivery Boy (Pocket PC, PC, Mac, Linux, GBA), Congo Cube (Pocket PC, PC, BREW, Java ME), and a version of Red Faction for the Nokia N-Gage. He left the company due to personal problems with his girlfriend, who was also employed at the company.[8]
Tom Hall, John Romero and Warren Spector at Ion Storm, Dallas, Texas
Midway Games
In mid-October 2003, Romero joined Midway Games as Project Lead on Gauntlet: Seven Sorrows. While he continued to maintain his working relationship with Monkeystone, Lucas Davis took over running the office. The Monkeystone team moved to Austin, Texas to work on Midway's Area 51 title until its release. Monkeystone Games closed down in January 2005. John moved from Project Lead to Creative Director of Internal Studio during this time. At the end of June 2005, Romero left Midway Games mere months before the completion of Gauntlet: Seven Sorrows.
Slipgate Ironworks
On August 31, 2005, Romero confirmed[9] that he has been working on a yet-to-be-announced MMOG at his newly opened development studio, Slipgate Ironworks.[10] It has been reported that the name is temporary. "For the record," Romero wrote, "I'm co-founder of a new game company in the Bay Area and am much better off in many ways than I was at Midway." He also said that he would not reveal anything about the company or the game until 2007. On March 17, 2009 it was announced that Slipgate Ironworks is part of Gazillion Entertainment[11] . According to John Romero, he is a co-founder[12] of Gazillion. On July 22, 2006, John Romero and former co-worker Tom Hall guest hosted episode 53 of the podcast The Widget.[13]
John Romero
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Gamesauce
In Spring 2010, Gamesauce Magazine[16] featured John Romero on its cover, and an in-depth interview with Romero inside the magazine written by Brenda Brathwaite.[16] Romero publicly apologized for the infamous Daikatana advertisement.
Personal life
Between 1999 and 2003,[17] Romero was involved with Stevie Case, a prominent female gaming industry figure who achieved early notoriety for beating him in a Quake deathmatch. Until their breakup in early 2003, Case was the COO of Monkeystone Games.[17] In January 2004, Romero married Raluca Alexandra Pleca, originally from Bucharest, Romania. He has two children (Michael and Steven Patrick Romero) with his first ex-wife, Kelly Mitchell, and one daughter (Lillia Antoinette Romero) with his second ex-wife, Elizabeth McCall. He met his first wife while he worked at the register of a Burger King restaurant in Rocklin, California and he met his second wife while she co-worked with him at Softdisk.[2]
The name "Romero" is also written in blood on one of the walls in level 19 "Shipping/Respawning" in Final Doom.
Games
Area-51 (2005), Midway Home Entertainment, Inc. Gauntlet: Seven Sorrows (2005), Midway Home Entertainment, Inc. Cartoon Network: Block Party (2004), Majesco Sales, Inc. Congo Cube (2003), THQ Wireless, RealArcade Dig It! (2003), THQ Wireless Jewels and Jim (2003), THQ Wireless Red Faction (2003), THQ Wireless Hyperspace Delivery Boy! (2002), Monkeystone Games
John Romero Daikatana (2000), Eidos Interactive Dominion: Storm Over Gift 3 (1998), Eidos Interactive Half-Life (1998), Sierra Entertainment Doom 64 (1997), Midway Games Chex Quest (1996), Digital Caf Final Doom (1996), Atari, Inc. Final Doom (1996), id Software Heretic: Shadow of the Serpent Riders (1996), id Software Quake (video game) (1996), id Software Strife (1996), Velocity Inc. DOOM (1995), Williams Entertainment Inc. Hexen: Beyond Heretic (1995), id Software The Ultimate DOOM (1995), GT Interactive Blake Stone: Planet Strike (1994), FormGen Corridor 7: Alien Invasion (1994), Capstone Software DOOM II: Hell on Earth (1994), GT Interactive Heretic (1994), id Software Rise of the Triad: Dark War (1994), FormGen Super 3D Noah's Ark (1994), Wisdom Tree Wolfenstein 3D (1994), Atari Corporation Bio Menace (1993), Apogee Software Blake Stone: Aliens of Gold (1993), Apogee Software Curse of the Catacombs (1993), Froggman Dangerous Dave's Risky Rescue (1993), Softdisk Publishing DOOM (1993), id Software ScubaVenture The Search For Pirate's Treasure (1993), Softdisk Publishing Shadowcaster (1993), Origin Systems Street Ball (1993), Froggman Terror of the Catacombs (1993), Froggman Commander Keen: Keen Dreams (1992), Softdisk Publishing Cyberchess (1992), Softdisk Publishing Spear of Destiny (1992), FormGen Wolfenstein 3D (1992), Apogee Software Catacomb 3-D (1991), Gamer's Edge, Softdisk Publishing The Catacomb Abyss (1991), Softdisk Publishing Catacomb II (1991), Softdisk Publishing Commander Keen 4: Secret of the Oracle (1991), Apogee Software Commander Keen 5: The Armageddon Machine (1991), Apogee Software Commander Keen 6: Aliens Ate My Baby Sitter! (1991), FormGen. Commander Keen: Invasion of the Vorticons (1991), Apogee Software Dangerous Dave in the Haunted Mansion (1991), Softdisk Publishing Hovertank 3D (1991), Softdisk Publishing Paganitzu (1991), Apogee Software PARAGON (1991), Gamer's Edge, Softdisk Publishing Rescue Rover (1991), Softdisk Publishing
30
Rescue Rover 2 (1991), Expert Software, Froggman, Softdisk Publishing Slordax: The Unknown Enemy (1991), Softdisk Publishing
John Romero Xenopods (1991), Softdisk Publishing Alfredo's Stupendous Surprise (1990), Softdisk Publishing Big Blue Disk #40 (1990), Softdisk Publishing Big Blue Disk #41 (1990), Softdisk Publishing Big Blue Disk #44 (1990), Softdisk Publishing Catacomb (1990), Softdisk Publishing Commander Keen 1: Marooned on Mars (1990), Apogee Software Commander Keen 2: The Earth Explodes (1990), Apogee Software Commander Keen 3: Keen Must Die! (1990), Apogee Software Dark Designs II: Closing the Gate (1990), Softdisk Publishing Dinosorcerer (1990), Softdisk Publishing Pixel Puzzler (1990), Softdisk Publishing Shadow Knights (1990), Softdisk Publishing Sub Stalker (1990), Softdisk Publishing Arthur: The Quest for Excalibur (1989), Infocom Big Blue Disk #32 (1989), Softdisk Publishing Big Blue Disk #35 (1989), Softdisk Publishing How to Weigh an Elephant (1989), Softdisk Publishing Journey: The Quest Begins (1989), Infocom Magic Boxes (1989), Softdisk Publishing Might and Magic II: Gates to Another World (1989), New World Computing Space Rogue (1989), Origin Systems Twilight Treasures (1989), Softdisk Publishing Zappa Roidz (1989), Softdisk Publishing Zork Zero: The Revenge of Megaboz (1989), Infocom City Centurian (1988), Nibble Magazine Dangerous Dave in the Deserted Pirate's Hideout (1988), Uptime Disk Monthly James Clavell's Shgun (1988), Infocom Evil Eye (1987), Uptime Disk Monthly Jumpster (1987), Uptime Disk Monthly Krazy Kobra (1987), Uptime Disk Monthly Lethal Labyrinth (1987), Uptime Disk Monthly Major Mayhem (1987), Nibble Magazine Neptune's Nasties (1987), Uptime Disk Monthly Pyramids of Egypt (1987), Uptime Disk Monthly Subnodule (1987), Keypunch Software, Inc. Wacky Wizard (1987), Uptime Disk Monthly Zippy Zombi (1987), Uptime Disk Monthly Bongo's Bash (1985), A+ Magazine Cavern Crusader (1984), A+ Magazine Scout Search (1984), inCider Magazine Dodge 'Em (1982), Capitol Ideas Software
31
John Romero
32
External links
Planet Romero [18] John Romero's profile [19] at MobyGames
References
[1] John Romero (http:/ / www. imdb. com/ name/ nm0739450/ ) at the Internet Movie Database [2] Kushner, David (2003). Masters of Doom: How Two Guys Created An Empire And Transformed Pop Culture. Random House. 89. ISBN0375505245. [3] http:/ / ifd. com [4] The Escapist - John Romero: The Escapist Interview (http:/ / www. escapistmagazine. com/ issue/ 55/ 3). The Escapist. [5] "The Top 7... PR Disasters" (http:/ / www. gamesradar. com/ us/ ps3/ game/ features/ article. jsp?articleId=2007031912215876016& releaseId=20060314115917309058& sectionId=1003& pageId=2007031912351744021) Game Radar [6] "Romero Threatens to Make You His Bitch" (http:/ / archive. gamespy. com/ articles/ june03/ dumbestmoments/ index20. shtml). Top 25 Dumbest Moments in Gaming History. June 2003. GameSpy. [7] Dunkin, Alan. "Romero Speaks... From the Grave?" (http:/ / www. gamespot. com/ news/ 1998/ 08/ 28/ news_2464741. html) GameSpot. August 28, 1998. [8] Retro Gamer magazine, issue 75: In the Chain with ... John Romero (pages 78-89) [9] News - John Romero's new studio (http:/ / www. eurogamer. net/ article. php?article_id=60965). September 21, 2005. Eurogamer. [10] http:/ / slipg8. com [11] Gazillion in agreement with Marvel Entertainment to bring iconic super heroes to massively multiplayer games audience, unveils new company and studios (http:/ / www. gazillion. com/ news/ march_1. php) March 17, 2009. [12] John Romero's Twitterstream (http:/ / twitter. com/ theromero/ status/ 1342987517) March 17, 2009. [13] The Widget - Games, Tech, Whatever >> Ep. 53 - Just Hanging Out (http:/ / www. thewidgetshow. co. uk/ ?p=71) [14] Romero Announces New CPL Specific FPS (http:/ / www. gameinformer. com/ News/ Story/ 200612/ N06. 1220. 1011. 26644. htm) [15] Angel Munoz Announces that Severity was canceled (http:/ / www. mylgn. com/ esports/ n/ 1/ 478/ ) [16] (http:/ / gamesauce. org) Gamesauce Magazine [17] Interview with the Goddess: Stevie Case and John Romero (http:/ / www. gignews. com/ goddess_caseromero. htm). March 2002. GameWEEK. [18] http:/ / planetromero. com/ [19] http:/ / www. mobygames. com/ developer/ sheet/ view/ developerId,817/ [20] http:/ / www. dallasobserver. com/ issues/ 1999-01-14/ news/ feature2. html [21] http:/ / www. npr. org/ templates/ story/ story. php?storyId=4803167 [22] http:/ / www. gamespot. com/ features/ btg-daikatana/ index. html
Paul Jaquays
33
Paul Jaquays
Paul A. Jaquays
Born
Occupation Game designer and artist Nationality Genres Spouse(s) United States Role-playing games, video games Christine Jaquays
Paul Jaquays (born October 14, 1956[1] ) is a game designer and artist of both table-top role-playing games (RPGs) and video games. Some of his notable works include the Dungeons & Dragons modules Dark Tower and Caverns of Thracia for Judges Guild, development and design of conversions for Coleco's home arcade video game system such as Pac-Man and Donkey Kong, and more recent design work for various video games including the Age of Empires series, Quake 2 and Quake III Arena. As a fantasy artist, the most renowned of his many works is arguably the cover illustration for TSR's Dragon Mountain game.[2] [3]
Biography
Early life
Living from an early age in the United States in Michigan and Indiana, Jaquays graduated from Jackson County Western High School (Michigan) in 1974 and Spring Arbor College in 1978 with a BA in Fine Art.[4] [5]
Paul Jaquays this was noteworthy for its pioneering approach to pre-factored adventures (F'Chelrak's Tomb being published in June 1976, the same month as Wee Warriors' Palace of the Vampire Queen) and provided an inspiration for many later such magazines, not only in the US.[6] [7] [8] [9] [10] [11] In addition to these "honest efforts at quality contents to interest readers" on a fannish level, Jaquays also commenced submissions of artwork to TSR's own in-house gaming magazine, The Dragon in 1976; first appearing in the premiere issue of that publication with later contributions including the cover to issue #21.[10] [12]
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Freelance artwork
In addition to his many gaming artwork contributions, including those noted above and for two decades to TSR, Inc.'s first line periodicals, Dragon and Dungeon, Jaquays also worked as an illustrator and cartoonist for the Jackson Citizen Patriot in 1980 and, during the later 1980s, was a regular interior artist for Amazing Stories, also contributing one cover.[16] [17]
Paul Jaquays As of October 2009, he is employed as a Senior Level Designer with CCP North America in Stone Mountain, Georgia; the regional division of CCP hf, best known for their science fiction MMORPG EVE Online.[3]
35
Personal life
Having recently moved from Texas, Jaquays currently lives in Atlanta, Georgia with his wife Christine and three cats. He has two children from a previous marriage and a stepdaughter from his current marriage, and has described himself as "politically, economically, and religiously conservative".[20]
Paul Jaquays
36
System name ColecoVision ColecoVision ColecoVision Amstrad CPC, Atari ST, Amiga, DOS, Commodore 64, MSX, ZX Spectrum (unpublished) Amiga (68k), AmigaOS 4 (PowerPC), Nintendo 64, Macintosh, BeOS, Linux, Windows, PlayStation, Zeebo Linux, Microsoft Windows, IRIX, Mac OS, Dreamcast, PlayStation 2, Xbox Live Arcade
Role Project leader, design & graphics conversion Project leader, design & conversion Project leader, gameplay co-designer Game design Rewrite & integration Designer & level designer Designer & level designer Designer & level designer
Quake III: Team [28] Arena Age of Empires III Age of Empires III: The WarChiefs Halo Wars
Microsoft Windows, Mac OS X, Windows Mobile, N-Gage Windows, Mac OS X Xbox 360
See also
List of video game industry people
External links
Table-top roleplaying biography [29]" on the pen-paper.net website. Paul Jaquays [30] at the Internet Movie Database Paul Jaquays [31] at the Internet Speculative Fiction Database
References
[1] "Paul Jaquays Biography (Quake3World.com)" (http:/ / web. archive. org/ web/ 20050426113233/ http:/ / quake3world. com/ bios/ Paul-Jaquays. shtml). Archived from the original (http:/ / www. quake3world. com/ bios/ Paul-Jaquays. shtml) on 2005-04-26. . Retrieved 2009-11-01. [2] "Paul Jaquays - About Paul" (http:/ / www. jaquays. com/ paul/ about. htm). . Retrieved 2009-12-05. [3] Varney, Allen (Dec, 3 2009). "Gaming's Renaissance Man" (http:/ / www. escapistmagazine. com/ articles/ view/ columns/ days-of-high-adventure/ 6847-Gamings-Renaissance-Man). The Escapist. . Retrieved 2009-12-03. [4] "Personal Biography (Paul Jaquays)" (http:/ / www. classmates. com/ profile/ user/ view/ story?registrationId=34743711). . Retrieved 2009-12-05. [5] Jaquays, Paul (1979). "My Life and Role-Playing". Different Worlds (Albany, California: Chaosium) (1): 2426. [6] "Dungeoneer Magazine - issues 1-6 (Acaeum.com)" (http:/ / www. acaeum. com/ jg/ DungeoneerMags1-6. html). . Retrieved 2009-12-05. [7] "Controlled Chaos Media: Biographies - Paul Jaquays" (http:/ / cchaosmedia. com/ company/ biographies/ ). . Retrieved 2009-12-05. [8] Jaquays, Paul (June 1976). "F'Chelrak's Tomb". The Dungeoneer (Spring Arbor, Michigan: The Fantastic Dungeoning Society) (1): 912. [9] Alexander, Phil (July 1977). "Editorial". Underworld Oracle (Edinburgh, United Kingdom: Cyclops Productions) (1): 2.
Paul Jaquays
[10] Gygax, Gary (June 1979). "From the Sorceror's Scroll (Editorial)". The Dragon (TSR) (26): 39. [11] Jaquays, Paul. "History of the Dungeoneer Fanzine" (http:/ / www. acaeum. com/ jg/ HistoryDungeoneer. html). . Retrieved 2009-11-01. [12] Gold, Lee (June 1976). "Languages or, Could you repeat that in Auld Wormish? (illustration by Jaquays)". The Dragon (TSR) (1): 9. [13] Fawcett, William (December 1980). "Here comes the Judges Guild". The Dragon (TSR) (44). [14] Sacco, Ciro Alessandro (May 6, 2009). "Interview with Paul Jaquays" (http:/ / www. acaeum. com/ forum/ about8390. html). . Retrieved 2009-12-01. [15] "Paul Jaquays - Product List" (http:/ / jaquays. com/ paul/ product. htm). . Retrieved 2009-12-05. [16] "Paul Jaquays - Art & Illustration" (http:/ / www. jaquays. com/ paul/ illustrationart. htm). . Retrieved 2009-12-05. [17] "Paul Jaquays at isfdb.org" (http:/ / www. isfdb. org/ cgi-bin/ ea. cgi?Paul_Jaquays). . Retrieved 2009-12-05. [18] "Paul Jaquays (at Allgame)" (http:/ / www. allgame. com/ person. php?id=2214). Allgame. . Retrieved 2009-12-05. [19] "GameSpot Expert Advice: Paul Jaquays" (http:/ / uk. gamespot. com/ features/ 3d_design/ paul. html). . Retrieved 2009-12-01. [20] "quake2.com: Interview with Paul Jaquays" (http:/ / www. quake2. com/ qworkshop/ features/ interviews/ jaquays. htm). . Retrieved 2009-12-01. [21] "Ensemble Studios to close" (http:/ / www. el33tonline. com/ past/ 2008/ 9/ 10/ ensemble_studios_to_close/ ). . Retrieved 2009-12-01. [22] "Paul Jaquays on the Guildhall" (http:/ / guildhall2. smu. edu/ news/ jaquays-qa. htm). The Guildhall at SMU. March 26, 2003. . Retrieved 2009-12-01. [23] "The Guildhall at SMU advertisement" (http:/ / guildhall2. smu. edu/ news/ jaquays-ad2003. htm). The Guildhall at SMU. March 26, 2003. . Retrieved 2009-12-05. [24] Mona, Erik; James Jacobs (November 2004). "The 30 Greatest D&D Adventures of All Time" (http:/ / dnd. wikia. com/ wiki/ Dungeon_Design_Panel). Dungeon (Bellevue, Washington: Paizo Publishing) (116). . Retrieved 2009-12-05. [25] "Game Info - WG7: Castle Greyhawk (at RPG.net)" (http:/ / index. rpg. net/ display-entry. phtml?mainid=1203). RPGnet. . Retrieved 2009-12-05. [26] "Quake II - Game Credits" (http:/ / www. allgame. com/ game. php?id=6662& tab=credits). Allgame. . Retrieved 2009-12-05. [27] "Quake III Arena - Game Credits" (http:/ / www. allgame. com/ game. php?id=18813& tab=credits). Allgame. . Retrieved 2009-12-05. [28] "Quake III Team Arena - Game Credits" (http:/ / www. allgame. com/ game. php?id=25693& tab=credits). Allgame. . Retrieved 2009-12-05. [29] http:/ / www. pen-paper. net/ rpgdb. php?op=showcreator& creatorid=587 [30] http:/ / www. imdb. com/ name/ nm1850165/ [31] http:/ / www. isfdb. org/ cgi-bin/ ea. cgi?Paul_Jaquays
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Tim Willits
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Tim Willits
Tim Willits
Occupation Creative Director, id Software
Tim Willits is the creative director and former co-owner of video game developer id Software. He joined id Software in 1995 after impressing the owners and development team with DOOM levels he forged in his spare time and distributed free over the Internet. Willits has worked on Strife, The Ultimate Doom, Quake, Quake II, Quake III Arena, Quake III: Team Arena and Doom 3. Most recently, Willits was lead designer on Doom 3 and the executive producer on Quake 4. Willits is currently working on a brand new intellectual property at id Software, a multi-platform first person shooter called Rage, being developed in the id tech 5 engine.[1] Willits is a graduate of the University of Minnesota and a former member of the University of Minnesota Army ROTC program. Willits was the battalion cadet-command sergeant major (C/CSM) during his junior year and attended ROTC Advanced Camp at Fort Lewis, Washington during the summer between his junior and senior years of college. After an injury during the summer, Willits completed two rotations, being assigned to both the first and seventh cadet regiments during that summer. He held the rank of cadet-major (C/MAJ) during his senior year and was assigned as the battalion training officer. He was referenced in the Doom movie as Dr. Willits.[2]
External links
Willits' profile [3] from MobyGames E3 2007: id Into the Future [4] interview from IGN
References
[1] [2] [3] [4] Rage // PC /// Eurogamer (http:/ / www. eurogamer. net/ game. php?game_id=8183) Doom Trivia (http:/ / www. imdb. com/ title/ tt0419706/ trivia) from the Internet Movie Database http:/ / www. mobygames. com/ developer/ sheet/ view/ developerId,1066/ http:/ / pc. ign. com/ articles/ 804/ 804112p1. html
Timothee Besset
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Timothee Besset
Timothee Besset
Timothee "TTimo" Besset at QuakeCon 2007 Residence Other names Employer Spouse Dallas, Texas TTimo id Software Christine Website
http:/ / ttimo. vox. com/ [2] [1]
Timothee Besset (also known as TTimo) is a id Software employee most well known for creating and supporting Linux, as well as some Macintosh, ports of id Software's products. He has been involved in the game ports of Quake III: Arena, Return to Castle Wolfenstein, Doom 3, Quake 4, and Enemy Territory: Quake Wars.[3] Since Doom 3 he has also been in charge of network code (multiplayer) and various different aspects of game coding for id,[4] a role which had him heavily involved in the development of QuakeLive. He has been occasionally called "zerowing", but he has never gone by that name himself. It is derived from the community oriented system zerowing.idsoftware.com, of which the Linux port pages are the most prominent. The system was actually named by Christian Antkow based on the Zero Wing meme.[5]
Biography
Timothee grew up in France, and started programming in the early 1990's. In school he majored in computer science, as well as pursuing courses in chemistry, mechanics, and fluid mechanics. Through school he was also first introduced to Linux, originally only for system administration and networking, and eventually for his main system. His first serious game development project was working on QERadiant, a free game editor tool for id Software games. Through his work on the editor he got to know Robert Duffy, who was at that point working as a contractor for id. After he got hired full-time, he managed to secure Doom 3 running from SuperGamer Linux Timothee a contract to work on the new cross-platform GtkRadiant editor project in 2000.[6] This eventually lead to Timothee being hired to become id's official Linux port maintainer after they took back the support rights to the Linux release of Quake III Arena from the then floundering Loki Software.[7] [8] His first actual porting project came with the release of Return to Castle Wolfenstein in 2001, with the Linux client being released on March 16, 2002.[9] [10] [11] His next porting work came with the release of Doom 3, with him
Timothee Besset releasing the first Linux builds on October 4, 2004.[12] [13] [14] Around this time he also assumed the responsibility of becoming in charge of network coding for id.[3] On October 20, 2005 he released the Linux binaries for Quake 4.[15] [16] This was followed by him releasing the source code for GtkRadiant under the GNU General Public License on February 17, 2006.[17] [18] His next porting project was porting Enemy Territory: Quake Wars, with Linux binaries being released on October 19, 2007.[19] [20] [21] He is currently working on the Quake Live project, with the game entering an invitation-based closed beta in 2008 and an open beta on February 24, 2009, with Linux and Macintosh support coming on August 18, 2009.[22] In response to fears by some in the Linux gaming community that id would abandon Linux with its future titles, on September 13, 2009 in a well publicized statement he reaffirmed id's support of Linux, stating in his blog that "Fundamentally nothing has changed with our policy regarding Linux games... I'll be damned if we don't find the time to get Linux builds done".[23] [24] [25] He continues to work on Quake Live.
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See also
id Software Dave D. Taylor David Kirsch Michael Simms Ryan C. Gordon
External links
Timothee Besset's Website [2] Official id Software Linux Port Website [26] Timothee Besset at LinuxGames [27] Timothee Besset at Linux Gaming News [28] Timothee Besset at LinuxGamers [29] Timothee Besset at MobyGames [30]
References
[1] id Software. Doom 3. (Activision). PC. Level/area: Primary Excavation: Artifact Dig. (2004) "To my wondeful wife Christine for 'putting up with me' through the years" See: (http:/ / members. iinet. net. au/ ~tmorrow/ doom3/ emails. html#Thanks. . ) [2] http:/ / ttimo. vox. com/ [3] JeuxLinux, Entretien avec Timothe Besset (http:/ / www. jeuxlinux. fr/ article-102. html) [4] Network Performance Daily, ID Software Developer Timothee Besset on Network Performance in Games (http:/ / www. networkperformancedaily. com/ 2007/ 01/ id_software_developer_timothee. html) [5] Piga Software Forum, Piga Software Congratulates... (http:/ / piga. 7. forumer. com/ viewtopic. php?p=618#618) [6] Interview with id Software's Timothee Besset (http:/ / web. archive. org/ web/ 20040924113843/ http:/ / www. linuxgames. com/ ?dataloc=articles/ ttimo/ ) LinuxGames, August 22, 2004 [7] Linux Quake III Arena Update (http:/ / www. bluesnews. com/ cgi-bin/ board. pl?action=viewstory& threadid=25325) Blues's News, May 22, 2001 [8] Quake 3 Arena takes Linux by force (http:/ / linux. sys-con. com/ node/ 32874) LinuxWorld, December 3, 2001 [9] Quakecon Interview With Timothee Besset (http:/ / web. archive. org/ web/ 20020901030830/ http:/ / www. linuxgames. com/ articles/ quakecon2k2/ ttimo/ ) LinuxGames, Aug 23, 2002 [10] On Wolf's Goldness (http:/ / www. bluesnews. com/ cgi-bin/ board. pl?action=viewstory& threadid=30526) Blue's News, November 15, 2001
Timothee Besset
[11] Wolfenstein Patch Clarifications (http:/ / www. insidemacgames. com/ news/ story. php?ArticleID=6134#) Inside Mac Games, August 27, 2002 (Article by Andy Largent) [12] DOOM III for GNU/Linux Released (http:/ / www. linuxhardware. org/ article. php?story=04/ 10/ 05/ 0510227) LinuxHardware.org, October 05, 2004 [13] Doom3 Linux and Windows Battlegrounds (http:/ / www. anandtech. com/ show/ 1509/ 1) Anand Tech, October 13, 2004 (Article by by Kristopher Kubicki) [14] Doom 3 Linux Performance Analyzed (http:/ / www. linuxhardware. org/ article. php?story=04/ 10/ 12/ 1725246) LinuxHardware.org, October 12, 2004 [15] id Software Quake 4 (http:/ / www. phoronix. com/ scan. php?page=article& item=295& num=1) Phoronix, October 20, 2005 [16] Quake 4 and Serious Sam 2 for Linux (http:/ / www. jeuxvideo. fr/ quake-4-et-serious-sam-2-sous-linux-actu-22804. html) jeuxvideo.fr, October 3, 2005 [17] GPL GtkRadiant (http:/ / www. bluesnews. com/ cgi-bin/ board. pl?action=viewstory& threadid=64683) Blue's News, February 17, 2006 [18] Hern novinky & zaujmavosti 5 (http:/ / www. linuxexpres. cz/ hry/ herne-novinky-zaujimavosti-5) LinuxExpres, October 8, 2006 (Article by linuxexpres in Czech) [19] ET: Quake Wars Linux Client Released (http:/ / www. phoronix. com/ scan. php?page=news_item& px=NjEzOQ) Phoronix, October 19, 2007 [20] Enemy Territory: Quake Wars Mac Version Confirmed? (http:/ / www. insidemacgames. com/ news/ story. php?ArticleID=15000) Inside Mac Games, April 23, 2007 (Article by Cord Kruse) [21] Linux version of Enemy Territory: Quake Wars comes (http:/ / www. pro-linux. de/ news/ 1/ 11387/ linux-version-von-enemy-territory-quake-wars-kommt. html) Pro-Linux.de, June 28, 2007 (Article by Mirko Lindner) [22] Quake Live Now Available To Linux Gamers (http:/ / www. phoronix. com/ scan. php?page=news_item& px=NzQ2Nw) Phoronix, August 19, 2009 [23] Rage and other Tech5 games might be Linux-friendly (http:/ / www. neoseeker. com/ news/ 11766-rage-and-other-tech5-games-might-be-linux-friendly-/ ) Neoseeker, September 14, 2009 [24] Kommender Id-Titel Rage auch fr Linux ? (http:/ / www. pcgameshardware. de/ aid,695289/ Kommender-Id-Titel-Rage-auch-fuer-Linux-/ Action-Spiel/ News/ ) PC Games Hardware, September 17, 2009 [25] Rage probablement sous Linux (http:/ / www. nofrag. com/ 2009/ sep/ 15/ 32354/ ) NoFrag, September 15, 2009 [26] http:/ / zerowing. idsoftware. com/ [27] http:/ / www. linuxgames. com/ ?s=Timothee+ Besset [28] http:/ / lgn. linux-hardcore. com/ tag/ timothee-besset/ [29] http:/ / www. linux-gamers. net/ search. php?query=Timothee+ Besset& action=results [30] http:/ / www. mobygames. com/ developer/ sheet/ view/ developerId,93959/
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Trent Reznor
42
Trent Reznor
Trent Reznor
Reznor in a promotional photo for Ghosts I-IV, 2008 Background information Birth name Born Genres Occupations Instruments Years active Labels Associated acts Michael Trent Reznor May 17, 1965 Mercer, Pennsylvania, U.S. Industrial rock, alternative rock, industrial metal, dark ambient, electronica Musician, singer-songwriter, sound designer, record producer Vocals, guitar, piano, synthesizer, keyboard, programming, bass guitar, saxophone, drums, tuba, sousaphone, marimba, pan flute, harpsichord 1982-Present The Null Corporation, Nothing Records, Interscope, Universal Option 30, The Innocent, Exotic Birds, Lucky Pierre, Nine Inch Nails, How to Destroy Angels, Tapeworm
Michael Trent Reznor (born May 17, 1965) is an American singer-songwriter, musician, producer and multi-instrumentalist. Founder of the industrial rock musical project known as Nine Inch Nails, he was previously associated with the bands Option 30, Exotic Birds, and Tapeworm, among others. Reznor left Interscope Records in 2007, and is now an independent musician. Reznor began creating music early in his life, and cites his Western Pennsylvania childhood as an early influence. After being involved with a number of synthesizer-based bands in the mid-80s, Reznor gained employment at Right Track Studios and began creating his own music during the studio's closing hours under the moniker Nine Inch Nails. Reznor's first release as Nine Inch Nails, Pretty Hate Machine (1989), was a commercial success, and he has since released seven major studio releases. Outside of Reznor's chief project Nine Inch Nails, he has contributed to many other artists' albums, including Marilyn Manson and Saul Williams. In 1997, Reznor appeared in Time magazine's list of the year's most influential people, and Spin magazine described him as "the most vital artist in music."[1]
Early life
Michael Trent Reznor was born in Mercer, Pennsylvania, halfway between Pittsburgh and Erie, the son of Nancy Lou (ne Clark) and Michael Reznor.[2] Reznor was referred to by his middle name to avoid confusion with his father. After his parents divorced, he lived with his maternal grandparents, while his sister Tera lived with their mother.[3] Reznor is a direct descendant of George Reznor, founder of the Reznor Company (founded 1888), a heating and air conditioning company. The family sold the business in the 1960s.[2] [4] Reznor began playing the piano at the age of five and showed an early aptitude for music. In a 1995 interview, his grandfather, Bill Clark, remarked, "Music was his life, from the time he was a wee boy. He was so gifted."[5] His
Trent Reznor former piano teacher Rita Beglin said "Reznor always reminded me of Harry Connick, Jr." when he played.[5] Reznor has acknowledged that his sheltered life in Pennsylvania left him feeling isolated from the outside world. In a 1994 interview with Rolling Stone, he references his choices in the music industry.
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I don't know why I want to do these things, other than my desire to escape from Small Town, U.S.A., to dismiss the boundaries, to explore. It isn't a bad place where I grew up, but there was nothing going on but the cornfields. My life experience came from watching movies, watching TV and reading books and looking at magazines. And when your fucking culture comes from watching TV every day, you're bombarded with images of things that seem cool, places that seem interesting, people who have jobs and careers and opportunities. None of that happened where I was. You're almost taught to realize it's not for you.
[6]
However, Reznor later said, "I don't want to give the impression it was a miserable childhood."[7] At the Mercer Area Junior and Senior High Schools, Reznor learned to play the tenor saxophone and tuba. He was a member of both the jazz and marching band. Former Mercer High School band director Dr. Hendley Hoge remembered Reznor as "very upbeat and friendly."[5] Reznor also became involved in theater while in high school. He was voted "Best in Drama" by classmates for his roles as Judas in Jesus Christ Superstar and Professor Harold Hill in The Music Man. Reznor graduated from this high school in 1983 and enrolled at Allegheny College, where he studied computer engineering.[8]
Trent Reznor
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Trent Reznor Reznor stated that he began to fully understand his financial situation after tackling his addiction to drugs and alcohol.[23] Reznor requested a financial statement from Malm in 2003, only to discover that he had only $400,000 in liquid assets. "It was not pleasant discovering you have a 10th as much as you've been told you have," Reznor told the court.[25] Malm's lawyers, however, claimed that Malm had worked for years "pro bono", and that Reznor's inability to release an album or tour and his uninhibited spending were the reasons for Reznor's financial situation.[26] After a three week trial in 2005, jurors sided with Reznor, awarding him upwards of $2.95million and returning to him complete control of his trademarks.[25] After adjustment for inflation, Reznor's award rose to nearly $5million.[24]
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Return to music
In 2001, Reznor successfully completed rehab, and eventually moved from New Orleans to Los Angeles. In a 2005 interview with Kerrang!, Reznor reflected on his self-destructive past: "There was a persona that had run its course. I needed to get my priorities straight, my head screwed on. Instead of always working, I took a couple of years off, just to figure out who I was and working out if I wanted to keep doing this or not. I had become a terrible addict; I needed to get my shit together, figure out what had happened".[19] Reznor also admitted in another interview that "[he is] pretty happy right now."[27] Nine Inch Nails' next full-length album, With Teeth (2005), reached number one on Billboard 200.[28] [29] Nine Inch Nails' 2007 major studio recording, Year Zero, was released alongside an accompanying alternate reality game.[30] With its lyrics written from the perspective of multiple fictitious characters, Reznor described Year Zero as a concept album criticizing the United States government's current policies and how they will affect the world 15 years in the future.[31] Trent Reznor announced later that Nine Inch Nails split from its contractual obligations with Interscope Records, and would distribute its next major albums independently. The last Nine Inch Nails release on Interscope was Year Zero Remixed, based on material from Year Zero.[32]
Trent Reznor
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Other activities
Work outside of Nine Inch Nails
Reznor produced Marilyn Manson's first album Portrait of an American Family (1994), several tracks on Marilyn Manson's albums Smells Like Children (1995), and Antichrist Superstar (1996), as well as the soundtrack for the films Natural Born Killers and Lost Highway. Reznor is credited for "Driver Down" and "Videodrones; Questions" on the soundtrack for Lost Highway, while another track, "The Perfect Drug", is credited to Nine Inch Nails instead. Reznor sang backing vocals on "Past the Mission" a 1994 Tori Amos song on the album Under the Pink. In 1998 Reznor produced a remix of Notorious B.I.G.'s song "Victory" which also featured Busta Rhymes.[42] The original music from id Software's video game Quake is credited to "Trent Reznor and Nine Inch Nails";[43] Reznor helped record sound effects and ambient audio, and the NIN logo appears on ammunition boxes in the game.[44] Reznor's association with id Software began with Reznor being a fan of the original Doom. He reunited with id Software in 2003 as the sound engineer for Doom 3, though due to "time, money and bad management",[45] he had to abandon the project, and his audio work did not make it into the game's final release. Reznor also sang vocals for the song "Black Bomb" on the Josh Wink album Herehear (1998). Under the band name Tapeworm, Reznor collaborated over the span of nearly 10 years with Danny Lohner, Maynard James Keenan, and Atticus Ross, but the project was eventually terminated before any official material was
Trent Reznor released.[46] The only known released Tapeworm material is a reworked version of a track called "Vacant," retitled "Passive", on A Perfect Circle's 2004 album eMOTIVe,[47] as well as a track called "Potions," off Puscifer's 2009 "C is for ..." In 2006, Reznor played his first "solo" show(s) at Neil Young's annual Bridge School Benefit. Backed by a four piece string section, he performed stripped-down versions of many Nine Inch Nails songs.[48] Reznor featured on El-P's 2007 album I'll Sleep When You're Dead, guesting on the track "Flyentology". Reznor co-produced Saul Williams' 2007 album The Inevitable Rise and Liberation of NiggyTardust! after Williams toured with Nine Inch Nails in 2005 and 2006. Reznor convinced Williams to release the album as a free download, while giving fans the option of paying $5 for higher quality files, or downloading all of the songs at a lower quality for free.[49] [50] Reznor was also credited as "Musical Consultant" on the 2004 film Man on Fire.[51] The movie features six Nine Inch Nails songs.[52] He has produced a number of songs for Jane's Addiction in his home studio in Beverly Hills. The first recordings, new versions of the early tracks "Chip Away" and "Whores," were released simultaneously on Jane's Addiction's website and the NIN|JA Tour Sampler digital EP. In April 2010, it was announced that Reznor had formed a new band with his wife, Mariqueen Maandig, to be called How to Destroy Angels. The group released a self-titled six song EP digitally on June 1, 2010, with the retail edition becoming available on July 6, 2010.[53] On July 1, 2010, Reznor announced via the official Nine Inch Nails website that he, along with Atticus Ross, will provide the score for the upcoming David Fincher film The Social Network, a dramedy about the founding of Facebook. Says Reznor, "When I actually read the script and realized what he was up to, I said goodbye to that free time I had planned."[54] The film is slated for release in October 2010. Leading up to the release of the soundtrack, Reznor made a free 5-track EP available for download[55] .
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Trent Reznor Reznor's work as Nine Inch Nails has influenced many newer artists, which according to Reznor range from "generic imitations" dating from the band's initial success to younger bands echoing his style in a "truer, less imitative way".[62] Following the release of The Downward Spiral, mainstream artists began to take notice of Nine Inch Nails' influence: David Bowie compared NIN's impact to that of The Velvet Underground.[63] In 1997, Reznor appeared in Time magazine's list of the year's most influential people, and Spin magazine described him as "the most vital artist in music."[1] Bob Ezrin, producer for Pink Floyd, Kiss, Alice Cooper, and Peter Gabriel, described Reznor in 2007 as a "true visionary" and advised aspiring artists to take note of his no-compromise attitude.[64] During a rare appearance at the Kerrang! Awards in London that year, Reznor accepted the Kerrang! Icon, honoring Nine Inch Nails' long-standing influence on rock music.[65] Timbaland, one of pop music's most successful producers in recent years has cited Trent Reznor as his favorite studio producer.[66]
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External links
Official website [67]
References
[1] "Time's 25 most influential Americans" (http:/ / www. time. com/ time/ magazine/ article/ 0,9171,986206-17,00. html). Time 149 (16): 66. 1997-04-21. . Retrieved 2008-04-15. [2] "George Watson Reznor" (http:/ / www. sharon-herald. com/ fullobits/ local_story_093100425. html?start:int=0). The Herald. 2007-04-01. . Retrieved 2007-11-06. [3] Spitz, Marc (2005-06-01). The Shadow of Death. Spin. [4] "Reznor Online FAQ" (http:/ / www. rezspec. com/ index. php?pageid=000000000017& mod_faq[faqid]=000000000003& mod_faq[mode]=3). Reznor HVAC Solutions. . Retrieved 2007-11-06. [5] Dougherty, Steve; Bryan Alexander, Tom Nugent, John Hannah (1995-02-06). "The Music of Rage" (http:/ / nothing. nin. net/ int12. html). People. . Retrieved 2007-12-06. [6] Gold, Jonathan (1994-09-09). "Love it to Death". Rolling Stone (690). [7] Heath, Chris (April 1995). "The Art of Darkness" (http:/ / www. 9inchnails. com/ articles/ the-art-of-darkness. php). Details. . Retrieved 2007-12-08. [8] "Trent Reznor Bio" (http:/ / www. filmspot. com/ people/ 441775/ trent-reznor/ bio. html). Film Spot. . Retrieved 2007-11-09. [9] "Trent Reznor" (http:/ / www. imdb. com/ name/ nm0722153/ ). Internet Movie Database. . Retrieved 2007-11-06. [10] Huey, Steve. "Nine Inch Nails" (http:/ / allmusic. com/ cg/ amg. dll?p=amg& sql=11:jxkcikv6bbf9~T10). Allmusic. . Retrieved 2006-11-24. [11] Fine, Jason (July/August 1994). "The Truth About Trent". Option. [12] "Gold and Platinum database" (http:/ / www. riaa. com/ goldandplatinumdata. php?table=SEARCH). Recording Industry Association of America. . Retrieved 2007-08-10. [13] "Nine Inch Nails". Musician. March 1994. [14] "Nine Inch Nails Timeline" (http:/ / www. rockonthenet. com/ artists-n/ nineinchnails_main. htm). rockonthenet.com. . Retrieved 2007-11-11. [15] "Trent Reznor: Timeline" (http:/ / www. cleveland. com/ kidsnewsday/ content. ssf?/ homegrown/ index. ssf?/ homegrown/ more/ reznor/ timeline. html). Cleveland.com. . Retrieved 2006-12-18. [16] Ali, Lorraine (1994-03-18). Making Records Where Manson Murdered Helter Shelter (http:/ / www. ew. com/ ew/ article/ 0,,301460,00. html). Entertainment Weekly. . Retrieved 2007-11-11. [17] Jonathan Gold (1994-09-08). "Love It To Death: Trent Reznor Of Nine Inch Nails Preaches The Dark Gospel Of Sex, Pain, And Rock & Roll" (http:/ / www. 9inchnails. com/ articles/ articles. php?id=8). Rolling Stone Issue #690, archived on Painful Convictions. . Retrieved 2007-03-31. [18] "Trent Reznor". Alternative Press (114). January 1998. [19] Chick, Steve (2005-03-30). "To Hell and back". Kerrang!. [20] Soeder, John (2000-04-09). "Rock's outlook bleak, but this Nail won't bend". Cleveland.com. [21] Wiederhorn, Jon (2004-05-21). "Ex-Manager Says Trent Reznor Stabbed Him In The Back 'With A Nine Inch Nail'" (http:/ / www. mtv. com/ news/ articles/ 1487166/ 20040521/ nine_inch_nails. jhtml). MTV. Viacom. . Retrieved 2010-01-07. [22] Wiederhorn, Jon (2004-05-20). "Trent Reznor Sues Ex-Manager For Millions" (http:/ / www. mtv. com/ news/ articles/ 1487134/ 20040520/ nine_inch_nails. jhtml). MTV. Viacom. . Retrieved 2010-01-07. [23] Harris, Chris (2005-05-17). "Trent Reznor Bares Teeth In Testimony Against Ex-Manager" (http:/ / www. mtv. com/ news/ articles/ 1502433/ 20050517/ reznor_trent. jhtml). MTV. Viacom. . Retrieved 2010-01-07. [24] "Court of Appeals of Ohio document" (http:/ / www. sconet. state. oh. us/ rod/ docs/ pdf/ 8/ 2009/ 2009-ohio-2577. pdf) (PDF). . Retrieved 2010-07-09.
Trent Reznor
[25] Harris, Chris (2005-05-31). "Nine Inch Nails' Trent Reznor Wins Case Against His Former Partner" (http:/ / www. mtv. com/ news/ articles/ 1503212/ 20050531/ nine_inch_nails. jhtml). MTV. Viacom. . Retrieved 2010-01-07. [26] "NIN's Reznor Sues Ex-Manager" (http:/ / www. billboard. com/ search/ ?keyword=nine+ inch+ nails+ malm& x=0& y=0#/ news/ nin-s-reznor-sues-ex-manager-1000516579. story). Billboard. Nielsen Company. 2004-05-21. . Retrieved 2010-01-07. [27] Stillman, Brian (2005-06-01). Tooth & Nail (http:/ / theninhotline. net/ archives/ articles/ manager/ display_article. php?id=51). Revolver. . Retrieved 2007-11-11. [28] "Artist Chart History - Nine Inch Nails" (http:/ / www. billboard. com/ bbcom/ retrieve_chart_history. do?model. vnuArtistId=5315& model. vnuAlbumId=1079172). Billboard. . Retrieved 2006-12-18. [29] Roberts, Jo (2005-08-05). "Hammer time over" (http:/ / www. smh. com. au/ news/ music/ hammer-time-over/ 2005/ 08/ 04/ 1122748732635. html). Sydney Morning Herald. . Retrieved 2006-11-28. [30] Montgomery, James (2007-02-15). "Weird web trail: conspiracy theory or marketing for nine inch nails LP?" (http:/ / www. mtv. com/ news/ articles/ 1552470/ 20070215/ nine_inch_nails. jhtml). MTV News. . Retrieved 2007-02-15. [31] Gregory, Jason (2007-03-26). "Trent Reznor Blasts the American Government" (http:/ / www. gigwise. com/ news. asp?contentid=29753). Gigwise.com. . Retrieved 2007-04-20. [32] Cohen, Jonathan (2007-10-08). "Nine Inch Nails Celebrates Free Agent Status" (http:/ / www. billboard. com/ bbcom/ news/ article_display. jsp?vnu_content_id=1003655498). Billboard. . Retrieved 2007-10-08. [33] Carr, Daphne (2008-05-28). "Nine Inch Nails, Radiohead, Free Music and Creative Competition" (http:/ / www. laweekly. com/ music/ music/ nine-inch-nails-radiohead-free-music-and-creative-competition/ 18995/ ). LA Weekly. New Times Media. . Retrieved 2008-06-09. [34] "The Slip Download Map" (http:/ / www. webcitation. org/ 5YvHvzNuD). Nine Inch Nails. Archived from the original (http:/ / nin. com) on 2008-06-28. . Retrieved 2008-07-07. [35] "Nine Inch Nails to tour with Jane's Addicition, go on hiatus" (http:/ / www. idiomag. com/ peek/ 65302/ nine_inch_nails). idiomag. Idio, Ltd.. 2009-02-17. . Retrieved 2009-02-18. [36] Boucher, Jeff (June 2009). Mojo. ""he wouldn't say he was giving up the road for good but he does expect to set touring aside for a good decade or more so he can work on a major studio album ... There will be a record, I suspect, in the next couple of years but no touring."". [37] Kaufman, Gil (2009-06-15). "Trent Reznor Says Bonnaroo Was Nine Inch Nails' Last U.S. Show" (http:/ / www. mtv. com/ news/ articles/ 1613908/ 20090615/ nine_inch_nails. jhtml). MTV. Viacom. . Retrieved 2009-08-06. [38] "Trent Reznor honored by the U.S. Government for successful fundraising for Eric De La Cruz" (http:/ / www. side-line. com/ news_comments. php?id=43198_0_2_0_C). Side-line.com. 2009-07-03. . Retrieved 2010-07-09. [39] Have you guys got any plans to tour as HTDA?. "How To Destroy Angels, Have you guys got any plans to tour as HTDA?" (http:/ / destroyangels. tumblr. com/ post/ 681188150/ have-you-guys-got-any-plans-to-tour-as-htda). Destroyangels.tumblr.com. . Retrieved 2010-07-09. [40] "nin forums :: Nine Inch Nails Discussion" (http:/ / forum. nin. com/ bb/ read. php?9,1095577). Forum.nin.com. . Retrieved 2010-07-09. [41] {Date}. "EyeScoop - Celebrity Photos, Fashion and Lifestyle News" (http:/ / www. wwd. com/ eyescoop/ eye/ mariqueen-maandig-and-trent-reznor-release-album-3165804?justin=3165804). WWD.com. . Retrieved 2010-07-09. [42] "Puff Daddy & The Family Featuring Notorious B.I.G., The* & Busta Rhymes - Victory (Remixes) (CD) at Discogs" (http:/ / www. discogs. com/ Puff-Daddy-The-Family-Featuring-Notorious-BIG-The--Busta-Rhymes-Victory-Remixes/ release/ 517450). Discogs.com. . Retrieved 2010-07-09. [43] "Full cast and crew for Quake (1996) (VG)" (http:/ / imdb. com/ title/ tt0152116/ fullcredits). Internet Movie Database. . Retrieved 2007-09-18. [44] Laidlaw, Marc (August 1996). "The Egos at Id" (http:/ / www. wired. com/ wired/ archive/ 4. 08/ id_pr. html). Wired News. . Retrieved 2007-09-09. [45] Trent Reznor (2004-07-21). "Nine Inch Nails: Access" (http:/ / web. archive. org/ web/ 20070514173115/ http:/ / www. nin. com/ access/ 7_21_04/ index. php). Nine Inch Nails. Archived from the original (http:/ / www. nin. com/ access/ 7_21_04/ index. php) on 2007-05-14. . Retrieved 2007-11-06. [46] Trent Reznor (2004-05-08). "Nine Inch Nails: Access" (http:/ / web. archive. org/ web/ 20070718105114/ http:/ / www. nin. com/ access/ 5_08_04/ index. asp). Nine Inch Nails. Archived from the original (http:/ / www. nin. com/ access/ 5_08_04/ index. asp) on 2007-06-18. . Retrieved 2007-05-21. [47] "A Perfect Circle eMOTIVe" (http:/ / www. sputnikmusic. com/ album. php?albumid=1021). Sputnik Music. 2005-07-26. . Retrieved 2007-11-11. [48] Maher, Dave (2006-09-12). "Brian Wilson, Neil Young, Reznor Play Bridge Benefit" (http:/ / www. pitchforkmedia. com/ article/ news/ 38490-brian-wilson-neil-young-reznor-play-bridge-benefit). Pitchfork Media. . Retrieved 2007-11-07. [49] Sandoval, Greg (2007-10-30). "Trent Reznor: Take my music, please" (http:/ / www. news. com/ 8301-10784_3-9807934-7. html). News.com. . Retrieved 2007-11-07. [50] Westhoff, Ben (2007-10-30). "Trent Reznor and Saul Williams Discuss Their New Collaboration, Mourn OiNK" (http:/ / nymag. com/ daily/ entertainment/ 2007/ 10/ trent_reznor_and_saul_williams. html). New York. . Retrieved 2007-11-07. [51] "Man on Fire (2004) - Full cast and crew" (http:/ / www. imdb. com/ title/ tt0328107/ fullcredits). Imdb.com. . Retrieved 2008-10-27. [52] "Trent Reznor" (http:/ / www. imdb. com/ name/ nm0722153/ ). Imdb.com. . Retrieved 2008-10-27. [53] "How To Destroy Angels" (http:/ / www. howtodestroyangels. com/ home. html). How To Destroy Angels. . Retrieved 2010-07-09. [54] posted by Trent Reznor at 6:40pm. "the official nine inch nails website]" (http:/ / nin. com/ ?id=97906). Nin.com. . Retrieved 2010-07-09.
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Trent Reznor
[55] Download Trent Reznors Social Network Sampler for Free (http:/ / www. wired. com/ underwire/ 2010/ 09/ trent-reznor-social-network) [56] Kreps, Daniel (2007-05-14). "Nine Inch Nails' Trent Reznor Slams Records Labels for Sorry State of the Industry" (http:/ / www. rollingstone. com/ rockdaily/ index. php/ 2007/ 05/ 14/ nine-inch-nails-trent-reznor-slams-records-labels-for-sorry-state-of-the-industry/ ). Rolling Stone. . Retrieved 2007-05-19. [57] Reznor, Trent (2007-05-13). "Updates from Trent" (http:/ / web. archive. org/ web/ 20070517041353rn_1/ nin. com/ tr/ ). Nine Inch Nails. Archived from the original (http:/ / www. nin. com/ tr) on 2007-05-17. . Retrieved 2007-08-22. [58] "Reznor Smashes UMG, Websites Write About It" (http:/ / www. theninhotline. net/ news/ archives/ backissue. php?y=07& m=5#1179461909). The NIN Hotline. 2007-05-17. . Retrieved 2007-05-19. [59] Moses, Asher (2007-09-18). "Nails frontman urges fans to steal music" (http:/ / www. smh. com. au/ news/ web/ steal-away-steal-steal-and-steal-some-more/ 2007/ 09/ 18/ 1189881482912. html). Sydney Morning Herald. . Retrieved 2007-09-18. [60] "Trent follows up on Universal AU" (http:/ / www. theninhotline. net/ news/ archives/ backissue. php?y=07& m=9#1189989696). The NIN Hotline. 2007-09-16. . Retrieved 2007-09-18. [61] "David Bowie - I'm Afraid of Americans" (http:/ / allmusic. com/ cg/ amg. dll?p=amg& sql=10:dzfqxqujldae). Allmusic. . Retrieved 2007-11-10. [62] Rickly, Geoff (2004-06-26). "Geoff Rickly interviews Trent Reznor". Alternative Press. [63] Bowie, David (2005-04-21). "Nine Inch Nails" (http:/ / www. rollingstone. com/ news/ story/ 7250012/ 94_nine_inch_nails). Rolling Stone (972). . Retrieved 2007-03-13. [64] Lostracco, Marc (2007-04-19). "'Thank God for Trent Reznor'" (http:/ / torontoist. com/ 2007/ 04/ thank_god_for_t. php). The Torontoist. . Retrieved 2007-04-20. [65] "Kerrang Awards revealed" (http:/ / www. bbc. co. uk/ 6music/ news/ 20070823_kerrang. shtml). BBC 6. 2007-08-23. . Retrieved 2007-09-12. [66] Will Hodgkinson (2007-07-15). "Soundtrack of my life: Timbaland | Music | Observer Music Monthly" (http:/ / music. guardian. co. uk/ urban/ story/ 0,,2123761,00. html). London: Observer Music Monthly. . Retrieved 2008-10-27. [67] http:/ / www. nin. com/
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51
Video games
Quake
Quake
Developer(s)
id Software Midway Games (N64) Lobotomy Software (SS) Pulse Interactive (mobile) GT Interactive (PC) PXL computers (Amiga) MacSoft (Macintosh) Midway Games (N64) Sega (SS) Pulse Interactive (mobile) Macmillan Digital Publishing USA (Linux) Activision/Valve Corporation (Steam) John Romero (lead designer), American McGee, Sandy Petersen, Tim Willits
Publisher(s)
Designer(s)
Programmer(s) John Carmack Version 1.08 (DOS) 1.09 (WinQuake) 1.09/0.98 (GLQuake) Amiga, Falcon, IRIX, Macintosh, PC (DOS, Linux, Windows), N64, OS/2, Risc PC, Saturn, Solaris, Windows Mobile, Zeebo, source ports to additional platforms
NA
Platform(s)
FPS Single-player Multiplayer ESRB: M ESRB: T (SS) BBFC: 15 OFLC: MA15+ USK: 18 Compact disc (1), download, cartridge
Media
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System requirements 66 MHz Processor FPU 8 MB RAM 80 MB Hard disk space 1 MB Graphics card IRIX 5.3 / Linux 1.3.88 / MS-DOS 5.0 / Solaris 2.5.1 / Windows 95
Quake is a first-person shooter video game that was released by id Software on June 22, 1996. It was the first game in the popular Quake series of video games. It was made available on Steam on August 3, 2007.[1]
History
A preview included with id's very first release, 1990's Commander Keen, advertised a game entitled The Fight for Justice as a follow-up to the Keen trilogy. It would feature a character named Quake, "the strongest, most dangerous person on the continent", armed with thunderbolts and a "Ring of Regeneration." Conceived as a VGA full-color side-scrolling RPG, The Fight for Justice was never released.
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Development
Quake was programmed by John Carmack, Michael Abrash and John Cash. The level and scenarios were designed by American McGee, Sandy Petersen, John Romero and Tim Willits. The graphics were designed by Adrian Carmack, Kevin Cloud. Music and sound design was by Trent Reznor of Nine Inch Nails fame. The game engine developed for Quake, the Quake engine, popularized several major advances in the 3D game genre: polygonal models instead of prerendered sprites; full 3D level design instead of a 2.5D map; prerendered lightmaps; and allowing end users to partially program the game (in this case with QuakeC), which popularized fan-created modifications (mods).
Gameplay
Quake has two fundamental modes of gameplay: single player and multiplayer.
Family Tree of Quake engines
Single Player
In single-player mode, players explore and navigate to the exit of each level, facing many challenging monsters and a few secret areas along the way. Usually there are buttons to press or keys to collect in order to open doors before the exit can be reached. Once reaching the exit, the game takes the player to the next level. Before the start level, there is a set of three pathways with easy, medium, and hard skill levels; in order to reach the Nightmare skill level (described in the game manual as "so bad that it was hidden, so people won't wander in by accident"[2] ), the player must drop through the water before the Episode 4 entrance and jump into a secret passage. Quake's single-player campaign is organized into four individual based on id Tech 2 episodes of about eight levels each (each including a secret level, one of which is a "low gravity" levelZiggurat Vertigo in Episode 1, Dimension of the Doomedthat challenges the player's abilities in a different way). As items are collected, they are carried to the next level, each usually more challenging than the last. If the player dies, he must restart at the beginning of the level. However, games may be saved at any time. Upon completing each episode, the player is returned to the hub Start level, where he can then enter the next episode. Each episode starts the player from scratch, without any previously collected items. Episode I (which formed the shareware or downloadable demo version of Quake) has a boss in the last level. The ultimate objective at the end of an episode is to recover a magic rune. After all of the runes are collected, the floor of the Start opens up to reveal an entrance to the End level which contains the final boss.
Quake family tree, showing games and engines
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Multiplayer
In multiplayer mode, players on several computers connect to a server (which may be a dedicated machine or on one of the player's computers), where they can play against each other. Typically in multiplayer mode, when a player dies he can immediately respawn, but loses any items he has collected and so must start collecting them again. Similarly, items that have been picked up previously respawn after some time, and may be picked up again. The single-player campaign can be played in co-op mode. The most popular multiplayer modes are all forms of deathmatch. Deathmatch modes typically consist of either free-for-all (no organization or teams involved), one-on-one duels, or organized teamplay with two or more players per team (or clan). Teamplay is also frequently played with one or another mod. Typically, no monsters are normally present, as they serve no purpose other than to get in the way and give away the player. The gameplay in Quake was considered unique for its time because of the different ways the player can maneuver through the game. For example: bunny hopping or strafe jumping can be used to move faster than normal, while rocket jumping enables the player to reach otherwise-inaccessible areas (or just move faster), at the cost of some self-damage. The player can start and stop moving suddenly, jump unnaturally high, and change direction while moving through the air. Many of these non-realistic behaviors contribute to Quake's appeal. The nature of the gameplay is often fast and frenzied, and has become considerably faster over the years as players mastered advanced movement techniques. There is obvious skill needed to react quickly, aim precisely, dodge other players' shots, and jump across tricky spaces. As Quake did not include any automap, it also requires considerable knowledge of the sometimes confusingly-contorted maps (made more complex by the frequent use of teleporters) as well as careful planning in order to collect needed items and conserve health and ammunition. Strategies include regularly picking up items to prevent one's opponent from having access to them and controlling certain critical areas of each level. Duels often take place with opponents mostly out of sight of each other, jockeying for position and carefully stocking up on items, with sudden changes in speed of play when one player or the other gains an advantage. Sound also plays a central role in keeping track of other players and even items in the game, so many players use headphones to give the clearest sound and directionality. Teamplay adds even more tactical layers, with different ways to communicate and cooperate. Multiplayer Quake was one of the first games that people singled out as a form of electronic sport. Most notable was Dennis "Thresh" Fong who won John Carmack's Ferrari 308 at the Microsoft-sponsored Red Annihilation tournament in 1997.
Story
The player takes the role of an un-named protagonist sent into a portal in order to stop an enemy code-named "Quake". Previously, the government had been experimenting with teleportation technology, and upon development of a working prototype called a "Slipgate", this enemy has compromised the human connection with their own teleportation system, using it to insert death squads into the "human" dimension, supposedly in order to test the martial capabilities of humanity. The sole surviving protagonist in Operation Counterstrike is the player, who must advance, starting each of the four episodes from a human held but overrun military base, before fighting through into other dimensions, traversing these via slipgate or their otherworld equivalent. Once passing through each slipgate, the player's main objective is to survive and locate the exit which will take him to the next level, not unlike that of id Software's previous hit, Doom. The game consists of around 28 separate "levels" or "maps", grouped into four episodes. Each episode represents individual dimensions that the player can access through magical portals (as opposed to the technological Slipgate) that are discovered over the course of the game. At the start of each episode, the player is deployed in a futuristic military base and he has to find a slipgate that will take him to the alternate realm. The various realms consist of a
''Quake'' number of gothic, medieval, as well as "fire and brimstone"-style caves and dungeons with a recurring theme of hellish and satanic imagery reminiscent of Doom (such as pentagrams and images of demons on the walls). The latter is inspired by several dark fantasy influences, notably that of H. P. Lovecraft; most notably, Dimensional Shamblers appear as enemies, the "Spawn" enemies are called "Formless Spawn of Tsathoggua" in the manual, the end boss of the first episode is named Chthon, and the final boss is named Shub-Niggurath (though actually resembling a Dark Young[3] ). Some levels have Lovecraftian names, such as the Vaults of Zin and the Ebon Fortress. Originally, the game was supposed to include more Lovecraftian bosses, but this concept was scrapped due to time constraints. It should be noted, however, that by the time the game was released the specifics of the story had become relatively unimportant and somewhat disorganized. This is mainly due to a last-minute mix of two different game designs: lead level designer John Romero wanted to make a dark fantasy hand to hand combat/RPG hybrid game, while level designers Tim Willits and American McGee wanted to make a more futuristic, Doom-like game. Ultimately the Doom-like mechanics were implemented and many of the dark fantasy design elements were incorporated into the graphics and visual effects of the game.
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Sequels
After the departure of Romero, the remaining id employees chose to change the thematic direction substantially for Quake II, making the design more technological and futuristic rather than Lovecraftian fantasy. Quake 4 followed the design themes of Quake II, whereas Quake III Arena mixed these styles, as it existed in a parallel continuity that housed several "id all-stars", from various games, as playable characters. The mixed settings occurred because Quake II originally began as a separate product line.[4] Unfortunately, due to the failure to gain rights to the title they wanted, id designers were forced to fall back on the project's nickname of "Quake II." Since any sequel to the original Quake had already been refused, it became a viable way of continuing the series without actually continuing the storyline or setting of the first game.
Expansions
There have been two official expansion packs for Quake. The expansions pick up right where the first game left off, use all the same weapons and powerups, monsters and gothic atmosphere/architecture and continue/finish the story of the first game and its protagonist. A third unofficial expansion pack, Final Mission: Abyss of Pandemonium, was developed by the Impel Development Team.
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Modification
Quake can be heavily modified by altering the sounds, graphics, or scripting in QuakeC and due to its popularity, has been the focus of many fan "mods". The first mods were small gameplay fixes and patches initiated by the community, usually enhancements to weapons or gameplay with some new foes. Later mods were more ambitious and resulted in Quake fans creating versions of the game that were drastically different from id Software's original release. The first major Quake mod was Team Fortress. This mod consists of Capture the Flag gameplay, but with a class system for the players. Players choose a class, which creates various restrictions on weapons and armor types available to that player, and also grants special abilities. For example, the bread-and-butter Soldier class has medium armor, medium speed, and a well-rounded selection of weapons and grenades, while the Scout class is lightly armored, very fast, has a scanner that detects nearby enemies, but has very weak offensive weapons. One of the other differences with CTF is the fact that the flag is not returned automatically when a player drops it: running over one's flag in Threewave CTF would return the flag to the base, and in TF the flag remains in the same spot for preconfigured time and it has to be defended on remote locations. This caused a shift in defensive tactics compared to Threewave CTF. Team Fortress maintained its standing as the most-played online modification of Quake for many years. Another popular mod was Threewave Capture the Flag (CTF), primarily authored by Dave 'Zoid' Kirsch. Threewave CTF is a partial conversion consisting of new maps, a new weapon (a grappling hook), power-ups, some new textures and new rules of game play. Typically, two teams (red and blue) would compete in a game of Capture the flag, though a few maps with up to four teams (red, blue, green, and yellow) were created. Capture the Flag has become a standard game mode included in most popular multiplayer games released after Quake, in addition to Deathmatch first introduced in Doom. Rocket Arena provides the ability for players to face each other in small, open arenas with changes in the gameplay rules so that item collection and detailed level knowledge are no longer factors. A series of short rounds, with the surviving player in each round gaining a point, instead tests the player's aiming and dodging skills and reflexes. Clan Arena is a further modification that provides teamplay using Rocket Arena rules. Future versus Fantasy added 12 (later increased to 16) classes based on various concepts, intended for both single and multiplayer games. Eventually it would become registerware and include new monster types in single player. It was notable for its Purge multiplayer mode, in which two teams fought over an Altar attempting to make a player a Diety and grant their team blessings to kill the enemy and hold the altar for points to win the game; and its Quest mode which amped up the difficulty of the singleplayer or cooperative multiplayer game and included leveling up to gain new weapons. The classes in FvF were: Quake Marine, Laser Android, Cyborg Camper, Sniper, Wasteland Warrior, Fighter, Mage, Ninja, Cleric, Monk, Deity, DooM (or MooD) Marine, Alien, and Time Traveller. Each class had its unique traits and the total weapon count was 80. FvF did not become as popular as Team Fortress or CTF but had its loyal players. One of its creators made a sequel with a new engine called Purge Jihad.
''Quake'' One category of mod, "bots", were introduced to provide surrogate players in multiplayer mode.
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Custom maps
There are a large number of custom maps that have been made by users and fans of the game. These maps are continuing to be made today, over ten years since the game's release. Custom maps are completely new and original maps that are playable by simply loading them into the original game. Custom maps of all gameplay types have been made, but the most custom maps for Quake have been in the single-player and deathmatch genres. More than 1500 single-player[5] and a similar number of deathmatch maps have been made for Quake.
Speedruns
As an example of the dedication that Quake has inspired in its fan community, a group of expert players recorded speedrun demos (replayable recordings of the player's movement) of Quake levels completed in record time on the "Nightmare" skill level. The footage was edited into a continuous 19 minutes, 49 seconds demo called Quake done Quick (QdQ) and released on 10 June 1997. Owners of the game could replay this demo in the game engine, watching the run unfold as if they were playing it themselves. This involved a number of players recording run-throughs of individual Performing a grenade jump on a Spawn in E4M3 [6] levels, using every trick and shortcut they could discover in order to (The Elder God Shrine) in order to jump over a large lava pit for the upcoming Quake done minimize the time it took to complete, usually to a degree that even the Quick with a Vengeance Part II original level designers found difficult to comprehend, and in a manner that often bypassed large areas of the level. Stitching a series of the fastest runs together into a coherent whole created a demonstration of the entire game. Recamming is also used with speedruns in order to make the experience more movie-like, with arbitrary control of camera angles, editing, and sound that can be applied with editing software after the runs are first recorded. However, the fastest possible time for a given level will not necessarily result in the fastest time used to contribute to "running" the entire game. One example is acquiring the grenade launcher in an early level, an act that slows down the time for that level over the best possible, but speeds up the overall game time by allowing the runner to bypass a big area in a later level that they could not otherwise do. A second attempt, Quake done Quicker (QdQr), reduced the complete time to 16 minutes, 35 seconds (a reduction of 3 minutes, 14 seconds). QdQr was released 13 September 1997. One of the levels included was the result of an online competition to see who could get the fastest time. The culmination of this process of improvement was Quake done Quick with a Vengeance (QdQwav). Released three years to the day after QdQr, this pared down the time taken to complete all four episodes, on Nightmare (hardest) difficulty, to 12 minutes, 23 seconds (a further reduction of 4 minutes, 12 seconds), partly by using techniques that had formerly been shunned in such films as being less aesthetically pleasing. This run was recorded as an in-game demo but interest was such that an .avi video clip was created to allow those without the game to see the run. Most full-game speedruns are a collaborative effort by a number of runners (though some have been done by single runners on their own). Although each particular level is credited to one runner, the ideas and techniques used are iterative and collaborative in nature, with each runner picking up tips and ideas from the others, so that speeds keep improving beyond what was thought possible as the runs are further optimized and new tricks or routes are discovered.
''Quake'' Further time improvements of the continuous whole game run were achieved into the 21st century. In addition, many thousands of individual level runs are kept at Speed Demos Archive's Quake section, including many on custom maps. Speedrunning is a counterpart to multiplayer modes in making Quake one of the first games promoted as a virtual "sport".
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Further releases
VQuake
In late 1996, id Software released VQuake, a port of the Quake engine to support hardware accelerated rendering on graphics cards using Rendition Vrit chipset. Aside from the expected benefit of improved performance, VQuake offered numerous visual improvements over the original software-rendered Quake. It boasted full 16-bit color, bilinear filtering (reducing pixelation), improved dynamic lighting and even optional anti-aliasing. As the name implied, VQuake was a proprietary port specifically for the Vrit; consumer 3D acceleration was in its infancy at the time, and there was no standard 3D API for the consumer market. After completing VQuake, John Carmack vowed never to write a proprietary port again, citing his frustration with Rendition's Speedy3D API.
QuakeWorld
To improve the quality of online play, id Software released QuakeWorld on December 17, 1996, a build of Quake that featured significantly revamped network code including the addition of client-side prediction. The original Quake's network code would not show the player the results of his actions until the server sent back a reply acknowledging them. For example, if the player attempted to move forward, his client would send the request to move forward to the server, and the server would determine whether the client was actually able to move forward or if he ran into an obstacle, such as a wall or another player. The server would then respond to the client, and only then would the client display movement to the player. This was fine for play on a LANa high bandwidth, very low latency connection. But the latency over a dial-up Internet connection is much larger than on a LAN, and this caused a noticeable delay between when a player tried to act and when that action was visible on the screen. This made gameplay much more difficult, especially since the unpredictable nature of the Internet made the amount of delay vary from moment to moment. Players would experience jerky, laggy motion that sometimes felt like ice skating, where they would slide around with seemingly no ability to stop, due to a build-up of previously-sent movement requests. John Carmack has admitted that this was a serious problem which should have been fixed before release, but it was not caught because he and other developers had high-speed Internet access at home. With the help of client-side prediction, which allowed players to see their own movement immediately without waiting for a response from the server, QuakeWorld's network code allowed players with high-latency connections to control their character's movement almost as precisely as when playing in single-player mode. The netcode parameters could be adjusted by the user, so that QuakeWorld performed well for users with high and low latency. The tradeoff to client-side prediction was that sometimes other players or objects would no longer be quite where they had appeared to be, or, in extreme cases, that the player would be pulled back to a previous position when the client received a late reply from the server which overrode movement the client had already previewed; this was known as "warping". As a result, some serious players, particularly in the USA, still preferred to play online using the original Quake engine (commonly called NetQuake) rather than QuakeWorld. However, the majority of players, especially those on dial-up connections, preferred the newer network model, and QuakeWorld soon became the dominant form of online play. Following the success of QuakeWorld, client-side prediction has become a standard feature of nearly all real-time online games. As with all other Quake upgrades, QuakeWorld was released as a free, unsupported add-on to the game and was updated numerous times through 1998.
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Ports
In 1996, there was a port of Quake to Linux. Its developer used the Quake source code without license, and patches were submitted back to id Software before it became an official port, though it was not until 1999 that a retail version for Linux was distributed by Macmillan Digital Publishing USA in a bundle with the two add-ons as Quake: The Offering for Linux.[8] Finally, in 1997, the official port to Mac OS was done by MacSoft and a port of Quake to SPARC Solaris was released. Quake was also ported to console systems. In 1997, it was ported to Sega Saturn by Lobotomy. The Saturn port used Lobotomy's own Slavedriver engine (the same engine that powers the Saturn port of Duke Nukem 3D and Powerslave) instead of the original Quake engine. It is also the only version of Quake that is rated "T" for Teen instead of "M" for Mature. The Saturn version also contains four exclusive levels not seen in any other version. In 1998, Quake was brought to Nintendo 64 by Midway Games. Both console ports required some compromises because of the limited CPU power and ROM storage space for maps. The Saturn version lacked multiplayer but had most of the maps from the original game, with only the secret levels (Ziggurat Vertigo (E1M8), The Underearth (E2M7), The Haunted Halls (E3M7) and The Nameless City (E4M8)) not making the cut. Instead, it had four new maps: Purgatorium, Hell's Aerie, The Coliseum and Watery Grave. The N64 version had multiplayer, but was missing The Grisly Grotto (E1M4), The Installation (E2M1), The Ebon Fortress (E2M4), The Wind Tunnels (E3M5), The Sewage System (E4M1) and Hell's Atrium (E4M5). It also did not use the "START" map where the player chooses difficulty and episode; difficulty is chosen when starting the game, and all the levels play in sequential order from The Slipgate Complex (E1M1) to Shub Niggurath's Pit (END). A port for the Commodore Amiga was also made available in 1998 by clickBOOM Software. It is currently only available in a 68K version.
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See also
QuakeCon
External links
id Software: Quake [12] Quake [13] at the Open Directory Project
References
[1] http:/ / store. steampowered. com/ news/ ?appids=9010 [2] ID Software. Quake (game manual), page 3. ID Software, 1996. [3] http:/ / kell. quaddicted. com/ stuff_lovecraftinquake. html [4] "Quake 4 Preview". PC Gamer. 2004. [5] "Statistics on Quake Singleplayer Maps" (http:/ / www. quaddicted. com/ ?p=112). Quaddicted.com. 2008. . Retrieved March 23, 2008. [6] http:/ / speeddemosarchive. com/ quake/ mkt. pl?level:e4m3 [7] KLOV.com - Quake: Arcade Tournament Edition (http:/ / www. klov. com/ game_detail. php?game_id=9188) [8] http:/ / happypenguin. org/ html/ qlinux. html [9] http:/ / games. slashdot. org/ article. pl?sid=06/ 06/ 23/ 1755244 [10] Quake Map Sources Released! (http:/ / rome. ro/ 2006/ 10/ quake-map-sources-released. html) [11] "Pocket Quake (ARM) 0.062" (http:/ / www. download. com/ Pocket-Quake-ARM-/ 3000-2159_4-10056131. html). 2002. . [12] http:/ / www. idsoftware. com/ games/ quake/ quake/ [13] http:/ / www. dmoz. org/ Games/ Video_Games/ Shooter/ Q/ Quake_Series/ Quake/
''Quake II''
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Quake II
Quake II
North American boxart, PC version Developer(s) id Software Raster Productions (N64) Hammerhead (PS) Logicware (Mac) Activision (Windows, PS, Mac, N64) Hyperion Entertainment (Amiga) Macmillan Digital Publishing (Linux) Activision/Valve Corporation (Steam) 3.20 (3.21 as source code) Amiga (68k), AmigaOS 4 (PowerPC), Nintendo 64, Macintosh, BeOS, Linux, Windows, PlayStation, Zeebo , Xbox 360 December 9, 1997 (NA) 1999, 2001, 2002 FPS Single-player, multiplayer ESRB: M OFLC: MA 15+ ELSPA: 15+ CD-ROM (1)
Publisher(s)
Media
Quake II, released on December 9, 1997, is a first-person shooter computer game developed by id Software and distributed by Activision. It is not a sequel to Quake; it merely uses the name of the former game due to id's difficulties in acquiring a trademark for alternative titles.[1] The soundtrack for Quake II was mainly provided by Sonic Mayhem, with some additional tracks by Bill Brown. The game was made available on Steam on August 3, 2007.[2] The next game released with the title Quake, Quake III Arena, is not considered to be related to Quake or Quake II as it is multiplayer focused, and has a dissimilar storyline. A direct sequel, titled Quake 4, was released in October 2005 for the PC (Microsoft Windows and GNU/Linux), and later for the Xbox 360 and the Macintosh. A prequel to Quake II, Enemy Territory: Quake Wars, has been produced by Splash Damage.
''Quake II''
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Plot
Quake II takes place in a science fiction environment. In the single-player game, the player assumes the role of a Marine named Bitterman taking part in "Operation Alien Overlord", a desperate attempt to protect Earth from alien invasion by launching a counter-attack on the home planet of the hostile cybernetic Strogg civilization. Most of the other soldiers are captured or killed almost as soon as they enter the planet's atmosphere, so it falls upon Bitterman to penetrate the Strogg capital city alone and ultimately to assassinate the Strogg leader, the Makron.
Gameplay
The game is played in general first-person shooter paradigms, in which the player shoots enemies from the perspective of the main character. The gameplay is very similar to that featured in Quake, in terms of movement and controls, although the player has been slowed down, and now has the ability to crouch. The game retains four of the original Quake's weapons (shotgun, super-shotgun, grenade-launcher and rocket launcher), although they were all redesigned and made to function in slightly different ways. The remainder of Quake's eight weapons (axe, nail-gun, super-nailgun and Thunderbolt) are gone. Newly introduced weapons are the blaster, machinegun, chaingun, hyperblaster, railgun and BFG10K. Some power-ups from Quake are still present, including quad damage.
Single-player game
The single-player game features a number of changes from Quake. First, the player is given mission-based objectives that correspond to the storyline, including stealing a tank commander's head to open a door and calling down an air-strike on a bunker. CGI cut scenes are used to illustrate progress through the main objectives, although they are all essentially the same short piece of video, showing a computerised image of the player character as he moves through game's levels. Another addition is the inclusion of a non-hostile character type: the player's character's captured comrades. However, it is impossible to interact with such characters, because they have all been driven insane by their Strogg captors.
The single-player game in Quake II often involves gun-battles with multiple enemies in large, outdoor areas.
The game features much larger levels than Quake, with many more wide-open areas. There is also a hub system that allows the player to travel back and forth between levels, which is necessary to complete certain objectives. Some of the textures and symbols that appear in the game are very similar to some of those found in Quake. Enemies now demonstrate visible wounds after they have taken damage.
Multiplayer game
The multiplayer game is similar to that in Quake. It can be played as a free-for-all deathmatch game, a cooperative version of the single-player game, or as a 1 vs 1 match that is used in official tournaments, like the Cyberathlete Professional League. It can also be played in Capture the Flag Mode (CTF). The deathmatch game benefited from the release of eight specifically-designed maps that id Software added after the game's initial release. They were introduced to the game via one of the early patches, that were released free of charge. Prior to the release of these maps, players were limited to playing multiplayer games on the single-player levels, which, while functional as multiplayer levels, were not designed with deathmatch gameplay specifically in mind. As in Quake, it is possible to customize the way in which the player appears to other people in multiplayer games. However, whereas in Quake, the only option was to change the color of the player's uniform unless third party
''Quake II'' modifications were used, now the game comes with a selection of three different player models: a male marine, a female marine, and a male cyborg; choice of player model also affects the speech effects the player's character will make, such as exhaling in effort while jumping or groaning when injured. Each model can be customized from in the in-game menu via the selection of pre-drawn skins, which differ in many ways; for example, camouflage style, skin color and application of facepaint.
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Reception
Quake II was extremely well-received, by reviewers and gamers alike. It sold over one million copies.[3] Quake II was the most popular online game for all of 1998.[4]
Custom content
As with Quake, the game was designed to allow players to easily create custom content. A large number of mods, maps, player models, skins and sound effects were created and distributed to others free of charge via the Internet. Popular sites such as PlanetQuake or Telefragged allowed players to gain access to this custom content. Another improvement over Quake is that it is now much easier to select custom player models, skins and sound effects because they can be selected from the in-game menu.
Technical
Unlike Quake, where hardware accelerated graphics controllers were supported only with later patches, Quake II came with OpenGL support out of the box. Later downloads from id Software added support for AMD's 3DNow! instruction set for improved performance on their K6-2 processors, and Rendition released a native renderer for their V1000 graphics chip. The latest version is 3.21. This update includes numerous bug fixes and new maps designed for multiple players deathmatch. Version 3.21, available as source code on id Software's FTP server, has no improved functionality over version 3.20 and is simply a slight modification to make compiling for Linux easier.
Unlike its predecessor, Quake II's engine allows for sky-boxes and colored lighting effects.
Quake II uses an improved clientserver network model introduced in Quake. The game code of Quake II, which defines all the functionality for weapons, entities and game mechanics, can be changed in any way because id Software published the source code of their own implementation that shipped with the game. Quake II uses the shared library functionality of the operating system to load the game library at run-timethis is how mod authors are able to alter the game and provide different gameplay mechanics, new weapons and much more. The full source code to Quake II version 3.19 was released under the terms of the GPL on December 21, 2001. Version 3.21 followed later. Since the release of the Quake II source code, several third-party update projects to the game engine have been created; the most prominent of these are projects focused on graphical enhancements to the game such as Quake2maX, EGL and Quake II Evolved. The source release also revealed numerous critical security flaws [5] which can result in remote compromise of both the Quake II client and server. As id Software no longer maintains Quake II, most 3rd party engines include fixes for these bugs. The most popular server-side engine modification, R1Q2, is generally recommended as a replacement for the 3.20 release for both clients and servers. The most widely used engine modifications as of 2006 appear to be R1Q2, AprQ2 and EGL, with a large majority of users still using the original 3.20 release.
''Quake II'' In July 2003, Vertigo Software released a port of Quake II for the Microsoft .NET platform, using Managed C++.[6] It became a poster application for the language, showcasing the powerful interoperability between .NET and standard C++ code. It remains one of the top downloads on the Visual C++ website. In May 2004, Bytonic Software released a port of Quake II (called Jake2) written in Java using JOGL. In 2010 Google ported Jake2 to HTML5, running in Safari and Chrome.[7]
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Quake II engine
Quake II's game engine was a popular licence, and formed the basis for: CodeRED: Alien Arena Warow SiN Anachronox Heretic II Daikatana Soldier of Fortune Kingpin: Life of Crime UFO: Alien Invasion
Valve Software's 1998 Half-Life, which went on to sell over eight million copies, was originally going to use the Quake II engine during early development stages. However, the final version runs on a heavily modified version of the Quake engine, GoldSrc, with a small amount of the Quake II code.
Releases
Despite the title, Quake II is a sequel to the original Quake in name only. The scenario, enemies and theme are entirely separate and do not fall into the same continuity as Quake. id initially wanted to set it separately from Quake, but due to legal reasons (most of their suggested names were already taken), they decided to use the working title. Quake II was also adopted as a name to leverage the popularity of Quake.[8] Quake II has been released on Steam, but this version does not include the soundtrack. It was also released on the bonus disc included with Quake 4 Special Edition for the PC, with both expansion packs. This version also lacks the soundtrack.
Ports
Ports of Quake II were released in 1999 on the Nintendo 64 (ported by Raster Productions) and PlayStation (ported by HammerHead) video game consoles. In both cases, the core gameplay was largely identical; however, changes were made to the game sequence and split-screen multiplayer replaced network or internet play. A Macintosh port was developed by Logicware and released in 1999. The same year, the game was also ported to SGI workstations by Philip Nemec. Quake II: Colossus (Quake II with both official addons) was ported to Linux by id Software and published by Macmillan Digital Publishing in 1999. Be Inc. officially ported Quake II: Colossus to the BeOS to test their OpenGL acceleration in 1999, and provided the game files for free download at a later datea Windows, Macintosh or Linux install CD was required to install the game, with the official addons being optional. An unofficial binary port was made for OS/2 in 1998 using the win32os2 project. The translator program converts both the executable format and system calls from win32 to OS/2-native format without access to original source code. The translated binaries run as native code. The resulting port could run in a window with a slight performance hit, or full-screen with either software or OpenGL rendering (for those with 3DFX Voodoo cards) at the same speed as on NT, with full sound and networking support. The Quake II conversion was one of the first major applications
''Quake II'' that could be fully translated as it used fewer win32 system calls than most desktop applications. In 2002, Hyperion Entertainment used the GPL sources to port the game to the Amiga 68k and PowerPC platforms. There was also an unofficial port for the Dreamcast, another port to Xbox, named Quake2X, and an unfinished port to PlayStation 2 via homebrew coders. PlayStation For the PlayStation version, several of the original levels, including several complete sections and units were removed. Some enemy types were removed, as well as some scenery objects. A new enemy type, a human-spider cyborg with twin railgun arms, was added, and many short airlock-like corridors were added to maps to provide loading pauses inside what were contiguous areas in the PC version. Saving the game is only possible between units and at mid-level checkpoints, the majority of which lie in the aforementioned airlock-like corridors, while in the PC version the game could be saved and loaded anywhere. The game supports the PlayStation Mouse, to provide a greater parity with the PC version's gameplay.
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The music of this port is a combination of the Quake II original music score and some tracks from the PC version's mission packs. The PlayStation version is limited to a far lower resolution than the PC original, giving it a grainier look. Colored lights for levels and enemies, and yellow highlights for gunfire and explosions, are carried across from the PC version, with the addition of lens flare effects located around the light sources on the original lightmaps. There is no skybox; instead a flat Gouraud-textured purple sky is drawn around the top of the level. The PC version's software renderer originally used particles to render blood, debris and rail gun beams as trails of large, opaque coloured pixels. In the PlayStation version, the particles are circular and translucent, similar to the OpenGL driver given with the PC version. There is also a split-screen multiplayer mode for 2-4 players. The only available player avatar is a modified version of the male player avatar from the PC version, the most noticeable difference being the addition of a helmet. Players can only customise the colour of their avatar's armour, and change their name. The multiplayer levels are unique to the PlayStation version, and none of the PC multiplayer maps are carried over. Nintendo 64 The Nintendo 64 version, unlike the PlayStation version, had completely different levels, music and multiplayer maps. Like the PlayStation version it too featured multiplayer of up to 4 players. This version also had new lighting effects, mostly seen in gunfire, and also used the Expansion Pak for extra graphical detail. Xbox A port of Quake II was released for the original Xbox console; however, it was built using an unlicensed version of Microsoft's Xbox Development Kit, and as such there is no legal way to download and play it. In addition, it requires a modded Xbox to run.
''Quake II'' Xbox 360 A ported version of Quake II was included in the box of Quake 4 for the Xbox 360, on a bonus disc. This is a direct port of the original game, and does not feature any graphical improvements. However it allows for System Link play for up to sixteen players, split-screen for four, and cooperative play in single-player for up to sixteen players or four with split-screen alone. Zeebo In 2009, Tectoy Digital ported Quake II to the Brazilian gaming console Zeebo. The game is available for free, but does not feature CG movies nor multiplayer support of any kind. Jake2 Jake2 was shown by the JOGL team for JavaOne 2004, to present an example of Java-OpenGL interoperability [2][3][4]. Jake2 has since been used by Sun as an example of Java Web Start capabilities for games distribution over the internet[5].
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Game mods
Action Quake 2 Rocket Arena Weapons Factory Spatial research using mice Researchers at Princeton University, led by Dr David Tank, used a hacked version of Quake II to establish how the brain's hippocampus is used to create spatial awareness, by letting a mouse move around a virtual maze while running on a ball held aloft by air pressure, with the ball's movement read using sensors from a computer mouse.[9]
[10]
''Quake II''
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See also
Quake II CTF (mod) Jake2, a Java port of the Quake II game engine
External links
Official website [11] Demo, patches and other resources on id Software's FTP [12] Source code of the engine version 3.21 [13] Quake II at PlanetQuake [14]
References
[1] QuakeCon 2007: John Carmack Talks Rage, id Tech 5 And More (http:/ / www. gameinformer. com/ News/ Story/ 200708/ N07. 0803. 1731. 12214. htm?Page=2). [2] http:/ / store. steampowered. com/ news/ ?appids=9010 [3] "id history" (http:/ / www. idsoftware. com/ business/ history/ ). id Software. . Retrieved 2007-02-14. [4] "Gamespy's Top 50 Games of All Time" (http:/ / archive. gamespy. com/ articles/ july01/ top505/ ). Gamespy.com. . Retrieved 2008-01-17. [5] http:/ / www. quakedev. com/ forums/ index. php?topic=53. 0 [6] (http:/ / www. vertigosoftware. com/ Quake2. htm) Vertigosoftware.com [7] Ramsdale, Chris (2010-04-01). "Look ma, no plugin!" (http:/ / googlewebtoolkit. blogspot. com/ 2010/ 04/ look-ma-no-plugin. html). Google Web Toolkit Blog. Google. . Retrieved 2010-05-12. [8] Paul Jaquays quote in the PlanetQuake Quake II FAQ (http:/ / www. planetquake. com/ q2faq/ #IV. 1). [9] Mice Play Quake II in Virtual Space (http:/ / hplusmagazine. com/ articles/ neuro/ mice-play-quake-ii-virtual-space), H Plus magazine, 2009-10-23, accessed 2009-10-30 [10] Intracellular dynamics of hippocampal place cells during virtual navigation (http:/ / www. nature. com/ nature/ journal/ v461/ n7266/ full/ nature08499. html), Nature, 461, 941-946 (15 October 2009) | doi:10.1038/nature08499; Received 2009-07-08; Accepted 2009-09-15, accessed 2009-10-30 [11] http:/ / www. idsoftware. com/ games/ quake/ quake2 [12] ftp:/ / ftp. idsoftware. com/ idstuff/ quake2/ [13] ftp:/ / ftp. idsoftware. com/ idstuff/ source/ q2source-3. 21. zip [14] http:/ / planetquake. gamespy. com/ quake2/
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North American boxart Developer(s) id Software Raster Productions (Dreamcast) Bullfrog Productions (PS2) Activision (Windows, Mac, Steam) Loki Software (Linux) Sega (Dreamcast) Electronic Arts (PS2) Valve Corporation (Steam) Graeme Devine Sonic Mayhem, Front Line Assembly Quake series 1.32c (2006-05-08) Linux, Microsoft Windows, IRIX, Mac OS, Dreamcast, PlayStation 2, Xbox Live Arcade Windows
NA
Publisher(s)
Linux
NA
Dreamcast October 21, 2000 Steam August 3, 2007 Genre(s) Mode(s) Rating(s) First-person shooter Single-player, Multiplayer
Media
CD-ROM, Steam
System requirements 3D graphics accelerator with full OpenGL support, Pentium II 233 MHz or AMD 350MHz K6-2 processor or Athlon processor, 64 MB RAM, 8 MB video card, 500 MB of free hard drive space, 100% DirectX 3.0 or higher compatible sound card, CD-ROM drive (600 kB/s sustained transfer rate)
Quake III Arena (also known as Quake 3; abbreviated as Q3A or Q3), is a multiplayer first-person shooter computer and video game released on December 2, 1999. The game was developed by id Software and featured
''Quake III Arena'' music composed by Sonic Mayhem and Front Line Assembly. Quake III Arena is the third in the series and differs from previous games by excluding a traditional single-player element and focusing on multi-player action. The single-player is instead played against computer controlled bots in a similar style to Unreal Tournament. Notable features of Quake 3 include the minimalist design, lacking rarely used items and features, the extensive customizability of player settings such as field of view, texture detail and enemy model, and advanced movement features such as strafe and rocket-jumping. Quake 3 is available on a number of platforms and contains mature content. The game was highly 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 3 has also been used extensively in professional electronic sports tournaments such as Quakecon, Cyberathlete Professional League and the Electronic Sports World Cup.
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Gameplay
Modes
Q3A comes with several gameplay modes: Free for All (FFA) Classic deathmatch, where each player competes against the rest for the highest score. Team Deathmatch (TDM) Team deathmatch, usually two teams of four compete for the highest team frag total. Tournament (1v1) A deathmatch between two players, usually ending after a set time. Capture the Flag (CTF) Team-based, played on symmetrical maps where teams have to recover the enemy flag from the opponents' base while retaining their own.
Single player
Unlike its predecessors, Q3A does not have a plot-based single-player campaign. Instead, it simulates the multiplayer experience with computer controlled players known as bots.[1] 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 related to those earlier games as well as biographical information included on characters in the manual,[2] a familiar mixture of gothic and technological map architecture and specific equipment; for example, the Quad Damage power-up, the infamous rocket launcher and the BFG super-weapon. 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).[1] As well as tougher opponents the fights take place in more complex arenas as the game progresses.[3] 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 as 'boss battles'. The weapons are balanced by role, with each weapon having advantages in certain situations such as at long-range or fired around a corner; the BFG is an exception to this as a super-weapon. Weapons appear as level items, spawning at regular intervals in set locations on the map. If a player dies all 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.
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Multiplayer
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. It employs a clientserver model, requiring all players' clients to connect to a server. Q3A's focus on multiplayer gameplay spawned a lively community, similar to Quakeworld, that is active to this day.
Development
During early March 1999, ATI leaked the internal hardware vendor (IHV) copy of the game.[4] This was a functional version of the engine with a textured level and working guns. The IHV contained all the weapons that would make it into the final game although most were not fully modelled; 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. After the IHV fiasco id Software released a beta of Quake III called Q3Test on April 24, 1999. 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 1.11.[5] During the game's testing it was found that the lightning gun was too dominating. Its strength was reduced to the point that some players have found it useless.[6] Weapon balance was achieved by examining earlier games in the series, Quake and Quake II as well as extensive play testing with well-known players such as Thresh. In the first Quake the rocket launcher was so effective that it dominated entire deathmatches while the rocket launcher in Quake II so weak that it was sometimes ignored. The rocket launcher in Quake III is effective but not overpowering, allowing it to be countered in many situations.
id Tech 3 Engine
The id Tech 3 engine is the name now given to the engine that was developed for Quake 3. Unlike most other games released at the time including its primary competitor, Unreal Tournament - Quake 3 requires an OpenGL-compliant graphics accelerator to run. The game does not include a software renderer. 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." Quake 3 also introduced spline-based curved surfaces in addition to A mirror reflects Sarge and the Quake III logo in the opening scene of the first planar volumes, which are responsible for level, Q3DM0. many of the surfaces present within the game.[7] . 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.
''Quake III Arena'' 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).[8] 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 3. The engine also contains bytecode compilers for the x86 and PowerPC architectures, executing QVM instructions via an interpreter.
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Bots
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 were to type certain phrases the bots may respond, typing "You bore me" might cause one of the bots 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 and incorporated into the game by its creator - Jean Paul van Waveren, aka Mr. Elusive.[9] [10] Bot chat lines were written by R. A. Salvatore, Seven Swords and Steve Winter.[11] 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.
Source release
On August 19, 2005, id Software released the complete source code for Quake III Arena under the GNU General Public License,[12] as they have for most of their prior engines. As before, the engine, but not the content such as textures and models, were 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. A project called OpenArena creates open content and bundles it with the engine as a standalone Quake 3 release. Open Arena uses the ioquake3 engine,[13] which is focused on bug fixes, sound and graphical improvements.[14]
Expansion
An expansion pack titled Quake III: Team Arena was released in December 2000 by id Software. It focused on team gameplay through new game modes and new weapons, items, and player models. Team Arena was criticized, as its additions were long overdue and had already been implemented by fan modifications. A few years later Quake III: Gold was released, including the original Quake III Arena and the Team Arena expansion pack bundled together. Front Line Assembly made the soundtrack for the expansion; the counterpart to Sonic Mayhem's Quake 3 Arena: Noize.
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Other versions
Dreamcast
Quake III Arena was released for the Dreamcast (ported by Raster Productions and released by Sega) in 2000 and featured 4 player online play versus Dreamcast and PC gamers. It is often considered one of the best PC to console ports of its time due to its smooth frame rate and online play.[15] There are still communities that play this version online on the remaining dedicated servers running patch version 1.16n and the required map pack.[16]
PlayStation 2
Quake III Revolution was released for the PlayStation 2 (ported by Bullfrog Productions and released by Electronic Arts)[17] in 2001, 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, but lacks online play and mouse support. Gamerankings.com rated the release at 83%.[18] The PlayStation 2 version was widely criticized for having long loading times (which typically averaged over a minute).
Xbox
A port of Quake III was released for the original Xbox console; however, it was built using an unlicensed version of Microsoft's Xbox Development Kit, and as such there is no legal way to download and play it. In addition, it requires a modded Xbox to run.
Xbox 360
Quake III: Team Arena was revealed in a ESRB listing for the Xbox 360. The title is being developed by Pi Studios.[19] Quake III Arena for the 360 was officially announced by id at QuakeCon 2007.[20] The title will be released on Xbox Live Arcade and will be jointly developed by id and Pi Studios.
Nintendo DS
Quake Arena DS for the Nintendo DS was announced at QuakeCon on August 4, 2007. John Carmack announced the game and said that touch screen controls would not be implemented as much as in Metroid Prime Hunters, for example. He stated that he would like all shooting in the game to be controlled with the D-pad instead of the Touch Screen.[21]
PlayStation Portable
Quake III Arena was also released for the PlayStation Portable but more informations about this game weren't stated.
Quake Live
Quake Zero was announced at QuakeCon on August 3, 2007 and will be an updated version of Quake 3 Arena, distributed by free download, run in a browser window and supported by built-in advertising content.[22] On February 20, 2008 id announced that Quake Zero would be launched as Quake Live.[23] Quake Live is now officially released.
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Android
An unofficial port of the game to Android was created based on the released source code.[25] [26] This means the game can be run on several Android powered devices, most notably the Motorola Milestone[27] , Motorola Droid[28] , and the Nexus One.[29]
Symbian S60
Unnofficial port of Quake III for Symbian mobile devices was made. It requires PAK files from original game to run.
Reception
Quake III Arena Aggregate scores
Aggregator GameRankings Metacritic Score 84.13% 93 [30]
[31]
Review scores
Publication Eurogamer Game Revolution GameSpot IGN Game Chronicles Score 9/10 A9.2 9.3 9.6 [6]
Gaming Age
A-
[34]
Reviews for the game were consistently very positive with many describing the game as fast and addictive. Curved surfaces were a welcome addition to the series. Most reviewers felt the game was best when played with others online. A Gamespot review by Jeff Gerstmann described the game as outstanding. He noted the fun level designs, great-looking textures, impressive special effects and weapons sounds.[1] The Gamespot review criticised the narrator's voice and thought that some levels could become too crowded when playing multiplayer. An IGN review felt the game lacked originality but enjoyed the detailed wall textures and outer space jump levels.[32] The high
''Quake III Arena'' number of character skins and the artificial intelligence of opponent bots were praised but the weapons were said to be "bland and predictable". A Eurogamer review described the game as "polished" and "stunning" and thought that it "was extremely well balanced and plays very well".[6] The reviewer was especially pleased with the customisable 3D engine and looked forward to new maps and mods.
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Modifications
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 and DeFRaG. The source code's release has allowed total conversion mods such as Tremulous, World of Padman, OpenArena and Urban Terror to evolve into standalone free 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 since the Cyberathlete Professional League A screenshot from the free game Tremulous. announced CPMA as its basis for competition. CPMA includes alternative gameplays, including air-control, rebalanced weapons, instant weapon switching and additional jumping techniques.
Competitive play
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.[35]
75
See also
id Tech 3, AKA the Quake III Engine
External links
Official game homepage [36] Quake III Arena [37] at MobyGames Quake III Arena [38] at the Open Directory Project
References
[1] Jeff Gerstmann (December 16, 1999). "Quake III Arena Review" (http:/ / au. gamespot. com/ pc/ action/ quake3arena/ review. html?om_act=convert& om_clk=gssummary& tag=summary;read-review). Gamespot. CBS Interactive Inc. . Retrieved 25 January 2010. [2] Connors, William W.; Rivera, Mike; Orzel, Sylvia. Quake 3 Arena Manual. [3] Shawn Sparks (January 11, 2000). "Quake 3 review for the DreamCast" (http:/ / www. gamerevolution. com/ review/ dreamcast/ quake-3). Game Revolution. AtomicOnline, LLC. . Retrieved 27 January 2010. [4] "Quake III Arena IHV Test Leaked)" (http:/ / www. bluesnews. com/ cgi-bin/ board. pl?action=viewthread& threadid=386). Blue's News. 1999-03-01. . Retrieved 2008-08-12. [5] "A Review of Q3 after the fact)" (http:/ / rr. pc. ign. com/ rrview/ pc/ quake_iii_arena/ 010794/ 46709/ ). IGN. 2006-07-14. . Retrieved 2008-08-12. [6] Mat (December 16, 1999). "Quake 3 Arena Review" (http:/ / www. eurogamer. net/ articles/ q3a2). Eurogamer. Eurogamer Network Ltd. . Retrieved 27 January 2010. [7] Paul Jaquays, Brian Hook. "Quake III Arena Shader Manual" (http:/ / web. archive. org/ web/ 20060414004110/ http:/ / www. qeradiant. com/ manual/ Q3AShader_Manual/ ch05/ pg5_1. htm). pp. 5. Archived from the original (http:/ / www. qeradiant. com/ manual/ Q3AShader_Manual/ ch05/ pg5_1. htm) on April 14, 2006. . Retrieved 2006-10-01. [8] "Book of Hook: The Quake3 Networking Model" (http:/ / trac. bookofhook. com/ bookofhook/ trac. cgi/ wiki/ Quake3Networking). . Retrieved 2006-10-01. [9] (http:/ / members. cox. net/ randar/ review. html) Members.cox.net [10] The Quake III Bot, J.P. van Waveren (http:/ / www. kbs. twi. tudelft. nl/ docs/ MSc/ 2001/ Waveren_Jean-Paul_van/ thesis. pdf) [11] "Quake III Arena Credits" (http:/ / www. gamefaqs. com/ computer/ doswin/ data/ 192047. html). GameFAQs. . Retrieved 2007-05-16. [12] "Quake 3: Arena Source GPL'ed)" (http:/ / games. slashdot. org/ article. pl?sid=05/ 08/ 20/ 1329236& tid=112). Slashdot. 2005-08-20. . Retrieved 2008-06-23. [13] "OpenArena Homepage" (http:/ / openarena. ws/ about. html). . [14] "ioquake3 Engine" (http:/ / ioquake3. org/ ). . [15] "Quake 3 Arena Dreamcast)" (http:/ / www. metacritic. com/ games/ platforms/ drm/ quake3arena). Metacritic. 2008-08-12. . Retrieved 2008-08-12. [16] "Quake 3 Arena: Dreamcast Map-pack Installation and Play Instructions)" (http:/ / web. archive. org/ web/ 20061206003402/ http:/ / www. quake3world. com/ maps/ maps/ dcmappack. doc). Quake3World. 2004-06-01. Archived from the original (http:/ / www. quake3world. com/ maps/ maps/ dcmappack. doc) on December 6, 2006. . Retrieved 2008-08-12. [17] "Quake III Revolution Release Information" (http:/ / www. gamefaqs. com/ console/ ps2/ data/ 468044. html). . [18] "Quake 3 Revolution - PS2)" (http:/ / www. gamerankings. com/ htmlpages2/ 468044. asp?q=Quake 3). Gamerankings.com. 2001-03-26. . Retrieved 2008-08-12. [19] "ESRB leaks 'Quake III: Team Arena' for Xbox 360. (XBLA?) Then in QuakeCon2009 the name was changed to Quake Arena Arcade." (http:/ / www. joystiq. com/ 2007/ 04/ 09/ esrb-leaks-quake-iii-team-arena-for-xbox-360-xbla). Joystiq. 2007-04-09. . Retrieved 2007-05-16. [20] "Quake Arena coming to XBLA)" (http:/ / www. eurogamer. net/ article. php?article_id=80817). Eurogamer.net. 2007-08-04. . Retrieved 2008-08-12. [21] "John Carmack Talks Nintendo Quake Arena)" (http:/ / news. spong. com/ article/ 13380/ John_Carmack_Talks_Nintendo_Quake_Arena?cb=63). Spong.com. 2007-08-06. . Retrieved 2008-08-12. [22] GGL Wire ? QuakeCon 2007: John Carmack keynote video (http:/ / wire. ggl. com/ 2007/ 08/ 22/ quakecon-2007-john-carmack-keynote-video/ ) [23] GDC08: Quake Zero becomes Quake Live (http:/ / www. joystiq. com/ 2008/ 02/ 20/ gdc08-quake-zero-becomes-quake-live/ ) [24] Aava Mobile's Intel Moorestown prototype plays World of Warcraft beautifully (video) (http:/ / www. engadget. com/ 2010/ 06/ 05/ aava-mobiles-intel-moorestown-prototype-plays-world-of-warcraft/ ) [25] Quake 3 Ported to Android; Runs Impressively (http:/ / www. tomsguide. com/ us/ quake-3-android-arena-live,news-5943. html) Toms Guide, February 25, 2010 [26] Quake 3 ported to Android, shows off Droid's graphical prowess (http:/ / www. engadget. com/ 2010/ 02/ 25/ quake-3-ported-to-android-shows-off-droids-graphical-prowess/ ) engadget, February 25, 2010
76
''Quake 4''
77
Quake 4
Quake 4
Developer(s) Publisher(s)
1.4.2 Demo
[2]
[3]
Linux
INT
Xbox 360
NA EU
Mac OS X
EU NA
Media
CD-ROM, DVD
System requirements Linux 2.4+, Mac OS X 10.3.9+ (PowerPC, x86) or Windows 2000/XP, Athlon XP 2000+, Pentium 4 2.0 GHz or G4 1.67 GHz CPU, 512 MB RAM, 2.8 GB hard disk space, sound card, OpenGL compatible 64 MB video card, Radeon 9700 or GeForce3
Quake 4 is the fourth title in the series of Quake first-person shooter computer games. The game was developed by Raven Software and distributed by Activision. Raven Software has collaborated with id Software, the creators and historical developers of preceding Quake games. In this case, id Software supervised the development of the game as well as providing the Doom 3 engine, now referred to as 'id Tech 4', upon which it was built. Quake 4 went gold in early October 2005 and was released on October 18, 2005 for the PC, and later for the Xbox 360 and the Macintosh.
''Quake 4'' A special DVD Collectors Edition also exists, including promotional material and the game Quake II with its expansions, The Reckoning and Ground Zero. The Xbox 360 version of Quake 4 is based on the Special Collectors Edition, and therefore also includes Quake II. Plotwise, the game is a sequel to Quake II and takes place during the same war as Enemy Territory: Quake Wars. Quake II, Quake 4, or Enemy Territory: Quake Wars do not share story lines with Quake or Quake III Arena; their only relation is their names and logos. Compared to other titles in the Quake series, Quake 4 has an increased emphasis on the single-player portion of the game.[7] A multiplayer mode is available, but it does not involve playable bots like Quake III Arena, without 3rd party modifications[8] .
78
Story
The Quake 4 single player mode continues the story of Quake II by pitting the player against a cyborg alien race known as the Strogg. The game follows the story of a Marine named Matthew Kane who is a member of the fabled Rhino Squad.[9] Following the success of the protagonist of Quake II in destroying the Strogg's leader, the Makron, the Rhinos are tasked with spearheading the mission to finally secure the aliens' home planet Stroggos. In the course of the invasion, the squad ship is shot down and crashes in the middle of a battle zone, separating Kane from his companions.[10] Kane eventually rejoins his scattered team members and partakes in the assault against the Strogg. After performing a number of tasks, such as destroying and capturing Strogg aircraft hangars and defense systems,[11] [12] Kane and his remaining squad members make it to the USS Hannibal. There they are given their next mission: infiltrating one of the Strogg's central communication hubs, the Tetranode, with an electromagnetic pulse bomb in the hope that it will put the main Strogg Nexus in disarray. Kane is tasked with defending the mission convoy,[13] which takes heavy casualties. After many setbacks, including the destruction of the EMP device by a Strogg ambush, Kane is left to complete the mission, assisted only by Private Johann Strauss and Lance Corporal Nikolai "Sledge" Slidjonovitch. Strauss figures out a way to destroy the core by shutting down its coolant systems. As Kane reaches the entrance to the Tetranode, however, he is greeted by two rocket-equipped network guardians as well as the newly constructed Makron. The Makron easily defeats Kane and knocks him unconscious.[14] When Kane finally awakens, he finds himself strapped to a conveyor belt in the Strogg "Medical Facilities", a structure used for turning those captured and killed by the aliens either into protein food or additional Strogg units. In a long and gruesome first-person cutscene, Kane is taken through this stroggification process which violently replaces much of his anatomy with bio-mechanical parts. Before the final controlling neurochip implanted in his brain can be activated, though, Rhino Squad bursts into the facility and rescues Kane.[15] After escaping through the Strogg medical facility and Waste Disposal plant, fighting off zombie-like half-stroggified humans along the way, Kane is forced to combat his former commander, Lieutenant Voss, who has been fully stroggified into a powerful mechanized monster. (Voss nevertheless retains his own consciousness long enough to warn Kane.)[16] After defeating this threat, Kane and the remaining marines finally make it back to the Hannibal. The commanders realize that Kane's Strogg physiology has opened up new possibilities for defeating the Strogg, as he can be used to infiltrate locations previously impenetrable to human forces. The new plan is to directly target the Strogg Nexus Core, a huge centralized brain-like structure which controls the alien forces. The Marines are tasked with infiltrating the three data towers adjacent to the Nexus: Data Storage, Processing, and Networking. There, they will deactivate the Nexus' shield and power up the teleporter used to access the Nexus and send Kane in. Once inside, Kane will travel to the center of the Nexus to destroy the Core Brain and its guardian. After infiltrating the facility and realigning the data nodes powering the teleporter, and destroying its fearsome "Guardian" creature,[17] Kane finally reaches the Nexus core. There he meets the Makron in a final showdown and kills it. This done, he destroys the Core and returns to the Hannibal. Celebrating with Rhino Squad afterward, Kane receives word that he has new orders.[18]
''Quake 4''
79
Gameplay
Multiplayer
Multiplayer modes are Deathmatch, Team Deathmatch, Tourney, Capture the Flag, Arena CTF and DeadZone. Players at QuakeCon reported the multiplayer gameplay to include elements similar to those in previous Quake games such as Strafe-jumping or Rocket jumping. Notable new additions to play are the ability to send shots through the teleporters and the advancement of the game physics provided by the new technology including the ability to bounce grenades and napalm fire off of jump-pads. Like the previous Quake games the multiplayer has a client-server architecture. The network code has been altered from Doom 3, allowing for larger numbers of players on each server (Doom 3 has a four player restriction, whereas Quake 4 has a standard 16 player limit). One of the changes to the network code is a move from the per-polygon hit detection system used in Doom 3 back to using hit-box system like most other online first-person shooters such as other Quake games and Half-Life. In the 1.4.x point release, these "axis aligned bounding boxes" were replaced with axis aligned octagonal "cylinder", to make the hit-boxes more representative of the model shape.
Movement
The movement of Quake 4 is similar to Quake III Arena and Quake Live, but with the additions of ramp jumping and crouch slides. Crouch slides give players the ability to maintain speed by sliding around corners[19] . Ramp Jumps allow players to gain extra height from jumping as they reach the top of an inclined object[20] , which while present in the original Quake, was not included in Quake 2 or Quake III Arena, although mods such as DeFRaG added it. In the 1.3 point release, there is an increased amount of air acceleration in multiplayer mode, making the game feel faster than the original release. In the 1.4.1 / 1.4.2 releases, there were further changes related to the way sliding on angled surfaces worked, with the introduction of the new "power slide" code[21] , which makes the game feel even faster.
Competitive play
In part due to the similarities to the Quake III Arena multiplayer, Quake 4 was used in a number of professional electronic sports tournaments. The following competitions have held Quake 4 events: Cyberathlete Professional League (2005) Electronic Sports World Cup (2006 / 2007) QuakeCon (20052007) World Cyber Games (2006) World Series of Video Games (2006 / 2007)
Modifications
Like its predecessors, Quake 4 can be heavily modified. This led to Quake 4 versions of popular mods from previous versions of Quake, such as Rocket Arena[22] , and Quake 4 Fortress[23] (the Quake 4 version of Team Fortress). Q4F was abandoned before its creators considered it complete- instead they released an alpha version complete with source code [24] . In the competitive gaming scene, there were two principal mods, Q4Max[25] and X-Battle [26] . The online Quake 4 competitive community was split between the two mods [27] [28] . A number of the online leagues switched between X-Battle and Q4Max, such as ClanBase EuroCup[29] and GGL [30] . Despite this split in the online community, the offline professional LAN tournaments run by CPL [31] ESWC [32] , WCG [33] , QuakeCon [34] [35] ,
''Quake 4'' and WSVG [36] all used Q4Max. Members of both the Q4Max and X-Battle teams joined forces with SyncError of id Software[37] and developed another mod, Delta CTF[38] , which brought Quake II style CTF to Quake 4[39] . Another notable mod is SABot [8] , which successfully implemented multiplayer bots in Quake 4 less than a month after the SDK was released [40] , despite this being a feature that some reviewers criticised Quake 4 for not including[41] .
80
Critical response
Reviews of the game were generally favorable for the PC version of the game, with game databases Metacritic and MobyGames giving the game aggregate review scores of 79/100 and 81/100 respectively.[42] [43] Websites and magazines such as IGN and UGO praised its single-player campaign, graphics and Hollywood voice-acting, but complained that its multiplayer was too much like Quake III's. GameSpot gave Quake 4 an 8.0 and it also said: "The single-player is great fun, but the uninspired multiplayer leaves a lot to be desired." PC Gamer Magazine gave Quake 4 a good review for both singleplayer and multiplayer gameplay.[44] A few days after release the majority of reviews gave Quake 4 scores of 8090%. The Xbox 360 version of the game fared slightly worse with critics when it was released but still received generally positive reviews, scoring 75/100 on Metacritic, and 75/100 on MobyGames averaged scores.[45] [46] Electronic Gaming Monthly gave a mixed rating to the Xbox 360 port, claiming that the single-player campaign was not creative enough to compete with other games such as Half-Life 2 and that the game ran poorly on the 360. IGN scored Quake 4 8.1/10 saying "Quake 4 is one of those games that will appeal to console gamers who haven't owned a PC for years. The single-player campaign is varied and pretty interesting, getting better after you're Stroggified. The enemies go from dumb and running right at you to diverse and more interesting in the second half of the game, and there are a few cool boss fights worth your while. The gory graphics and excellent lighting are well done and they'll appeal to many gamers looking for a fast, shiny game to just let loose on." GameSpot gave it a worse rating than the PC version: 6.6. They also wrote, "There's a good game in Quake 4, but it's buried under several layers of highly disappointing graphical performance issues." X-Play gave the Xbox 360 version a 3/5 and the PC version a 4/5.
Versions
Point releases
The initial release of Quake 4 on the PC was version 1.0, and there were small updates to this in 1.0.4 and 1.0.5, which accompanied the linux and SDK releases. This was followed by the first major patch, 1.1 which introduced features such as ingame downloading of maps, and SMP support. This release was quickly withdrawn and replaced by the 1.2 release, due to an issue found during QA by Activision [47] [48] . The 1.3 release incorporated changes from Ritual Entertainment, including a new weapon (Napalm Launcher), a new gametype (Deadzone), and a number of maps[49] . This was also the first release to have Mac support. The 1.4 release was tagged "beta" and was developed by id software rather than by Raven / Activision. This incorporated a number of community requested changes such as the introduction of Q4TV, and unlocked framerates. This was followed by 1.4.1 beta, and finally by the "1.4.2 final" release, which is not a beta version. The 1.4.2 release also includes the "Community Map Pack", which are the winning maps entered into a competition run by id software[50] . The original demo version of Quake 4 was based upon version 1.0, however due to the number of changes made to the multiplayer gameplay, there is an updated demo specifically for multiplayer, based upon the 1.4.2 release [51] .
''Quake 4''
81
Non-Windows Platforms
The Xbox 360 version of Quake 4 was released at the launch of the Xbox 360 and is Xbox Live compatible. Due to the fact that Quake 4 needed to be developed in a short time period in order to meet the launch of the Xbox 360, there have been major issues with framerates for the console adaptation, earning it the award for Most Aggravating Frame Rate/Best Slideshow in the GameSpot.com Best and Worst of 2005 list. In addition, the Xbox 360 port of Quake 4 has very long load times and Xbox Live glitches that result in problematic multiplayer experiences, as documented by game review sites as well as on Activision's support pages for the Xbox 360 version. This version was initially priced the same as the PC Special Edition DVD and features the same content. Unlike the PC version, however, as of November 2008 the Xbox 360 version has not received any patches to fix its numerous problems. Aspyr Media published and released Quake 4 for Mac OS X, on April 5, 2006 initially only for PowerPC based Macs, but then later as a universal binary compatible with both PowerPC- and x86-based Macs [52] . id Software continued its tradition of supporting Linux, with Timothee Besset of id releasing a Linux version of the Quake 4 binary executable. The game can be downloaded for free from id's servers, though it requires a licensed copy of Quake 4 for Windows or Mac in order to run. The Linux installer was made available two days after the release of the game itself.
Other versions
The German version of the game was not just localized but heavily censored and is not multiplayer compatible to any other release. This version was rated 16 and older by the USK. The international uncensored version did not receive a USK classification and was subsequently indexed by the German Bundesprfstelle fr jugendgefhrdende Medien. There are other localized versions of Quake 4 that are compatible with the international version. At the spring 2007 IDF exhibition Intel Corp. demoed Q4RT [53], a raytraced version of Quake4, running on a blade server composed of four Core 2 Quad based machines.[54]
External links
Ravens official Quake 4 site [55] ids official Quake 4 site [56] id's official Quake 4 SDK Documentation site [57] TTimo's official Quake 4 for Linux FAQ [58] Quake 4 [59] at the Open Directory Project
References
[1] [2] [3] [4] [5] [6] [7] [8] [9] http:/ / www. idsoftware. com/ games/ quake/ quake4/ index. php?game_section=updates http:/ / www. idsoftware. com/ games/ quake/ quake4/ index. php?game_section=demo http:/ / www. gamefaqs. com/ computer/ doswin/ data/ 531883. html http:/ / www. gamefaqs. com/ computer/ mainframe/ data/ 937192. html http:/ / www. gamefaqs. com/ console/ xbox360/ data/ 928233. html http:/ / www. gamefaqs. com/ computer/ mac/ data/ 945366. html McNamara, Tom (2005-10-13). "Quake 4" (http:/ / pc. ign. com/ articles/ 658/ 658263p3. html). IGN. . Retrieved 2009-01-25. Stupid Angry Bot Released! (http:/ / planetquake. gamespy. com/ fullstory. php?id=81776) Quake 4 Designer Diary #1 - The Characters of Quake 4 (http:/ / www. gamespot. com/ xbox360/ action/ quake4/ preview_6130026. html?page=1) Gamespot, July 29, 2005 [10] "Quake 4 Game Guide:Air Defense Bunker" (http:/ / guides. gamepressure. com/ quake4/ guide. asp?ID=266). Gamepressure.com. . Retrieved December 18, 2006. [11] "Quake 4 Game Guide:Interior Hangar" (http:/ / guides. gamepressure. com/ quake4/ guide. asp?ID=269). Gamepressure.com. . Retrieved December 18, 2006.
''Quake 4''
[12] "Quake 4 Game Guide:MCC Landing Site" (http:/ / guides. gamepressure. com/ quake4/ guide. asp?ID=270). Gamepressure.com. . Retrieved December 18, 2006. [13] "Quake 4 Game Guide:Canyon" (http:/ / guides. gamepressure. com/ quake4/ guide. asp?ID=272). Gamepressure.com. . Retrieved December 18, 2006. [14] "Quake 4 Game Guide:Nexus Hub" (http:/ / guides. gamepressure. com/ quake4/ guide. asp?ID=277). Gamepressure.com. . Retrieved December 18, 2006. [15] "Quake 4 Game Guide:Strogg Medical Facilities" (http:/ / guides. gamepressure. com/ quake4/ guide. asp?ID=278). Gamepressure.com. . Retrieved December 18, 2006. [16] "Quake 4 Game Guide:Waste Processing Facility" (http:/ / guides. gamepressure. com/ quake4/ guide. asp?ID=283). Gamepressure.com. . Retrieved December 18, 2006. [17] "Quake 4 Game Guide:Data Networking Security" (http:/ / guides. gamepressure. com/ quake4/ guide. asp?ID=294). Gamepressure.com. . Retrieved December 18, 2006. [18] "Quake 4 Game Guide:The Nexus" (http:/ / guides. gamepressure. com/ quake4/ guide. asp?ID=296). Gamepressure.com. . Retrieved December 18, 2006. [19] How to slide in Quake 4 (http:/ / www. fatal1ty. com/ gaming-tip/ how-to-slide-in-quake-4) [20] Ramp Jumping Tutorial (http:/ / spontangames. com/ index. php?site=tutorials& action=show& tutorialsID=7) [21] Quake 4 1.4.2 Readme (http:/ / www. idsoftware. com/ documents/ readme_full_14. htm) [22] Rocket Arena 4 Sees The Light (http:/ / planetquake. gamespy. com/ fullstory. php?id=82154) [23] Q4F Gameplay Videos released (http:/ / planetquake. gamespy. com/ fullstory. php?id=82476) [24] Q4F Alpha released (http:/ / planetquake. gamespy. com/ fullstory. php?id=109620) [25] A look inside at Q4Max (http:/ / www. gotfrag. com/ q4/ story/ 31058) [26] X-Battle 0.22, The Final Frontier (http:/ / planetquake. gamespy. com/ fullstory. php?id=82335) [27] Quake 4 X-Battle Interview (http:/ / planetquake. gamespy. com/ fullstory. php?id=82151) [28] Modder Than Hell: The Q4Max vs. Xbattle Wars (http:/ / clanbase. ggl. com/ news. php?nid=216095& Source=rss) [29] ClanBase 1v1 Cups switch to Q4Max (http:/ / www. fnatic. com/ news/ 598/ ClanBase-1v1-Cups-switch-to-Q4MAX. html) [30] GGL chooses XBM (http:/ / www. esreality. com/ ?a=post& id=1083376) [31] CPL goes with Q4Max (http:/ / www. gotfrag. com/ portal/ story/ 30293/ ) [32] ESWC Rules and Regulations (http:/ / www. mymym. com/ en/ news/ 2615. html) [33] Invitational Quake4 AllStars featured at WCG Finals (http:/ / www. gotfrag. com/ portal/ story/ 34160/ ?cpage=1) [34] Cooller vs Toxic QuakeCon 2006 Final (http:/ / www. wegame. com/ watch/ Cooller_vs_Toxic_QuakeCon_2006_Final/ ) [35] QuakeCon 2007 Prizes and Registration (http:/ / www. gotfrag. com/ portal/ story/ 38720/ ?cpage=1) [36] WSVG Louisville 2007 using Q4 1.4.2 and Q4Max 0.78d (http:/ / www. gotfrag. com/ portal/ story/ 38172/ ?cpage=1) [37] id Software's Community Liaison (http:/ / www. quakeunity. com/ article=4) [38] Delta CTF Coming Soon (http:/ / www. gotfrag. com/ quake/ story/ 32000/ ) [39] Delta CTF 1.0 Released (http:/ / planetquake. gamespy. com/ fullstory. php?id=105734) [40] Quake 4 SDK Released! (http:/ / planetquake. gamespy. com/ fullstory. php?id=81642) [41] Quake 4 review (http:/ / ve3d. ign. com/ articles/ reviews/ 7741/ Quake-IV-Review) [42] "Metacritic PC Review score compilation" (http:/ / www. metacritic. com/ games/ platforms/ pc/ quake4?q=quake 4). metacritic.com. . Retrieved January 3, 2007. [43] "Mobygames Windows Review score compilation" (http:/ / www. mobygames. com/ game/ windows/ quake-4). mobygames.com. . Retrieved June 6, 2007. [44] "Quake 4 Review by Matthew D. Sarrel" (http:/ / www. pcmag. com/ article2/ 0,1895,1872452,00. asp). PC Gamer MAgazine. February 2007. . Retrieved 2007-02-20. [45] "Metacritic Xbox 360 Review score compilation" (http:/ / www. metacritic. com/ games/ platforms/ xbox360/ quake4?q=quake 4). metacritic.com. . Retrieved January 3, 2007. [46] "Mobygames Xbox 360 Review score compilation" (http:/ / www. mobygames. com/ game/ xbox360/ quake-4). mobygames.com. . Retrieved June 6, 2007. [47] Quake 4 patch problems (http:/ / www. eurogamer. net/ articles/ news290306quake4patch) [48] Description of the problem found (http:/ / www. esreality. com/ index. php?a=post& id=1042942#pid1043486) [49] Inside Mac Games - A look into the upcoming Quake 4 Update (http:/ / www. insidemacgames. com/ news/ story. php?ArticleID=13827) [50] id Community Map Pak Winners Announced (http:/ / planetquake. gamespy. com/ fullstory. php?id=118619) [51] New Quake 4 Multiplayer Demo Released! (http:/ / planetquake. gamespy. com/ fullstory. php?id=120548) [52] Quake 4 Universal Binary shipping (http:/ / www. tuaw. com/ 2006/ 04/ 18/ quake-4-universal-binary-shipping/ ) [53] http:/ / www. q4rt. de [54] Demerjian, Charlie (2007-04-23). "Intel shows off Raytraced Quake 4" (http:/ / www. theinquirer. net/ default. aspx?article=39101). The Inquirer. . Retrieved 2009-01-25. [55] http:/ / www. ravensoft. com/ gamesdetail. aspx?xmmid=624& xmid=21& xmview=2 [56] http:/ / www. idsoftware. com/ games/ quake/ quake4/ [57] http:/ / www. iddevnet. com/ quake4/
82
''Quake 4''
[58] http:/ / zerowing. idsoftware. com/ linux/ quake4/ [59] http:/ / www. dmoz. org/ Games/ Video_Games/ Shooter/ Q/ Quake_Series/ Quake_4/
83
Quake Wars PC cover Developer(s) Splash Damage Nerve Software (Xbox 360) Underground Development (PlayStation 3) Activision Aspyr Media (Mac OS X) 1.5 Windows, Linux, Mac OS X, PlayStation 3, Xbox 360
[1] [2]
October 2, 2007
[2] [3]
Linux
INT
[4]
Mac OS X
NA EU
[5] [6]
May 27, 2008 [10] May 30, 2008 AUS June 6, 2008
[8] [9]
Media
System requirements 2.0 GHz processor 512 MB RAM 128 MB video card Internet connection
''Enemy Territory: Quake Wars'' Enemy Territory: Quake Wars (ET:QW) is a first-person shooter video game, and is the follow-up to Quake 4. It is also the first game in the series rated T by the ESRB (With the descriptors of Mild Language and Violence. Mild Blood is featured but only on the PC version). It is set in the same science fiction universe as Quake II and Quake 4, with a minimal back-story serving as a prequel to Quake II. It is the second multiplayer-focused game in the Quake series (after Quake III Arena). Quake Wars features similar gameplay to Wolfenstein: Enemy Territory, but with the addition of controllable vehicles and aircraft as well as multiple AI deployables,[11] asymmetric teams, much larger maps and the option of computer-controlled bots. Unlike the previous Enemy Territory games, Quake Wars is a commercial release rather than a free download. Enemy Territory: Quake Wars was developed by Splash Damage for Windows using a modified version of id Software's id Tech 4 engine with MegaTexture rendering technology. It was released for the Xbox 360 and PlayStation 3 on May 27, 2008.[12] On March 18, 2008, Aspyr Media released the title for Mac OS X.[5]
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Gameplay
Quake Wars is a class-based, objective focused, team-oriented game. Teams are based on human (GDF) and alien (Strogg) technology. While the teams are asymmetrical, both sides have the same basic weapons and tools to complete objectives. Unlike other team-based online games (such as the Battlefield series), the gameplay is much more focused on one or two main objectives at once, rather than spread all over the combat area. This allows for much more focused and intense combat situations, similar to the original Unreal Tournament assault mode. Each player class normally has new objectives show up during game play, many times based around the specific capabilities of that class. The game also has the capability to group players into fireteams for greater coordinated strategy. These fireteams can be user created or game generated depending on the mission selected by the player. The game has an experience points (XP) rewards system in place, which rewards every player some points depending on the mission completed. This accumulated XP later leads to unlocks which may vary from availability of new equipment/weapons to abilities like faster movement or more accurate weapons.[13] These rewards are reset to zero after the completion of every campaign, which consists of three unique maps, all with a common locale/region.
MegaTexture
MegaTexture is a texture mapping technique developed by John Carmack of id Software.[14] The technology allows maps to be totally unique, without any repeated terrain tiles. Battlefields can be rendered to the horizon without any fogging, with over a square mile of terrain at inch-level detail, while also providing terrain-type detail that defines such factors as bullet hit effects, vehicle traction, sound effects, and so on. Each megatexture is derived from a 3276832768 pixel image, which takes up around 3 gigabytes in its raw form (with 3 bytes per pixel, one byte for each color channel).
Collector's Edition
A collector's edition of the game was released exclusively for Windows on October 2, 2007 in North America and September 9, 2007 in Australia and Europe (in Europe the collector's edition was released as Premium Edition). The collector's edition features the game itself, 10 collectible cards (there are 12 cards, but the first two are only available via preorder) and a bonus disc, which contains concept art, HD videos, interviews, artwork, downloadable icons, ringtones and music tracks.[15]
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Reception
Compiler Aggregate score
[17]
[18]
[21] [22]
[19]
As of February 9, 2008 on the review aggregator Game Rankings, the PC version of the game had an average score of 84% based on 55 reviews.[25] On Metacritic, the game had a score of 84 out of 100 based on 52 reviews.[26] Kevin VanOrd of GameSpot gave the game a rating of 8.5/10.[27] Other reviews are generally very positive, scoring Quake Wars in the 89 (out of 10) range.[28] For the week ending September 29, 2007, Quake Wars was the best selling PC title in the United Kingdom according to the Entertainment and Leisure Software Publishers Association.[29] On October 17, 2007, after its top of the charts sale in the United Kingdom, Quake Wars debuted at a familiar #1 spot yet again in the United States. According to NPD group's top 10 best selling PC game charts, it managed to take the #1 spot.[30] Xbox 360 and PlayStation 3 reviews for the game were generally much less positive, with IGN giving the 360 version 6.1 and the PlayStation 3 version 5.3, citing game issues and inferior graphics to the PC version as causes for the lower score.
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External links
Official Quake Wars for Linux website [31] Enemy Territory: Quake Wars Modding and Mapping Wiki [32]
References
[1] badman (2007-08-07). "ETQW to Hit Australia on September 28" (http:/ / community. enemyterritory. com/ index. php?q=node/ 101). Enemy Territory: QUAKE Wars Official Community Site. . Retrieved 2008-06-07. [2] badman (2007-08-04). "Enemy Territory: Quake Wars Release Date Announced" (http:/ / community. enemyterritory. com/ index. php?q=node/ 100). Enemy Territory: QUAKE Wars Official Community Site. . Retrieved 2008-06-07. [3] "id Press Conference & Carmack Highlights" (http:/ / www. quakeunity. com/ news=2282). quakeunity.com. . [4] http:/ / www. gamefaqs. com/ computer/ mainframe/ data/ 958789. html [5] "Enemy Territory: QUAKE Wars for the Mac Now Shipping" (http:/ / community. enemyterritory. com/ index. php?q=node/ 243). Enemy Territory: QUAKE Wars Official Community Site. . [6] IGN: Enemy Territory: Quake Wars (http:/ / mac. ign. com/ objects/ 964/ 964654. html) [7] http:/ / www. gamefaqs. com/ computer/ mac/ data/ 945534. html [8] http:/ / www. gamefaqs. com/ console/ ps3/ data/ 938349. html [9] http:/ / www. gamefaqs. com/ console/ xbox360/ data/ 938348. html [10] "ETQW coming to consoles May 27" (http:/ / www. idsoftware. com/ ). 2008-04-22. . Retrieved 2008-04-22. [11] http:/ / web. archive. org/ web/ 20071212102537/ http:/ / www. quakewarsgame. com/ etqw_vehicles. html [12] "id Software confirms Enemy Territory: Quake Wars for next generation consoles" (http:/ / investor. activision. com/ releasedetail. cfm?ReleaseID=229755). activision.com. . [13] "This is a write up on XP rewards posted in the official community for ET:QW" (http:/ / community. enemyterritory. com/ forums/ showthread. php?t=22531& highlight=xp+ rewards). . [14] "Enemy Territory: Quake Wars Q&A" (http:/ / www. shacknews. com/ extras/ 2006/ 042806_quakewars_qa_1. x). Shacknews. 2006-04-28. . Retrieved 2009-08_07. [15] Enemy Territory: Quake Wars Collectors Edition (with bonus) for PC (http:/ / www. gameswarehouse. com. au/ longpage. asp?gameid=14408) [16] Valley Map Guide (http:/ / community. enemyterritory. com/ index. php?q=node/ 91) 2007-09-06 [17] http:/ / www. gamerankings. com/ htmlpages2/ 928340. asp [18] http:/ / www. metacritic. com/ games/ platforms/ pc/ enemyterritoryquakewars [19] http:/ / www. gamepro. com/ computer/ pc/ games/ reviews/ 137229. shtml [20] http:/ / www. gamespot. com/ pc/ action/ enemyterritoryquakewars/ review. html [21] http:/ / pc. ign. com/ articles/ 824/ 824554p1. html [22] http:/ / www. gameinformer. com/ NR/ exeres/ B97915B4-31FD-4F0C-984C-DE4C25A4A7ED. htm [23] http:/ / www. eurogamer. net/ article. php?article_id=84385 [24] http:/ / videogames. yahoo. com/ pc/ enemy-territory-quake-wars/ reviews/ [25] "Enemy Territory: Quake Wars Reviews" (http:/ / www. gamerankings. com/ htmlpages2/ 928340. asp). Game Rankings. . Retrieved 2008-02-09. [26] "Enemy Territory: Quake Wars (PC: 2007): Reviews" (http:/ / www. metacritic. com/ games/ platforms/ pc/ enemyterritoryquakewars). Metacritic. . Retrieved 2008-02-09. [27] Kevin VanOrd (2007-09-28). "Enemy Territory: Quake Wars for PC Review" (http:/ / www. gamespot. com/ pc/ action/ enemyterritoryquakewars/ review. html). GameSpot. . Retrieved 2007-10-02. [28] "First Wave of ETQW Reviews and Awards" (http:/ / community. enemyterritory. com/ index. php?q=node/ 150). . [29] Retrieved 2007-10-07 (http:/ / www. elspa. com/ ?c=/ charts/ uk. jsp& ct=27) [30] Quake Wars Slays The Sims 2 - Games news (http:/ / news. portalit. net/ fullnews_quake-wars-slays-the-sims-2_362. html) [31] http:/ / zerowing. idsoftware. com/ linux/ etqw/ [32] http:/ / wiki. splashdamage. com/ index. php/ Main_Page
''Quake Live''
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Quake Live
Quake Live
Developer(s) Platform(s)
Release date(s) August 6, 2010 Genre(s) Mode(s) Media First-person shooter Single-player, multiplayer Download
Quake Live is a semi-free FPS video game by id Software designed to run on x86-based computers running Microsoft Windows, Mac OS X or Linux that is downloaded and launched via a web browser plugin. It is a variant of its predecessor, Quake III Arena (Q3A). Quake Live is free to download and play. Additionally, there are subscription options that include more arenas, game types and game server options.
Technology
Quake Live runs an updated version of the id Tech 3 engine, granting a few graphical improvements like bloom. In addition to usability changes, Quake Live has a new, more streamlined HUD. The game is also censored to remove blood, gore, and satanic references that were found in Quake III Arena and is the only game in the series that was developed by id Software itself to be rated T by the ESRB. Quake Live registration of a user account is available on the Quake Live website and free to anyone wishing to play. Currently supported platforms include Internet Explorer 7+, Mozilla Firefox 2+, and Safari 3+ web browsers running on Windows XP, Windows Vista, Windows 7, Mac OS X 10.4+ (Intel processor only), and Linux.[3] During the registration process the game and required browser plug-in is automatically downloaded. Updates to the game are continually released and automatically installed as the user logs in. The browser plug-in does not make use of Flash to play the game.[4] The software is a modified version of Quake III Gold executed natively as compiled code on the user's machine.
Gameplay
The gameplay of Quake Live consists of players attempting to frag more of their opponents than any other player or team in a given match. This is achieved by navigating a 3D environment and shooting other players with a variety of weapons, while collecting health, armor, weapons, ammo and various power-ups. Quake Live was released as a free version of Quake III: Gold[5] (Quake III and its expansion pack, Team Arena) available only through a web
''Quake Live'' browser. Quake Live is backed financially by in-game advertising from IGA Worldwide.[6] Skill-based matchmaking is powered by a "metagame engine" developed by GaimTheory. Development of the match-making system was taken on by id Software after GaimTheory's collapse.[7]
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Game modes
Various game modes from Q3A return: Duel: Player versus player (1-on-1) combat. Whoever gets the most frags before the time is up wins. Free For All (FFA): Players engage in a match, where everyone fights for themselves. Whoever hits the frag limit first wins and ends the game. When the time limit expires, player with the most frags is the winner. Instagib: Free for All mode where players start with only a Railgun, which always delivers one-hit kills. There are no powerups around the map (ie. health, ammo, weapons). Instagib servers are unranked. Team Deathmatch (TDM): Same rules as Free for All but in this mode, two teams fight each other. Pro Team Deathmatch: a variation on Team Deathmatch for higher skilled players where some of the server settings are changed, such as the respawn time of weapons increased from 12 seconds to 30 seconds. Capture the Flag (CTF): Each team has a base, holding a flag. To earn points and win the game, a player must take the opposing team's flag and return it to their own base, while his team's flag is secure at his own base. InstaCTF: Similar to Instagib (i.e. one-hit kill railgun, lack of powerups, etc.) but in a CTF format. Instagib CTF servers are also unranked. Clan Arena (CA): Teambased gameplay where everyone starts fully equipped with full armor and weapons. When fragged, the player must wait for the next round to begin. Players can rocket jump & plasma climb with no health penalty. Freeze Tag (FT): (subscription only) A team based game mode combining elements of Clan Arena and Team Deathmatch. Rather than spectating when one is fragged, one is instead "frozen", and cannot respawn until a player on their team "thaws" them by standing adjacent to them for several seconds. When all players on one team are frozen, the other team wins the round. During the QuakeCon 2008 keynote speech, John Carmack stated that Quake Live has no plans to allow user-made modifications, but they have hired successful Quake III mod authors to help them with their project.[8] The majority of the maps are based heavily on originals from Quake III Arena, Team Arena and popular user-made maps.[9]
History
On August 3, 2007, at QuakeCon 2007, id Software publicly announced their plans to release a free browser based Quake 3 game titled Quake Zero.[10] In early 2008, the title was officially renamed to Quake Live due to a domain squatting issue.[11] During late 2008 and early 2009, Quake Live was in an invitation-only closed beta. A handful of players were selected to begin the testing of the beta and were later allowed to invite a limited number of friends, whom, in turn, were permitted to send out invitations of their own. On February 24, 2009, the game progressed from closed beta to open beta, which caused an increased amount of traffic on the web server. Queues were organized to limit the stress and prevent the overloading of the servers.[12] Within the first six hours after launch over 113,000 user accounts were created.[13] The queues were removed after several days, and the servers were then upgraded to handle the larger volume of traffic. Once Quake Live exited its closed beta stage, it was to be funded partially by in-game and website-based advertisements. IGA Worldwide [14] were contracted by id Software to handle this aspect of the game's marketing.[15] Problems with this model surfaced almost immediately with the announcement by the advertising agency that they were struggling as a result of the financial crisis of 20072010. In March 2009, the agency admitted that sale was a possibility if further investments were not forthcoming.[16] With the acquisition of id Software by
''Quake Live'' ZeniMax Media, the in-game and web-based advertisements for Quake Live changed noticeably, and presently only in-house or Bethesda Softworks products are visible. At QuakeCon 2009, John Carmack stated publicly that their financial scheme for the game had so far failed to provide sufficient income to keep the project in the black. As a result, he announced that a premium subscription service was being planned. ShackNews reports him as saying that: "The in-game advertising stuff has not been big business. That's not going to be able to carry the project... Quake Live is gonna [sic] be Quake Live for the foreseeable future... It's only just now that we're going to be able to put it to the test."[17] Marty Stratton, id Software's Executive Producer, has commented that: "The plan is to completely integrate the ability to start and manage private games directly through QUAKE LIVE, utilizing all of the friends, awareness and notification features we have available through the site. This ability will be the cornerstone of a QUAKE LIVE Premium Service that will be offered for a small monthly fee (likely less than $5 per month)."[18] On August 6, 2010, the game left its public beta period, and "premium" and "pro" subscription options were announced.[19]
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External links
Official website [20]
References
[1] QUAKE LIVE - News (http:/ / www. quakelive. com/ #news/ site_news/ 31851) August 18, 2009 [2] Quake Live Now on Linux and Mac OS X - Tom's Hardware (http:/ / www. tomshardware. com/ news/ quake-live-apple-linux-macosx,8495. html) August 20, 2009 [3] "Welcome to QUAKELIVE" (http:/ / www. quakelive. com/ noflash. html). Quakelive.com. . Retrieved 2009-08-19. [4] 7 August 2007 - Quake Zero not actually in web-browser (http:/ / www. eurogamer. net/ articles/ quake-zero-not-actually-in-web-browser) on Eurogamer accessed at May 5, 2009 [5] Ali, Mahmood (2007-08-22). "QuakeCon 2007: John Carmack keynote video" (http:/ / wire. ggl. com/ 2007/ 08/ 22/ quakecon-2007-john-carmack-keynote-video/ ). GGL Wire. . Retrieved 2009-01-22. [6] Grant, Christopher (2008-02-20). "GDC08: Quake Zero becomes Quake Live" (http:/ / www. joystiq. com/ 2008/ 02/ 20/ gdc08-quake-zero-becomes-quake-live/ ). Joystiq. . Retrieved 2009-01-22. [7] "id Software" (http:/ / www. gaimtheory. com/ portfolio/ id_software). GaimTheory. . Retrieved 2009-01-22. [8] "id's Carmack & Stratton QuakeLive Interview" (http:/ / www. quakeunity. com/ article=25). QuakeUnity.com. . Retrieved 2009-02-24. [9] "Welcome to QUAKELIVE" (http:/ / www. quakelive. com/ noflash. html). Quakelive.com. . Retrieved 2009-01-22. [10] "id Forms New Dev Team, Promises Free Quake 3" (http:/ / www. shacknews. com/ onearticle. x/ 48290). . Retrieved 2010-08-12. [11] "Quake Zero Name Changed Due to Domain Squatter" (http:/ / www. shacknews. com/ onearticle. x/ 53971). . Retrieved 2010-08-12. [12] "Quake Live Enters Open Beta Feb. 24th" (http:/ / blog. wired. com/ games/ 2009/ 02/ quake-live-ente. html). Wired. . Retrieved 2009-02-21. [13] "Quake Live Twitter" (http:/ / twitter. com/ quakelive/ status/ 1248194651). . Retrieved 2009-02-25. [14] http:/ / www. igaworldwide. com [15] "IDA to handle Quake Live ads" (http:/ / www. eurogamer. net/ articles/ iga-to-handle-quake-live-ads). EuroGamer.net. . Retrieved 2009-12-18. [16] "Quake Live Ad Agency Faces Sale" (http:/ / games. venturebeat. com/ 2009/ 03/ 13/ struggling-in-game-ad-firm-iga-worldwide-seeks-investments-or-possible-sale/ ). GamesBeat. . Retrieved 2009-12-18. [17] "Quake Live Premium Service Planned" (http:/ / www. shacknews. com/ onearticle. x/ 59998). ShackNews.com. . Retrieved 2009-12-18. [18] "Quake Live Dev Blog" (http:/ / www. quakelive. com/ forum/ showthread. php?t=11016). QuakeLive.com. . Retrieved 2009-12-18. [19] id introduces two QUAKE LIVE subscription packages (http:/ / bethblog. com/ index. php/ 2010/ 08/ 06/ id-introduces-two-quake-live-subcription-packages/ ) Bethesda Blog. August 6th, 2010. [20] http:/ / www. quakelive. com
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The A-Team (Akimbo Team Productions, LLC) 1.0c (stable client) Mac OS, BeOS, Linux, Microsoft Windows
Release date(s) November 12, 1998 (v1.0c) Genre(s) Mode(s) Rating(s) Media FPS Multiplayer Not rated Download, CD
Action Quake 2 (also known as AQ2, Action, Action Quake) is a mod for the computer game Quake II created by The A-Team.[1] Although originally released in 1998, it still has a small player base mainly in South America, Scandinavia and especially in Finland, with active servers on several continents as of 2008. AQ2 was developed to recreate the look and feel of an action movie, having a fast pace and a semi-realistic damage system. It features many maps recreating realistic settings, such as city streets and office buildings, with a balanced range of weapons and equipment inspired by action movies. Action Quake 2 is essentially a version of deathmatch and team deathmatch in which most of the classic elements have been modified to some degree. Damage to extremities such as a shot to the leg with any weapon will cause damage and bleeding, along with crippling the player's movement until they bandage themselves.
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Overview
With a then unique style of play, realistic weapons and fast pace, AQ2 became one of the most popular Quake II mods. The mod caught the attention of id Software in June 1998, who wished to include it in their upcoming Quake II: Internet Pack No. 1 (Netpack 1): Extremities, a commercial add-on product for Quake II. This expansion CD was released in the U.S. on November 26, 1998, included was the final version 1.0c of Action Quake, along with 11 other publicly available mods, a collection of Quake 2 deathmatch maps, and player skins. Members of the development team would later go on to work on titles such as Action Half-Life and Counter-Strike.[2]
In-game screenshot.
Gameplay
There are two main modes of gameplay in Action Quake 2: Deathmatch (Free For All) and Teamplay. In Deathmatch, spawn points are distributed over most of the map, and players battle out in a free-for-all fashion in an attempt to get the most kills possible. The map changes when one of two conditions is met: either the timelimit is reached (and whoever has the most frags "wins"), or the fraglimit is reached (and whoever reaches it "wins"). By default each player spawns with only the MK23 pistol (with no extra ammo), and a Combat Knife (see below regarding equipment). Additional equipment can be picked up throughout the map, but in Action Quake 2 DM all weapons other than pistols, knives, and grenades are "unique", meaning that only one exists on that map at any time. Staying alive is rewarded with more frags for each player killed. In Teamplay, players are split into two teams and play is round based. Players select one primary weapon and one item to use, in addition to the default pistol and knife. The teams spawn on opposite sides of the map, and are then let loose to kill each other. If one team eliminates the other, they win the round.
External links
Action Quake 2 [3] at the Open Directory Project
References
[1] Caryn "Hellchick" Law. "Urban Terror!" (http:/ / archive. gamespy. com/ legacy/ spotlights/ urbanterror_a. shtm). GameSpy. . Retrieved 2008-07-14. [2] Gestalt (2000-03-10). "Interview - Minh Le of Counter Strike team" (http:/ / www. eurogamer. net/ article. php?article_id=265). EuroGamer. . Retrieved 2008-07-14. [3] http:/ / www. dmoz. org/ Games/ Video_Games/ Shooter/ Q/ Quake_Series/ Quake_II/ Modifications_and_Add-Ons/ Action_Quake_2/
''ARQuake''
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ARQuake
ARQuake is an Augmented Reality version of the popular Quake game by id Software. Created in the Wearable Computer Lab at the University of South Australia, ARQuake provides a first-person shooter that allows the user to run around in the real world whilst playing a game in the computer generated world. The system uses GPS, a hybrid magnetic and inertial orientation sensor, a custom made gun controller, and a standard laptop carried on a backpack. ARQuake was the first fully working Augmented Reality game created for outdoor use. The ARQuake project was started by Prof. Bruce H. Thomas. It An example of what ARQuake looks like was initially implemented by a group of honours students Benjamin Close, John Donoghue, John Squires and Philip DeBondi in the year 2000. Dr. Wayne Piekarski has further improved the game to work with the latest mobile AR technology. The game has never become commercial, existing only in its prototype state. However, it has generated some interest in the augmented reality world.
References
Thomas, B., Close, B., Donoghue, J., Squires, J., De Bondi, P., Morris, M., and Piekarski, W. "ARQuake: An Outdoor/Indoor Augmented Reality First Person Application." In 4th International Symposium on Wearable Computers, pp 139146, Atlanta, Ga, Oct 2000. Thomas, B. H., Close, B., Donoghue, J., Squires, J., De Bondi, P., and Piekarski, W. "First Person Indoor/Outdoor Augmented Reality Application: ARQuake." Personal and Ubiquitous Computing, Vol. 6, No. 2, 2002. Thomas, B. H., Krul, N., Close, B., and Piekarski, W. "Usability and Playability Issues for ARQuake." In 1st International Workshop on Entertainment Computing, Tokyo, Japan, May 2002.
External links
ARQuake Home Page [1] Wearable Computer Lab [2] University of South Australia [3] a_rage [4]: Augmented Reality Gaming Company (Closed in 2008)
References
[1] [2] [3] [4] http:/ / wearables. unisa. edu. au/ arquake http:/ / wearables. unisa. edu. au/ http:/ / www. unisa. edu. au/ http:/ / www. a-rage. com/
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Official logo Developer(s) Designer(s) CPMA team Concept Richard "Hoony" Sandlant Gameplay design leads Andrew "revelation" Wise Richard "Swelt" Jacques Adam "ix" Sibson Programming CPMA lead Kevin "arQon" Blenkinsopp Programming CPM Jens "Khaile" Bergensten Bartlomiej "HighlandeR" Rychtarski Andrew "D!ABLO" Ryder Art / modeling lead Christopher "4nT1" Combe Macintosh, PC (Linux/Windows)
Platform(s)
Release date(s) beta 3 / March 24, 2000 1.0 / August 28, 2000 Latest release Genre(s) Mode(s) Media 1.48 / July 27, 2010 First-person shooter Single player, Multiplayer Digital distribution
Challenge ProMode Arena (CPMA, formerly Challenge ProMode (CPM), unofficially Promode) is a freeware modification for id Software's first-person shooter computer game Quake III Arena (Q3A). CPMA includes modified gameplays that feature air-control, rebalanced weapons, instant weapon switching and additional jumping techniques. It also supports the unmodified vanilla Quake III (VQ3) physics, multi-view GameTV and demos, enhanced bots artificial intelligence, new maps, highly customisable HUD and many other features. Challenge ProMode Arena has become the standard competitive mod for Q3A since the Cyberathlete Professional League announced CPMA as its competition mod of choice.[1] The mod has its own division in Cyberathlete Amateur League,[2] is used in Electronic Sports World Cup,[3] and has its own competitions and leagues. Promode physics have been implemented in other Q3A notable modificationsDeFRaG and Orange Smoothie Productions (OSP).
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Development
The Challenge ProMode project was created by Richard "Hoony" Sandlant in May 1999, following the release of Q3Test, the beta version of Quake III Arena. Its goals were to make a more exciting and challenging game in the hope that this would help advance Q3A as a professional sport.[4] John Carmack, lead programmer of Q3A, suggested a more challenging version of the game might be better for professional gamers: If there were a small set of professional rules that I agree with in theory but have chosen not to pursue because they conflict with more common play, then an official "pro mode" might make sense. John Carmack, October 2, 1999[5] Before the design team began their work the CPM team asked the community to brainstorm a list of possible changes. The designers used these suggestions in a process of tweaking and testing to develop the Challenge ProMode gameplay. Two public beta versions were then released for feedback and input from the community. On August 28, 2000 the final version, 1.0, was released which was followed in December 2000 by the project changing its name to Challenge ProMode Arena to reflected the added multi-arena capability as Kevin "arQon" Blenkinsopp became the lead programmer.
Game modes
Among typical Quake III Arena modesFree for All (FFA), Team Deathmatch (TDM), Tournament (DM\1v1), Capture the Flag (CTF)CPMA features new game modes: HoonyMode (HM), Not Team Fortress (NTF), arQmode (APM), Clan Arena (CA), Freeze Tag (FTAG\FT), and Capture Strike (CTFS\CS). HoonyMode is a form of tournament introduced in November 2003 which is loosely based on the rules of tennis. During the warm-up, each player chooses a spawn-point or they are randomly generated if none are chosen. One player typically has a "stronger" spawn and the other a "weaker" one. When the game begins the player with the stronger spawn is considered to have the "serve" and each player death is treated as a point. After each point is scored players and the arena are reset and a new point is played; players switch spawn-points, so the player who had the "weak" spawn for the previous point now has the "strong" one, effecting a change of serve. All in-game behaviour (i.e. weapons, physics, etc.) remains the same as in the standard deathmatch.[6] Not Team Fortress is a class-based form of Capture the Flag introduced in April 2004. Players spawn with no armour and weapons determined by their class with health and armour regenerating during play. By default, there are four classesFighter, Scout, Sniper and Tank which can all by customised by the server administrator.[6] arQmode is a test mode which in 2003 became the official ruleset of Challenge ProMode, also known as PM2 (PMC or Promode Classic being PM1). The main aim of mode is to decrease the damage and knock-back of high-damage hit-scan weapons to reward use of predictive weapons as well as reduce the randomness in the spawn system. arQmode is now used to mean the development mode used to test new changes at the beta stage. Clan Arena is a team-play mode similar to Rocket Arena in which every player spawns with weaponry, health and armor and only respawns after one side has won the round by killing the opposition. The aim of Freeze Tag is to freeze the entire enemy team. Players are frozen instead of killed and teammates can rescue them by standing next to the icy body for three seconds. This frees the player to join the battle once more. Capture Strike is a CTF-variant similar to the Threewave CTF mod. According to the official Threewave CTF manual "Capture Strike is a fast paced blend of Capture the Flag, Rocket Arena, and Counter-Strike. Teams take turns being Offence or Defence and battle until one team is dead, or the Offence team captures the flag."[7] Each player respawns with weaponry, health and armor. The mod features three different promode gameplaysChallenge ProMode II (CPM\PM2), ProMode Classic (PMC\PM1), and Challenge Quake3 (CQ3), as well as vanilla (i.e. standard) Quake 3 (VQ3) physics and ruleset.
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References
"CPMA History" [8]. PromodeWiki (official wiki). Retrieved 2007-12-21. Challenge ProMode Arena 1.46 documentation
External links
Official website [9]
References
[1] "CPL Chooses CPMA Mod, VQ3 Ruleset" (http:/ / www. ggl. com/ index. php?controller=News& method=article& id=3666). GGL. 2006-07-26. . Retrieved 2007-12-21. [2] "CAL Opens Quake 3 CPMA Division" (http:/ / www. ggl. com/ index. php?controller=News& method=article& id=3403). GGL. 2006-06-22. . Retrieved 2007-12-21. [3] "ESWC 2009 Quake 3 Regulation. CHAPTER 3 GAME SETTINGS. Article 9. Game version" (http:/ / www. eswc. com/ world/ main. php?c=documents& s=display& ID_Document=440#9). ESWC.com. 2008-10-13. . Retrieved 2009-01-25. [4] "Concept" (http:/ / www. promode. org/ wiki/ index. php/ Concept). Official wiki. August 2002. . Retrieved 2008-03-31. [5] Hwang, Kenn (1999-10-02). "Carmack responds to FS Suggestions" (http:/ / www. firingsquad. com/ news/ newsarticle. asp?searchid=832). Firing Squad. . Retrieved 2009-01-25. Mirror available at The John Carmack Archive (http:/ / www. team5150. com/ ~andrew/ carmack/ johnc_interview_1999_Carmack_responds_to_FS_Suggestions. html). [6] Challenge ProMode Arena 1.46 documentation [7] "Threewave CTF for Quake 3 Arena" (http:/ / planetquake. gamespy. com/ View. php?view=MOTW. Detail& id=184). Planet Quake. 2001-03-10. . Retrieved 2008-03-31. [8] http:/ / www. promode. org/ wiki/ index. php/ CPMA_History [9] http:/ / www. promode. org/
''DeFRaG''
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DeFRaG
DeFRaG
All maps share the common objective of finishing in the fastest time possible. Developer(s) Designer(s) DeFRaG team Programming Cyril "cgg" Gantin Cliff "m00m1n" Rowley John "Ozone-Junkie" Mason Additional code Challenge Promode Piotr "Camping Gaz" ("CGaz") Zambrzycki "Firestarter" Ian McGinnis Mac OS X, Linux, Microsoft Windows 1.92.02 / 2009-09-11 First-person shooter Single player, Multiplayer Digital distribution
DeFRaG (also capitalised as defrag, abbreviated as df) is a free software modification for id Software's first-person shooter computer game Quake III Arena (Q3A). The mod is dedicated to player movements and trickjumping.[1] It aims at providing a platform for self-training,[2] competition, online tricking, machinima making, and trickjumping.[3] Hence it constitutes an exception among other Q3A mods.[4] The mod includes a variety of featurestimers and meters, ghost mode, cheat prevention and learning tools. Specially designed maps are provided that will rely on the player's movement abilities to be completed up to the finish line, while standard Q3A maps and Capture the Flag (CTF) fast captures are supported as well. Furthermore gamespace physics from both the original Q3A and the Challenge ProMode Arena (CPMA) mod are supported. The modification was released to the public in ca. October 2000.[5] In 2002 DeFRaG was selected as "Mod of the Week" at Planet Quake.[6]
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Overview
DeFRaG was initially designed for making possible a new kind of competition based on timed runs. Those competitions called "DeFRaG runs" differ from common speedruns in several ways. Unlike speedruns, DeFRaG runs are not done in maps from an out-of-the-box original game, but in specially designed and customed DeFRaG maps, and there are no opponents to be vanquished during the run. Because of their design many of these maps cannot be completed by normal player skills; rather trickjumping skills are indispensable. Furthermore start-, checkpoints-, and stop-triggers are built into the maps. As a proof of the accomplishment the mod automatically records a demo of every map completed successfully. Along with the demo, the precise time in which the map was completed is stored.[7]
CGazHUD (at center of the screen) provides three helper bars to help the player jump properly.
Violence
The DeFRaG modification is completely taking out violence from a first-person shooter. The gameplay mode or discipline called "deathmatch" came of age with Doom and was perfected in Q3A, the latter being dedicated to multiplayer competition.[11] From these games electronic sports, and particularly its professional variant emerged. The same games drove the computer games and violence controversy to unprecedented heights. While the Doom series was heavily criticized for its gory content,[12] the problem with Q3A was seen to be its focus on deathmatch, because in this discipline the ultimate objective is to kill ("frag"), as many other players as possible. But in DeFRaG's [sic] gameplay modes killing opponents has no place whatsoever. DeFRaG gameplay is all about improving the skills to exploit the peculiarities of the Q3A physics in order to move faster, to navigate along courses through the map topographies formerly deemed to be impossible, or to perform moves as yet unseen. In consequence, the in-game weapons are no more regarded as instruments of destruction. Rather DeFRaG players use them as tools for moving around gamespace. This transformation of a first-person shooter into a vehicle for "virtual gymnastics"[13] meanwhile has gradually been recognized by mainstream media. It is thrown into the public discourse as a counterweight to the stereotype of computer games fostering violent behaviour. The DeFRaG mod stars prominently in this.[14] [15]
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Movie making
The high-skill requirement of the game, along with the fast pace, cause that game movies are often made using content created by playing DeFRaG game modes. Within the community's tradition, especially the fastest runs, difficult trickjumping techniques are included in sequence. The DeFRaG demo-playback system includes settings to view the primary player from various angles and perspectives. This is in line with the history of the machinima phenomenon which originates from the speedrun community of Quake, the first game in the series.[13] [16] By following the argumentation of Stanford historian of science and technology Henry Lowood,[13] DeFRaG can be called an instance of transformative high-performance play. Some of these movies won gaming industry awards. For instance the freestyle trickjumping movie Tricking iT2 by Jethro Ryan "jrb" Brewin won five Golden Llamas Awards in 2004. The categories were: Best Picture, Best Audio, Best Tech, Best Editing and Direction, and Best Quake Movie.[17] In the following year the trick-stunt movie Reaching Aural Nirvana by "mrks" won a Golden Llamas Award in the category Best Audio.[18] Also in 2005 the art-house short movie defragged directed by Margit Nobis, an instance of Q3A machinima (its name is borrowed from the DeFRaG mod) was shown at numerous prestigious festivals, including the Vienna Independent Shorts festival.[19] [20]
Gameplay
Major versions history 1.92.02 1.92.01 1.91.08 1.91.02 1.91 1.90 1.80 1.70 1.50 1.43 September 11, 2010 July 9, 2009 October 2, 2005 March 30, 2005 April 4, 2004 July 11, 2003 October 19, 2002 August 10, 2002 March 19, 2002 January 4, 2002
All maps share the common objective of finishing in the fastest time possible, but there are variations on how this is achieved. Run mode is a flat-out race which the objective is to finish line. In accuracy mode, map is completed after a certain number of targets have been hit with the railgun (a Q3A sniper rifle). Level mode is similar to run, but map provide a number of alternative ways of reaching the finish line. In fast caps mode, the time is measured since the flag has been taken. Player may use many different jumping Training mode usually requires the successful usage of a particular techniques to complete a map. technique in order to complete the level. There also "freestyle" maps without primary objective, but where the player may practise particular techniques. The type of map can usually be seen in its name, although some do not follow this convention.
''DeFRaG'' There are two game physics and ruleset modesVanilla Quake 3 (VQ3) and Challenge ProMode (CPM). VQ3 is an original Q3A physics and game ruleset; CPM is an altered game physics delivered from Challenge ProMode Arena modification. It provides a gamemode which includes physics allowing for better air-control, rebalanced weapons, fast weapon switching and improvements of jumping techniques.
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Techniques
The completion of a DeFRaG map requires the use of a variety of trickjumping techniques. Most Training maps involve only one or two methods, but some more complicated Run and Level maps can require any number. Various map sections can require quick timing, combination, and flawless execution of several techniques. Jumping techniques Jumping techniques allows a player to move faster, farther and/or jump higher. The most common techniques included in Q3A and DeFRaG itself includes bunny-hopping, air strafing, strafe-jumping, circle-jumping, ramp-jumping, etc. Bunny-hopping is the most basic method of fast movement in which player is jumping repeatedly instead of running in order to move faster.[21] Strafe-jumping (SJ) is a technique necessary to complete the majority of DeFRaG maps, and is considered to be the most fundamental technique in trick jumping. It is only possible because of a specificity of the game's physics unintentionally allowing moving vectors to add up to greater acceleration. Basically, no matter if the player's character is moving on the ground (running) or is airborne (jumping), the game engine always strives to limit its speed. However, already in the original Quake it was discovered that by non-trivial timed sequences of striking the direction keys (involving moving sideways, "strafing" in gamer language) and movements of the mouse, this limitation of speed could be overcome. As the Quake engines are the basis of many games, the possibility of strafe jumping is existing within other games, too. But Q3A's trickjumping community has done the most thorough research on strafe-jumping,[22] and also developed several distinct sub-techniques including single-beat strafe-jumping,[23] single-beat strafe-jumping with airchange,[24] double-beat strafe-jumping,[25] half-beat strafe-jumping,[26] and inverted strafe-jumping.[27] The DeFRaG mod includes a helping tool, the Camping Gaz Head-Up Display (CGazHUD), which provides conveniently graphically formatted real-time feedback on acceleration and angles involved. Circle-jumping (CJ) is based on the same principles as strafe-jumping; circle-jumping more often than not is used as the starting technique for a strafe-jumping run.[28] Another technique involves ramped surfaces and it's called ramp-jumping; jumping on a ramped surface gives a height boost.[21] Air strafing can be done when the player is in the air, simply keeping him-/herself aligned at the optimal angle in relation to where the player wants to go, making the player go farther and faster whilst airborne; one of the methods for reaching difficult places. Weapon techniques Weapon-jumping techniques requires the player jumps off the ground and, by using the proper weapon, immediately afterwards fires a bullet (rocket, grenade, plasma or BFG plasma) onto the spot on the floor exactly or very near beneath her/him. The shockwave of the resulting blast delivers momentum to the player's character and propells her/him higher into the air than possible by regular jumping. The gain in momentum can be used for vertical, horizontal, and diagonal movement. In Q3A four weapons makes self-splash damage and can be combined with each otherrocket and grenade launcher, BFG10K and plasma gun.
Plasma-climbing
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Rocket-jumping (RJ) is the only tricking technique using a weapon that can commonly be observed in Q3A professional deathmatch competitionin spite of the resulting cost in health with self-inflicting splash damage enabled in this game mode. Depending on the size and topography of the map and proper synchronisation, two or larger number of rockets can be timed to impact on the very same spot a fraction of a second or n-th after the player arrives there. Thus the Multiple rocket-jump player can capitalize on the added momentum furnished by the detonation of multiple projectiles, accelerate substantially and travel long distances airborn. When playing in DeFRaG's multiplayer mode, projectiles fired by other players can be used as well. Grenade-jumping (GJ) is a technique which demands more exacting timing, because the grenade-launcher's projectile ricochets after it is launched, and its detonation is delayed. Combining more than one grenade in order to make GJ is also possible but may require more players due to detonation delay. BFG-jumping is a technique kin to rocket-jumping, and only insofar different as the BFG has a higher rate of fire and makes more splash damage. Plasma-jumping, also called plasma-hopping, is a technique in which plasma gives slight boost to the jump. Team tricking weapon-jumpings requires teamwork with minimum one additional player. In DeFRaG every weapon can be used in this technique; the other player's weapon may deliver additional momentum. Most common team techniques includes gauntlet-, rocket-, grenade- and rail-jumping. The plasma gun can be used to climb along walls (a technique called plasma-climbing). The vertical climb is the most basic variant. The successive recoil of the gun's rapid fire then lifts the player up the wall. By various combinations of direction-keys and mouselook horizontal and diagonal paths are possible as well. Expert performers can change the directions of travel en-route, climb down and up again, climb along curved walls, and hit high walls from mid-air to plasma-climb in any direction. Techniques exploiting bugs Techniques exploiting bugs capitalize on flaws in the game engine which in some maps lend special qualities to certain locations resulting in Q3A physics anomalies. If at particular spots the player falls from a certain height to the ground, they will be catapulted up again, although no jumppad is present (the technique is named overbounce). Overbounces can be combined with weapon techniques. The DeFRaG mod includes an "overbounce detector", a tool helping the player to identify locations in maps where an overbounce is possible. A variety of overbounce opportunities has been discovered, made into techniques, and have been named accordingly: vertical,[29] horizontal,[30] sticky,[31] diagonal ("weird"),[32] zero-ups diagonal,[33] and slippery diagonal overbounce.[34] [35] At certain locations when a player steps near a wall and jumps to it she/he will end up "sticking" to the wall in mid-air. Now the player can perform a speed-gaining technique like strafe-jumping without her/his character moving from the spot, but "accelerating" nevertheless. This is a real anomaly as the player character does not move in gamespace, but the game engine ascribes ever higher speed to it. The player then can "unstick" from the wall by firing a splash damage weapon into it, and subsequently will move with the speed gained "on the spot". This technique is called "sticky wall" or "rebounce".
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External links
Official website [36] Former official website [37] at Internet Archive Wayback Machine Breakdown-HQ [38]Community Genesis The Beginning Of [39]A tutorial video of the most common techniques used in DeFRaG, including the training map Arenas Episode 5: DeFrag [40]A machinima movie about DeFRaG
References
[1] Trickjumping is an integral part of the game allowing a player to jump higher, farther and move faster. For further reading, see techniques section. [2] Bourmaud, Gatan; Rtaux, Xavier (2002). "Rapports entre onception institutionnelle et conception dans I'usage". ACM International Conference Proceeding Series 32: Proceedings of the 14th French-speaking conference on Human-computer interaction (Confrence Francophone sur l'Interaction Homme-Machine). Poitiers, France: ACM. pp.137144. doi:10.1145/777005.777024. ISBN 1-58113-615-3. [3] Readme. DeFRaG 1.91.08 official documentation. 2005. [4] Sotamaa, Olli (2003-12-01). "Computer game modding, intermediality and participatory culture" (http:/ / www. uta. fi/ ~olli. sotamaa/ documents/ sotamaa_participatory_culture. pdf). New Media? New Theories? New Methods?. The Sandbjerg Estate, Aarhus University Conference Centre. . [5] Gantin, Cyril (2009-09-26). "DeFRaG official website" (http:/ / cggdev. org/ node/ 13#comment-1076). . Retrieved 2010-06-20. "Anonymous: When was this mod first released? Cyril "cgg" Gantin: Around October 2000, in France, I think - maybe a month earlier. We moved to Planetquake and started publicizing the mod outside the French community some months later." [6] "Mod of the Week: DeFRaG" (http:/ / planetquake. gamespy. com/ View. php?view=MOTW. Detail& id=152). Planet Quake. 2002-10-17. . Retrieved 2008-04-09. [7] "About DeFRaG" (http:/ / web. archive. org/ web/ */ http:/ / defraggers. free. fr/ html/ start. php). DeFRaG official website. Archived from the original (http:/ / defraggers. free. fr/ html/ start. php) on 2006-03-07. . Retrieved 2008-03-24. [8] "Q3A Map Archive" (http:/ / q3a. ath. cx/ ?adv). . Retrieved 2010-05-29. [9] "DeFRaG official website" (http:/ / web. archive. org/ web/ 20080203040522/ http:/ / defrag. planetquake. gamespy. com/ ). Archived from the original (http:/ / defrag. planetquake. gamespy. com) on 2008-02-03. . Retrieved 2008-03-24. [10] "DeFRaG Download" (http:/ / web. archive. org/ web/ 20071105210822/ http:/ / defraggers. free. fr/ html/ download. php). DeFRaG official website. Archived from the original (http:/ / defraggers. free. fr/ html/ download. php) on 2007-11-05. . Retrieved 2008-03-24. [11] Carmack, John in Kent, Steven L. (2004). The making of Doom 3. Emeryville: McGraw-Hill/Osborne. p.171. ISBN0072230525. [12] Silverman, Ben (2008-03-24). "Controversial Games" (http:/ / videogames. yahoo. com/ feature/ controversial-games/ 530593). Yahoo! Games. . Retrieved 2007-09-19. [13] Lowood, Henry E. (2006). "High-performance play: The making of machinima". Journal of Media Practice 7 (1): 2542. doi:10.1386/jmpr.7.1.25/1. [14] Kringiel, Danny (February 2006). "Auf dem Sprung" (http:/ / www. geemag. de/ relaunch_storyseite. php?story=69& ausgabe=19) (in German). GEE: Games Entertainment Education (1/2006). . Retrieved 2006-10-31. [15] Kringiel, Danny (February 4, 2006). "Trickjumping: Gamer machen groe Spruenge" (http:/ / www. spiegel. de/ netzwelt/ web/ 0,1518,398958,00. html) (in German). Spiegel Online. . Retrieved 2006-10-31. [16] Lowood, Henry E. (2005). "Real-time performance: Machinima and game studies" (http:/ / www. idmaa. org/ journal/ pdf/ iDMAa_Journal_Vol_2_No_1_screen. pdf) (PDF). The International Digital Media & Arts Association Journal 2 (1): 1017. . Retrieved 2006-10-31. [17] "Master Filmmaker Interviewed" (http:/ / www. ggl. com/ index. php?controller=News& method=article& id=1014). GGL. 2005-08-24. . Retrieved 2008-04-09. [18] "The Golden Llamas 2005 winners Announced" (http:/ / www. esreality. com/ ?a=post& id=1057399). ESReality. 2006-04-14. . Retrieved 2008-04-09. [19] "Vienna independent shorts: Das internationale Kurzfilmfestival" (in German) (PDF). Independent Cinema (Vienna: Independent Cinema) (2006): 21. 2006. [20] "Virtual Festival - VIS 2006" (http:/ / viennashorts. com/ en/ service/ virtual-festival/ 2006-virtual. html). Vienna Independent Shorts. . Retrieved 2008-08-04. [21] "swelt" (2003-10-20). "Learning How to Fly, Literally" (http:/ / www. esreality. com/ ?a=longpost& id=528333& page=2). ESReality. . Retrieved 2008-03-24. [22] "injex" (2005-07-07). "Strafing theory" (http:/ / www. funender. com/ quake/ info/ strafing_theory. htm). Funender. . Retrieved 2007-05-17. [23] Single-beat strafe-jumping is the most common variant of strafe-jumping. The player runs forward, jumps off the ground, in addition to the forward key immediately presses and holds one of the sidestepping keys, and, by moving the mouse, looks into the same direction as the initiated sideways movement. Very shortly before hitting the ground again, the player once more hits the jump button (this way contact with
''DeFRaG''
the ground is minimized and friction cannot set in) and immediately strafes and looks into the other direction. By flawlessly repeating this sequence, acceleration can be increased. But with gaining velocity, the angle of the mouselook has not only to be adjusted, but has also to be ever more precise, which makes strafe-jumping a demanding task. [24] Single-beat strafe-jumping with airchange is essentially the same as single-beat strafe-jumping with the difference that the direction of the sideways movement and of the mouselook is turned to the opposite side in the middle of the second jump after takeoff instead of immediately turning after the first jump. After those first two jumps, the players usually do not apply this technique anymore. [25] Double-beat strafe-jumping is essentially the same as single-beat strafe-jumping with the difference that the direction of the sideways movement and of the mouselook is turned to the opposite side not every, but only every second jump. [26] Since acceleration only depends on the vectors of input, there are alternate ways to strafe-jump. The basic idea of half-beat strafe-jumping is to reduce the mouse movement by starting with a normal strafe-jump and then continue by only pressing the sideway movement key of the other direction. The vector (and thus the place where to point the mouse) is very close to the vector of the first normal strafe-jump. Hence the name half-beat. [27] Inverted strafe-jumping is, since all strafing techniques are one kin, just another way to use the acceleration vectors. The idea is to only use the sideways movement keys, which will result in the exactly inverted movement of normal single-beat strafe-jumping. [28] In circle-jumping the player starts by facing at an angle of 90 to the direction she/he intends to go. Then she/he starts going forward, adds sideways movement into the intended direction, and simultaneously turns the mouselook into the same direction. When facing into the intended direction she or he hits the jump button, keeps pressing forward and strafe, and goes on turning the mouselook. When flawlessly executed speeds of more than 500ups can be achieved. [29] Vertical overbounce (VOB), sometimes referred simply as Overbounce (OB)The player falls from a certain height, without any sideways movement whatsoever, and is propelled up vertically again without loss of damage. It occurs when a player has 0 velocity in the XY components of the velocity vector (no horizontal speed). [30] Horizontal overbounce (HOB)The player falls and has lateral movement. When hitting the ground she/he will receive substantial momentum and be catapulted in the direction of the prior lateral movement. It occurs when a player has more than 0 velocity in the XY components of the velocity vector (horizontal speed exists). [31] Sticky overbounce (SOB)The gamephysics allows the players to have tiny offsets from the ground. These height changes occasionally produce new overbounce heights. Usually the sticky offset also produces an ob height to the ground the player is standing on, which can be used for small speed gains. There are two types of sticky overbouncessame height platforms and different height platforms. Same height platforms variation essentially cause the player to overbounce on the next jump, assuming that the landing will be on the same platform where the jump originates, or another platform that is at the same height. Different height platforms variation may also create an overbounce height for a platform below, for a height that is not normally an OB height. Sticky overbounces for same height platforms are useful for small speed boosts. [32] Diagonal overbounce (DOB), also called weird overbounce (WOB)As with the horizontal overbounce, the player falls and has lateral movement. When hitting the ground she/he taps the backward-key and is propelled diagonally into the air. [33] Zero-ups diagonal overbounce (ZDOB), also called zero-ups weird overbounce (ZWOB)An overbounce very similar to the DOB, just that it occures if the player hits the ground with zero X- and Y-axis speed and adds a very small movement at that very frame. This will result in a propelling comparable to the DOB, but more efficient. [34] Slippery diagonal overbounce (SDOB)When the player hits a slippery surface out of an overbounce height with a small speed from 1 to 6 Quake ups, he/she will be propelled diagonally into the air, basically behaving like a DOB or a ZDOB. [35] Overbounce Detection/Prediction. DeFRaG 1.91.08 official documentation. 2005. [36] http:/ / cggdev. org [37] http:/ / web. archive. org/ web/ */ http:/ / defraggers. free. fr/ html/ start. php [38] http:/ / www. breakdown-hq. com [39] http:/ / www. quakeunity. com/ file=2170 [40] http:/ / www. own3d. tv/ watch/ ae5%3A-defrag,13058. html
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''Malice''
103
Malice
Malice
Release date(s) October 15, 1997 (NA) Genre(s) Mode(s) Media FPS Single player, multiplayer Compact disc (1)
Malice is a total conversion for Quake, developed jointly by Team Epochalypse (which would go on to form Ratloop) and Quantum Axcess. Malice was published by Quantum Axcess in October 1997 and sold as a stand alone item. It would also later be available bundled with Q!Zone and the original Quake in the form of the Resurrection Pack for Quake, distributed by GT Interactive. The game requires a full version of Quake to run.
Background
Set in the 23rd century, the player assumes the role of a bandana wearing mercenary named Damage. Working for Colonel Bossman and his underground crime syndicate, the player is pitted against Bossman's main rival, Takahiro Industries. Takahiro industries has its own security too, with a small army of guards as well as various sophisticated robots. It is these, that Damage has to fight against, through various futuristic environments in order to assassinate his goal, Takahiro himself. However, as things progress, the Bossman seems less and less likely to pay Damage for his wares, it seems like someone is being double crossed...
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Gameplay features
Featuring totally new weapons, models, artwork and locations, Malice was almost totally unrecognisable from Quake the game on which it was based. Some of features in Malice include: 25 new maps This included 16 regular single player maps, 2 secret levels, and 7 deathmatch only maps. 10 new weapons Some of these weapons had to be manually reloaded by the player, although this has become the norm with first-person shooters nowadays, Malice was one of the first games ever to have this feature. Other weapons could set enemies (and the player) alight, both hurting the enemy and reducing their vision. 13 new enemies Not a single enemy was recycled from Quake. This, coupled with the other new assets made Malice feel like a totally different game, and not just a mod. New soundtrack Malice featured an entirely new soundtrack, with 9 new tracks composed for the game. Unlike the low-key ambience as heard in the Quake game, these tracks were higher tempo electronic rock tracks. New equipment Malice introduced various equippable "toyz" in the game. Amongst them, included a parachute, hoverboard, spy drone, and a drivable minisub which could fire heat seeking torpedoes. Items like the hoverboard, which would increase player speed, give the player the ability to boost upwards and negate fall damage, would also give an extra dimension to deathmatch, making Malice into an even quicker and more frantic game than it already was in the singleplayer. In-engine cutscenes In between levels, the story was conveyed via cutscenes with full audio rendered in the game engine. Although cutscenes rendered within the game engine have become prevalent in current first-person games, Malice was one of the first to successfully implement this. Game enhancements Malice added many new features. Although these features have now found themselves into the majority of modern first-person games, Malice should be noted for being a pioneer in this regard. Destructible Objects Objects could be destroyed or blown up, including lights which could be shot out and walls which could be destroyed to reveal different routes. Movable Objects Objects like crates could be pushed to reveal blocked paths or moved to enable a player to jump to a higher area. Weather Effects Effects like rain, thunder and lightning were added to the game, giving a more immersive realistic atmosphere to the game.
Critical reaction
Press reactions to the game were generally favourable, with the game earning positive reviews from all publications featured. Online publication Adrenaline Vault gave the game 4.5/5 and it won their "Best Addon Award" in 1997.[1] PC Gamer UK gave the game their "Game of Distinction Award", also in 1997. PC Zone also praised the game, noting favourable how well Malice managed to get away from the original Quake and awarded the game 80%.
Easter eggs
Within one of the game system files (PAK2.PAK) contains six bloopers of actor Dan Janis getting his lines wrong with humorous consequences.
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Bugs
The original release of Malice had a particularly bad bug, where the developers had forgotten to include a parachute in level 8 which was required as player needed to go down a very deep shaft. This made it impossible to complete the level and therefore the game. The developers admitted the mistake and advised players to use the console 'fly' cheat command until they were able to release a patch.[2]
External links
Web Archive for Team Epochalypse [3] Ratloop [4] Web Archive for Malice's Official site [5] Avault's Malice Feature site [6]
References
[1] [2] [3] [4] http:/ / web. archive. org/ web/ */ http:/ / www. avault. com/ ava97/ best_addon. asp http:/ / www. bluesnews. com/ archives/ nov97-4. html http:/ / web. archive. org/ web/ */ http:/ / www. planetquake. com/ epoch http:/ / www. ratloop. com/
[5] http:/ / web. archive. org/ web/ */ http:/ / www. qamalice. com [6] http:/ / www. avault. com/ featured/ malice/ index_ie. asp
''Nexuiz''
106
Nexuiz
Nexuiz
Alientrap Alientrap 2.5.2 X Window System (running under Linux, UNIX), Windows, Mac OS X 10.4 or newer October 1, 2009 First-person shooter Multiplayer, Singleplayer Download
System requirements 1 GHz Pentium III or Athlon, 512 MB of RAM, GeForce 2 or equivalent, 1.1 GB disk space
Nexuiz is a first-person shooter by Alientrap Software. It is a free game: source code is free software and data is free content. It is distributed under the GNU General Public License (GPL). Version 1.0 was released on May 31, 2005. The current version, 2.5.2, was released on October 1, 2009. Nexuiz uses DarkPlaces, a significantly modified Quake engine. The logo is based on the Chinese character "" (Li), meaning strength.
Overview
Nexuiz is a FPS with thirteen weapons, 24 official maps and over 240 community created maps, as well as 15 player models. The graphics in Nexuiz use coronas, the bloom shader effect, Realtime World and Dynamic Lighting and shadowing, shaders (with OpenGL 2.0), offset mapping, and High dynamic range rendering. All these effects can be turned off to make the game run on older hardware. Nexuiz is primarily multiplayer (though it includes a full single-player campaign, which allows one to play through the various multiplayer game types and maps with bots), and allows for hosting and joining of games. It can also support new gametypes, or whole conversions quickly applied to it (much like Quake). Nexuiz supports most Quake modifications (although with varying functionality). Currently there are a few custom mods and maps used.
History
Nexuiz development started as a Quake modification in the summer of 2001 by Lee Vermeulen. Soon afterward the project moved to the DarkPlaces Quake engine created by Forest Hale, who later also joined the project.[1] The original design called for a simple deathmatch project with a few levels and one character model to be released the next summer. After four years of development with no budget, Nexuiz 1.0 was released on May 31, 2005, completely under the GNU GPL, and by the end of June had over a quarter million downloads. Development continued after the initial release, with 1.1 released soon after, 1.5 released February 14, 2006, 2.0 released June 14, 2006 and 2.1 September 9, 2006. On February 29, 2008, nearly three years after the initial release, version 2.4 was released and brought major improvements to both the GUI and the graphics engine. This includes all new GUI graphics elements, as well as reflective water and improved particles.
''Nexuiz'' In October 2008, a call was made for more developers for Nexuiz by the main (and only) QuakeC developer, who identified organizational issues associated with a many user, one developer model.[2] Responses to this call highlighted the need for better documentation of QuakeC and the Nexuiz code, while also acknowledging the difficulty that documentation of this placed on the small team of Nexuiz developers. From mid-November 2008, a number of people expressed interest in continuing development of Nexuiz. On March 1, 2010, it was revealed a company known as Illfonic purchased the rights to the name Nexuiz, and a proprietary license to the source-code, the details of any potential legal conflicts are as of yet unknown. On July 13, 2010, Crytek announced that it had licensed the Cryengine 3 for Illfonic's Nexuiz.
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Reception
In the September 2006 issue of the magazine PC Gamer, Nexuiz was included in an article on Internet developers and free games impacting the industry. It also featured on the March 2007 Maximum PC and (version 2.4) was released on the May 2008 and August 2009 PC User cover disks. In 2009, Phoronix described version 2.5 of Nexuiz as the best open source FPS they had played, with refined gameplay and graphics that take advantage of modern hardware.[3]
GameStop
GameStop locations across the US held an in-store Nexuiz "PC gaming challenge". Interactive kiosks were set up in 10 different stores in 8 US cities. The kiosks gave users 2 minutes to earn the high score by doing the most damage possible to their AI opponents. The highest monthly scorer in each location won a $100 GameStop gift card. There were new maps every month, and each player was allowed one game per day. Game play was open to GameStop customers ages 13 and up, and ages 17 and above were eligible to win the monthly gift card for the high score. Cities with the Challenge were: Dallas, Miami, Chicago, Boston, Pittsburgh, Seattle, Los Angeles, and San Francisco.[4]
Development by IllFonic
On March 3, 2010, it was announced Nexuiz had been licensed to IllFonic game studios as a platform for a console version of Nexuiz. The console version is set to be released on both Xbox Live Arcade and PlayStation Network. The game will retain the same name, while adopting a futuristic, Victorian art style. The gameplay is stated to retain the essence of the original game, being fast-paced and "arcade style". It has been confirmed that it will be based on CryEngine 3, instead of the DarkPlaces engine used in the original game[5] [6] The main page of nexuiz.com has changed since then to reflect the console version of the game, rather than the open source PC game, although the PC game's page remains accessible.[7] Changes to the Nexuiz project initiated a fork called Xonotic.[8] [9] [10]
See also
First-person shooter List of free first-person shooters
External links
Nexuiz official homepage [11] Nexuiz for consoles official homepage [12] Audio Interview with Nexuiz Developer esteel (MP3) [13] Audio Podcast Interview with interviewed Lee Vermeulen founder and co-designer of Nexuiz (MP3/OGG) [14]
''Nexuiz''
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References
[1] Alien. "We NEED more developers! (post 48409)" (http:/ / alientrap. org/ forum/ viewtopic. php?t=3807& p=48409). . Retrieved 2008-12-28. [2] divVerent. "We NEED more developers!" (http:/ / alientrap. org/ forum/ viewtopic. php?t=3807). . Retrieved 2008-12-28. [3] Michael Larabel (April 3, 2009). "Nexuiz 2.5 Raises The Bar For Open-Source Gaming" (http:/ / www. phoronix. com/ scan. php?page=article& item=nexuiz_25& num=2). phoronix. . [4] (http:/ / www. alientrap. org/ nexuiz/ index. php?module=gamestoplocations) [5] http:/ / www. illfonic. com/ pressreleases/ Nexuiz_CryENGINE3_Press_Release. pdf [6] http:/ / www. crytek. com/ news/ news/ ?tx_ttnews& #91;tt_news& #93;=185& tx_ttnew& #91;sbackPid& #93;=1& cHash=aab01116b7 [7] Nexuiz Website Changed http:/ / www. nexuiz. com [8] "Welcome to Xonotic!" (http:/ / www. xonotic. org/ 2010/ 03/ 22/ welcome-to-xonotic/ ). . [9] "Nexuiz Founder Licenses It For Non-GPL Use" (http:/ / games. slashdot. org/ story/ 10/ 03/ 22/ 1859212/ Nexuiz-Founder-Licenses-It-For-Non-GPL-Use). Slashdot. . [10] "Nexuiz Gets Forked, Turned Into Xonotic" (http:/ / www. phoronix. com/ scan. php?page=news_item& px=ODA4OA). Phoronix. . [11] http:/ / www. alientrap. org/ nexuiz/ [12] http:/ / www. nexuiz. com/ [13] http:/ / esportstv. com/ newsite/ ondemand/ audio/ eSportsTV_Nex_Interview_Esteel%20Oct%2001. zip [14] http:/ / www. opengamingnow. com/ podcast/ open-gaming-now-podcast-1/
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Success
Part of the reason for the mod's widespread success is that in most cases it did not change the core gameplay of the host game, but extended it with admin and referee functionality, as well as other visual and administrative details that improved the game experience for both server administrators and players. These changes also made it much easier (and in some cases possible) to host competitive events for the game, particularly over the internet.[3] For some games, there were also additional variations on gameplay provided such as with Soldier of Fortune 2, adding the OSP++ and SoF2++ game modes as well as the VIP game type. The OSP team worked on several other mods for Quake II that made it to varying levels of completeness. These include APC [4] (canceled), Mutilator [5] (canceled), Rocket Olympics [6] and a Quake II ngLog mod [7]. In late 2004, derean announced his intention [8] to develop a mod for Doom 3, however a month later decided to cease development. The EMZ team [9] took the Doom 3 OSP alpha code and used its concepts as the basis for a new mod [10], while managing to keep a similar feel to OSP's mods.
OSP developers
Jason "Rhea" Keimig Sander "Dessignator" Brandenburg Christian "SHoD" Farcy Tim "Gouki" Pearson Greg "Phred" Price "myrddin" Craig "BotanikA" Sparks Brian "stIen" Sparks Scott "Spudman" Woodward Brandon "Green Marine" Reinhart Gary "Monk [14]" Stanley Mathieu "derean" Rouleau
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External links
Current Official Site [20] Archive of Official Site Last 2005 Version [21] Archive of Earliest Available Official Site [22] Earliest Available OSP About Page [1]
References
[1] http:/ / web. archive. org/ web/ 19991118141636/ www. orangesmoothie. org/ about. html [2] "New OSP Tourney" (http:/ / www. shacknews. com/ onearticle. x/ 14780). Shacknews. 07-02-01. . Retrieved 2008-07-14. [3] "Quake 3 v1.25 - Stop Fiddling!" (http:/ / www. eurogamer. net/ article. php?article_id=892). EuroGamer. 02-10-00. . Retrieved 2008-07-14. [4] http:/ / web. archive. org/ web/ 19990819071831/ www. orangesmoothie. org/ apc/ [5] http:/ / web. archive. org/ web/ 19990819091510/ www. orangesmoothie. org/ mutilator/ [6] http:/ / modcentral. planetquake. gamespy. com/ reviews/ rocketolympicsrev. htm [7] http:/ / web. archive. org/ web/ 20010119175400/ http:/ / www. orangesmoothie. org/ ngLogMod/ [8] http:/ / doom3. planet-multiplayer. de/ article. php?255. 100 [9] http:/ / the-emz. com/ [10] http:/ / the-emz. com/ doom3/ latest/ [11] http:/ / www. vortah. net [12] http:/ / www. vortah. net/ osp/ files/ release/ history. txt [13] http:/ / orangesmoothie. com/ [14] http:/ / people. summit-servers. com/ monk [15] http:/ / www. orangesmoothie. org [16] http:/ / www. orangesmoothie. com/ [17] http:/ / pneservices. com/ [18] http:/ / dogsnot. com/ [19] http:/ / www. overlandaudio. com/ [20] http:/ / www. orangesmoothie. org/ [21] http:/ / web. archive. org/ web/ 20050316095623/ http:/ / www. orangesmoothie. org/ [22] http:/ / web. archive. org/ web/ 19990819083734/ http:/ / www. orangesmoothie. org/ index. html [23] http:/ / www. clanbase. com/ feature. php?nid=12
''OpenArena''
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OpenArena
OpenArena
OpenArena team 0.8.5 (February 23, 2010) Linux, FreeBSD, OpenBSD, Mac OS X, Solaris, Windows August 19, 2005 First-person shooter Single-player, Multiplayer Internet download (see external links for download)
System requirements Pentium 166 MHz processor, 64 MB of RAM, 8 MB video card with OpenGL acceleration
OpenArena is a free and open source first-person shooter (FPS) computer game based heavily on the Quake III Arena style deathmatch. The OpenArena project was established on August 19, 2005, the day after the id Tech 3 GPL source code release. It is still in early development. OpenArena's primary goal is to make a completely free, open source FPS game derived from Quake III. Its game engine is ioquake3, based upon id Software's GPL id Tech 3. In addition, a "missionpack" add-on is planned, to take advantage of the GPL'd Quake III: Team Arena source code. The newest version of OpenArena 0.8.5 was released on February 23, 2010. The version 0.8.0 was removed because of the non-free content from the previous version. OpenArena is available from the default repositories of a number of Linux distributions, including Debian, Fedora, Gentoo, Mandriva, and Ubuntu. It is also in development for the Maemo mobile operating system.
Overview
OpenArena's gameplay is the exact same as Quake III Arena - score frags to win the game using a balanced set of weapons each designed for different situations. Guns include a chaingun, rocket launcher, shotgun, and railgun. The Quake III style of play is very fast and requires skill to be played successfully online. Just as important will be knowing how to modify configuration settings and especially those related to Network connection. Modifying command lines in the Configuration files for packet dumps and more complex issues like 'timenudge' can give players big advantages in the Arena and the effect
''OpenArena'' of being 'faster' than other less configured opponents. In addition to all this 'Ping' (basically how fast your internet connection) will play a huge role in determining the success of a player. In recent years OA has become more a competition of 'network configuration tweaks' than most anything else. Gameplay modes exist such as Deathmatch, Team Deathmatch, Tournament, and Capture The Flag (all modes also in the original Quake III). OpenArena version 0.7.6 adds the new Elimination, CTF Elimination, Last Man Standing and Double Domination gametypes. Domination mode is available, too, and the same are Harvester, One flag CTF and Overload modes (the latter three are from Quake 3: Team Arena). OpenArena has undergone compatibility testing with some Quake 3 mods and maps. Because "OpenArena" is not finished, some of the many mods and maps created for the original game are not compatible. A list of tested mods can be found at http://openarena.wikia.com/wiki/ModCompat More recently OpenArena has advertised itself [1] [2] as a "sexy" first person shooter and warns that some models are near nude (only covered with tight clothing or hair), in addition to the game's violent theme, it is "not appropriate for children".
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See also
List of free first-person shooters First-person shooters FreeDoom, a similar effort but for Doom
External links
OpenArena website [5] modDB project page [6] OpenArena wiki [7] OpenArena on Linux Links [8] OpenArena used for network monitoring tool (L3DGEWorld) [9]
References
[1] http:/ / openarena. ws/ [2] http:/ / openarena. ws/ about. html [3] Peter Eisert and Philipp Fechteler (2007). Remote rendering of computer games. Proceedings of the International Conference on Signal Processing and Multimedia Applications (SIGMAP), Barcelona, Spain, July 2007.. [4] Lucas Parry (2007). L3DGEWorld 2.1 Input & Output Specifications. CAIA Technical Report 070808A, August 2007.. [5] http:/ / openarena. ws [6] http:/ / mods. moddb. com/ 5727/ OpenArena/ [7] http:/ / openarena. wikia. com/ wiki/ [8] http:/ / www. linuxlinks. com/ article/ 20080510192350730/ OpenArena. html [9] http:/ / caia. swin. edu. au/ urp/ l3dge/ tools/ l3dgeworld/
''Q2CTF''
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Q2CTF
Quake II: ThreeWave Capture the Flag
Developer(s) Publisher(s) Series Version Platform(s) Release date(s) Genre(s) Mode(s) Media Threewave ID Quake 1.5 PC 1998 First-Person Shooter Multiplayer CTF Downloadable content
Quake II ThreeWave Capture the Flag also known as Zoid's CTF, or Q2CTF, or simply (Vanilla) CTF within the Quake II community, is an objective-based teamplay mod for Quake II inspired by the traditional Capture the Flag game.[1] It was released on 19th Feb 1998. This mod ultimately influenced many other Capture the Flag mods for games to come.[2]
Description
The readme file that came with the mod provided an explanation of the game:
Attack the enemy base, grab their flag, then take it back to your base. In this variation you must touch your base flag when carrying the enemy flag in order to score - if your flag isn't at your base when you return, you or your team must get it back to gain points and captures.
The Grapple
That there is a T-56 Grappling Assembly. In this exercise you will use it to escape and evade the opposing team.
Sergeant Boomer
The release of ThreeWave CTF, introduced the grapple to the world of Quake II. Technically the grapple is a weapon and the hook can indeed do damage. However the primary feature is that it enables the player to travel around the map at greater speeds and access places that are not normally easy to reach. The grapple is sometimes regarded as the signature item of the mod, perhaps even more so than the flag.
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Tech Power-ups
At the start of the game, four different tech power-ups randomly spawn on the map. A player can only carry one tech at a time. They appear as spinning rings with symbols inside. The four techs are: The Power Amplifier (aka pamp, amp) Symbol is a large, yellow nail. This increases weapon damage given out, by default it doubles the damage from all weapons fired by the bearer of the tech. Often considered as the most important tech, it is usually given to the defender. When paired with quad damage, this increased weapon damage by 8x (accompanied by a lightning sound). The Disruptor Shield (aka dis) Signified by a large gear. This reduces all damage effects on the bearer. By default this halves all damage taken by the bearer, however the bearer's armour will sustain the full effect of damage. The Time Accelerator (aka accel, haste) Symbolised by a pair of wings. Increase weapon firing rate. By default this doubles the firing rate of all weapons. The Auto Doc (aka doc, regen) Logo is a red cross. This tech regenerates health and armor constantly. Generation is in effect until a maximum of 150 health and armour. Along with the power amplifier this is often the most sought-after tech.
Mods
This section does not include mods that are inspired by Q2CTF but those mods that merely increase functionality without much change in the gameplay. L-fire CTF
Communities
Matchplay Roles
While Q2CTF could be played without any form of teamplay or responsibility, early on it became clear that match victory is best achieved by allocating roles to team members and developing map-specific strategies. Typically players organise themselves into roles that involve defensive, offensive or specialised jobs. In maps with quads the team's ability to time the quad's spawn accurately was determined to be pivotal to victory and often scripts or external 'quad timers' were brought into use and have been the subject of much controversy. defender This is a player, typically picked for his/her weapon aiming ability, and has the job of defending the flag or base from attacking enemies. Sometimes the defender is tasked with supporting the team in midfield when necessary but usually from the safety of an onlooking vantage point. The defender often has priority on any tech acquired for the team and the Power Amplifier is invariably given to the defender. If there are many players in the team or the map layout is such that a strong defence is helpful, two or more defenders are used however there is always a single player considered as the main defender. quad attack (booster) The more expert teams have a player who is supported in every way possible to get hold of the quad in order to mount an effective attack on the enemy base. Typically the team would feed the booster with a powershield and cells, the autodoc or disruptor and fend off any enemies from around the quad area so that the booster can collect the quad when it spawns. support Those without a specific role are classed as support players and generally act as body-shields, item-hoovers or midfield clearers. grappler Often a team might have a specialised grapple-only role who is particularly skilled with the use of the grapple, not only in the sense of speed but evasiveness - this member should escape with the flag to the route which will see the enemy defence being weakened and killed.
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Leagues
OGL (USA) Usually, this ran 4v4 ladders OGL, CLL, Clanbase (mainland Europe) The common mode was 5v5 with the BFG off. ClanBase was founded as a Dutch Q2CTF ladder in 1998 and is currently one of the largest online gaming leagues in the world. Savage (UK) Sunday evening matches played 6v6 with the BFG on. Savage itself began as a Q2CTF league. LCQ (Chile) Used the off-hand version of the grapple and air-acceleration.
World Top 6
At the beginning of the year 2000 and with the decline of Quake II The CLQ released the top 6 players of Q2CTF in the world. 1. 2. 3. 4. 5. 6. BooSnaga El'Mundo Sugekoppen Blasterbo Jerkster DozeOze
CLANS In the beginning of the late '90s, clans were getting more organized, tactical and strategic. The famous clan [P] (Pixeleers) had long proven innovative with new strategies along with legal color coding binds, .wav timers, and more, all of which were copied by many other clans.
The BFG
The BFG is the most controversial weapon. Different regions of servers often had different rules, a significant majority of UK servers kept the BFG enabled, while European servers opted to disable it altogether. The arguments surrounding the use of the weapon are often centralised with balancing the game, and the perception of skill required to use the weapon.
References
[1] Darren "Dakota" Tabor. "CTF Shoot-out Part II: Quake III Arena" (http:/ / archive. gamespy. com/ legacy/ articles/ ctfshootout2_a. shtm). GameSpy. . Retrieved 2008-07-14. [2] Todd "Tungsten" Northcutt. "The Minions Speak" (http:/ / archive. gamespy. com/ legacy/ spotlights/ lmctf2. shtm). GameSpy. . Retrieved 2008-07-14.
''Quake 3 Fortress''
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Quake 3 Fortress
Quake 3 Fortress
Developer(s) The Q3F team Designer(s) Genre(s) Mode(s) Media Ian Winter ([SW]Falcon) First-person shooter Multiplayer Download
[1]
Quake 3 Fortress (Q3F) is a mod for the computer game Quake III Arena.[2] The game was a class-based fortress mod, where players would select from one of nine classes and would play on the red or blue team. The primary game type was Capture the Flag, though maps created by the community allowed for additional game types such as dueling.
History
Q3F went through a series of versions. The majority of its lifecycle and the height of its popularity occurred during the Beta 1.x versions. During this phase, the mod was extremely popular in the Quake 3 community across the globe and there were several clans and leagues that focused solely on the mod. The most significant change in the mod came with the highly anticipated release of Beta 2, in which the development team made major changes to the look and feel of the mod, as well as the gameplay. After the release of Beta 2, playership decreased dramatically until Q3F servers were all but nonexistent. After leaving Q3F, much of the community went on to other mods such as Rocket Arena 3, or other games like Enemy Territory Fortress. After Q3F, some members of the development team moved on to form a company called Splash Damage.
References
[1] Scott Osborne (2001-05). "Life on a Mod: Inside the Unreal Fortress" (http:/ / archive. gamespy. com/ articles/ may01/ unf/ ). . Retrieved 2008-07-14. [2] Scott Osborne (2001-05). "Life on a Mod: Inside the Unreal Fortress" (http:/ / archive. gamespy. com/ articles/ may01/ unf/ ). . Retrieved 2008-07-14.
''Rocket Arena''
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Rocket Arena
Rocket Arena (RA) is a free mod for the multiplayer first-person shooter games Quake, Quake II, Quake III Arena and Quake 4. There are also ports for Half-Life (called Lambda Arena) and Unreal Tournament. Rocket Arena was created by David "crt" Wright of GameSpy and first released for Quake in 1997, less than a year after Quake's debut. It became a successful and influential user-created game modification.
Gameplay
Rocket Arena is very similar to standard deathmatch, in that players battle it out against each other for survival. The major differences are that the players all start with identical resources (including weapons, ammunition, health, and armor) and that all resources are removed from the map (preventing players from improving their condition). These two conditions focus the gameplay towards fighting and away from more traditional deathmatch techniques that involve resource domination. Each Rocket Arena game contains one or more rounds. Each round begins by spawning players randomly throughout the map, or arena. Once a player is fragged, he or she is removed from play, and allowed to spectate. When one team has no more players in the arena, the other team wins the round and the next round begins. The team that wins the most rounds, wins the game. Games are played continuously.
Practice mode
There are no teams. Every player enters the world as invincible with infinite ammunition. As the name implies, it is for practicing. Often used to learn the intricacies of the maps.
Popularity
Rocket Arena aims to correct some of the weaknesses many perceive with conventional deathmatch. In particular, in deathmatch, slain players are reincarnated in a relatively weak condition, and often face opponents that have gathered better resources. This can lead to conditions where a few players can dominate a game, hoarding all of the game's resources and repeatedly kill their perpetually disadvantaged opponents without ever dying themselves. Such
''Rocket Arena'' domination isn't always a good reflection of the dominant player's fighting skills, but instead it frequently reflects their map prowess and resource gathering skills. Rocket Arena aims to level the playing field by giving reincarnated players full health, weapons, and armour. No further pickups are available, so each player's condition monotonically decreases through the game, until they are killed and reborn.
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Critical reaction
Rocket Arena 3, the version of the mod for Quake 3 was given the PC Zone award for excellence and received a score of 89%. Dave Woods described it as "even faster and reliant on reflexes and quick thinking [than Quake 3]. Top stuff indeed."[1] The publication also scored Rocket Arena: UT (for Unreal Tournament) 4 out of 5, praising its fast and furious gameplay and the quality of the maps. It did not however, rate the UT version as highly as Rocket Arena 3.[2]
External links
Official site [3], however only a holding page (22nd June, 2010) Rocket Arena for the Quake series [4]
References
[1] [2] [3] [4] Dave Woods (2000). Chris Anderson. ed. PC Zone, October 2000; issue 94. Dennis Publishing. pp.109. Richie Shoemaker (2001). Dave Woods. ed. PC Zone, May 2001; issue 102. Dennis Publishing. pp.96. http:/ / www. rocketarena. org/ http:/ / www. fileshack. com/ file. x/ 3547/ Rocket+ Arena+ 3+ v1. 76+ Win32+ Client
''Shrak''
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Shrak
Shrak
Shrak is an unofficial total conversion mod developed for id Software's Quake by Quantum Axcess. Released January 30, 1997 at an MSRP of $19.99, it received modest success and provided the financial shot in the arm necessary for Quantum Axcess to develop the significantly more popular and highly regarded Malice. Shrak's environments tend to be more abandoned-looking than Quake's, with a greater emphasis on post-apocalyptic themes and puzzles. The provided Red Book Audio soundtrack is ambient electronica by Bonetribe. It shipped with Capture the Flag, Deathmatch, and Bugwar game modes, the latter of which allows the player to compete in teams of either scorpions or spiders.
Programming information
Matt Walsh made all of the Quake-C programming changes consisting of a combination of original code and ideas submitted/borrowed from other Quake-C authors. He discovered id's original code that checked whether the player was in the water dominated the performance profile. He changed the code so this expensive check was made half the time, causing this routine to disappear from the profiling data completely with no perceptible changes. Walsh also fixed a few bugs id had left in, such as some of the code to play the unlocking sound for certain doors. Code for the Shrak monster itself was a bit tricky. Shrak is killed in 2 stages. The first stage is basic; hit Shrak with enough damage from any angle until he splits open revealing his heart. But then his heart must be hit directly with the inflator gun. The geometrical calculations to determine if this had happened were not straightforward, because bounding boxes in Quake translate but do not rotate the rotation of characters is strictly an aesthetic feature. This was one of the first FPS implementations of a character that reacts differently to attacks based on the point of impact.
Sound
Nearly every sound was re-engineered in Shrak. Many of them were done by Walsh, inspired by the 'shaped raw sound' techniques used by sound engineers of early sci-fi movies such as Star Wars. One of the most useful techniques discovered was to reduce the speed of the sound. Attentive players will notice that they can hear "When Twilight Falls on NGC 891" by Martin Segundo and his Scintilla Strings as performed in the movie Dark Star. The last 4 notes of "When the Levee Breaks" as performed by Walsh on keyboard can also be discerned when picking up certain weapons.
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Incompatibilities
The structure of a Quake map (or BSP) is such that all texture resources for that level are contained in a WAD2 file (to prevent confusion with Doom's WAD file format). Consequently, any levels made with the original Quake's textures contain id Software's intellectual property. These could not be distributed without id's consent and compensation. Because Quantum Axcess was unwilling or unable to pay id Software for the rights to use its textures within the levels, they came up with a workaround: Shrak's maps contain none of id's intellectual property, but an application included on the CD-ROM processes Shrak's PAK files and adds id's textures to them, and exploits this legal loophole. Following Malice's release, id Software changed Quake's licensing structure to prevent this from happening. Impel Production's unofficial third mission pack, Abyss of Pandemonium shows the results of this: all textures are cleverly designed lookalikes to avoid potential legal liability. The provided third-party texture combining application does not work outside of Windows 95, 98, or Millennium Edition, or a DOS-compatible environment. Linux users have presumably been out of luck since the beginning, and Windows NT 4.0/2000/XP users are unable to play the game without going to some trouble. One workaround for this is to create a small partition on a hard drive, install Quake to it, boot the PC from a custom boot disk with a DOS install and CD-ROM support, install Shrak, and then recopy these files to the volume where Quake is installed. It is also possible to use DOSBox to run the executable from the command-line. There is also an updated version of the combining application available on the FAQ page of the Shrak homepage, along with instructions for completing the installation.
External links
Gamespot Review [1] Shrak Homepage [2] Matt Walsh's Shrak Page [3]
References
[1] http:/ / www. gamespot. com/ pc/ action/ shrakforquake/ [2] http:/ / www. shrak. com/ shrak. html [3] http:/ / mattwalsh. com/ twiki/ bin/ view/ Main/ ShrakProject
''Smokin' Guns''
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Smokin' Guns
Smokin' Guns
Developer(s) Version Platform(s) Release date(s) Genre(s) Mode(s) Media Smokin' Guns Productions and Iron Claw Interactive 1.0 (Standalone) Linux, Microsoft Windows, Mac OS X January 1, 2009 First-person shooter Multiplayer Internet download
System requirements 1GHz Processor, 256MB RAM, 400MB Hard Disk Space, 64MB OpenGL Video Card
Smokin' Guns (SG) is a first-person shooter video game. Smokin' Guns is intended to be a semi-realistic simulation of the "Old West's" atmosphere and was developed on id Software's Quake III Arena Engine. Gameplay as well as locations are inspired by Western movies[1] , particularly from the Italowestern respectively Spaghetti Western genre. Smokin' Gunss codebase is free and open source software, distributed under the terms of the GPL; it is built upon ioquake3, an upgrade of the original Quake III engine. The artwork and other media are licensed under a proprietary non free license.
Gameplay
Smokin' Guns is a semi-realistic simulation of the "Old West's" atmosphere.[2] The game is a so called total conversion which was developed on the Quake3 engine. It includes new weapons created with historically correct information about damage, rate of fire, reload time, etc. Moreover, it includes new gametypes and maps inspired mostly by movies as well as a custom soundtrack. The game differs in many aspects from similar games which are based on Quake3: It is not possible to regenerate health. All damage taken remains until a player finally dies and is revived. Weapons have to be bought with money which is given as a reward ("bounty") for defeating opponents. The amount of money depends on the rank of both players involved. Defeated players lose their weapons and other equipment which can be picked up by others. There are only very few weapons lying around in maps (in contrast to normal Quake3). Money pick-ups can be found in several maps (Depending on gametype).[3] It is possible to play in Akimbo-Mode, that is, with two pistols in parallel. The pistols do not necessarily have to be of the same type.
Gamemodes
The following game modes are included in Smokin' Guns:[4] Bank Robbery: The goal of this game type is robbing the bank. One team has to attack the bank and steal the "money bag". The robber's team is equipped with two sticks of dynamite each, which allows them to blow a hole in the building and proceed to the money.[5] After grabbing the money, they have to head back to the escape point with it to win. The second team is protecting the bank and will try to prevent the other team from getting in. While a robbery might be more difficult to pull off, it will be more profitable than defeating the defending team.
''Smokin' Guns'' Deathmatch and Team Deathmatch: This mode resembles the classic Deathmatch gameplay. Players spawn at random areas of the level and must compete against other players in a wild west shootout. The winner is the one who defeats the most opponents in a set time or kill limit. The levels have money and weapons that the player may pick up, and more money is awarded when the player defeats an opponent. This allows the player to purchase new and better weapons. In Team Deathmatch mode, the players are divided into two teams. The winning team is the one who defeats the most opponents in a set time limit. Levels remain the same as normal Deathmatch mode. Duel: The duel mode resembles classical western shoot-outs using only pistols. This game type is suitable for 2, 3 or 4 players and also for 2 player teams. The duel maps are huge maps divided into several parts. Separate Duels can be performed in each part of the map (up to 16 players are supported per map). The details of the duel are as follows: The combatants stand opposite each other while a musical clock starts to play. When the music stops the duel begins. The holstered pistols have to be drawn, it will take a few seconds until one can aim precisely (this will be indicated by the crosshair gradually fading in). During this time the player can decide whether he wants to face his opponent (with poorer chances to hit) or seek cover. The winner of the duel gets money and usually stays on the map part he "won" where he will meet the next challenger. Round Teamplay: This mode is a cross between Bank Robbery and Deathmatch. Players are divided into two teams. A point is awarded to the team who defeats the opposing team. The winning team is the first to reach the set amount of points or has the most points in a set time limit.
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Development History
Smokin' Guns was originally developed by Iron Claw Interactive under the name Western Quake 3. From 2001 to 2003, Iron Claw Interactive released two versions (beta 1.0 and beta 2.0) as modifications respectively total conversions for Quake III Arena. Further development by Iron Claw Interactive stopped after the release of version beta 2.0 in 2003. The development was continued by a new team in 2005 in cooperation and with the blessings of Iron Claw Interactive. The new team released two additional versions of Western Quake3 (beta 2.1 in 2005 and beta 2.2 in 2006). The new team, going under the name of Smokin' Guns Productions, released Smokin' Guns 1.0 as a standalone version based on the open-source Quake3 engine in January 2009.[6] The name of the game was changed in order to avoid legal problems as well as to reflect the work of the new team since it took over development in 2005.
Reception
Smokin' Guns and Western Quake3 were mentioned in German internet gaming magazine Extreme-Players[7] . Western Quake3 beta 2.0 was awarded the Mod-of-the-Month Award by ModDB[8] . It has also received positive reviews from several other websites.[9] [10]
See also
List of free first-person shooters
External links
Official Smokin' Guns website [11] Smokin' Guns official engine sources on SourceForge [12] modDB project page [13]
''Smokin' Guns''
123
References
[1] "Smokin Fun in the Wild West - EveryJoe.com" (http:/ / www. everyjoe. com/ newlinuxuser/ smokin-fun-in-the-wild-west/ ). . Retrieved 2010-01-04. [2] "Linux games mega collection - Part 7 - Dedoimedo" (http:/ / www. dedoimedo. com/ games/ linux-games-yet-more. html). . Retrieved 2010-01-04. [3] "Smokin' Guns - LinuxLinks News" (http:/ / www. linuxlinks. com/ article/ 20090205143621452/ SmokinGuns. html). . Retrieved 2010-01-04. [4] game mode descriptions at ModDB (http:/ / www. moddb. com/ games/ smokin-guns) [5] "Smokin' Guns - Cowboy First-person shooter Game for Linux. - Ghabuntu" (http:/ / www. ghabuntu. com/ 2009/ 11/ smokin-guns-cowboy-first-person-shooter. html). . Retrieved 2010-01-04. [6] "Smokin' Guns, a Free Western Shooter - AusGamers" (http:/ / www. ausgamers. com/ news/ read/ 2693847/ SmokinGuns. html). . Retrieved 2010-01-04. [7] News coverage (http:/ / www. exp. de/ product_news. php?pid=1510& aid=pc) [8] Western Quake3 "Mod of the month" Award (http:/ / www. moddb. com/ mods/ western-quake-3/ news/ mod-of-the-month-western-quake-3) [9] "Smokin Guns - TotalLinux" (http:/ / totalinux. org/ 2009/ 11/ smokin-guns/ ). . Retrieved 2010-01-04. [10] "High Noon with Smokin' Guns - Linux.com" (http:/ / www. linux. com/ archive/ feature/ 142226?page=2). . Retrieved 2010-01-04. [11] http:/ / www. smokin-guns. net/ [12] http:/ / sourceforge. net/ projects/ smokinguns [13] http:/ / www. moddb. com/ games/ smokin-guns
''Team Fortress''
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Team Fortress
Team Fortress
Developer(s) Designer(s) Team Fortress Software Robin Walker John Cook and Ian Caughley Windows
Platform(s)
Release date(s) August 24, 1996 Genre(s) Mode(s) Media First-person shooter Multiplayer Download
Team Fortress is a team- and class-based online multiplayer video game mod based on id Software's Quake. Team Fortress was designed and written by Robin Walker, John Cook and Ian Caughley in 1996. An official sequel developed by Valve Corporation was hinted at for many years, and was finally released in October of 2007.
Gameplay
The premise of the game is a class-based battle between opposing sides, Red and Blue. Players are defined by which class they select (i.e., Medic, Sniper, Soldier, Demoman, Pyro, Spy, Heavy, Scout or Engineer), with each class having strengths and weaknesses. Each class also has unique weapons (e.g., Pyro has the flamethrower and Heavy has the minigun) and abilities (e.g., scout being able to run the fastest.). A player can either choose to be on the red or on the blue team as well as in some maps there is also a green and a yellow team. The objectives can vary. You can be battling to gain control of an area, or you could be trying to capture the flag. On April 13, 1997 in Version 2.5 Beta A, Team Fortress introduced headshots to the FPS genre.[1]
Evolution
Team Fortress has evolved into an entire genre as fans of the original modification have created a multitude of slightly different versions for various games: Fortress Evolution for Quake III Arena was intended to create a very close replica of the original QWTF but was canceled and last released as an alpha build. It has recently returned as a standalone mod built upon Evolution Q3 but as a completely different project. A mod titled Q3F, for Quake III Fortress, was developed for Quake III Arena in 2001. This mod was further developed into the Wolfenstein: Enemy Territory mod Enemy Territory Fortress, or ETF, in 2005; it had a notable initial following and many servers still operate where pickup gathers take place on a daily basis. Team Fortress Classic was an extremely popular mod for Half-Life created in April 1999. There are still servers for and players of Team Fortress Classic today. NeoTF is a modification of Team Fortress Classic, originally created by BillDoor and further developed by Hitokiri_Battousai in 2001. NeoTF adds many new elements to the game that can turn it into a completely different experience. After Hitokiri_Battousai (HB) took over, he added many new features and created a larger fan-base than the original creator. There are still many servers hosting this once-famous modification.
''Team Fortress'' Unreal Fortress (abbreviated as UnF) existed for Unreal Tournament. Unf was heavily modified version of TF, with a strong emphasis on team rather than individual play. Thus scoring was not for flags retrieved but for individual class effort. Each class was renamed and heavily modified, like MegaTF classes had a wide range of capabilities, and were designed to help each other rather being a variation on the soldier class, for instance turrets could be upgraded by various classes. Unreal Fortress: Evolution first started out as UnF 2003 for Unreal Tournament 2003 but was made into a mod for Unreal Tournament 2004 when Epic released the newer version of the game. It has never left the beta stage. Another evolution of TF is the multi-games mod Weapons Factory that has several considerable modifications to TF classes which results in different gameplay, resulting in many servers having to put limits on specialists (non-soldier classes). There is also a large Custom TF [2] community presently active. Custom TF by Bill Kerney (aka Shaka[UVM]) has the normal classes of TF but also includes a "custom" option, where players have a set amount of money with which to buy weapons, armour and skills. MegaTF was another popular Team Fortress mod which featured new enhancements to each class like proximity mines, laser drones and airMirvs. The community slimmed after the popular East Coast and West Coast Biscuit servers were shut down for unknown reasons. There is a MegaTF mod currently in development for the Amnesia server called "MegaTF United" being developed by XavioR and other Team Fortress modders. Fortress Forever is a mod for the Source engine heavily influenced by Team Fortress Classic. Team Fortress 2 is a stand-alone multiplayer game created by the original designers who now work for Valve Software. The game has a cartoon-like look to it. Team Fortress 2 was in development for more than nine years and has had many changes to it along the way. AvP2 Team Fortress [3] is a mod that brings Team Fortress like gameplay and character classes to the Aliens versus Predator 2 game. The game modes are slightly different than Team Fortress Classic but they still rely heavily on teamwork. What's notable about this mod is that various classes are assigned to various species (i.e. the scout is an alien runner, predators act as spies and so on). Quake 4 Fortress [4], a mod focused on the fast paced action of the original Team Fortress, first started as a mod for Doom 3, but because of lacking network support moved on to be developed for Quake 4. Q4F 1.5 was released but production ceased early because of the lack of a Quake 4 player community. Jeremy Raymond (aka photeknix) and Jared Cone (aka 3j) also focused on professional careers in the industry around the same time. Jeremy is a Designer at ZeniMax Online Studios and Jared is a Programmer at Psyonix Studios. Gang Garrison 2 is an open source demake of Team Fortress 2. The yet unreleased Korean game H.A.V.E. Online appears to be heavily influenced by Team Fortress 2. Doom Fortress [5] is a Team Fortress mod currently under development for the Skulltag engine.
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Music
The song that played during the opening demo was "Ecce Gratum", the fifth movement from Carl Orff's Carmina Burana.
External links
The Citadel, one of the original Quake TF fan sites [6] The Biscuit Board (MegaTF) [7] Download Enemy Territory Fortress (ETF) [8] CustomTF forums [9] Original Intro Video [10]
''Team Fortress'' PlanetFortress [12] Team Fortress HeadQuarter's [13] (French) Teamfortress (pl) [14] (Polish) TFPortal [15] (bilingual - English/German) Team-Fortress .ES [16] (Spanish) TeamFortressXtreme [17] TeamFortress.se(swe) [18] (Swedish) OnlineGamerTF(swe) [19] (Swedish) Oz Team Fortress [20] at the Wayback Machine (archived June 27, 2005). at archive.org Custom TF [21] (server mod based on Team Fortress) Weapons Factory Arena [22] (mod for Quake III Arena) Enemy Territory Fortress [23] (mod for Wolfenstein: Enemy Territory) Team Elite [24] (mod for Star Trek: Voyager: Elite Force) Fortress Forever [25] (mod for Half-Life 2) AvP2 Team Fortress [26] (mod for Aliens versus Predator 2) Quake 4 Fortress [4] (mod for Quake 4)
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Software
References
[1] http:/ / www. moddb. com/ mods/ team-fortress [2] http:/ / www. customtf. net [3] http:/ / avp2fortress. lithfaq. com/ index. php?fortress_section=0 [4] http:/ / guildhall. smu. edu/ portfolio/ photeknix/ teamwork [5] http:/ / skulltag. net/ forum/ viewtopic. php?f=13& t=24630 [6] http:/ / www. planetfortress. com/ citadel/ [7] http:/ / boards. biscuitservers. net/ [8] http:/ / kgaming. eu/ index. php?p=etf_downloads [9] http:/ / customtf. sourceforge. net/ forum/ [10] http:/ / www. moddb. com/ mods/ team-fortress/ videos/ team-fortress-25-intro#imagebox [11] http:/ / www. tf2. com/ [12] http:/ / www. planetfortress. com/ [13] http:/ / www. tfhq. fr/ [14] http:/ / www. teamfortress. pl/ [15] http:/ / www. tfportal. de/ ?lang=en [16] http:/ / www. team-fortress. es/ [17] http:/ / www. teamfortressxtreme. com/ [18] http:/ / www. teamfortress. se/ [19] http:/ / www. onlinegamer. se/ [20] http:/ / web. archive. org/ web/ 20050627020628/ http:/ / ap. qgl. org/ mercury/ [21] http:/ / customtf. sourceforge. net/ [22] http:/ / www. planetquake. com/ weaponsfactory/ quake3/ [23] http:/ / www. etfgame. com [24] http:/ / teamelite. gamebub. com/ [25] http:/ / www. fortress-forever. com/ [26] http:/ / avp2fortress. lithfaq. com/ [27] http:/ / qwtf. digitaljedi. com/
''Tremulous''
127
Tremulous
Tremulous
Dark Legion Development FreeBSD, Linux, Mac OS X, Microsoft Windows 1.1.0 / March 31, 2006 1.2 beta / December 4, 2009 First-person shooter, Real-time strategy Multiplayer Download
System requirements 700 MHz CPU 256 MB RAM Intel GMA, 32 MB nVIDIA GeForce2, or ATi Radeon 7000 video card Stereo sound card 125 MB free hard drive space 56 kbit/s Internet connection
Tremulous is a free and open source team-based first-person shooter with real-time strategy elements.[1] The game features two opposing teams: humans and aliens. Each team must attack the enemy's base and team members, while defending their own base.[2] The game has been downloaded over 1,000,000 times[3] and was voted Player's Choice Standalone Game of the Year in Mod Database's Mod of the Year 2006 competition.[4]
Gameplay
Tremulous is a first-person shooter with elements of real time strategy.[5] Each team must construct and defend a base, consisting of structures which aid the players in some way. The most important structure is the spawn, which provides each team with reinforcements to replace players who have been killed. During a match, most players engage in fighting the enemy, while others maintain the base and construct new structures. In order to destroy the enemy, humans utilize various weapons, armor and other upgrades, while aliens may evolve into more powerful classes, each of which possesses unique abilities.
''Tremulous'' The teams do not have access to all possible upgrades and buildings at the beginning of the game. Each team must reach a threshold of frags in order to advance to the next developmental stage. The point at which a stage change occurs varies dynamically depending on the number of players on each team. Each new stage brings more upgrades for the humans and more classes for the aliens. In addition to requiring a certain stage, each human item or alien class must be purchased using currency earned in game. The aliens are awarded evos for killing their foes which may be used to evolve. The Humans gain credits. Players earn currency by killing enemy players or by destroying key enemy structures; the amount of received currency depends on what class the opponent was (or what structure was destroyed) and how much of the target's total damage was dealt by the killing player. As a mechanism to encourage builders, who naturally don't engage in combat, players are also rewarded currency every two minutes by simply staying alive. Builders are responsible for construction of new buildings and base maintenance. Each building takes up a certain number of build points available to each team. The number of build points can vary from map to map and server to server, limiting how large bases can become. To reduce the likelihood of the match ending in a tie, most games enter a sudden death mode ten to fifteen minutes before the draw/tie time limit. This is a period during which the building of most or all structures is prohibited, allowing attackers to more easily overwhelm the defenders.
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Aliens
The alien base is centered around a structure called the "Overmind", which is needed for their other structures to function and new structures to be built. Aliens spawn from Eggs. Eggs work even when the Overmind is dead, but new eggs cannot be built without it. As they earn evos, alien players can evolve into a new form in order to upgrade their health and gain new abilities. As the vast majority of alien attacks are melee attacks, most of these creatures depend on agility and special movement techniques such as wall-walk, wall-bounce, charging and pouncing over long distances to close the distance between themselves and their enemy.
Aliens classes
''Tremulous''
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Humans
Humans utilize various weapons, armors and other high-tech equipment as a means to augment their combat abilities. They are primarily suited for ranged fighting and need a strong, defensible base in order to survive. They can save up to 2000 credits for purchasing upgrades at the armory, which range from 70 to 600 credits in price. At the core of the human base is the "Reactor", responsible for powering nearly all other base equipment. If it is deconstructed or destroyed, automated defenses and upgrade structures are rendered useless; if it not immediately replaced the human team is usually defeated.
Human base attacked by dragoons early in game
Development
Tremulous' development commenced in early 2000 as a modification for the commercial computer game Quake III Arena. The gameplay is generally inspired by the Quake II modification Gloom, although they share no content.[6] . Version 1.0.0 was released on August 11, 2005. Because it was released after most other Quake III Arena mods, it was initially overlooked by many. Though Tremulous features a similar theme and game-play to Natural Selection,[7] the developers say it is neither based on it nor inspired by it. Development on the game began "long before NS was in the public domain".[6] The similarity in gameplay can likely be accounted for by the fact that the Tremulous team cite an earlier game as a possible inspiration, a Quake 2 mod called Gloom. Gloom may have had a similar impact on the development of Natural Selection. Following the release of the Quake III Arena source code under the GPL on August 19, 2005, the developers decided to rework Tremulous into a standalone, free and open source game. The current stable version, 1.1.0, was released on March 31, 2006 and is based upon ioquake3, a modified id Tech 3 engine. This version was better received than previous versions and attracted a considerable following in comparison to its peers. The latest version is 1.2 beta "Gameplay Preview". It was released on December 4, 2009 and is currently undergoing community testing and review. It has introduced a large number of gameplay as well as server and client changes and upgrades. The community is still somewhat divided over them.[8] Tremulous is licensed under the GPL, although it includes code from other projects that was released under other GPL-compatible licenses. Most of the game media is licensed under the Creative Commons Attribution-ShareAlike 2.5 License.[9] There are clients for playing Tremulous available for Windows and Linux,[10] and an unofficial client for Mac OS X(for version 1.1). An official client is available for 1.2 Beta for Mac.[11] The release of the game as free and open source software allows programmers to modify the game. A growing number of players are releasing patches for the game in order to remove bugs, add features to the game or modify the game play. Tony J. White (tjw), a key developer of the ETPub mod for Wolfenstein: Enemy Territory, contributed an administrative system and a backported client[12] that were soon incorporated into the official Subversion repository.[13]
''Tremulous''
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Reception
Joe Barr of NewsForge considered Tremulous to be one of the best free first-person shooters.[14] Tremulous later came in first in a "Best free game based on GPL Quake source?" poll on the Planet Quake website.[15] At the beginning of 2007, Tremulous also took first place in the Mod Database "Mod of the Year" 2006 competition under the category of "Player's Choice Standalone Game of the Year" as well as honorable mentions in "Genre Award: Action" and "Editor's Choice Standalone Game of the Year".[4] Tremulous was also mentioned in Games for Windows(formerly Computer Gaming World): 101 Free Games Issue for 2007.
Modifications
The Quake 3 engine allows easy creation of platform-independent mods, a feature naturally inherited by Tremulous. In addition, its basis in the GPL requires and encourages the community to share the code of binaries they distribute. As a consequence, several mods have been developed and released, and many patches and custom builds have arisen. In addition to client-side mods, server modifications allow settings be manipulated without requiring clients to download any supporting files.
See also
List of free first-person shooters id Tech 3 List of open source games
External links
Tremulous official website [16] Official Tremulous manual [17] Official player and server count statistics [18] Official balance statistics [19]
References
[1] Joel Durham Jr. (2006-07-26). "Download This! #26" (http:/ / pc. gamespy. com/ articles/ 721/ 721108p1. html). GameSpy. . Retrieved 2008-07-14. [2] "About Tremulous - tremulous.net" (http:/ / tremulous. net/ about/ ). . Retrieved 2008-10-16. [3] "Sourceforge Download Statistics" (http:/ / sourceforge. net/ project/ stats/ detail. php?group_id=14890& ugn=tremulous& type=prdownload& mode=alltime& package_id=0). . Retrieved 2008-10-16. [4] "Mod Database "Standalone Game of the Year" results." (http:/ / features. moddb. com/ 287/ mods-of-2006-players-choice/ ?fpage=3). . Retrieved 2007-05-27. [5] Eliza Gauger (2006-06-08). "Putting Up or Shutting Up About Original Mods: Tremulous" (http:/ / kotaku. com/ gaming/ tremulous/ putting-up-or-shutting-up-about-original-mods-tremulous-179502. php). Kotaku. . Retrieved 2008-07-14. [6] "Tremulous FAQ" (http:/ / tremulous. net/ faq/ ). Tremulous. . Retrieved 2008-03-17. [7] Simon Carless (2005-11-01). "The Esoteric Beat: Commentary, Mods, Sfeer" (http:/ / www. gamasutra. com/ php-bin/ news_index. php?story=7030). Gamasutra. . Retrieved 2008-07-14. [8] "1.2 Gameplay Changes" (http:/ / tremulous. net/ forum/ index. php?topic=11859. 0). . Retrieved 2010-01-27. [9] "Tremulous 1.1.0 COPYING file" (http:/ / svn. icculus. org/ *checkout*/ tremulous/ tags/ RELEASE_1_1_0/ COPYING). . Retrieved 2008-10-16. [10] "Tremulous 1.1.0 Official Downloads" (http:/ / tremulous. net/ files). . Retrieved 2008-10-16. [11] "tjw's unofficial backport clients" (http:/ / trem. tjw. org/ backport/ ). . Retrieved 2008-10-16. [12] "tjw's admin system" (http:/ / tjw. org/ tremulous). . Retrieved 2008-10-16. [13] "Subversion commit message for tjw's admin system" (http:/ / svn. icculus. org/ tremulous?view=rev& revision=807). . Retrieved 2008-10-16. [14] Joe Barr (July 12, 2006). "Tremulous: The best free software game ever?" (http:/ / www. linux. com/ archive/ feed/ 55533). Linux.com. . Retrieved 2010-07-11. "Tremulous is the best free software FPS game I've had the pleasure of playing, and I'm not alone in this opinion. It
''Tremulous''
also has a community growing up around it, which should aid not only in growing its popularity but also in continuing improvements." [15] "Best free game based on GPL Quake source?" (http:/ / planetquake. gamespy. com/ sympoll/ index. php?dispid=7). PlanetQuake. . Retrieved 2007-01-06. [16] http:/ / tremulous. net/ [17] http:/ / tremulous. net/ manual/ [18] http:/ / tremulous. net/ graphs [19] http:/ / tremulous. net/ balance
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''Urban Terror''
132
Urban Terror
Urban Terror
Urban Terror logo Developer(s) Version Platform(s) Silicon Ice Development/Frozen Sand, LLC 4.1 (2007-12-22) Linux, Microsoft Windows, Mac OS
Release date(s) August 5, 2000 (Beta 1.0) Genre(s) Mode(s) Media First-person shooter Multiplayer Digitally distributed
Urban Terror, commonly abbreviated as UrT, is a free-to-play online game first person shooter developed by FrozenSand. Originally a total conversion of id Software's Quake III Arena, FrozenSand released Urban Terror as a free standalone game in 2007 utilizing ioquake3 as an engine.[1] Although the ioquake3 project uses id Software's id Tech 3 engine under GPL license, Urban Terror's assets and code are closed source.[2] Urban Terror was nominated to the 2007 Mod DB's Mod of the Year Award.[3]
History
Urban Terror started out in 1998 as a planned mappack for Quake III Arena, in which real world environments would be featured. It expanded from this idea to a full total conversion featuring realistic weapons and gameplay similar to Action Quake 2.[4] Silicon Ice Development was formed in spring 2000 and was made of several international developers, many whom were familiar with modifying Quake III Engine games; hence progress was made quickly. When its first version, beta 1.0, was released at QuakeCon 2000[5] , Urban Terror was the realism mod with the most features and graphics completed. Beta 1.0 gained popularity quickly, and many third party maps became available. The development team was expanded, and beta 1.27 was released in late 2000. Beta 2.0 was released in June 2001[6] , and was a major leap forward in terms of production quality. New textures, models, weapons, sounds, and maps brought the mod up to par with many contemporary commercial games of the time. The next major release occurred in August 2001, at QuakeCon 2001, of beta 2.3, which introduced several new maps.[6] The last release for the beta 2 series occurred in January 2003, with beta 2.6a being primarily a weapons balancing patch.[6] August 2003 saw the release of beta 3.0[7] , a major graphical revision of Urban Terror. Over the next 11 months, seven more updates were released, culminating in beta 3.7 in July 2004.[7] Work on Urban Terror for Quake III Arena slowed down, as Silicon Ice Development was working on a release for Wolfenstein: Enemy Territory, titled Urban Terror MX.[8] [9] Urban Terror MX was to feature vehicles and completely new gameplay. During this period,
''Urban Terror'' Silicon Ice Development changed its name to FrozenSand. Urban Terror MX never reached alpha stage, and the project was canceled in 2006. With the release of the ID Tech 3 engine source code, Urban Terror could legally be released as a standalone game. Urban Terror beta 4.0 was released in April 2007[10] using the ioquake3 project engine. Urban Terror is now a standalone game. Beta 4.0 ushered in another graphical overhaul, several new maps, and numerous tweaks and bug fixes.[11] The popularity of Urban Terror surged as Quake III Arena was no longer required in order to play. The current version of Urban Terror, beta 4.1, was released in December 2007[12] .
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Gameplay
Urban Terror is billed by FrozenSand as a "Hollywood tactical shooter."[1] It blends elements from games such as Quake III Arena, Unreal Tournament, Counter-Strike, and Warsow. The realism in the mod is introduced through a number of changes: The number of weapons and other gear that can be carried is limited. Damage is also more realistic than in Quake III Arena, based on dividing the player target into discrete areas. Depending on the map being played, external environments are realistic too and can include weather effects such as rain or snow. Weather effects can also be controlled by game variables a server admin can set. Urban Terror allows players to perform superhuman feats. Damage is a key example; while damage taken depends on the part of the body which is hit, one can keep going after receiving numerous hits. Further breaking from reality, Urban Terror also retains the movement speeds from Quake III Arena (circle jumping) which allows players to move through the environment incredibly quickly and includes moves such as wall jumping and power sliding. Wall jumping allows players to literally jump off of walls and helps the player to gain more height, distance and speed. Power sliding lets the player move rapidly in a crouched position, maintaining speed. These abilities have spawned a sub-community of players who focus on specially designed "jump maps" of which the goal is to reach the end of a series of difficult courses. Numerous game modes are featured, including classic FPS modes such as Team Deathmatch and Capture the Flag. Also included are Team Survivor, Free-for-All (deathmatch), Bomb & Defuse, Capture & Hold, and Follow the Leader. Beta 4.2 will bring two additional game types: Last Man Standing, and Jump Map Training (a special mode for the aforementioned jump maps).[13] [14]
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Community
Anti-cheating technologies
Originally, Urban Terror (as a Quake III Arena mod) used the PunkBuster anti-cheating technology built into Quake III Arena. As PunkBuster does not support modified versions of the ID Tech 3 engine[15] , the standalone version of Urban Terror 4.1 had no working anti-cheat system. An independent anti-cheat is also being developed by Virtual Dark Arts, known as Virtual Dark Arts Anti-Cheat (VDAC).[16] Currently cheating is regulated by a group known as the Urban Terror Admin Alliance, or UAA. The UAA was founded in July 2007. Next release is about to bring the use of Passport AntiCheat.
[17]
Competition
Several competitive gaming leagues for Urban Terror exist and their activity has been more intensive since the beta 4.0 release which allowed more players to participate. Notable among them are the Europe-centric Urban-Zone CTF League [18], Clanbase OpenCup [19][20], and eChain TDM League [21]. The For The Win Gaming League [22] is geared towards North and South American teams.
External links
Urban Terror official website [23] Frozen Sand LLC [24] Urban Terror official Youtube channel [25]
''Urban Terror''
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References
[1] Urban Terror: News (http:/ / www. urbanterror. net/ news. php) Retrieved 2009-09-16 [2] Urban Terror Forums - topic: Source code (http:/ / forums. urbanterror. net/ index. php/ topic,10721. msg143369. html#msg143369) Retrieved 2009-09-16 [3] "2007 Mod of the Year Awards: Top 100" (http:/ / www. moddb. com/ events/ 2007-mod-of-the-year-awards/ top100). Mod DB. . Retrieved 2008-01-13. [4] Caryn "Hellchick" Law. "Urban Terror!" (http:/ / archive. gamespy. com/ legacy/ spotlights/ urbanterror_a. shtm). GameSpy. . Retrieved 2008-07-14. [5] Urban Terror: News (http:/ / www. urbanterror. net/ news. php?default. 0. 120) [6] Silicon Ice Development Urban Terror 2.x ReadMe, readme [7] Silicon Ice Development Urban Terror 3.x ReadMe, readme [8] UT + ET + MX = Frozen Sand (http:/ / www. urbanterror. net/ news. php?extend. 22) Retrieved 2009-09-16 [9] 20 Questions and 19 Answers (http:/ / www. urbanterror. net/ news. php?extend. 35) Retrieved 2009-09-16 [10] Urban Terror: News (http:/ / www. urbanterror. net/ news. php?default. 0. 70) Retrieved 2009-09-16 [11] Silicon Ice Development Urban Terror 4.x ReadMe, readme [12] Urban Terror: News (http:/ / www. urbanterror. net/ news. php?default. 0. 60) Retrieved 2009-09-16 [13] Urban Terror mod for Quake III Arena - Mod DB (http:/ / www. moddb. com/ mods/ urban-terror) Retrieved 2009-09-16 [14] Urban Terror Forums - Topic: Jump Map Training (http:/ / forums. urbanterror. net/ index. php/ topic,11920. 0. html) Retrieved 2009-09-16 [15] PunkBuster Online Countermeasures FAQ (http:/ / www. evenbalance. com/ index. php?page=faq-q3. php) [16] Virtual Dark Arts (http:/ / www. virtualdarkarts. com/ vdac. html) Retrieved 2009-09-16 [17] http:/ / www. urbanterror. info/ passport/ home/ [18] [19] [20] [21] [22] [23] [24] [25] http:/ / www. urban-zone. org/ http:/ / clanbase. ggl. com/ news_league. php?lid=9705 http:/ / clanbase. ggl. com/ news_league. php?lid=9789 http:/ / www. urt-echain. eu/ http:/ / www. ftwgl. com/ http:/ / www. urbanterror. info/ http:/ / www. frozensand. com/ http:/ / www. youtube. com/ user/ UrbanTerrorOfficial/
''Warsow''
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Warsow
Warsow
Developer(s) Distributor(s) Version Platform(s) Warsow team Chasseur de Bots 0.5 Microsoft Windows, Linux and Mac OS X
Release date(s) 2009-08-27 0.5 (latest) 2005-06-08 0.04a (first public v.) Genre(s) Mode(s) Media First-person shooter Online multiplayer, Single player Downloadable
Warsow is a multiplayer first-person shooter computer game first publicly released on June 8, 2005. The game is actively developed by a crew of freelance software developers and artists. Warsows codebase is free and open source software, distributed under the terms of the GPL; it is built upon Qfusion, an advanced modification of the Quake II engine. The artwork and other media are licensed under the proprietary Warsow Content License, which allows the contributors of this media to use the work in a "personal portfolio" but not in any other game.[1] Warsow is loosely based on the E-novel Chasseur de bots by Fabrice Demurger.[2] The novel is the basis of the game's cyberpunk visual style, which is achieved by combining cel-shaded cartoon-like graphics with dark, flashy and dirty textures. Since visual clarity is important in maintaining competitive gameplay, Warsow tries to keep effects minimalistic, clear and visible.
Gameplay
The very competitive gameplay of Warsow focuses heavily on movement and trickjumps.[3] Many of the tricks in Warsow, which originate from the Quake series, include circle-jumping, bunny hopping, strafe-jumping, double jumping, ramp-sliding, and rocket jumping. Warsow also gives players the ability to dash, dodge or wall jump, tricks that were originally possible in the Unreal series. It uses a separate button for most of the special movements, making it easier to use them while doing other things at the same time.[4] The various movement tricks combine to add an extra dimension to the gameplay; as the player's proficiency at moving increases, they are able to collect health, armour and weapons more quickly, and to overpower less capable enemies. The variety and flexibility of the physics has spawned an entire community dedicated to competing on the various Race maps that the game offers.[5] Warsow also has a unique power-up system for weapons. In addition to regular ammunition, ammo boxes found on the map contain strong ammunition. Strong ammo either increases a weapon's power or modifies its behaviour to make it more effective. Weapons are restricted to using strong ammunition until depleted, at which point it would switch back to using regular ammunition. Unlike Unreal, Warsow weapons do not have an "alternate fire" option (pressing a different button to use different attacks with the same weapon).
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Competitive play
While Warsow is still beta software, it has been accepted as a competition-worthy game by several large online leagues such as the Electronic Sports League[7] and ClanBase.[8] [9] [10] In addition to acceptance by large leagues, many specialized Warsow cups have emerged. Well-known examples are Bamboocha, a Europe-based Warsow Duel Tourney,[11] and ESW : WARSOW, a Japanese Warsow cup.[12] In 2007, several LAN tournaments featuring Warsow have emerged such as Crossfire Devotii [13] Challenge 3,[14] Warsow.nl LAN,[15] and E-SPORTS STADIUM 2007.[16] Additionally, Warsow has been featured on the German TV-channel GIGA Television several times,[17] namely in GIGA eSports and its sub-shows Skill Sunday and Free For All and the Pay TV ITV station GIGA 2, also produced by Turtle Entertainment.
External links
Warsow.net [18] official website Anlisis de Warsow en espaol [19]
References
[1] license.txt as found in the Warsow 0.42 SDK (http:/ / www. warsow. net/ ?page=download) Retrieved on 2008-06-04 [2] Demurger, Fabrice. "Chasseur de bots" (http:/ / www. chasseurdebots. org/ ). . Retrieved 2007-02-09. [3] Demurger, Fabrice. "Warsow concept" (http:/ / www. warsow. net/ ?page=concept). . Retrieved 2007-02-09. [4] "Warsow Wiki: Movement" (http:/ / www. warsow. net/ wiki/ index. php?title=Movement). . Retrieved 2007-02-09. [5] "Warsow Racenet" (http:/ / www. warsow-race. net/ ) (in German). . Retrieved 2007-08-31. [6] "Good Game episode 2008-04-14" (http:/ / www. abc. net. au/ tv/ goodgame/ stories/ s2215667. htm). . Retrieved 2007-11-24. [7] "ESL Warsow" (http:/ / www. esl. eu/ eu/ warsow/ ). . Retrieved 2007-02-09. [8] "ClanBase Warsow Duel OpenCup Fall 2006" (http:/ / www. clanbase. com/ news_league. php?lid=2746). . Retrieved 2007-02-09. [9] "ClanBase Warsow TDM Hosted Cup" (http:/ / www. clanbase. com/ news_league. php?lid=2810). . Retrieved 2007-02-09. [10] "ClanBase Warsow Ladders" (http:/ / www. clanbase. com/ ladders. php?gid=63). . Retrieved 2007-02-09. [11] "Bamboocha Warsow Duel Tourney" (http:/ / www. bamboocha. worldbyte. net/ ). . Retrieved 2007-02-09. [12] "ESW" (http:/ / www. esports-gamers. com/ ) (in Japanese). . Retrieved 2007-02-09. [13] http:/ / www. devotii. com [14] "CDC3 Announcement" (http:/ / www. crossfire. nu/ ?x=forum& mode=item& id=7394). . Retrieved 2007-08-31. [15] "Warsow.NL LAN" (http:/ / lovesow. net/ warsownl-lan-was-great/ ). . Retrieved 2007-08-31. [16] "E-sports Stadium 2007" (http:/ / esportsstadium. com/ ). . Retrieved 2007-08-31. [17] "GIGA 2 Warsow VOD archive" (http:/ / www. giga. de/ 2/ vod/ tag/ warsow/ ) (in German). . Retrieved 2007-02-09. [18] http:/ / www. warsow. net [19] http:/ / nivelcritico. com/ warsow. html/
''Weapons Factory''
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Weapons Factory
The Weapons Factory (also abbreviated as WF) is a series of video game capture the flag class-based mods, originally created for Quake II by brothers Tom "Tumorhead" and Weapons Factory logo Gregg "Headache". It since has had several incarnations (six plus three currently in development) on most of the predominant FPS games released since 1998 (in the Quake, Unreal, Half-Life and Tribes series). The Weapons Factory is partly based on the Team Fortress mod for QuakeWorld. Its idea sprung when Quake II was announced but the Team Fortress development team decided to join Valve Software and work on a Half-Life sequel to the mod instead of a Quake II one.[1] It consists of two teams of six players each who can choose between seven to ten classes of combatants (depending on the incarnation of WF) each having their own specificities and special abilities, amongst which is a grappling hook (Weapons Factory's signature).
''Weapons Factory''
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''Weapons Factory''
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References
[1] "The Team Fortress development team's merging with Valve Software & dropping work on a Quake II port" (http:/ / www. planetfortress. com/ tf2/ gameinfo/ about. shtml). . Retrieved 2006-06-06. [2] "ModCentral interview of Gregg "Headache" - question about WF's background" (http:/ / web. archive. org/ web/ 20060626225039/ http:/ / modcentral. planetquake. gamespy. com/ interviewwfactory. htm). Archived from the original (http:/ / modcentral. planetquake. gamespy. com/ interviewwfactory. htm) on June 26, 2006. . Retrieved 2006-06-06. [3] "Blue's News Weapons Factory v1.0 release - news of Mar. 6th, 1998" (http:/ / www. bluesnews. com/ archives/ feb98-4. html). . Retrieved 2006-06-06. [4] http:/ / web. archive. org/ web/ 20000817091031/ http:/ / www. captured. com/ startc/ [5] "Blue's News Weapons Factory v2.1b release & merger - news of May 1st, 1998" (http:/ / www. bluesnews. com/ archives/ april98-4. html). . Retrieved 2006-06-06. [6] "Blue's News Weapons Factory v2.2 release - news of June 1st, 1998" (http:/ / www. bluesnews. com/ archives/ may98-5. html). . Retrieved 2006-06-06. [7] "Blue's News Weapons Factory v3.0 release - news of Aug. 15th, 1998" (http:/ / www. bluesnews. com/ archives/ aug98-3. html). . Retrieved 2006-06-06. [8] "Excerpt from a Gamespy interview of Gregg "Headache" & Harvi "Acrid" Wray about WFA - Page 1" (http:/ / archive. gamespy. com/ legacy/ spotlights/ wf_a. shtm). . Retrieved 2006-06-06. [9] "Captured.com interview of Gregg "Headache" & Tom "Tumorhead"" (http:/ / web. archive. org/ web/ 20000818032103/ www. captured. com/ interviews/ wf_interview. htm). . Retrieved 2006-06-06. [10] "Mod Construction Kit webpage" (http:/ / web. archive. org/ web/ 20060627043618/ http:/ / weaponsfactory. planetquake. gamespy. com/ Quake2/ wfs. mock1. html). Archived from the original (http:/ / weaponsfactory. planetquake. gamespy. com/ Quake2/ wfs. mock1. html) on June 27, 2006. . Retrieved 2006-06-06. [11] "Weapons Factory official site v4.0 release - news of Jan. 19th, 1999" (http:/ / web. archive. org/ web/ 19981202152931/ www. captured. com/ weaponsfactory/ ). . Retrieved 2006-06-06. [12] "Weapons Factory official site v4.25 release - new of Sept. 27th, 1999" (http:/ / web. archive. org/ web/ 20060627043603/ http:/ / weaponsfactory. planetquake. gamespy. com/ Quake2/ wf. oldnews13. html). Archived from the original (http:/ / weaponsfactory. planetquake. gamespy. com/ Quake2/ wf. oldnews13. html) on June 27, 2006. . Retrieved 2006-06-06. [13] http:/ / www. worldogl. com [14] http:/ / www. shaderlab. com [15] Weapons Factory 2 :: View topic - New release is now available ... version 5.2 (http:/ / roboticgladiator. com/ hl2/ viewtopic. php?t=342)
''World of Padman''
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World of Padman
World of Padman
Padworld Entertainment Standalone Complex Linux, Mac OS X, Windows, April 1, 2007 First-person shooter, Third-person shooter Multiplayer Internet download
System requirements 1GHz Processor, 512MB RAM, 600MB Hard Disk Space, 128MB OpenGL Video Card
World of Padman (WoP) is an open source first-person shooter computer game available in both English and German. Originally it was a modification for the game Quake III Arena titled PadMod created in the year 2004. After the source code for Quake III Arena was released, the game became standalone.[1] The idea is based on the Padman comic strip for the magazine PlayStation Games created by the professional cartoon artist Andreas 'ENTE' (German for "Duck") Endres, who is also the man who made many of the maps included with the game in 1998. The current version runs on an enhanced version of the ioquake3 engine, which is based on the Quake III Arena engine.
Gameplay
World of Padman was originally a mod for Quake III Arena, so most of the gameplay is similar. However, there is no Capture the Flag mode in World of Padman. World of Padman supports bots with a variety of skill levels in both online and offline play for all of the game types included. A single-player campaign has not yet been implemented however bots allow off-line multiplayer games. Players can also record audio and video as they play. The game fully supports modifications, and custom maps can be created. In World of Padman, players die when they run out of health. Players can restore their health at a loading station or with the power-up 'revival' unlike in other games. In World of Padman there are no health items to collect. Besides widespread game types like Tournament, Free For All and Team Deathmatch, World of Padman features three uncommon game types: Spray Your Color (spray a logo on the walls in the sprayroom), Big Balloon (similar to Unreal Tournaments Domination), and Last Pad Standing. As the mod for Quake III Arena, World of Padman offered Capture the Flag for the PadCrash map, unlike the standalone version.
''World of Padman''
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Reception
World of Padman has been featured in printed game magazines.[2] [3] [4] [5] The German TV show GIGA broadcasted an extensive WoP review.[6]
See also
List of free first-person shooters
External links
World of Padman website [7] modDB project page [8]
References
[1] "World of Padman Reviewed" (http:/ / www. insidemacgames. com/ news/ story. php?ArticleID=15250). Inside Mac Games. 2007-06-13. . Retrieved 2008-07-14. [2] WoP articles in Gamestar and GEE (http:/ / padworld. myexp. de/ index. php?news& update_id=53) [3] WoP articles in PC Action, BRAVO Screenfun and Linux Intern (http:/ / padworld. myexp. de/ index. php?news& update_id=59) [4] [5] [6] [7] [8] WoP articles in PC Zone UK, PC Gameplay and PC Gamer UK (http:/ / padworld. myexp. de/ index. php?news& update_id=62) WoP article in Gamers Pro (brazil) (http:/ / padworld. myexp. de/ index. php?news& update_id=68) GIGA TV review (http:/ / padworld. myexp. de/ index. php?news& update_id=52) http:/ / www. worldofpadman. com/ http:/ / mods. moddb. com/ 350/ world-of-padman/
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External links
Zero Gravity Entertainment's X-Men: Ravages of Apocalypse official site [1] X-Men video games on Marvel.com [2] X-Men: The Ravages of Apocalypse [3] at MobyGames
References
[1] http:/ / www. zerogravity. com. au/ portfolio0601. php [2] http:/ / marvel. com/ videogames/ X-Men_Games [3] http:/ / www. mobygames. com/ game/ x-men-the-ravages-of-apocalypse
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Machinima
Blahbalicious
Blahbalicious
Running time 8 minutes, 21 seconds Createdby Mackey 'Avatar' McCandlish Brian 'Wendigo' Hess LordTrans 1997 Quake demo recording
Release(s) Format(s)
Blahbalicious is a machinima film made using the Quake game engine. It was recorded by Mackey 'Avatar' McCandlish and Brian 'Wendigo' Hess and released at 11pm ET on Monday 8 December 1997. The film's unconventional style, Monty Python-esque humour, and extensive use of new models and maps earned it an amount of attention unprecedented in the Quake movie community at the time. At the inaugural Quake Movie Awards, organised by the Quake Movie Library, it won seven awards, plus an Honorary Oscar to recognise director Wendigo's contribution to the Quake movie community, indicating how it was at the peak of the movement at the time. There is no real plot to speak of, the film instead depicting a series of loosely-linked sketches, nearly all of which involve a large rotund figure originally created for other purposes by the authors. The character is used to represent many different people in the film, all of which say little other than 'blah blah blah' (hence the title). The concept was designed to be, in the words of Wendigo, "these two fat guys would be watching TV And flipping through channels"[1].
Sketches
''Blahbalicious''
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Blahbalicious Editing Camera Voices Billy & Bubba Wendigo Avatar Avatar
0 For 2 On Tuesday Afternoon Editing Actor Control FBI Agent Jumper Camera Voices FBI Agent Big Blahs Avatar Avatar LordTrans Avatar Wendigo Wendigo
Randall Serves The Afternoon Shift Without Incident Editing Actor Control Left Guard Right Guard Camera Voices Falling Blah Avatar Avatar LordTrans Avatar Avatar
''Blahbalicious''
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Mel Gibson Would Be Proud Editing Actor Control Scottsmen Knights Camera Voices Freedom Battle Cry Avatar, Wendigo & LordTrans Avatar, Wendigo & LordTrans LordTrans Wendigo Avatar Avatar
The End Of A Successful Campaign Editing Camera Voices SoTrue WhatHell GetIt? Avatar Wendigo Avatar Avatar Avatar
A Suitable Alternative To Polishing Squad Cars Editing Actor Control Three FBI One FBI Camera Voices FBI1 FBI2 Avatar Wendigo LordTrans Avatar Wendigo Wendigo
''Blahbalicious''
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External links
Blahbalicious download on Machinima.com [2] Cineplex review (scroll down) [3]. Quake Movie Library review [4]. Showcase: Blahbalicious (Machinima.com) [5] Interview: Avatar & Wendigo (Machinima.com) [1] Blahbalicious H.Q. [6]
References
[1] [2] [3] [4] [5] [6] http:/ / www. machinima. com/ article. php?article=340 http:/ / www. machinima. com/ films. php?id=28 http:/ / cineplex. planetquake. gamespy. com/ q1-ab. html http:/ / www. machinima. com/ qml/ quake/ blah. htm http:/ / www. machinima. com/ article. php?article=94 http:/ / blah. planetquake. gamespy. com/
''Diary of a Camper''
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Diary of a Camper
Diary of a Camper
A scene from Diary of a Camper Engine(s) Genre(s) Running time Directedby Writtenby Voices Actorcontrol Quake Action 1 minute and 36 seconds Matthew Van Sickler Heath Brown None HeathBrown EricFowler ChrisBirke Pyoveli Eric Fowler United Ranger Films October 26, 1996 Quake demo recording
Diary of a Camper is a short 1996 American film made using id Software's 1996 first-person shooter computer game Quake. It was created by United Ranger Films, then a subdivision of a popular group of computer game players, or clan, known as the Rangers. The film was first released over the Internet as a non-interactive game demo file. The video is generally considered[1] the first known example of machinimathe art of using real-time, virtual 3-D environments, often game engines, to create animated films. The story centers on a lone camper (a player waiting in a strategic location instead of seeking active battle) who faces five members of the Rangers clan in a deathmatch, a type of multiplayer game in which the goal is to kill as many opponents as possible. Although players had previously recorded segments of gameplay, these were usually deathmatches or speedruns, attempts to complete a map as quickly as possible. Diary of a Camper was the first demo to contain a narrative with (text-based) dialogue, instead of merely showing gameplay. Commentators have called the work primitive, but acknowledge its importance in establishing video games as a medium for filmmaking.
''Diary of a Camper''
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Synopsis
Diary of a Camper occurs entirely within the Quake map DM6 ("The Dark Zone"). After exploring some of the area, the Rangers gather and decide to send two members, Sphinx and Pyoveli, to scout a room above. Shortly after they teleport into the room, the camper waiting there kills them both, as confirmed by in-game text messages that appear on the screen. The remaining three RangersColdSun, ArchV, and an unidentified memberrealize their comrades' fate and return fire from a distance, killing the camper. Examining the remains, they identify their foe as John Romero.[2]
150
Reception
Despite Diary of a Camper's importance in establishing machinima, commentators have criticized the film's actual content. Marino called the plot "simple";[24] likewise, Kelland, Morris, and Lloyd believed that "it wasn't much of a story",[6] and Lowood wrote that "the plot offers little more than a brief sequence of inside jokes".[12] Among major Quake movie review sites,[25] Roger Matthews of the Quake Movie Library called the film "not much more than a deathmatch with a camera".[26] On Psyk's Popcorn Jungle, Paul Coates wrote, "This movie is dull. It is not very interesting."[27] Stephen Lum of The Cineplex said that the film contained "weird humour".[28] Although Quake movie critics found shortcomings in Diary of a Camper, they mentioned positive aspects, including the work's novelty; however, their final ratings varied. Matthews wrote that "the camera work was very nice and never once screwed up",[26] and Lum gave the film "a perfect 10 for Innovation/Originality because [it] started the Quake Movie craze".[28] Of the major Quake movie review sites, only The Cineplex gave Diary a good rating overall, 7.5 out of 10.[28] Matthews and Coates rated the film 20%[26] , and 2 out of 10,[29] respectively. Later, Coates updated his review, saying, "I feel I overreacted at the fact that DoaC was old. It's the first ever Quake movie. I have to give the Rangers massive credit for that.... But, by today's standards, the rating seems to fit."[27] Because of its significance, Diary of a Camper continues to be featured in machinima presentations. It was one of the first works to be included in the Machinima Archive, a collaboration among Stanford University, the Internet Archive, the AMAS, and machinima.com.[30] In a 2005 event at Stanford University, the film was presented with later machinima works, such as Red vs. Blue.[31] Likewise, the Australian Centre for the Moving Image included it in a machinima exhibit that ended on July 16, 2006.[32]
References
Brown, Heath (writer), et al. (1996). Diary of a Camper. [Quake demo recording]. United Ranger Films. Butler, Claire (2006-03-13). "Playing the Movies" [33]. Australian Centre for the Moving Image. Retrieved 2008-10-14. Coates, Paul (April 25, 1998). "Diary of a Camper" [34]. Psyk's Popcorn Jungle. Retrieved 2008-08-23. Kelland, Matt; Dave Morris, Dave Lloyd (2005). Machinima: Making Movies in 3D Virtual Environments. Cambridge: The Ilex Press. ISBN1-59200-650-7. Lowood, Henry (2005). "Real-Time Performance: Machinima and Game Studies" [35] (PDF). The International Digital Media & Arts Association Journal 2 (1): 1017. ISSN1554-0405. Retrieved 2006-08-07. Lowood, Henry (2006). "High-performance play: The making of machinima". Journal of Media Practice 7 (1): 2542. doi:10.1386/jmpr.7.1.25/1. Also as: Lowood, Henry (2007). "High-Performance Play: The Making of Machinima". in Clarke, Andy; Mitchell, Grethe. Videogames and Art. University of Chicago Press. 5979. ISBN9781841501420. Lowood, Henry (2008). "Game Capture: The Machinima Archive and the History of Digital Games" [36]. Mediascape (University of California, Los Angeles). Retrieved 2009-04-12. Lue, Waynn (December 7, 2005). "Machinima surfaces on campus" [37]. GameSpot. Retrieved 2009-05-22. Lum, Stephen. "Quake Movies CD" [38]. The Cineplex. GameSpy. Retrieved 2008-08-23. Machinima.com staff (February 8, 2000). "Ranger Gone AWOL" [39]. Machinima, Inc. Archived from the original [40] on 2006-03-15. Retrieved 2008-08-23.
Marino, Paul (2004). 3D Game-Based Filmmaking: The Art of Machinima. Scottsdale, Arizona: Paraglyph Press. ISBN1-932111-85-9. Marino, Paul (2006-04-28 meta-tag). "Machinima jukebox" [41]. Playing the Movies. Australian Centre for the Moving Image. Retrieved 2008-08-23.
''Diary of a Camper'' Matthews, Roger (August 20, 1997). "Movie Review: Diary of a Camper" [42]. Quake Movie Library. Machinima, Inc. Archived from the original [43] on 2006-08-22. Retrieved 2008-08-23. McGrawHill (August 20, 2007). "The Future of Machinima" [44]. BusinessWeek. McGrawHill. Retrieved 2009-03-01. Salen, Katie (October 19, 2002). "Ranger Gone Bad II: Assault On Gloom Keep" [45]. Quake! Doom! Sims!: Transforming Play: Family Albums and Monster Movies. Walker Art Center. Retrieved 2008-08-23. Salen, Katie; Eric Zimmerman (2003). [[Rules of Play [46]]]. Cambridge, Massachusetts: MIT Press. ISBN9780262240451. Retrieved 2009-03-01. Wu, Andrew. "Who's Who in Quake" [47]. Planet Quake. GameSpy. Retrieved 2008-08-23.
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External links
Diary of a Camper [48] (AVI) download at machinima.com Campers.zip containing the original Quake Demo file [49]
References
[1] Marino 2004, 6; Lowood 2006, 32; Kelland, Morris & Lloyd 2005, 28 [2] Brown 1996 [3] Marino 2004, 3 [4] Lowood 2005, 12 [5] Marino 2004, 4 [6] Kelland & Morris Lloyd, 28 [7] Marino 2004, 4, emphasis in original [8] Lowood 2006, 32 [9] Salen & Zimmerman 2003, 550 [10] Marino 2004, 21 [11] McGrawHill 2007, 1 [12] Lowood 2006, 33 [13] Lowood 2005, 13 [14] Kelland, Morris & Lloyd 2005, 37 [15] Lowood 2006, 33; Wu n.d. [16] Wu n.d. [17] Real name established in Salen 2002 [18] Brown 1996, release notes [19] Marino 2004, 1 [20] Marino 2004, 12 [21] Machinima.com staff 2000 [22] Marino 2004, 46 [23] Lowood 2006, 3233 [24] Marino 2004, 6 [25] As listed in Marino 2004, 7 [26] Matthews 1997 [27] Coates & 1998 emphasis in original [28] Lum n.d. [29] Coates 1998 [30] Lowood 2008 [31] Lue 2005 [32] Marino 2006; Butler 2006 [33] http:/ / www. acmi. net. au/ E4BC2C3A68FA4617BE4CE6D5FE180B1C. htm [34] http:/ / homepages. nildram. co. uk/ ~tv13rfc/ ppj/ oldppj/ quake/ camper. html [35] http:/ / www. idmaa. org/ journal/ pdf/ iDMAa_Journal_Vol_2_No_1_screen. pdf [36] http:/ / www. tft. ucla. edu/ mediascape/ Spring08_GameCapture. html [37] http:/ / www. gamespot. com/ news/ 6140893. html [38] http:/ / cineplex. planetquake. gamespy. com/ q1-cd. html [39] http:/ / web. archive. org/ web/ 20060315010918/ http:/ / www. machinima. com/ article. php?article=336
''Diary of a Camper''
[40] [41] [42] [43] [44] [45] [46] [47] [48] [49] http:/ / www. machinima. com/ article. php?article=336 http:/ / www. acmi. net. au/ 6B278CA85AAB4253BB9706D441D01522. htm http:/ / web. archive. org/ web/ 20060822122327/ http:/ / www. machinima. com/ qml/ quake/ camper. htm http:/ / www. machinima. com/ qml/ quake/ camper. htm http:/ / www. businessweek. com/ innovate/ content/ aug2007/ id20070820_438960. htm http:/ / www. walkerart. org/ archive/ E/ A3736D5FF5A535DA6172. htm http:/ / books. google. com/ ?id=UM-xyczrZuQC http:/ / qe. planetquake. gamespy. com/ who/ whoall. htm http:/ / www. machinima. com/ films. php?id=15043 http:/ / www. gamers. org/ pub/ idgames2/ planetquake/ cineplex/ camper. zip
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''Operation Bayshield''
153
Operation Bayshield
Operation Bayshield
Abdul Gouat Komsvallow in Operation Bayshield Engine(s) Genre(s) Running time Voices Quake engine Comedy 7min. Tom"Paradox"Mustaine Blenderhead Lich Faust Lich Monolithx Clan Undead January 23, 1997 Quake demo recording
Actorcontrol
Operation Bayshield is a short 1997 film made by Clan Undead, a group of video game players. The work was created by using the machinima technique of recording a demonstration file of player actions in id Software's 1996 first-person shooter video game Quake, which could replay such files on demand. The group had seen the first known machinima productions, made by United Ranger Films, and decided to make a comedy film. The result, Operation Bayshield, follows a task force's attempts to thwart terrorists who have chemical explosives. Released on January 23, 1997, the work received praise from contemporary Quake movie review sites and helped to attract others, including Hugh Hancock of Strange Company and members of the ILL Clan, to machinima. It pioneered technical advances in machinima, such as the use of custom digital assets and of lip synchronization.
Synopsis
Operation Bayshield centers on a task force's efforts to eliminate a group of terrorists. Offended by the television series Baywatch, the terrorists have stolen an "MMX chemical bomb" and are staying at an unknown room in a hotel in Vancouver, Washington. After the task force finds and stops the terrorists, a man named Big Jim confronts them as they leave, complaining that they "gassed [his] girlfriend". The film ends with the ensuing fight.[1]
''Operation Bayshield'' Undead probably recorded the raw footage "in a small number of continuous runs".[5] Because there were no publicly available machinima software tools at the time, they handled the significant pre- and post-production work through custom scripts in QuakeC,[5] an interpreted programming language developed for Quake. Operation Bayshield was the first machinima work to incorporate custom digital assets.[7] Clan Undead created graphical textures specifically for their characters and used custom visual effects, such as manipulating character images to produce first instance of lip synchronization in machinima.[5] Although the effect was primitive, it was not used again in machinima for another year.[3] This lip synchronization is an example of crude digital puppetry; other examples included the shaking of character bodies when laughing and synchronized delivery of dialogue.[5] Lowood believes that Clan Undead pre-recorded individual lines of dialogue to WAV files, and then triggered playback through a command in QuakeC.[8] In April 1997, Clan Undead distributed the source code for its Operation Bayshield scripts over the Internet; Lowood believes that this release extended the Quake community's culture of sharing game modifications.[5]
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''Operation Bayshield''
155
References
Clan Undead. (1997). Operation Bayshield. [Quake demo recording .zip file]. Coates, Paul (April 25, 1998), "Operation Bayshield" [18], Psyk's Popcorn Jungle, retrieved 2009-03-25 Computer Gaming World staff (April 2006), "The Little Picture: Should Machinimists Quit Their Day Jobs?", Computer Gaming World (261): 4445, ISSN0744-6667 Heaslip, Stephen (January 25, 1997), "Operation Bayshield" [19], Blue's News, retrieved 2009-04-13 Kelland, Matt; Dave Morris, Dave Lloyd (2005), Machinima: Making Movies in 3D Virtual Environments, Cambridge: The Ilex Press, ISBN1-59200-650-7 Law, Caryn (January 27, 2000), "Quake Noir: The Game as Cinema" [20], Planet Quake (GameSpy), retrieved 2009-03-31 Lowood, Henry (2006), "High-performance play: The Making of machinima" [21] (PDF), Journal of Media Practice 7 (1): 2542, doi:10.1386/jmpr.7.1.25/1, retrieved 2006-08-21, "no" Lowood, Henry (2007), "Found Technology: Players as Innovators in the Making of Machinima" [22], in McPherson, Tara (PDF), Digital Youth, Innovation, and the Unexpected, The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning, Cambridge, Massachusetts: The MIT Press, 165196, doi:10.1162/dmal.9780262633598.165, retrieved 2009-01-27 Lum, Stephen, "Quake Movies: M-P" [23], The Cineplex (GameSpy), retrieved 2009-03-25 Machinima.com staff (April 12, 2000a), "Get To Know... Brian 'CrustaR' Henderson" [24], Machinima.com (Machinima, Inc), retrieved 2009-05-17 Machinima.com staff (September 7, 2000b), "Getting to know... The immortal" [25], Machinima.com (Machinima, Inc), retrieved 2009-05-17 Marino, Paul (2004), 3D Game-Based Filmmaking: The Art of Machinima, Scottsdale, Arizona: Paraglyph Press, ISBN1-932111-85-9 Matthews, Roger (August 20, 1997), "Operation Bayshield" [26], Quake Movie Library (Machinima, Inc), archived from the original [27] on March 12, 2007, retrieved 2009-03-23 Moss, Ben (March 28, 2001), "Showcase: Operation Bayshield" [28], Machinima.com (Machinima, Inc), retrieved 2009-03-23 Salen, Katie (October 19, 2002), "Blahbahlicious" [29], Quake! Doom! Sims!: Transforming Play: Family Albums and Monster Movies (Walker Art Center), retrieved 2009-04-13 Wilonsky, Robert (August 15, 2002), "Joystick Cinema" [30], Houston Press (Village Voice Media), retrieved 2009-03-25
External links
Operation Bayshield [31] available for free download at the Internet Archive [more]
References
[1] [2] [3] [4] [5] [6] [7] [8] [9] Clan Undead 1997 Computer Gaming World staff 2006, 44 Moss 2001 Quoted in Lowood 2006, 37 Lowood 2006, 37 Lowood 2006, 38 Lowood 2007, 179 Lowood 2006, 3738 The Cineplex, Quake Movie Library, and Psyk's Popcorn Jungle, as listed in Marino 2004, 4
''Operation Bayshield''
[13] [14] [15] [16] [17] [18] [19] [20] [21] [22] [23] [24] [25] [26] [27] [28] [29] [30] [31] Wilonsky 2002, 1 Kelland, Morris & Lloyd 2005, 46 Law 2000, 2 Salen 2002 Machinima.com staff 2000a; Machinima.com staff 2000b http:/ / homepages. nildram. co. uk/ ~tv13rfc/ ppj/ oldppj/ quake/ op_bays. html http:/ / www. bluesnews. com/ archives/ jan97-4. html http:/ / hosted. planetquake. gamespy. com/ features/ articles/ quakefilm_a. shtml http:/ / www. intellectbooks. co. uk/ journals/ view-Journal,id=132/ http:/ / www. mitpressjournals. org/ doi/ pdf/ 10. 1162/ dmal. 9780262633598. 165 http:/ / cineplex. planetquake. gamespy. com/ q1-mp. html http:/ / www. machinima. com/ article/ view& id=346 http:/ / www. machinima. com/ article/ view& id=138 http:/ / web. archive. org/ web/ 20070312122514/ www. machinima. com/ qml/ quake/ opbay. htm http:/ / www. machinima. com/ qml/ quake/ opbay. htm http:/ / www. machinima. com/ article/ view& id=63 http:/ / www. walkerart. org/ archive/ 4/ A4736DBBFE5FDA57616C. htm http:/ / www. houstonpress. com/ 2002-08-15/ culture/ joystick-cinema/ http:/ / www. archive. org/ details/ opbay
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Quad God
Quad God is a 2000 film made by Tritin Films. It was created using the machinima technique of recording video frames from id Software's 1999 first-person shooter (FPS) video game Quake III Arena.[1] Featured during the launch of the website machinima.com,[2] the work was initially controversial among machinima filmmakers because it was created and distributed in a conventional video file format, whereas previous machinima films were demo files that required the original game to view.[1] However, the more accessible format broadened Quad God's viewership,[1] and, in a few years, the use of conventional video formats became nearly universal for machinima.[3]
References
Kelland, Matt; Dave Morris, Dave Lloyd (2005). Machinima: Making Movies in 3D Virtual Environments. Cambridge: The Ilex Press. ISBN1-59200-650-7. Lowood, Henry (2008). "Found Technology: Players as Innovators in the Making of Machinima" [22]. in McPherson, Tara (PDF). Digital Youth, Innovation, and the Unexpected. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, Massachusetts: MIT Press. 165196. Retrieved 2009-01-27. Marino, Paul (2004). 3D Game-Based Filmmaking: The Art of Machinima. Scottsdale, Arizona: Paraglyph Press. ISBN1-932111-85-9.
''Quad God''
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Further reading
Machinima.com staff (January 1, 2000). "Quad God Showcase" [4]. Machinima.com. Machinima, Inc. Retrieved 2009-04-23.
References
[1] [2] [3] [4] Kelland, Morris & Lloyd 2005, 30 Marino 2004, 12 Lowood 2008, 184 http:/ / www. machinima. com/ article/ view& id=351
Collaborated speedruns
Quake done Quick is an important aspect of the Quake speedrunning community. Essentially, it represents a collection of collaborated speedruns in which the game is finished as quickly as possible with special rules and aims. Unlike the normal records listed above, these movies are created one level at a time rather than in one continuous play session; as such, it is possible for multiple people to help create the movie by sending in demos of individual levels, and much better times can be aimed for as the segmentation allows one to easily try again upon committing an error. It also allows runners to only have to focus on a small portion of the game rather than all of it.
Popularity
These movies are by far more popular than the conventional records, both in the community itself and outside of it. Some of them, most notably the movies that feature a fast playthrough of the game on the Nightmare difficulty level without additional voluntary challenges, have even been distributed with gaming magazines and posted on news sites. Slashdot has published an announcement of the then newly created Quake done Quick with a Vengeance movie on its front page.[1] Out of all the series' movies, this one is also the most popular. In it, the entire game is finished in 0:12:23 on Nightmare difficulty, the hardest in the game.[2] This run succeeded Quake done Quicker [3] and the original Quake done Quick [3] movie, in which the game was finished in respectively 0:16:35 and 0:19:49.[4] The main reason for the latest installment being over 4 minutes faster, an improvement that surpassed the initial expectations of the runners,[5] was the discovery of bunny hopping, which allowed runners to attain a much higher speed in most levels and even made it possible to save rockets or grenades since certain jumps could now be done without them.[6] This movie is currently being improved by new and old runners for a production called Quake done Quick with a Vengeance Part II.[7] As of October 2006, the improvements that have been made thus far would result in a time of 0:11:30 for the entire game, an improvement of 53 seconds.[8]
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Machinima
Some of the productions have been turned into machinima movies, using "recams" (showing the run from preset camera perspectives rather than the first-person view) and sometimes even custom skins, models, and a script to turn them into films rather than speedrun videos.[9] This is done for entertainment purposes, while there is always a first-person perspective recording available as a documentation of what the runners are capable of.[10]
Releases
This is a list of releases in the Quake done Quick series of which the most notable ones have been further annotated. For more information on the movies that aren't further explained here, see the Quake done Quick Web site [11].[12] Unlike the conventional records, the individual players that worked on these movies are not listed; there are always many different players working on these projects, and as such, they are usually attributed to the Quake done Quick team, while details on who made which portion of the run can be found in the description text files that come with them.
Title Acronym Completion time Date of publishing Description
Quake Quake done Quick with QdQwav a Vengeance Quake done Quick lite The Rabbit Run Quake done 100% Quicker Quake done 100% Quick lite 2 Quake done double Quick Quake done double Quick lite Scourge done Slick QdQlite TRR Qd100Qr 0:12:23 [2] 2000/09/13 Run through Quake on Nightmare difficulty 1 Run through Quake on Easy difficulty 2 Run through Quake on Easy difficulty Run through Quake on Nightmare difficulty while obtaining 100% kills and secrets Run through Quake on Easy difficulty while obtaining 100% kills and secrets 3 Run through Quake on Nightmare difficulty with two players at the same time Run through Quake on Easy difficulty with two players at the same time Run through Quake Mission Pack 1: Scourge of Armagon on Nightmare difficulty 4 Run through Quake Mission Pack 1: Scourge of Armagon on Easy difficulty 5 Run through Quake on Easy difficulty as a fiend Run through Quake on Easy difficulty in reverse level order Run through Runner's Delight Easy difficulty with two players 6 Run through Beyond Belief on Easy difficulty 6 Runs through Beyond Belief on respectively Easy difficulty and Nightmare difficulty while obtaining 100% kills and secrets Run through Beyond Belief on Easy difficulty
2006/07/22
QddQ
0:12:35 [17]
2000/08/29
QddQlite
0:09:55 [18]
2006/06/22
SdS
0:11:02 [19]
1998/07/26
SdSlite
0:08:20 [20]
1998/12/07
FRL
Quake done Backwards QdB Runner's Delight at Speedcon Speed Beyond Belief Speed Completely Beyond Belief Speed Beyond Belief lite II RDSC
sBB SCBB
0:04:25 [24]
1997/12/20
SBBlite2
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BHdQ 0:00:38, 0:00:51 2000/11/30 [27] 1997/08/09
Runs through Blue Hell on respectively Nightmare difficulty and Easy difficulty, the latter while obtaining 100% kills and secrets 6 A reel of highlights from the Skillz Test #4 challenge
Skillz Test #4 reel Quake II Quake2 done Quick2 Doom Doom done Quicker Doom2 done Quick Hell quickly Revealed
1 2 3 4 5 6 7 8
ST4reel [28]
Q2dQ2
0:21:06 [29]
1999/07/05
Run through The Ultimate Doom on Ultra-Violence difficulty 7 Run through Doom II on Ultra-Violence difficulty Run through Hell Revealed on Ultra-Violence difficulty 8
preceded by Quake done Quicker and Quake done Quick originally 0:14:06, but later improved to its current time preceded by Quake done 100% Quick lite the Quake done Quick website notes that this is currently their best movie available as add-on to Scourge done Slick this run is for an independently produced and freely available Quake map pack preceded by Doom done Quick [33] this run is for an independently produced and freely available Doom map pack
See also
Notable games for speedrunning an extensively documented list of noteworthy games for speedrunning purposes. Electronic sports a general term used to describe computer and video games which are played as competitive sports. Speed Demos Archive the largest speedrunning community on the Internet.
External links
Quake done Quick [34] official site
References
[1] [2] [3] [4] http:/ / games. slashdot. org/ article. pl?sid=00/ 09/ 14/ 1223230& tid=112 http:/ / qdq. planetquake. gamespy. com/ / qdqwav. html http:/ / qdq. planetquake. gamespy. com/ / qdqr. html The Quake done Quick team (1997). "Quake done Quicker" (http:/ / qdq. planetquake. gamespy. com/ all_1635. txt). Quake done Quick. . Retrieved December 25, 2005. [5] The Quake done Quick team (2006). "History of the routes in QdQwav" (http:/ / www. fileplanet. com/ dl/ dl. asp?qdq/ qdqwav. dz). FilePlanet. . Retrieved March 26, 2006. [6] See the Quake Techniques paragraph in the Speedrun article. [7] http:/ / speeddemosarchive. com/ quake/ projects/ qdqwavp2/ [8] Speed Demos Archive contributors (2006). "Quake done Quick with a Vengeance Part II" (http:/ / speeddemosarchive. com/ quake/ projects/ qdqwavp2/ tables. html). Speed Demos Archive. . Retrieved May 7, 2006. [9] Andy Clarke, Grethe Mitchell, ed (2007). "High Performance Play: The Making of Machinima". Videogames and Art. University of Chicago Press. p.71. ISBN978-1-84150-142-0. [10] "Downloads" (http:/ / qdq. planetquake. gamespy. com/ downloads. html). Quake done Quick. 2002. . Retrieved June 12, 2006. [11] http:/ / qdq. planetquake. gamespy. com/
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A scene from The Seal of Nehahra Engine(s) Genre(s) Running time Directedby Writtenby Voices Actorcontrol Editedby Production company Release(s) Format(s) Modified DarkPlaces engine Action/Drama 235 minutes J. Thaddeus Skubis J. Thaddeus Skubis J. Thaddeus Skubis J. Thaddeus Skubis J. Thaddeus Skubis Mindcrime Productions August 6, 2000 Quake demo recording
The Seal of Nehahra is an American film made in 2000, created by Mindcrime Productions as part of the Nehahra Project. Made using a modified version of id Software's 1996 first-person shooter computer game Quake and released over the Internet as a non-interactive game demo package, the film was the longest released Quake movie as Quake-based machinima was known at the time. At a total length of three hours and fifty five minutes,[1] it is the longest single-piece machinima production as of 2006. The film received high reviews from the major Quake movie review sites of the time, Psyk's Popcorn Jungle and The Cineplex.
Synopsis
The film serves as a backstory to the Nehahra fan-made single-player game, released on August 18, 2000, which is set five years after the events of Quake. The film is also an unofficial backstory to that of Quake. In his review of The Seal of Nehahra for The Cineplex, Stephen Lum wrote, "Many people were very upset about the plot of Quake, reasonably so, because there wasn't one."[1] Paul Coates wrote in his review of the film for Psyk's Popcorn Jungle, "Some could say that it is basically the Quake plot, but with a lot more detail, and a lot of characters to move it along"[2] . The writer, J. Thaddeus Skubis, stated in his director's notes that "[he] told the story that Id (Software) wouldn't".[3] The film begins in late 2109. The first half of the film is centred around the Slipgate Development Lab, an American government project to develop teleportation technology. After a successful test, the film jumps forward to early 2110. In January 2110, a malfunction during a routine transfer of supplies results in a creature from another dimension an Ogre being transported back to the lab. A terrified soldier fires upon the Ogre, mortally wounding
''The Seal of Nehahra'' him and causing him to flee back through the Slipgate. This sets in motion a chain of events that results in an invasion by beings residing in the other dimension. One soldier goes on a personal mission to avenge the death of his friends and fellow soldiers.
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Production
The project took a year and a half to develop.[4] J. Thaddeus Skubis, also known as Mindcrime, was responsible for writing, recording and editing the film, as well as performing the voice work for all characters.[4] Most of the rest of the team worked on maps and coding for the project. As the modified Quake demo format used in the DarkPlaces engine was not compatible with the Quake demo editing software of the time, most of the external editing was performed via a Hex editor.[3] Internally, the camera was mostly manually controlled by Skubis. A command was implemented into the game allowing a recording in progress to be paused and unpaused as needed. This required scenes to be performed with a single take; reshoots entailed re-recording the entire scene.[3] Minor errors exist in some scenes due to Skubis' self-admitted lack of time or patience to reshoot some of the longer scenes.[3] Unlike those in conventional Quake movies, none of the characters were directly controlled by players. All characters and most of the dialogue was controlled by scripting or artificial intelligence; the latter was mainly used for combat scenes.[3] . This in itself provided problems, particularly during the scenes in which the character Phil battles through the maps of Quake; due to a bug, the character would frequently use a rocket launcher in close range combat instead of a nailgun. Skubis wrote of this "The suspension of disbelief suffered greatly when he gave a Fiend repeated hits at point blank near the end of the scene and didn't, well, die from his own splash damage."[3]
Reception
Paul Coates gave the film a rating of 10 and awarded the film the "Psyk's Popcorn Prize", reserved for the film he considers to be the "top movie on the PPJ",[5] taking it from its previous recipient, A Warrior's Life.[5]
References
Coates, Paul (June 13, 2001). "A Warrior's Life" [6]. Psyk's Popcorn Jungle. Retrieved 2006-08-26. Coates, Paul (June 13, 2001). "The Seal of Nehahra" [7]. Psyk's Popcorn Jungle. Retrieved 2006-08-25. Law, Caryn (September 2000). "The Nehahra Project" [8]. GameSpy Spotlights. GameSpy. Retrieved 2009-05-04. Lum, Stephen (August 9, 2000). "Quake Movies S" [9]. The Cineplex. GameSpy. Retrieved 2006-08-25. Lum, Stephen (August 6, 2000). "August of 2000" [10]. The Cineplex. GameSpy. Retrieved 2006-08-25. Skubis, J. Thaddeus (20 October 2000). "Directors Notes: The Seal of Nehahra" [11]. Machinima.com. Machinima.com. Retrieved 2006-08-25. Skubis, J. Thaddeus (27 October 2000). "Directors Notes: The Seal of Nehahra Part 2" [12]. Machinima.com. Machinima.com. Retrieved 2006-08-29.
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External links
Official website [13] Archived [14]
References
[1] Lum. [2] Coates. [3] Skubis. [4] Law. [5] Coates' review of A Warrior's Life [6] http:/ / homepages. nildram. co. uk/ ~tv13rfc/ ppj/ oldppj/ quake2/ warrior. html [7] http:/ / homepages. nildram. co. uk/ ~tv13rfc/ ppj/ oldppj/ quake/ nehahra. html [8] http:/ / archive. gamespy. com/ spotlights/ september00/ nehahra/ [9] http:/ / cineplex. planetquake. gamespy. com/ q1-s. html [10] http:/ / cineplex. planetquake. gamespy. com/ aug00news. html [11] http:/ / www. machinima. com/ article/ view& id=160 [12] http:/ / www. machinima. com/ article/ view& id=163 [13] http:/ / nehahra. planetquake. gamespy. com/ nehindex. html [14] http:/ / quakewiki. net/ archives/ nehahra/ nehindex. html
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Community
QuakeCon
The Official QuakeCon logo Genre Location Country Firstheld Lastheld Organizer Filingstatus Official Website computer gaming Dallas, Texas United States 1996 Present id Software Corporate
http:/ / www. quakecon. org
QuakeCon is a bring-your-own-computer (BYOC) computer gaming event with a competitive tournament held every year in Dallas, Texas, USA. The event, which is named after id Software's game Quake, sees thousands of gamers from all over the world attend every year to celebrate the company's gaming dynasty. It is North America's largest LAN party, the largest free LAN party in the world, and usually runs over a period of four days. Now more than a multiplayer gaming event, QuakeCon is also a venue to showcase the newest games and hardware being developed by companies involved with id Software including booths selling clothing, computer peripherals, and software. To be able to keep QuakeCon a free LAN party, it is highly dependent on volunteer work. These volunteers, often described as the crew, cover most aspects of the organization of the party. For this QuakeCon has gained a reputation as "Woodstock of gaming", and a week of "peace, love, and rockets!".
Origin
QuakeCon originally grew out of a group of people on the EFnet IRC network, in channel #quake. As various regular visitors to the channel began expressing a desire to meet and game together in person, Jim Elson, a.k.a. "H2H", a gamer from the Dallas, Texas area with ties to the local Dallas-area gaming community, and Wikipedia editor Yossarian Holmberg, a.k.a "yossman", a computer consultant from Waterloo, Ontario, Canada, came up with the idea of assembling at a hotel. The original event name was actually '#quakecon', named after the IRC channel, though this quickly evolved into just 'QuakeCon'. Mr. Elson organized the bulk of the event for the first two years, until the number of people attending each year demanded a more organized approach. Volunteers grouped into teams to assist in the setup, troubleshooting, and tear down of the event's equipment and network.
QuakeCon
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Past events
1996
The first event, in August 1996, was held at the Best Western hotel in Garland, Texas, a mile or two away from the id Software company offices. Starting with just 30 people, by the end of the weekend the number of people had grown to 100, as news of the gathering began to spread on Internet chat networks. The Best Western has since been replaced by a La Quinta Inn. Attendees who had brought their computers along to the event set up a small, impromptu network, in one of the hotel meeting rooms, playing mostly Quake I and Doom, testing deathmatching skills. A small tournament was held, with winners taking home T-Shirts as prizes. The highlight of this first gathering came on the eve of the last day, when the entire id Software team showed up at the event in a [surprise] and most-welcome visit, stopping by to chat with the participants. John Carmack, lead programmer for Doom/Quake, participated in a 3045 min. group chat with attendees on the porch of the hotel. Some ideas discussed during that chat eventually made it into Quake's future public releases. This "Carmack's Talk" has now grown into a yearly keynote speech. Quake 1v1 1st Place: Remedy 2nd Place: BullyBoy 3rd Place: SwanSong Doom 2 1v1 1st Place: PoLish 2nd Place: AceJas 3rd Place (tied): Indub 3rd Place (tied): Avatar
Reference: http://web.archive.org/web/20000816025343/www.quakecon.org/about.html
1997
QuakeCon 1997 brought an estimated 650 attendees to the Holiday Inn in Plano, Texas. It was covered by numerous Internet and broadcast media outlets, and was sponsored in part by id Software and Activision. During QuakeCon 1997, John Carmack met his future wife, Katherine Anna Kang, when she visited id's offices. Quake World 1v1 1st Place: Dan "RiX" Hammans 2nd Place: Forego 3rd Place: Grayson 4th Place: AceJas 5th Place: Walter 6th Place: Yossarian "Yossman" Holmberg 7th Place: Club 8th Place: Kornelia "Kornelia" Takacs 9th Place: Indubious 10th Place: Duke of Earl
QuakeCon
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1998
QuakeCon 1998 was held in conjunction with the Cyberathlete Professional League. Due to poor planning and the lack of people who had helped make the first two events a success, QuakeCon 1998 is regarded by many as being only partially a QuakeCon event. However, it was instrumental in motivating a group of people to start planning QuakeCon 1999 early. Total Attendance: 800 BYOC Size: 300 Location: Infomart, Dallas, Texas, USA Quake 2 1v1 1st Place: 2nd Place: 3rd Place: 4th Place: 5th Place: 6th Place: Dan "RiX" Hammans - $5,000 Victor "Makaveli" Cuadra - $4,000 Kurt "Immortal" Shimada - $3,000 Robert "Resonance" Dubois - $2,000 Jason "Unholy" Carleton - $1,000 Andy "Leprechaun" Vajda
1999
QuakeCon 1999 was the first event in which id Software played a major role in the organization. Recognizing that major sponsors were needed, David Miller a.k.a. "Wino" & Paul Horoky a.k.a "devilseye", both original QuakeCon 1996 people, contacted id Software and convinced them to become the main sponsor, and to help out with finding more sponsors. Together with Anna Kang (then id Software employee, now John Carmack's wife) and a team of volunteers, Mr. Miller & Mr. Horoky set out to build QuakeCon 1999, which became the template for later years. Total Attendance: 1,100 BYOC Size: 500 Location: Mesquite Convention Center [1], Mesquite, Texas, USA Highlights: A change of venue allowed the convention to grow larger than it had ever been before, and, this time, just down the street from id Software headquarters in Mesquite. id Software employees, including John Carmack, participated in various tournaments with attendees on-site as well. A large number of companies sponsored the event for the first time, including Activision, AMD, Apple Computer, ATI Technologies, Logitech, Linksys, and Lucent Technologies. 1999 marked the year that the event was designed in a way clearly recognizable to any later QuakeCon attendee. In fact, this design, largely attributable to David Miller's leadership, would be widely copied by other LAN parties in later years, and would be significantly expanded on and perfected in later events. But this event, with its distinct layout, could readily be considered the foundation of the modern LAN party, and continues to be used to great effect even today. QuakeCon 1999 was the first time Quake 3 was used in competition as the game had not yet been released to the public. First ever Quake 3 tournament 1st Place: 2nd Place: 3rd Place: 4th Place: 5th Place: George "DieharD" Myshlyayev Tim "1134-Bane" Santaniello Aaron "toxic" Clutter Tim "r1msh0t" Orsak Gordon "Gloucester" Luk
6th Place: Dan "RiX" Hammons 7th Place (tied): John "Screw" Horacek
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2000
QuakeCon 2000 Total Attendance: 3,000 BYOC Size: 900 Location: Mesquite Convention Center [1] Highlights: 2000 saw a greatly expanded convention space, allowing for vendors to bring E-quality displays to the convention. Conferences and seminars were also added, creating places for gamers and developers to trade notes and discuss the industry and community in a friendly, relaxed atmosphere. 2000 marked the first year of the modern QuakeCon format as the BYOC encompassed the entire exhibition hall at the Hampton. QuakeCon begins to appear in national media. Announced: March 31, 2000 Date took place: August 36 Registration: May 5 Reference: web.archive.org [2]
Quake 3 1v1 1st Place: 2nd Place: 3rd Place: 4th Place: 5th Place: 6th Place: John "ZeRo4" Hill Terrel "Matador" Garret Mark "Wombat" Larsen Tyler "ReVeNaNt" Bentz propolys Matt "Muiy" Huey
2001
QuakeCon 2001 Total Attendance: 3,000+ BYOC Size: 1,250 Location: Mesquite Convention Center [1] Highlights: 2001 saw QuakeCon continue to flower and grow, as the event began to strain the confines of the Hampton inn, and the event began to attract national acclaim and attention. 2001 also saw a significant change in leadership of the event, as the retirement of David Miller and Paul Horoky caused the event to be passed to John "Eviljohn" Carney as Executive Director, and Brian "Tapper" Davis as the Director of Operations. Reservations for placement in the BYOC were nearly quadruple the available capacity. First year to have Cash Prize Tournaments Announced: March 22, 2001 Registration: May 11, 2001 Took place: August 912 Reference: web.archive.org [3]
Quake 3 1v1 1st Place: 2nd Place: 3rd Place: 4th Place: 5th Place: 6th Place: John "ZeRo4" Hill - $30,000 Johnathan "Fatal1ty" Wendel - $10,000 Tyler "ReVeNaNt" Bentz - $5,000 Jason "socrates" Sylka Paul "czm" Nelson Oleg "demonic" Zhovnir
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2002
QuakeCon 2002 Total Attendance: 3,250+ BYOC Size: 1,305 Location: Mesquite Convention Center [1] Highlights: 2002 saw the retirement of John Carney, and Brian Davis assumed stewardship of the event as Executive Director. 2002 was also the first year id assumed a very active role in the pre-event activities, with the arrival of Marty Stratton a year earlier. Added Return to Castle Wolfenstein to the tournament lineup in a Team-based tournament. First unofficial Ms. QuakeCon event, first appearance of Doom III theater, also the first appearance of The Sinus Show (then known as the Mister Sinus Theater), an Austin, Texas-based MST3K troupe, lambasting Britney Spears' movie Crossroads. Date was announced February 19, 2002. (unconfirmed) 2002 is often considered the last year of the truly "grassroots" QuakeCon, since id Software assumed a much more dominant role in planning and booking the event in later years. 99-02 are often called the "Golden years" of the event by old timers, and marked the days when the event had a distinct flavor to it all its own, and most of the event venue booking and sponsor contacts were done by volunteers. 2002 also marked the year when the Internet "bubble" fully burst, and caused the decline of a great many gaming websites as viable businesses. Future events saw much less interest and emphasis on websites and web companies, and more focus on established hardware vendors. Announced: February 19, 2002 Registration: June 14, 2002 Took Place: August 1518 QuakeCon 2002 final standings: Quake 3 1v1 1st: Alex "LeXeR" Nesterov - $20 000 2nd: Sean "Daler" Price - $10 000 3rd: Johnathan "Fatal1ty" Wendel - $5 000 4th: Sergiy "kuku" Rudy - $3 000 5th: Jared "cha0ticz" Cugno - $2 000 6th: Paul "czm" Nelson 7/8th: ]km[propolys / kuku 9/12th: ZeRo4 / K9-makaveli / FienD 12-16th: Habib / Sector / vernon kay / LoSt-CaUzE
Return To Castle Wolfenstein 1st: 2nd: 3rd: 4th: 5th: the Doctors - $25 000 Infensus - $12 500 clan Kapitol - $7 500 Barons of Hell - $5 000 Affliction - $3 000
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2003
QuakeCon 2003 Total Attendance: 4,000+ BYOC Size: 2,000 Location: Adam's Mark Hotel, Dallas, Texas, USA. Highlights: First change in venue since the convention moved to Mesquite, Texas, USA, 4 years prior. Tapper continued to coordinate volunteer activity, while id assumed much more of the pre-event planning through the capable hands of Marty Stratton. Ms. QuakeCon evolved into a tournament-based event with a sponsor, id unveiled Doom 3 deathmatch. The first display of the award winning franchise called "Call of Duty" found its way into the exhibitor area. First QuakeCon to include 2 team games: Quake 3 CTF and Return to Castle Wolfenstein. Date was announced April 8th, 2003. The event dates: Aug. 15 - 17th, 2003. QuakeCon 2003 Final Standings:
Quake 3 1v1 1st Place: 2nd Place: 3rd Place: 4th Place: 5th Place: John "Zero4" Hill - $25,000 Alexander "Z4muZ" Ihrfors - $12,000 Paul "czm" Nelson - $8,000 Magnus "fox" Olssen - $6,000 Jared "cha0ticz" Cugno
Quake 3 CTF 1st Place: 2nd Place: 3rd Place: 4th Place: Cloud9 - (yrim, FFSmasher, viju, cl0ck) - $10,000 clan519 - (ZeRo4, czm, Gator, Socrates) - $7,000 Gunzoids - (Farside, VeRTeX, Blokey, Derfel) - $5,000 Against All Authority - (Appleseed, Raoul, Thefou, Penx) - $3,000
Return To Castle Wolfenstein 1st Place: 2nd Place: 3rd Place: 4th Place: Infensus gmpo Affliction 4 Kings Intel
2004
QuakeCon 2004 Total Attendance: 5,000+ BYOC Size: 3,000 Location: Gaylord Texan Resort Hotel and Convention Center, Grapevine, Texas, USA. Highlights: Yet another change of venue brought QuakeCon into the record books as the largest LAN party in North America, with over 3000 BYOC attendees. Tournaments prizes totaled over $150,000 and saw the world's first Official Doom 3 Tournament, won by Johnathan "Fatal1ty" Wendel. The event also had a live performances by The Sinus Show, and Tweaker, featuring Chris Vrenna, former Nine Inch Nails drummer. This year also saw another significant change in leadership, as a result of an injury to Brian Davis just weeks before the event. Aaron "Alric" Ferguson was appointed to fill in for Tapper at the last minute. Date was announced March 15, 2004. (unconfirmed)
QuakeCon Date took place: August 1215 QuakeCon Final Standings: Quake 3 1v1 1st Place: 2nd Place: 3rd Place: 4th Place: Paul "czm" Nelson - $25,000 John "Zero4" Hill - $15,000 Anton "cooller" Singov - $10,000 Sean "Daler" Price
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Quake 3 CTF 1st Place: Against All Authority - (StGermain, Raoul, Thefou, Penx) 2nd Place: Cloud9 - (yrim, actionnewbs, viju, cl0ck) 3rd Place: Gunzoids - (Appleseed, Derfel, Deus, Blokey) 4th Place: clan519 - (ZeRo4, czm, Gator, Socrates) 5th Place (tied): Negative Influence - (Pangu, Shad, Alacrity, pirpacQ) 5th Place (tied): iCE cLIMBERS - (Gopher, Toxic, Fox, Tech)
Doom 3 1v1 1st Place: 2nd Place: 3rd Place: 4th Place: 5th Place: Johnathan "Fatal1ty" Wendel - $17,000.35 Sean "Daler" Price HS Mark "cl0ck" McGrail Alejandro "ve-elpajuo" Gonzales
2005
QuakeCon 2005 Total Attendance: 6,000+ BYOC Size: 3,200 Location: Gaylord Texan Resort Hotel and Convention Center, Grapevine, Texas, USA. Highlights: Another large event which saw the unveiling of Quake 4 multiplayer. Aaron Ferguson's first complete year as Executive Director. First time at QuakeCon featuring an all girl gamer tournament with major cash prizes. First year of Intel's sponsorship of QuakeCon, beating out AMD. Date took place: August 1114, 2005. Date was announced March 22, 2005. (unconfirmed) QuakeCon Final Standings:
Doom 3 1v1 1st Place: Fredrik "gopher" Quick 2nd Place: Yang "RocketBoy" Meng 3rd Place: Slain Ms. QuakeCon Quake 3 1v1 1st Place: 2nd Place: 3rd Place: 4th Place: 5th Place: Jamie "g0d-Missy" Pereyda - $15,000 Alana "g0d-Ms.X" Reid - $10,000 Therese "g0d-Trito" Andersson - $5,000 Ana "aNouC" Oliveras Livia "Liefje" Teernstra
QuakeCon Quake 2 Retro Tournament 1st Place: Mikael "Purri" Tarvainen - $10,000 2nd Place: Doze - $7,000 3rd Place: Chad "Rigg5" Dorsey - $3,000 Enemy Territory 1st Place: 2nd Place: 3rd Place: Check 6 United 5 idle.ee
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Reference: Tournament Winners [10] Reference: Official Announcement [11] Alienware Performance Challenge Single GPU - 1st Place: Mickey21 Dual GPU - 1st Place: Unknown
2006
QuakeCon 2006 Total Attendance: 4,000+ BYOC Size: 1,800 Location: Hilton Anatole, Dallas, Texas, USA. Highlights: QuakeCon 2006 was the first time Enemy Territory: Quake Wars was playable by the general public. Longer than normal delays leading up to the official event announcement fueled Internet speculation that the event was actually canceled for the first time ever. It was also discussed publicly earlier in the year by id Software executives that the event had a possibility of not being held inside Texas, nearly breaking a 10-year tradition since the convention's start. The entire event was also announced, planned, and executed in little over a month, a much shorter timeline than prior years. The first QuakeCon to feature a Team Deathmatch tournament. The first event to include the Nvidia Quickdraw tournaments, which pulled random people from the BYOC area to compete for 1,000 dollars. Date took place: August 36, 2006. Date was announced June 23, 2006. QuakeCon Final Standings:
Quake 4 1v1 1st Place: Johan "toxjq" Quick - $15,000 2nd Place: Anton "cooller" Singov - $7,000 3rd Place: Alex "ztrider" Ingarv - $5,000 4th Place: Maciej "av3k" Krzykowski - $3,000 5th Place: Alexey "cypher" Yanushevsky - $2,000 6th Place: James "2GD" Harding - $1,500 7th Place (tied): Sabian "ClampOK" Hayblum - $750 7th Place (tied): Blue - $750
Quake 4 2v2 Team Deathmatch 1st Place: Britney ( 2nd Place: fnatic ( Toxjq and 2GD and Ztrider) - $13,000 Blue) - $7,000
3rd Place: mouzsports ( Cooller and Jibo) - $5,000 4th Place: BlackDragons ( DaHang and Raistlin) 5th Place: Devistation,Inc ( cl0ck and destrukt)
QuakeCon Enemy Territory 5v5 1st Place: 2nd Place: 3rd Place: idle.ee Crossfire.nu KiH
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Nvidia Quickdraw Winners Rafik "LoSt-CauZe" Bryant Sunchanan Charanyananda Brian Dinsdale Raul Enriquez Billy Roadifer Jeff Tank Bryan Walker Aaron "Kalngt" Cephers
Reference: Official Announcement [12] Tournament Reference: Tournament Results Announcement [13]
2007
QuakeCon 2007 Total Attendance: 7,000+ (estimated) BYOC Size: 2,700 Location: Hilton Anatole, Dallas, Texas, USA. Highlights: Registration took place March 2, 2007 at 9:00pm EST. Aaron "Alric" Ferguson continued in the role of Executive Director for this event, which sported a 5x increase in vendor space (25,000 sq ft) over the 2006 event, 7000sqft (650 m2). total event space, and the return of the popular "Quick Draw" tournaments for all general attendees. The second public beta of Enemy Territory: Quake Wars was released to BYOC attendees on the first day of the event. There were just two featured tournaments, both with $50,000 purses, and both sponsored by NVIDIA: ET:QW, and the new Quad Damage Tournament, which combined all four Quake games into one competition. The event was also highlighted by a slew of major announcements, including id Software's new intellectual property RAGE, a sneak peak at the "id Tech 5" engine, a 10-2-2007 release date for ET:QW, updates on the new Return to Castle Wolfenstein game title and major motion picture, the revelation that old id Software titles were to be made available via Steam [14], the upcoming debuts of Quake Arena Arcade, Quake Zero (now officially named Quake Live), and Quake Arena DS, also--in an unprecedented move--the announcement of the dates and venue for the next QuakeCon before the current year's event was even finished. Date took place: August 25, 2007 Date announced December 18, 2006. QuakeCon Final Standings: 1st ever Quad Damage 1v1 Tournament 1st Place: 2nd Place: 3rd Place: 4th Place: 5th Place: 6th Place: Johan "toxjq" Quick - $20,000 Magnus "fojji" Olsson - $12,500 Tim "Dahang" Fogarty - $7,500 Mikael "Purri" Tarvainen Tim "naymlis" Bowes Chance "chance" Lacina Rafik "LoSt-CaUzE" Bryant Tom "Griffin" Wall
QuakeCon 1st Ever Enemy Territory:Quake Wars 6v6 Championship 1st Place: Team-Dignitas 2nd Place: Team-HOT 3rd Place: Check-Six 4th Place: Demise Reference: Official Announcement [15] Reference: Tournament Announcement [16]
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2008
QuakeCon 2008 Total Attendance: 6,000+ (estimated) Location: Hilton Anatole, Dallas, Texas, USA. Date took place: July 31 - August 3, 2008 Date announced: August 3, 2007.
Highlights: QuakeCon 2008 marked the debut of the first-ever Quake Live 1v1 and CTF tournaments. (sponsored by Intel) As well as the Activision Enemy Territory: QUAKE Wars Team Championships (featuring competitions on both PC and for the first time on Xbox 360), The Alienware Quick-Draw Challenge, and the QuakeCon Ultimate Power Up. Reference: Official Announcement [17] QuakeCon Final Standings: Intel Quake Live 1v1 Championship 1st Place: 2nd Place: 3rd Place: 4th Place: Alexey "Cypher" Yanushevsky - $5,000 John "ZeRo4" Hill - $3,000 Tom "Griffin" Wall - $1,500 Shane "Rapha" Hendrixson
Intel Quake Live Capture The Flag Championship 1st Place: 2nd Place: 3rd Place: 4th Place: Billy Maze Dayz - (ZeRo4, 2, viju, cl0ck) - $8,000 Team Rage - (wn, kgb, shizem, icel0re) - $4,000 In It For The Money - (palarity, bLt, swooped, fox) - $2,000 Team Johnson - (carnage, relic, Fiend, dkt)
The Activision Enemy Territory: Quake Wars Team Championships (PC) 1st Place: 2nd Place: 3rd Place: 4th Place: mamut.si - $15,000 Kompaniet - $10,000 H2O - $5,000 Team Fate
The Activision Enemy Territory: Quake Wars Team Championships (Xbox 360) 1st Place: The Green Team 2nd Place: CWell Fellas 3rd Place: SkullRiders 4th Place: Bouncing Blinking Blue Ba
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2009
QuakeCon 2009 Total Attendance: 7000+ Location: Gaylord Texan Resort Hotel and Convention Center, Grapevine, Texas, United States Date took place: August 13, 2009 - August 16, 2009 Date announced: 12/18/08 Highlights: Like the year before, Quakecon 2009 had both 1v1 and CTF tournaments for Quake Live. The notable difference with this years tournaments was two separate 1v1 competitions, one for only pro players, and the other was open to everyone else. This was a much appreciated feature from the community because there was no longer as many blow out games in the tournament. djWHEAT (one of the commentators for this years tournaments) also expressed his opinions to John Carmack from the shout casting booth saying that the separation alleviates any hesitation or frustration for amateur players that want a chance to compete. Quakecon 2009 was also the first Quakecon to have the shoutcasters on stage during the grand finals.
Intel Quake Live Masters Championship 1st Place: 2nd Place: Shane "rapha" Hendrixson - $14,000 Sebastian "Spart1e" Siira - $7,500
3rd Place: Alexey "Cypher" Yanushevsky - $4,000 4th Place: Tim "DaHanG" Fogarty 5th/6th Place (tied): Alessandro "stermy" Avallone 5th/6th Place (tied): Brian "dkt" Flander 7th/8th Place (tied): Tom "griffin" Wall 7th/8th Place (tied): Magnus "fox" Olsson
Intel Quake Live Open Championship 1st Place: 2nd Place: 3rd Place: Jeff "Flysher" Heakes - $1,500 Nelson "Hardup" Maxson - $750 Clifton "Cliffy" Houck - $250
Quake Live Capture the Flag Championship 1st Place: 2nd Place: 3rd Place: 4th Place: Evil Geniuses (DaHanG, viju, clampOK, id_) - $12,000 WhoRunIt (eisenkreuz, kgb, pyro, icel0re) - $6,000 Fnatic (stermy, link1n, spart1e, deus, fox) - $4,000 Loaded (carnage, relic, walter, blt)
2010
QuakeCon 2010 Total Attendance: 8500+ Location: Hilton Anatole, Dallas, Texas, USA. Date to take place: August 12, 2010 - August 15, 2010 Date announced: March 5, 2010 Highlights: Rage
Intel Quake Live Masters Championship 1st Place: 2nd Place: Alexey "srs/rzr/Cypher" Yanushevsky - $14,000 Anton "mouz.Cooller" Singov - $7,500
3rd Place: Alessandro "stermy" Avallone - $4,000 4th Place: Sebastian "fnatic.Spart1e" Siira 5th/6th Place (tied): Shane "SK-rapha" Hendrixson
QuakeCon 5th/6th Place (tied): 7th/8th Place (tied): 7th/8th Place (tied): Tim "EG|Dahang" Fogarty Kvin "fnatic.strenx" Baza Dan "DanDaKing" De Sousa
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Intel Quake Live Open Championship 1st Place: 2nd Place: 3rd Place: 4th Place: Joshua "jovire" Remington - $1,500 Dalton "_boots" DeMaria - $750 Andrew "EG|id_" Trulli - $250 Rogelio "klaovhwN" Vela
Quake Live Capture the Flag Championship 1st Place: 2nd Place: 3rd Place: 4th Place: Evil Geniuses (DaHanG, viju, clampOK, id_) - $15,000 Fnatic (stermy, link1n, spart1e, deus,) - $6,000 QUAD (rapha, jones, Br1ck, sdahaghi) - $4,000 Loaded (Flysher, kgb, whaz, sparks)
Statistics
For QuakeCon 2004, the following was current: Over 200,001ft2 (19,000m2) of BYOC, vendor, and convention floor space BYOC utilized over 1,200 power strips Network composed of over 80,000 feet (24km) of Cat5/Cat5e cable Table switching infrastructure: 144 Linksys managed switches Core switching infrastructure: Cisco Systems 6509 switch with 7 48 port Gigabit ethernet blades, dual Supervisor 720 modules and dual 4000Watt power supplies Setup of all components of the BYOC (network plant, servers, tournament, NOC, etc.) was completed with a staff of over 500 unpaid volunteers over a 2-day period. The vendor areas were set up by contractors.
Community
The QuakeCon community primarily organizes itself online, through IRC. The main channel for everything related to the event is #quakecon [18] on GameSurge. Here you can find people discussing not only the event but also chatting almost every hour of every day with their friends. The QuakeCon website also hosts the QuakeCon Forums [19], a common place for new members to introduce themselves to the community, ask questions about the event, organize for rides to the convention, and discuss event developments. Membership on the forums is open to all and is a requirement of registration for the event.
Sponsors
QuakeCon is primarily paid for by id Software in conjunction with the sponsorship of leading technology companies. Often companies will forego a large monetary sponsorship and will instead elect to lend equipment to the event as a promotional measure. Past sponsors of the event include Activision, nVidia, AMD, Aspyr, Apple, ATI Technologies, Alienware, Ageia, 1UP Network, FragArcade, Intel, D-Link, Logitech, Linksys, Spike TV, Newegg.com and Lucent Technologies.
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External links
QuakeCon.org [20] Official website Official QuakeCon Flickr gallery [21] Photos of the first QuakeCon (1996) [22] QuakeConpics.com [23] A collection of photos from past QuakeCons QuakeCon 2007 in Pictures [24] A large collection of photos from QuakeCon 2007 QuakeCon 2008 Experience Video [25]
References
[1] [2] [3] [4] [5] [6] [7] [8] [9] [10] [11] [12] [13] [14] [15] [16] [17] [18] [19] [20] [21] [22] [23] [24] [25] http:/ / hamptoninn. hilton. com/ en/ hp/ hotels/ index. jhtml?ctyhocn=DALHSHX http:/ / web. archive. org/ web/ 20000816025310/ http:/ / www. quakecon. org/ faq. html#1. 4 http:/ / web. archive. org/ web/ 20010515220310/ http:/ / www. quakecon. org/ http:/ / web. archive. org/ web/ 20020601142137/ www. quakecon. org/ archive. html http:/ / web. archive. org/ web/ 20020802074629/ http:/ / www. quakecon. org/ http:/ / web. archive. org/ web/ 20030409041910/ http:/ / www. quakecon. org/ index. html http:/ / www. cyberfight. org/ site/ coverage/ 46/ http:/ / www. quakecon. org/ forums/ showthread. php?t=56 http:/ / www. cyberfight. org/ site/ news/ 26114/ ?highlight=quakecon%202004 http:/ / www. quakecon. org/ forums/ showthread. php?t=4659 http:/ / www. quakecon. org/ forums/ showthread. php?t=2730 http:/ / www. quakecon. org/ forums/ showthread. php?t=5694 http:/ / www. quakecon. org/ forums/ showthread. php?t=6619 http:/ / www. steampowered. com http:/ / www. quakecon. org/ forums/ showthread. php?t=7398 http:/ / www. quakecon. org/ forums/ showthread. php?t=9220 http:/ / www. quakecon. org/ forums/ showthread. php?t=9073 irc:/ / irc. gamesurge. net http:/ / www. quakecon. org/ forums http:/ / www. quakecon. org http:/ / www. flickr. com/ photos/ quakecon/ http:/ / www. planetquake. com/ photos/ quakecon96/ http:/ / www. quakeconpics. com http:/ / www. directron. com/ quakecon2007. html http:/ / vimeo. com/ 1505771
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QuakeNet
Founded
1997
Geographic location Europe United States Based in Website URL Primary DNS Average users Average channels Average servers Content/subject Worldwide www.quakenet.org irc.quakenet.org
[2] [3] [3] [1]
Public/Video Games
QuakeNet is currently the largest Internet Relay Chat (IRC) network, with a peak average of about 135,000 users[4] [5] [6] and 100,000 channels.[5] [6] The network was founded in 1997 by Garfield (Henrik Rasmussen, Denmark) and Oli (Ola Ingvarsson, Sweden) as a new home for their respective countries' Quake channels.[7] [8] At its peak on February 8, 2005, the network recorded 243,394 simultaneous connections.[5]
Services
Founded in 1997 as an IRC network for QuakeWorld players, QuakeNet has seen huge growth over the years as it attracted many other gamers.[7] Channels often feature channel service bots 'Q' and formerly 'L'. Q is the main channel service and managing authenticate accounts, similar to nickname registration on servers with Nickserv. L was retired due to Q's 2008 upgrade which allowed it to support more channels as well as supporting additional functionality. Additional bots include O as an operserv reference bot to the server operators on QuakeNet and S to assist channels with dealing with spam. The R bot allows users to request both Q and S if their channel meets their requirements.[9] QuakeNet also is the home to many other third-party bot-operated services that can be used for various purposes to assist channel operators to run their channels, some of these channels can be found using the channel search facility on the QuakeNet website. Unlike some other IRC networks QuakeNet does not have any 'NickServ' functionality.
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Webchat
QuakeNet has a webchat client which allows users to connect to the network without the use of an IRC client. The client was created by the QuakeNet development team.
Further reading
Quakenet acts to eject Half Life sharers [10] IRC administrators may out-hack Fizzer virus [11]
External links
Official website [1] Query netsplit.de's IRC network database for QuakeNet [12] Query SearchIRC's IRC network database for QuakeNet [13]
References
[1] http:/ / www. quakenet. org/ [2] irc:/ / irc. quakenet. org [3] http:/ / irc. netsplit. de/ networks/ details. php?net=QuakeNet& submenu=years [4] "QuakeNet network user analysis" (http:/ / mrtg. quakenet. org/ cgi/ _TOTAL_. cgi). . Retrieved 2009-04-23. [5] "netsplit.de: QuakeNet" (http:/ / irc. netsplit. de/ networks/ details. php?net=QuakeNet& submenu=years). . Retrieved 2009-04-23. [6] "searchirc.com: QuakeNet" (http:/ / searchirc. com/ network/ QuakeNet). . Retrieved 2009-04-23. [7] "QuakeNet History" (http:/ / www. quakenet. org/ history. php). . Retrieved 2009-04-23. [8] "QuakeNet Staff List" (http:/ / www. quakenet. org/ stafflist. php). . Retrieved 2009-04-23. [9] "searchirc.com: QuakeNet's Services" (http:/ / searchirc. com/ services/ QuakeNet). . Retrieved 2009-04-23. [10] http:/ / www. theinquirer. net/ ?article=12012 [11] http:/ / news. zdnet. co. uk/ itmanagement/ 0,1000000308,2134852,00. htm [12] http:/ / irc. netsplit. de/ networks/ details. php?net=QuakeNet [13] http:/ / searchirc. com/ network/ QuakeNet
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Professional players
av3k
Maciej Krzykowski (born April 1, 1991[1] ), who also goes by the pseudonym av3k, is an active professional player of the first person shooter series Quake. He has the Polish nationality and resides in Ostrda[2] . He has been activily competing in international Quake competitions since March 5, 2006[3] and is signed to Dutch electronic sports team Serious Gaming[4] . On July 8, 2007 he became the youngest Quake and Electronic Sports World Cup champion ever after winning the annual Electronic Sports World Cup in Paris, France without losing a map[5] . He won three professional Quake Series competitions at DreamHack 2008-2010 and is the current Electronic Sports World Cup vice-champion.
Player Biography
Quake IV
Krzykowski is widely regarded as the strongest Quake IV player ever alongside former Swedish professional gamer Johan Quick and was defeated by only four players in the game: Russian Anton Singov, Johan Quick, Swede Alex Ingarv and Swede Magnus Olsson. Notable as well is that he faced American professional gamer Johnathan Wendel three times in competition and won all their encounters, this has garnered attention because the player is ten years older than him and held five world champion titles at a time in which Kryzkowski was not old enough to enter most professional competitions. One of Krzykowski's victories was considered the 6th biggest moment in professional gaming[6] by gamepro.
He is also considered a prodigy player due to his young age. In 2006 he was considered one of the players of the year and the Quake revelation of the year by competitive gaming media around the world[7] In 2007 he was awarded the eSports Award's 'Breakthrough of the Year' award in all of competitive gaming.
Quake III
Following Quake IV he focussed on Quake III competitions in 2008 as it became the main game of professional Deathmatch competition. He took third place at his first competition in the game, losing to Magnus Olsson and Belarusian Alexey Yanushevsky at the Masters event of the Electronic Sports World Cup[8] . He would win two major LAN competitions that year (DreamHack and GameGune) as well as take another third place at the Electronic Sports World Cup masters in Athens, Greece. He was unable to defend his Electronic Sports World Cup title as his visa to the United States was denied.[9]
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Quake Live
Following the beta launch of Quake Live professional competition started focussing on the new game in hopes of attracting a new generation of players. It became the main game played starting in the 2009 season, a year in which no Electronic Sports World Cup took place[10] . This, combined with the previous cancellation of the World Series of Video Games meant there were very few professional competitions that year. In 2010 the Electronic Sports World Cup is to take place again and the Extreme Masters has decided to use Quake Live as a main game of choice, making it a more active year for professional competition. Krzykowski proved himself one of the strongest players in the world in the new game, taking second place at the European championship of the Extreme Masters in 2010 and third place at the world championship as well as defending his DreamHack championship in 2009 & 2010. He is the current Electronic Sports World Cup vice-champion.
2009
1st - Dreamhack Winter - QuakeLive (Jonkoping, Sweden) - 2.400$ 9th - QuakeCon - QuakeLive (Dallas, USA) Prize money total: 2.400$
2008
1st - Dreamhack Winter - Quake III (Jnkping, Sweden) [seeded #1] - 985$ 3rd - Electronic Sports World Cup Masters - Quake III (Athens, Greece) [seeded #3] - 2.000$ 1st - GameGune 2008 Professional Competition - Quake III (Bilbao, Spain) [seeded #4] - 4.235$ 3rd - Electronic Sports World Cup Masters - Quake III (Paris, France) [seeded #16] - 1.000$
2007
2nd - Multiplay i32 $20.000 Quake IV Cup - Quake IV (Newbury, United Kingdom) [seeded #2][12] - 3.500$ 4th - World Series of Video Games, Toronto - Quake IV (Toronto, Canada) [seeded #8] - 1.200$ 1st - Electronic Sports World Cup - Quake IV (Paris, France) [seeded #1] - 10.000$ 1st - World Series of Video Games, Louisville - Quake IV (Louisville, USA) [seeded #5][13] - 5.250$ 1st - Electronic Sports World Cup, Poland - Quake IV (Poznan, Poland) 1st - Multiplay i30 & Belkin Tournament - Quake IV (Newbury, United Kingdom) [seeded #3][14] - 4.000$
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2006
1st - Poznan Game Arena - Quake IV (Poznan, Poland)[15] - 1.500$ 3rd - World Cyber Games All-Stars 2on2 - Quake IV Monza, Italy[16] 5th - World Cyber Games All-Stars 1on1 - Quake IV (Monza, Italy) [seeded #5][17] 2nd - Digital Life Expo - Quake IV (New York, USA) [seeded #7][18] - 7.470$ for DigitalLife, QuakeCon, The Gathering & Netgamez[19] 4th - QuakeCon - Quake IV (Dallas, USA) [seeded #14][20] 1st - The Gathering - Quake IV (Hamar, Norway)[21] 1st - Samsung Netgamez - Quake IV (Nieuwegein, Netherlands) [seeded #2][22] Prize money total: 8.970$
Online
ZOTAC QuakeLive Cup #18 (100)[23] ZOTAC QuakeLive Cup #7 (100) G Data QuakeLive Cup #27 (100)[24]
Awards
(Global Gaming League) Player of the Year / Quake Player of the Year (runner-up) 2007 (ESports Award) Newcomer / Breakthrough of the Year 2007 (Global Gaming League) Player of the Year / Quake revelation 2006
References
[1] ESWC Masters of Paris (http:/ / www. eswc. com/ masters/ paris2008/ ?c=competition& s=profile& l1=participants& id_competition=2& l2=profile& id_participant=13) [2] QuickCup 2008 - tournaments/league/seasons/duel1/duel1_players (http:/ / www. quakequickcup. com/ ?page=duel1_players) [3] Serious Gaming (http:/ / www. serious-gaming. com/ players/ show/ 18) [4] Serious Gaming (http:/ / www. serious-gaming. com/ ) [5] ESR (http:/ / www. esreality. com/ ?a=post& id=1409387) [6] The 9 biggest moments in pro gaming (page 2 of 3) | International News | GamePro.com (http:/ / www. gamepro. com/ news. cfm?article_id=107255) [7] GGL.com: Sky, Lucifer, Toxic, av3k, archi, f0rest Players of 2006 (http:/ / www. ggl. com/ news. php?NewsId=4476) [8] ESWC Masters of Paris (http:/ / www. eswc. com/ masters/ paris2008/ ?c=competition& s=profile& l1=results& id_competition=2& l2=module& id_module=4& type=SE) [9] http:/ / www. sk-gaming. com/ content/ 18188-US_embassy_denies_av3k_ESWC_title_hopes [10] http:/ / www. sk-gaming. com/ content/ 23345-ESWC_is_dead_company_enters_liquidation [11] http:/ / www. eswc. com/ news/ 89/ eswc-2010-results [12] ESR (http:/ / www. esreality. com/ ?a=post& id=1467144) [13] GotFrag eSports - All Games News Story - WSVG Louisville 2007 Results (http:/ / www. gotfrag. com/ portal/ story/ 38287/ ) [14] Multiplay Belkin Quake 4 1v1 International tournament Final - Match Report - Multiplay's i30 - The UK's Largest LAN Gaming Event (http:/ / i30. multiplay. co. uk/ index. php?option=com_content& task=view& id=162& Itemid=92)
av3k
[15] [16] [17] [18] [19] [20] [21] [22] [23] [24] GotFrag eSports - Quake News Story - av3k defeats socrates to win Ponzan Quake 4 (http:/ / www. gotfrag. com/ quake/ story/ 35554/ ) ESR (http:/ / www. esreality. com/ ?a=post& id=1217910) SK.toxic Wins World Cyber Games 2006 | SK Gaming (http:/ / www. sk-gaming. com/ content/ 4809) GotFrag eSports - Quake News Story - Toxic wins DigitalLife Q4 (http:/ / www. gotfrag. com/ quake/ story/ 34940/ ) http:/ / www. esreality. com/ index. php/ gfx/ css/ ?a=longpost& id=1228829& page=5 GotFrag eSports - Quake News Story - Toxic dominates Quakecon Final Results (http:/ / www. gotfrag. com/ quake/ story/ 33821/ ) ESR (http:/ / www. esreality. com/ ?a=post& id=1058128) ESR - (Archive) (http:/ / www. esreality. com/ ?a=post& id=1027274) http:/ / www. esreality. com/ ?a=post& id=1781072 http:/ / www. esreality. com/ ?a=post& id=1789504
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Cooller
183
Cooller
Anton Singov
Cooller Status Date of birth Hometown Country of origin Current team League(s) Active August 5, 1986 Moscow Russia mousesports Cyberathlete Professional League (defunct) Electronic Sports World Cup World Cyber Games QuakeCon 2001present Quake 3 Quake 4 Quake Live
Anton Singov (born August 5, 1986), who also goes by the pseudonym "Cooller", is a Russian professional gamer in the first-person shooter game series Quake. He is considered to be one of the most successful players of all time in both Quake III and Quake 4 and his prize money earnings are estimated to amount to over US$120,000. Since November 21, 2005, Singov is contracted to the German e-sports club mousesports.[2] At the age of 15, Singov won a gold medal at the two-vs-two tournament of his very first global championship, the World Cyber Games 2002. He won several world championships, for example the Electronic Sports World Cup in the years 2003 and 2005. When Quake 4 was released in November 2005, Singov was believed to be the undisputed number one worldwide for over half a year and remained one of the strongest players. In 2008, he stated that he is considering to quit his gaming career; however, he has continued to participate at professional tournaments until today.
Notable achievements
Quake 3
International 1st WCG 2002 2on2 with Death (top 8 in Duel) $150 1st QLAN 2002 1,200 1st ESWC 2003 $4,000 4th (2nd TDM) QLAN 2 $250 1st Cyber Gaming 2004 $5,000 1st WipeoutLAN 2004 $2,000 3rd ESWC 2004 $2,000 3rd QuakeCon 2004 $10,000
Cooller 1st Voodoo Cup 2005 $350 1st VSports ALl Stars 2005 $1,300 1st ESWC 2005 $6,000 2nd EUROCUP 2005, 2on2 with Jibo $350 3rd CPL Winter 2006 $10,000 5th GameGune 2008 400
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Total prize money: $43,150 Domestic 1st WCG Russia 2002 $3,000 1st WCG Russia 2002, 2on2 with Polosaty 1st ASUS Winter 2003 $250 1st Panavto Cup 2002, 2on2 $1,000 1st ASUS Spring 2003 $100 1st Kreed TOurnament $1,500 1st WCG Russia 2003 $3,000 1st ASUS Open 2003, 2on2 with Unkind 1st GAMELAND 2003 Cup $500 3rd ASUS Winter 2004 $100 1st Cup of Russia $500 1st First Championship of Russia $500 2nd ASUS Spring 2004 $300 ($150 + 4000 Rubles) 1st ASUS Sprind 2004, 2on2 with Death 1st Nations Cup 2004, 4on4 2nd ASUS Autumn 2004 $100 1st ACON5 Russia $400 1st Kibervesna 2005 $500 (15,000 Rubles) 1st KiberMetel 2005 $350 1st ASUS Summer 2005, 2on2 with Jibo $150 (5,000 Rubles) 1st 10 Cities Tournament $1,000 2nd ASUS Autumn 2005 $250 (7,000 Rubles) 2nd CyberBlizzard 2005 $250 2nd ASUS Spring 2007 $800 (25,000 Rubles) 1st ASUS Autumn 2007, 1on1, 2on2 and 4on4 $800 (25,000 Rubles) 2nd ASUS Autumn 2008 (2on2 5/6 with Frozen, 4on4 3rd) $300 (9,750 Rubles) 2nd Asus Spring 2009 $250 (7,000 Rubles) 2nd Asus Summer 2009 $400 (12,000 Rubles)
Cooller
185
Quake 4
International 1st CPL WINTER 2005 $9,000 1st EUROCUP XII 20052006 $7,500 2nd Trans Atlantic Final 2006 $3,750 2nd VSports All Stars 2006 $1,000 1st WSVG Dreamhack 2006 $5,000 4th ESWC 2006 $4,000 2nd QuakeCon 2006 $7,000 3rd QuakeCon 2006, 2on2 with Jibo $1,250 2nd KODE-5 2006 $4,000 4th WSVG Finals 2006 $3,500 3rd PGA Show Tournament $500 3rd i30 International Tournament 2007 $1,500 6th WSVG Kentucky 2007 $750 2nd ESWC 2007, Quake 4 1on1 ESWC 2007 $6,000 3rd WSVG Toronto 2007 $2,100
Total prize money: $56,850 Domestic 1st ASUS Autumn 2005 $450 1st ASUS Winter 2006 $1,950 1st CyberBlizzard 2005 $350 2nd GIGAGAMES 2006 $500 1st ASUS Spring 2006 $1,600 1st Perm's Period 2006 $2,000
Quake Live
International 5th8th place IEM Global Challenge Dubai 2009 $200 3rd Dreamhack Winter 2009 $1,300 (950) 1st Zotac Quake Live Cup #10 $130 (100) 3rd IEM European Finals 2010 $1000 2nd IEM Global Finals 2010 $4000 1st G Data Quake Live Cup #25 $125 (100) 1st G Data Quake Live Cup #31 $125 (100) 1st Zotac Quake Live Cup #38 - $125 (100) 3rd ESWC Finals 2010- $2000 1st Zotac Quake Live Cup #42 - $125 (100) 2nd QuakeCon 2010 - $7000 4th IEM Global Challenge Gamescom 2010 $550
Cooller Domestic 2nd ASUS Winter 2010 $400 (12,000 Rubles) 2nd ASUS Spring 2010 $225 (7,000 Rubles)
186
External links
Official homepage of mousesports [3] Anton Singov's Blog [1] Interview at ESWC 2008 [4]
References
[1] [2] [3] [4] http:/ / users. livejournal. com/ _cooller/ http:/ / www. mousesports. com/ de/ news/ 4373/ Welcome Cooller to mouz.Q4 http:/ / www. mousesports. com/ http:/ / www. sk-gaming. com/ video/ 27742-Cooller_on_ZeRo4_and_an_unfair_system
Cypher
Alexey Yanushevsky (born May 17, 1990)[1] , who also goes by the pseudonym "Cypher", is an active professional player of the first person shooter series Quake. He is of Belarusian nationality, resides in Minsk and is signed to Dutch electronic sports team Serious Gaming[2] . He has been actively competing in international Quake competitions since February 24, 2006. Yanushevksy is a former Electronic Sports World Cup and the current QuakeCon champion; having regained his 2008 professional QuakeCon title in 2010. Due to his young age he is often considered a prodigy player[3] . He is the current European Extreme Masters champion as well as the current ASUS Cup champion, the latter of which he has won a total of eight times.
Player Biography
Originally a Quake III player, Yanushevsky gained prominence with successes in Eastern European competitions in Quake IV shortly after the game's release. At the age of 16 he successfully qualified for the Electronic Sports World Cup in his native Belarus and defeated twofold world champion Russian Anton Singov in Moscow competitions[4] . He subsequently entered the Electronic Sports World Cup and was considered a dark horse contestant at the world championship, Yanushevsky eventually reached the finals of the event where he was defeated, taking second place at the event at an age at which he was too young to enter Cyberathlete Professional League or World Series of Video Games competitions. Afterwards he was signed to professional video gaming team Fnatic and represented them at various gaming competitions throughout the remainder of the year. This included top five finishes at QuakeCon as well as the World Cyber Games. The following year he was one of the more successful players in international competition, taking 2nd and 3rd at two World Series of Video Games stops. After the World Series of Video Games disbanded mid-season Yanushevsky started focusing primarily on Quake III again, which eventually culminated in victory at the Electronic Sports World Cup Masters in July, 2008. After which he was signed to Electronic Sports team Serious Gaming[5] . On August 3, 2008 Yanushevsky won the QUAKE LIVE 1v1 Championship at QuakeCon 2008[6] winning his second major title. On August 27 he won the Electronic Sports World Cup.
Cypher
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Notable Achievements
2010
1st - ASUS Summer Cup (Quake Live) - Kiev, Ukraine 1st - QuakeCon (QuakeLive) - Dallas, Texas 5th - Electronic Sports World Cup (QuakeLive) - Paris, France 2nd - DreamHack Summer Kaspersky QUAKE LIVE Championships (QuakeLive) - Jonkoping, Sweden[7] 1st - ASUS Spring Cup (Quake Live) - Moscow, Russia[8] 4th - Intel Extreme Masters World Championship Finals (Quake Live) - Hannover, Germany 1st - ASUS Winter Cup (Quake Live) - Moscow, Russia[9] 1st - Intel Extreme Masters European Championship Finals (Quake Live) - Cologne, Germany
2009
1st - ASUS Autumn (Quake III) - Moscow, Russia 1st - ASUS Summer (Quake III) - Moscow, Russia 3rd - QuakeCon Masters Tournament (Quake Live) - Dallas, Texas 2nd - Intel Extreme Masters Global Challenge (Quake Live) - Dubai, United Arab Emirates
2008
1st - ASUS Autumn (Quake III) - Moscow, Russia[10] 4th - Electronic Sports World Cup Masters (Quake III) - Athens, Greece 1st - Electronic Sports World Cup (Quake III) - San Jose, California 1st - QuakeCon Intel QUAKE LIVE 1v1 Championship (Quake Live) - Dallas, Texas 1st - Electronic Sport World Cup Masters (Quake III) - Paris, France 4th - ASUS Spring (Quake III) - Moscow, Russia 1st - ASUS Winter (Quake III) - Moscow, Russia
2007
2nd - ASUS Autumn 1on1 (Quake III) - Moscow, Russia 4th - ASUS Autumn 2on2 (Quake III) - Moscow, Russia 3rd - $20.000 i32 Quake 4 tournament (Quake IV) - Newbury, United Kingdom 5th - ASUS Spring (Quake III) - Moscow, Russia 5th - World Series of Video Games, Toronto (Quake IV) - Toronto, Canada 2nd - World Series of Video Games, Dallas (Quake IV) - Dallas, Texas 3rd - World Series of Video Games, Louisville (Quake IV) - Louisville, Kentucky 5th - $10.000 i30 Quake 4 tournament (Quake IV) - Newbury, United Kingdom
Cypher
188
2006
4th - World Cyber Games All-stars 2on2 (Quake IV) - Monza, Italy 7th - World Cyber Games All-stars 1on1 (Quake IV) - Monza, Italy 1st - ASUS Summer (Quake IV) - Moscow, Russia 2nd - ASUS Summer (Quake III) - Moscow, Russia 1st - KODE5 Russia (Quake IV) - Moscow, Russia 5th - QuakeCon 1on1 (Quake IV) - Dallas, Texas 2nd - Electronic Sports World Cup (Quake IV) - Paris, France 1st - GigaGames (Quake IV) - Moscow, Russia 1st - Electronic Sports World Cup, Belarus (Quake IV) - Minsk, Belarus 5th - ASUS Winter (Quake IV) - Moscow, Russia
Online
ZOTAC QuakeLive Cup #24 (100)[11] ZOTAC QuakeLive Cup #23 (100) G Data QuakeLive Cup #26 (100)[12] G Data QuakeLive Cup #19 (100) G Data QuakeLive Cup #17 (100) G Data QuakeLive Cup #11 (100) G Data QuakeLive Cup #10 (100) G Data QuakeLive Cup #8 (100)
References
[1] http:/ / www. eswc. com/ masters/ paris2008/ ?c=competition& s=profile& id_competition=2& l1=participants& l2=profile& id_participant=7 [2] http:/ / www. serious-gaming. com/ articles/ show/ 242 [3] http:/ / www. sk-gaming. com/ content/ 17720-Immaculate_Cypher_wins_ESWC_Masters [4] http:/ / digitallife. ggl. com/ index. php?controller=News& method=article& id=2942 [5] http:/ / www. fnatic. com/ news/ 2815/ Cypher-and-fnatic-part-ways. html [6] http:/ / www. esreality. com/ ?a=post& id=1590807 [7] http:/ / www. esreality. com/ ?a=post& id=1899286 [8] http:/ / www. proplay. ru/ news/ 14075/ [9] http:/ / www. esreality. com/ ?a=post& id=1839263 [10] http:/ / www. sk-gaming. com/ content/ 19852-Cypher_40s_Jibo_to_win_Asus_Autumn [11] http:/ / www. esreality. com/ ?a=post& id=1781072 [12] http:/ / www. esreality. com/ ?a=post& id=1789504
fatal1ty
189
fatal1ty
Johnathan Wendel (Fatal1ty)
Fatal1ty Status Date of birth Hometown Country of origin Current team League(s) Active February 26, 1981 Independence, Missouri United States Independent Cyberathlete Professional League World Series of Video Games(defunct) World Cyber Games Championship Gaming Series (defunct) 1999present
[1]
Quake Quake 2 Quake 3 Aliens versus Predator 2 Return to Castle Wolfenstein Call of Duty 2 Counter-Strike: Source Unreal Tournament 2003 Doom 3 Painkiller Quake 4 Counter-Strike Team Fortress 2 Call of Duty: Modern Warfare 2 Official Website
[2]
Johnathan Wendel (born February 26, 1981), also known by the pseudonym Fatal1ty (pronounced Fatality), is a professional electronic sports player and entrepreneur.
fatal1ty
190
Biography
Wendel has won approximately US$500,000 in cash and prizes from professional competitions, mainly in the Cyberathlete Professional League (CPL). In addition to receiving numerous product partnerships with his company Fatal1ty Brand (Fatal1ty, Inc.), he has been featured in mainstream newsprint publications such as Time, The New York Times, Forbes, and the BBC World Service. He has also been featured on 60 Minutes. He has a training regimen [3] where he practices at least eight hours each day, sometimes more. Wendel has been a successful competitor in several first-person shooter games. He debuted as a professional gamer in October 1999 by placing 3rd in the Quake III Arena tournament at the CPL's FRAG 3 event. He has competed in tournaments with Counter-Strike, Call of Duty and Quake III Arena which he won with his team clan Kapitol at the first-ever CPL Teamplay World Championships (FRAG 4). Most of his successes have been with one-versus-one deathmatch games including Quake III Arena, Unreal Tournament 2003, and Painkiller. During his career, he has won a total of five world championship titles, including four with the Cyberathlete Professional League[4] and one with the World Cyber Games.[5] On March 13, 2003, MTV featured Wendel on the True Life series. It was filmed in Kansas City, Kansas; San Antonio, Texas; and Dallas, Texas. The episode documented his life and how he prepared for the Cyberathlete Professional League's Winter 2002 Unreal Tournament 2003. Among those featured alongside Wendel in the professional gaming industry were his friends Phil "shogun", and Brian "astro", who were also very well known in the professional gaming circuit.[6] Wendel started a business, Fatal1ty, Inc., selling his brand of gaming mouse pads, "FATpads". He later expanded this into other gaming equipment through a business partnership with Universal abit, Creative Labs and XFX to create motherboards, coolers, sound cards, video cards, computer mice, computer cases, headphones, power supplies, and even clothes bearing his moniker.[7] Wendel was the spokesman of the now defunct Championship Gaming Series and has temporarily put aside actively competing.[8] Wendel was awarded the first Lifetime Achievement Award in the four-year history of the eSports Award. According to the Esports Award Organization, he "claims the honor for showing exceptional sportsmanship, taking part in shaping eSports into what it is today and for being the prime representative of this young sport". Additionally, Wendel attended the 2008 E for All[9] which prompted the organizers of Penny Arcade Expo to publish a parody of the press release stating he would not be welcomed at PAX 2008."[10]
Notable accomplishments
All winnings listed are in USD.
Doom 3
1st QuakeCon 2004 ($25,000)
Painkiller
2nd CPL Summer Championships 2004 ($5,750) 4th CPL Turkey March 26, 2005 ($5,000) 6th CPL Spain May 1, 2005 ($2,500) 2nd CPL Brazil May 28, 2005 ($10,000)
fatal1ty 2nd CPL Sweden June 18, 2005 ($10,000) 1st CPL Summer Championships 2005 ($15,000)[11] 2nd CPL UK September 4, 2005 ($10,000) 1st CPL Singapore October 16, 2005 ($15,000) 2nd CPL Italy October 22, 2005 ($10,000) 5th CPL Chile October 30, 2005 ($3,500) 1st CPL NYC World Tour Finals 2005 ($150,000)
191
QuakeWorld
6th CPL 4-Year Anniversary Event 2001 ($1,000)
Quake 4
4th WSVG Kentucky June 18, 2006 4th WSVG Intel Summer Challenge July 9, 2006 ($6,500) 912th QuakeCon August 5, 2006 5th WSVG London October 8, 2006 3rd Digital Life October 15, 2006 ($2,500) 5th World Cyber Games October 19, 2006 2nd WSVG Finals New York, December 10, 2006 ($10,000) 1st Championship Gaming Invitational Los Angeles, December 17, 2006
World championships
CPL: 4 (2000, 2001, 2002, 2005) WCG: 1 (2000)
fatal1ty
192
External links
Fatal1ty's official website [12] Interview with GotFrag.com [13] Interview with TomsHardware.com [14] Interview with Dr. Blogstein's Radio Happy Hour [15] Interview with the BBC [16] Interview with 60 Minutes [17] Interview with Forbes Video [18] Interview with Spike TV [19] Interview with AOL Games [20] CES 2007 Interview with LIVEdigitally [21] Interview with Nice To Kill You e-Sports Club (in Spanish) [22] Featured article at CNN.com (April 11, 2007) under "People You Should Know" [23] Interview with GRRR.pl from Poznan Game Arena 2007 [24] Interview with Geek Entertainment TV 2008 [25] Interview with Neocrisis.com [26] Interview with pr0gaming.com [27]
References
[1] Fatal1ty biography (http:/ / www. fatal1ty. com/ fatal1ty/ bio) [2] http:/ / www. fatal1ty. com [3] Fatal1ty On Pro Video Gaming (http:/ / www. forbes. com/ technology/ 2006/ 12/ 10/ games-fatal1ty-wendel-tech-cx_kn_games06_1212provideo. html), Forbes.com, December 14, 2006 [4] The CPL Announces Past 1v1 Champions (http:/ / www. thecpl. com/ league/ ?s=news& p=newsitem_1015), Cyberathlete Professional League, September 15, 2006 [5] World Cyber Games Challenge Pro Player Index (http:/ / www. challenge-tv. com/ players/ tourney. php?in=59), The Challenge Network, October 612, 2000 [6] "I'm a Gamer", True Life, MTV productions, original broadcast date 3/13/2003. [7] http:/ / www. fatal1ty. com/ [8] Championship Gaming Series: Johnathan 'Fatal1ty' Wendel (http:/ / www. gamingtarget. com/ article. php?artid=7101), Gaming Target, June 18, 2007 [9] E for All sees Fatal1ty Is A Selling Point (http:/ / kotaku. com/ 5033773/ e-for-all-sees-fatal1ty-is-a-selling-point) [10] For Immediate Release (http:/ / www. penny-arcade. com/ 2008/ 08/ 06/ ) [11] Fatal1ty Wins CPL Summer 2005 (http:/ / www. abit-usa. com/ news/ 2005/ 20050713. php) [12] http:/ / www. fatal1ty. com/ [13] http:/ / www. gotfrag. com/ pk/ story/ 6454/ [14] http:/ / www. tomshardware. com/ game/ 200507221/ [15] http:/ / www. blogtalkradio. com/ hostpage. aspx?show_id=22445 [16] http:/ / bbcworld. com/ content/ clickonline_archive_21_2005. asp?pageid=665& co_pageid=3 [17] http:/ / www. cbsnews. com/ stories/ 2006/ 01/ 19/ 60minutes/ main1220146. shtml [18] http:/ / www. forbes. com/ video/ ?video_url=http:/ / www. forbes. com/ video/ fvn/ business/ ab_06work_fatal& id=ab_06work_fatal& title=Video%3A+ Not+ Just+ Fun+ And+ Games [19] http:/ / www. fatal1ty. com/ news/ ?type=DN& ID=67 [20] http:/ / videogames. aol. com/ canvases/ wsvg/ _a/ johnathan-fatal1ty-wendel/ 20060615131309990001 [21] http:/ / www. livedigitally. com/ 2007/ 01/ 13/ exclusive-ces-interview-with-fatal1ty/ [22] http:/ / www. n2ku. org/ ?s=viewarticle& id=19 [23] http:/ / www. cnn. com/ 2007/ TECH/ fun. games/ 04/ 11/ fatal1ty. profile/ index. html [24] http:/ / grrr. pl/ 2008/ 01/ 09/ topster-3-najlepszych-graczy-na-swiecie/ [25] http:/ / www. geekentertainment. tv/ 2008/ 03/ 04/ a-day-in-the-life-of-a-pro-video-gamer/ [26] http:/ / neocrisis. com/ content/ view/ 3414/ 38/ [27] http:/ / pr0gaming. com/ ?p=210
Sujoy
193
Sujoy
Sujoy Roy (born September 1975) was a professional online gamer based in the United Kingdom. He lives in Camden, Central London. While studying at Cambridge University, Roy started playing the computer game Quake online against other players, and found that he had quite an aptitude for the game. Through an online server, he found that he was one of the best players in Europe.[1] He spent many hours online, making full use of the high-speed 'JANET' connection Universities were graced with (offering a stable ~20 ping), and competed with clan Demonic Core. He is also credited with discovering how to rocketjump out of deep lava, a demo of him performing this move spread quickly around the Quake community and is now a common move in all FPS games. In the days before broadband Internet was available, he even installed an ISDN line in his bedroom to improve his online performance. Roy graduated from Cambridge University with an M.A. in Natural Sciences.[1] After graduating from Cambridge, he took up a job at the merchant bank, JP Morgan, working on New York City's Wall Street, and regularly being shuttled between London and New York City in first class. However, he gave up his job at JP Morgan to concentrate on gaming, and the potential from tournament prize money and sponsorships. Sujoy has appeared on many TV programmes on the main United Kingdom networks and satellite channels. He has also been interviewed by major newspapers and magazines, including the Financial Times and Sunday Times, as well as many computer magazines. Sponsorships and endorsements included the Razer Boomslang mouse, probably the first mouse designed for online gamers. Sujoy had this mouse custom painted with the Union Jack by a motorcycle helmet artist, and it was a signature item at tournaments in which he competed. Sujoy retired from online gaming in 2001/2002 following the dotcom crash and set about organising multiplayer tournaments in the UK. Along with business partner, Dominic Mulroy, Sujoy helped found the VGA (Virtual Gaming Alliance), an organisation of internet gaming centres throughout the United Kingdom. Sujoy founded two Multiplayer Lan Gaming Centres named after his community website ESReality, one in Harrow, West London and the other in Maidenhead, Berks. In 2006, with the release of Quake 4 Sujoy briefly returned to compete at several competitions. However, success proved elusive and he slipped back into retirement shortly after. In 2008 Sujoy was involved in launching Omega Sektor [2] and managed the London Mint professional gaming team for the Championship Gaming Series. In December 2008 Sujoy launched Gamerbase, a gaming centre located within the HMV store at the London Trocadero in Piccadilly Circus. Gamerbase was acquired by the high street entertainment chain, HMV, in October 2008 and Sujoy subsequently joined HMV in a managerial capacity to oversee the technical aspects of Gamerbase. Gamerbase won the Retail Innovation award in 2009 from MCVUK, the leading UK video games trade magazine. Sujoy has opened three further Gamerbase stores in the UK inside HMV stores in Manchester, Glasgow and Reading.
Sujoy
194
External links
An interview with Sujoy Roy [3] BBC Report about Sujoy Roy [4]
References
[1] Arthur, Charles (22 August 2000). "Every day people try to kill Sujoy Roy. Sore thumbs aside, it's not a" (http:/ / findarticles. com/ p/ articles/ mi_qn4158/ is_20000822/ ai_n14323906). The Independent. . Retrieved 16 January 2009. [2] http:/ / www. omegasektor. com [3] http:/ / www. BesMella-Quake. com/ comments. asp?newsid=356000210389154906365741 [4] http:/ / news. bbc. co. uk/ 1/ hi/ technology/ 3089496. stm
Toxjq
Johan Quick, who plays with the pseudonym "Toxjq", is a professional gamer from Norrkping, Sweden. Quick is currently signed by Jonathan Wendel's Free Player Organization and is specialized in Quake 4 competitions. During the 2006 season, he was signed to SK Gaming and won four out of five Quake 4 world championships held. He also was ranked #1 in the GGL World Rankings at the end of the 2006 season.[1] He has won roughly $137,870 in Quake 4 prize money between December 16, 2005 and November 11, 2007.
Notable achievements
Quake 4
2nd Cyberathlete Professional League 2005 Winter 1st VIA Dreamhack 2005 Winter: 1st KODE5 2006 Finals 1st QuakeCon 2006 1st GGL VSports AllStars[2] 1st World Series of Video Games 2006 Intel Summer Championship 5th Electronic Sports World Cup 2006 2nd World Series of Video Games 2006 Sweden 1st World Series of Video Games 2006 London 1st DigitalLife 2006[3] 1st World Cyber Games 2006[4] 1st World Series of Video Games 2006 Finals 2nd World Series of Video Games 2007 Louisville 1st QuakeCon 2007 **Where he competed in the QuakeCon QUAD Damage Tournament, involving Quake I, II, III, and IV** 1st World Series of Video Games 2007 Toronto 1st i-32
Toxjq
195
World Championships
World Series of Video Games: 4 (2006) World Cyber Games: 1 (2006) KODE5: 1 (2006) QuakeCon: 2 (2006, 2007)
GGL Rankings
Top Ranking: 1st (08-2006, 09-2006, 10-2006, 11-2006)[5] Current Ranking: 1st[6]
External links
"Toxic and Fatal1ty Final Wrap" Amped e-Sports [7] "Warning: QuakeCon is Toxic" Amped e-sports [8] Interview with the Global Gaming League GGL [9] Toxic's profile SK Gaming [10] "Toxic's unprecedented run" Gamingjunky [11]
References
[1] [2] [3] [4] "Redeye Report: November 2006" - GGL (http:/ / www. ggl. com/ news. php?NewsId=4302) "V-Sports All-Stars: Quake 4 Final Results" GGL (http:/ / vsports. ggl. com/ article. php?nid=3060) "DigitalLife 2006 Final Standings" GGL (http:/ / www. ggl. com/ news. php?NewsId=4095) "WCG 2006 Invitational Quake4 All Stars Final Results" WCG (http:/ / www. worldcybergames. com/ 5th/ fun/ news/ news_view. asp?keyno=N06102010002) [5] GGL (http:/ / www. ggl. com/ news. php?NewsId=3930) [6] GGL (http:/ / www. ggl. com/ news. php?NewsId=4302) [7] http:/ / www. ampedesports. com/ news/ 2953/ [8] http:/ / www. ampedesports. com/ news/ 2583 [9] http:/ / www. ggl. com/ news. php?NewsId=4321 [10] http:/ / www. sk-gaming. com/ member/ tox/ [11] http:/ / www. gamingjunky. com/ article/ 2007/ 1/ 5/ quake:-the-story-of-2006/ 5/
Tresh
196
Tresh
Dennis "Thresh" Fong ( born 1977) is an entrepreneur and retired celebrity pro gamer.[1] Fong has been called "the Michael Jordan of video games",[2] a "Top 20 Entrepreneur Under 35" by Red Herring magazine,[3] and voted as the "Top North American E-Sports Figure of All Time"[4] by the E-Sports Entertainment Association, and is best known for: co-founding Xfire, an instant messenger and social networking site for gamers which was acquired by Viacom for US$102 million in April 2006; co-founding Lithium, a leading Social CRM company with clients such as AT&T and Barnes & Noble; and winning John Carmack's Ferrari 328 in a 1997 Quake tournament. Fong was born in Hong Kong and came to the United States when he was 11 years old.[5] Fong initially chose the pseudonym "Threshold of Pain", which meant being able to withstand enemy fire and suffering. However, as many games had an eight-character limit and the truncated "Threshol" did not sound cool, he went with "Thresh" and liked the meaning of it which was to strike repeatedly. In games, Fong is known for his reflexes, intuition, and tactics. People coined the term "Thresh ESP" to describe his unnatural knack for knowing exactly what his opponents were doing. [6][7] The highlight of his gaming career was at the Red Annihilation tournament in 1997. He and Tom "Entropy" Kizmey emerged from a crowded field to face off in the Quake level E1M2 "Castle of the Damned", where Fong, playing as "Thresh", defeated "Entropy" 14:-1.[8] In his gaming career, Fong rarely lost, winning tournaments over a five-year span in many games including Doom I and II, Quake, II, and III, and StarCraft. Using his prize winnings and endorsement money, approximately $100,000 a year over his gaming career,[9] Fong and his brother Lyle started GX Media, the parent company of Gamers.com, FiringSquad, and Lithium Technologies. Fong was the CEO of the company and Lyle was the Chief technical officer; together they grew the company to 100 employees. In 1999, GX Media raised over US$11 million dollars from CMGI and built gamers.com, a popular web portal.[10] [11] Fong's Ferrari was parked in the lobby of the GX Media offices and the company threw a party at the Playboy Mansion during E3. In 2001, Gamers.com was acquired by Ziff-Davis. While running GX Media, Fong was also editor-in-chief at the video gaming site FiringSquad, wrote a monthly column in the popular PC Gamer magazine, and co-authored the official Quake II strategy guide. GX Media spun off Lithium Technologies, a leading Social CRM platform provider that counts AT&T, PlayStation, Verizon, Comcast, and Best Buy as some of its customers. The company has raised over $40 million dollars from Benchmark Capital, Emergence Capital, Shasta Ventures, DAG Ventures, and Tenaya Capital. Fong went on to co-found Xfire, an IM designed for gamers, that was acquired by Viacom in 2006. In 2007, Fong founded Raptr, a social network and related software client for gamers. The company has raised over $12 million dollars in financing from Accel Partners. Fong currently resides in the San Francisco Bay Area.
Tresh
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See also
DWANGO
References
[1] Entrepreneur Launches His Third Interactive Computer-Gaming Company. (http:/ / www. accessmylibrary. com/ coms2/ summary_0286-9060484_ITM) San Jose Mercury News. 01-SEP-03 [2] Kushner, David (2000-09-05). "The Michael Jordan of gaming" (http:/ / archive. salon. com/ tech/ view/ 2000/ 09/ 05/ thresh/ index. html). Salon.com. . Retrieved 2007-06-25. [3] ""Top 20 Entrepreneurs Under 35" in Red Herring Magazine" (http:/ / www. redherring. com/ Article. aspx?a=13445& hed=20+ Entrepreneurs+ Under+ 35). Red Herring, Inc.. . [4] ""Top Ten North American Esports Figures" at Esportsea.com" (http:/ / www. esportsea. com/ index. php?s=esports& d=content& id=83). . [5] The Michael Jordan of gaming (http:/ / dir. salon. com/ story/ tech/ view/ 2000/ 09/ 05/ thresh/ print. html), Dennis "Thresh" Fong leaves the deathmatch arena to try his hand at building a business. David Kushner. Salon.com [6] http:/ / www. washingtonpost. com/ wp-srv/ WPcap/ 1999-12/ 23/ 093r-122399-idx. html [7] http:/ / www. quaketerminus. com/ quakebible/ 1on1-strat. htm [8] Kushner, David (2003). Masters of Doom: How Two Guys Created An Empire And Transformed Pop Culture. Random House. 89. ISBN0375505245. [9] 'Thresh' Rules Online Subculture of Gamers (http:/ / www. washingtonpost. com/ ac2/ wp-dyn?pagename=article& node=& contentId=A26675-1999Dec22& notFound=true), Mark Leibovich, Washington Post, December 23, 1999; Page A1 [10] Thresh plays the portal game (http:/ / www. forbes. com/ 1999/ 11/ 12/ mu8. html) Marius Meland, Forbes, 11.12.99 [11] Video Game Champ Creates Web Portal (http:/ / www. sfgate. com/ cgi-bin/ article. cgi?f=/ c/ a/ 1999/ 12/ 15/ BU66885. DTL& hw=MSN+ GAMING+ ZONE& sn=002& sc=829) Kelly Zito, San Francisco Chronicle, December 15, 1999
"Thresh: the legend of Quake" (http://www.cyberfight.org/offline/strategy/52/). Cyberfight.org "King of the Gamers" (http://www.washingtonpost.com/wp-srv/WPcap/1999-12/23/093r-122399-idx.html) Washington Post. "Valley Boys" (http://www.businessweek.com/magazine/content/06_33/b3997008.htm). Business Week cover story. "Hail to the King" (http://www.penny-arcade.com/comic/1999/12/27). Penny Arcade
External links
Raptr (http://raptr.com) FiringSquad (http://www.firingsquad.com) Xfire (http://www.xfire.com) Thresh's Quake Bible (http://www.quaketerminus.com/quakebible/index.htm) Thresh vs Entropy at the final of Red Annihilation 1997 (http://www.methosq.com/downloads/demos/ thresh0.zip) (Quake Demo file) Youtube of the above demo with commentary (http://www.youtube.com/watch?v=d3iS3k-e-Pc)
Vo0
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Vo0
Sander Kaasjager, who also goes by the pseudonym Vo0, is a former Dutch professional player of the first person shooter game Painkiller, born in Naarden. He was formerly signed on to play for the electronic sports team Fnatic. When the Cyberathlete Professional League, World Series of Video Games, and other tournaments dropped Painkiller in favor of Quake 4, Kaasjager retired from professional gaming on June 21, 2006 to pursue his studies for the upcoming college semester. Originally starting with Quake II, Kaasjager later rose to widespread popularity with the release of a self-made montage of highlight footage (or "frag video") from the game Challenge ProMode Arena.[1] Which showcases Kaasjager's unique aggressive style of playing. He made a comeback to competitive gaming on April 30, 2007, participating in the World of Warcraft competition of the World Series of Video Games representing Fnatic once again. Kaasjager has won more professional Painkiller tournaments than any other player. He has competed in multiple professional gaming tournaments around the world. Kaasjager won two world championship titles, one with the CPL[2] , and one with the ESWC[3] , both in 2004. In 2005, Kaasjager competed in the 2005 CPL World Tour, in which he won at five out of nine stops and earned $223,000. Kaasjager was named the Most Valuable Player of the tour. Overall, Kaasjager won over $250,000 in prize money at professional Painkiller tournaments, more than any other player. After retiring, he has been known to play Quake 3 CPMA, Warsow[4] , and Quake Live.
Notable achievements
2009
4th Intel Extreme Masters season IV American Championship finals Quake Live 1on1 (Edmonton, Canada) 1st Dreamhack Summer CPM Quake III Championship 1on1 (Jonkoping, Sweden)
2008
7th QuakeCon Intel Quake Live 1v1 Championship 1on1 (Dallas, Texas) 8th GameGune 2008 1on1 (Bilbao, Spain) 13th Electronic Sports World Cup Masters 1on1 (Paris, France) 2nd Electronic Sports World Cup qualifier 1on1 (Enschede, Netherlands)
2007
2nd World Series of Video Games, China 3on3 (Wuhan, China)
2005
2nd CPL World Tour Grand Finals 1on1 (New York City, U.S.) 3rd CPL World Tour Stop Chile 2005 1on1 (Santiago, Chile) 1st CPL World Tour Stop Italy 2005 1on1 (Milan, Italy) 2nd CPL World Tour Stop Singapore 2005 1on1 (Singapore, Singapore) 1st CPL World Tour Stop UK 2005 1on1 (Sheffield, UK) 2nd CPL World Tour Stop USA 2005 1on1 (Dallas, U.S.)
1st CPL World Tour Stop Sweden 2005 1on1 (Jnkping, Sweden) 1st CPL World Tour Stop Brazil 2005 1on1 (Rio de Janeiro, Brazil)
Vo0 2nd CPL World Tour Stop Spain 2005 1on1 (Barcelona, Spain) 1st CPL World Tour Stop Turkey 2005 1on1 (Istanbul, Turkey) 1st CPL World Tour Spain Qualifier 2005 1on1 (Istanbul, Turkey)
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2004
1st CPL Extreme Summer Championships 2004 1on1 (Dallas, U.S.) 1st CPL Extreme Winter Championships 2004 1on1 (Dallas, U.S.) 1st Electronic Sports World Cup 2004 1on1 (Poitiers, France) 1st Netgamez 2004B 1on1 (Nieuwegein, Netherlands)
Awards
Most Valuable Player CPL World Tour 2005 (ESports Award) eSports Player of the Year 2005 (ESports Award) Newcomer / Breakthrough of the Year 2005 CPL World Champion 2004
External links
team fnatic [5] Vo0's retirement [6]
References
[1] [2] [3] [4] [5] [6] "CPMA Done by Vo0 @ own3d.tv" - (http:/ / www. own3d. tv/ watch/ cpma-done-by-vo0,10524. html) "The CPL Announces Past 1v1 Champions" - the CPL (http:/ / www. thecpl. com/ league/ ?s=news& p=newsitem_1015) "Painkiller Final Standing" - ESWorldcup (http:/ / www. esworldcup. com/ 2004/ ?act=document_info& id_document=350) "I-View With Vo0 By Mephist0" - (http:/ / www. qpad. se/ modules/ news/ article. php?storyid=359) http:/ / www. fnatic. com/ http:/ / gotfrag. com/ pk/ story/ 33170/
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Lighting and reflection calculations (shown here in the free and open source first-person shooter, OpenArena) use the fast inverse square root code to compute angles of incidence and reflection.
The algorithm accepts a 32-bit unsigned floating point number as an input, stores a halved value for later use, then converts the bits representing the floating point number into an integer. Next, a logical shift right of one bit is performed and the result subtracted from the "magic" value 0x5f3759df. This is the first approximation of the inverse square root of the input. It then returns that result to floating point and runs one iteration of Newton's method to return a more precise approximation. This computes an approximation of the inverse square root of a floating point number approximately four times faster than floating point division. The algorithm was originally attributed to John Carmack, but an investigation showed that the code had deeper roots in both the hardware and software side of computer graphics. Adjustments and alterations passed through both Silicon Graphics and 3dfx Interactive, with Gary Tarolli's implementation for the SGI Indigo as the earliest known use. It is not known how the constant was originally derived, though investigation has shed some light on possible methods.
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Motivation
The inverse square root of a floating point number is used in calculating a normalized vector.[2] Since a 3D graphics program uses these normalized vectors to determine lighting and reflection, millions of these calculations must be done per second. Before the creation of specialized hardware to handle transform and lighting, software computations could be slow. Specifically, when the code was developed in the early 1990s, most floating point processing power lagged behind the speed of integer processing.[1]
To normalize a vector, the length of the vector is determined by calculating its Euclidean norm: the square root of the sum of squares of the vector components. When each component of the vector is divided by that length, the new vector will be a unit vector pointing in the same direction. is the Euclidean norm of the vector, analogous to the calculation of the Euclidean distance between two points in Euclidean space. is the normalized (unit) vector. Using to represent ,
Surface normals are used extensively in lighting and shading calculations, requiring the calculation of norms for vectors. A field of vectors normal to a surface is shown here.
, which relates the unit vector to the inverse square root of the distance components. Quake III Arena used the fast inverse square root algorithm to speed graphics processing unit computation, but the algorithm has since been implemented in some dedicated hardware vertex shaders using Field-programmable gate arrays (FPGA).[3]
then some numerical method would revise that approximation until it came within an acceptable error range of the actual result. Common software methods in the early 1990s drew a first approximation from a lookup table.[4] This bit of code proved faster than table lookups and approximately four times faster than regular floating point division.[5] Some loss of precision occurred, but was offset by the significant gains in performance.[6] The algorithm was designed with the IEEE 754-2008 32-bit floating point specification in mind, but investigation from Chris Lomont and later Charles McEniry showed that it could be implemented in other floating point specifications. The advantages in speed offered by the fast inverse square root hack came from converting the floating point number into an integer then subtracting it from a specific constant, 0x5f3759df. The purpose of the constant is not immediately clear to someone viewing the code, so, like other such constants found in code, the number is often called "magic."[1] [7] [8] [9] This integer subtraction and bit shift results in an integer number which when converted
Fast inverse square root back into floating point notation is a rough approximation for the inverse square root of the input number. One iteration of Newton's method is performed to gain some precision, and the code is finished. The algorithm generates reasonably accurate results using a unique first approximation for Newton's method, however it is much slower and less accurate than using the SSE instruction rsqrtss on x86 processors, and also released in 1999.[10]
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Breaking this down requires some understanding of how a floating point number is stored. A floating point number represents a rational number expressed in three portions across 32 bits. The first, the sign bit, is 0 for positive numbers and 1 for negative numbers. The next 8 bits form the exponent, which is biased in order to result in a range of values from 126 to 127. The significand comprises the next 23 bits and represents the significant digits of the number stored. This is expressed as where the bias B=127.[11] The value of the exponent determines whether the significand (referred to as the mantissa by Lomont 2003 and McEniry 2007) represents a fraction or an integer.[12]
sign bit 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 = 0 0 0 0 0 1 0 = 0 0 0 0 0 0 1 = 0 0 0 0 0 0 0 = 1 1 1 1 1 1 1 = 1 1 1 1 1 1 0 = 127 2 1 0 1 2
0 0 0 0 0 0 1 = 127 0 0 0 0 0 0 0 = 128
A positive, signed integer represented in a two's complement system has a first bit of 0, followed by a binary representation of the value. Aliasing the floating point number as a two-complement integer gives an integer value of where I is the integer value of the number, E the exponent and M the significand. Since the inverse square root function deals only with positive numbers, the floating point sign bit (Si) must be 0. This ensures that the resulting signed integer is also positive. The aliasing makes possible the computationally inexpensive operations that follow. The first of these, the 1-bit right shift, divides the integer by 2.[13]
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S 1 bit
n bits
[14]
The selection of 0x5f3759df as a constant prompted much of the original speculation surrounding the fast inverse square root function. In an attempt to determine how a programmer might have originally determined that constant as a mechanism to approximate the inverse square root, Charles McEniry first determined how the choice of any constant R could give a first approximation for the inverse square root. Recalling the integer and floating point comparison from above, note that , our floating point number, is and , our integer value for that same number, is where where .[15] These identities introduce a few new elements, which are simply . . restatements of values for the exponent and significand.
Per these identities, a bit shift operation and integer subtraction can reliably output an approximation for the inverse square root of a floating point number. The illustration from McEniry 2007 proceeds:
and
makes the multiplied terms in the floating point numbers x and y reduce to addition. The relationship between and is linear, allowing an equation to be constructed which can express x and (The input and first approximation) as a linear combination of terms.[11] McEniry introduces a term which serves as an approximation for in an intermediate step toward approximating R.[16] For our purposes, is a real number bounded by [0,1/3]for an R equal to 0x5f3759df, .[14] [17]
and
The integer value of a strictly positive floating point number x is the integer value of y (where components of x. Specifically, where The equation
[14]
, our first approximation for the inverse square root) in terms of the integer
. is
is the line i = 0x5f3759df - (i>>1); in Fast InvSqrt(), the integer approximation for
the integer value for x, shifted to the right and subtracted from R. McEniry's proof here shows only that a constant R can be used to approximate the integer value of the inverse square root of a floating point number. It does not prove that R assumes the value used in the code itself.
Fast inverse square root A relatively simple explanation for how a bit shift and a subtraction operation using the expected value of R results in division of the exponent E by negative two can be found in Chris Lomont's paper exploring the constant. As an example, for , a division of the exponent by 2 would produce . Since the exponent is biased, the true value of the exponent (here e) is biased result .
[18]
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Subtracting the integer from R (the "magic" number 0x5f3759df) forces the least
significant bit of the exponent to carry into the significand and when returned to floating point notation, outputs a floating point number very close to the inverse square root of the input. The specific value of R was chosen to minimize the expected error in division of the exponent as well as the expected error in shifting the significand. 0xbe represents an integer value which minimizes the expected error resulting from division of the floating point exponent through bit shift operationsnotably the value of 0xbe shifted one to the right is 0x5f, the first digits in the magic number R.[19]
Accuracy
As noted above, the approximation is surprisingly accurate. See the graph on the right for an evaluation. It starts at 0.01, where the standard library gives 10.0 as a result, while InvSqrt() gives 9.982522, making the difference 0.017479, or 0.175%. The absolute error only drops from then on, while the relative error stays within the same bounds across all orders of magnitude.
Newton's method
After performing those integer operations, the algorithm returns the number to floating point notation (x = *(float*)&i;) and performs a floating point multiplication operation (x = x*(1.5f - xhalf*x*x);). The floating point operation represents a single iteration of Newton's method of finding roots for a given equation. For this example, is the inverse square root, or, as a function of y, . As approximation, is the particularized expression where Hence x = x*(1.5f - xhalf*x*x); is the same as The first approximation is generated above through the integer operations and input into the last two lines of the function. Repeated iterations of the algorithm, using the output of the function ( ) as the input of the next iteration, cause the algorithm to converge on the root with increasing precision.[20] For the purposes of the Quake III engine, only one iteration was used. A second iteration remained in the code but was commented out.[9] and . represents a general expression of Newton's method with as the first
A graph showing the difference between the heuristic Fast Inverse Square Root and the inversion of square root supplied by libstdc. (Note logscale on both axes.)
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It is not known precisely how the exact value for the magic number was determined. Chris Lomont developed a function to minimize approximation error by choosing the magic number R over a range. He first computed the optimal constant for the linear approximation step as 0x5f37642f, close to 0x5f3759df, but this new constant gave slightly less accuracy after one iteration of Newton's method.[22] Lomont then searched for a constant optimal even after one and two Newton iterations and found 0x5f375a86, which is more accurate than the original at every iteration stage.[22] He concluded by asking whether the exact value of the original constant was chosen through derivation or trial and error.[23] Charles McEniry performed a similar but more sophisticated optimization over likely values for R. His initial brute force search resulted in the same constant that Lomont determined.[24] When he attempted to find the constant through weighted bisection, the specific value of R used in the function occurred, leading McEniry to believe that the constant may have originally been derived through "bisecting to a given tolerance".[25]
John Carmack, co-founder of id Software, is commonly associated with the code, though he actually did not write it.
See also
Methods of computing square roots: Approximations that depend on IEEE representation
Further reading
Kushner, David (Aug 2002). "The wizardry of Id". IEEE Spectrum 39 (8): 4247. doi:10.1109/MSPEC.2002.1021943.
External links
Quake III Arena source code [26] Magical Square Root Implementation In Quake III [27]
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References
[1] Sommefeldt, Rys (November 29, 2006). "Origin of Quake3's Fast InvSqrt()" (http:/ / www. beyond3d. com/ content/ articles/ 8/ ). Beyond3D. . Retrieved 2009-02-12. [2] Blinn, Jim (2003). Jim Blinn's Corner: Notation, notation notation. Morgan Kaufmann. p.130. ISBN1558608605. [3] Middendorf, Lars; Mhlbauer, Felix; Umlauf, George; Bodba, Christophe (June 1, 2007). "Embedded Vertex Shader in FPGA". in Rettberg, Achin. Embedded System Design: Topics, Techniques and Trends. IFIP TC10 Working Conference:International Embedded Systems Symposium (IESS), et al.. Irvine, California: Springer. pp.155164. ISBN 978-0-387-72257-3. [4] Eberly, David (2001). 3D Game Engine Design. Morgan Kaufmann. p.504. ISBN9781558605930. [5] Lomont, Chris (February, 2003). "Fast Inverse Square Root" (http:/ / www. lomont. org/ Math/ Papers/ 2003/ InvSqrt. pdf). p. 1. . Retrieved 2009-02-13. [6] McEniry, Charles (August, 2007). "The Mathematics Behind the Fast Inverse Square Root Function Code" (http:/ / mceniry. net/ papers/ Fast Inverse Square Root. pdf). p. 1. . Retrieved 2009-02-13. [7] Lomont 2003, p. 3 [8] McEniry 2007, p. 2, 16 [9] Eberly, David (2002). Fast Inverse Square Root (http:/ / www. geometrictools. com/ Documentation/ FastInverseSqrt. pdf). Geometric Tools. p. 2. . Retrieved 2009-03-22 [10] "Some Assembly Required Blog Archive Timing square root" (http:/ / assemblyrequired. crashworks. org/ 2009/ 10/ 16/ timing-square-root/ ). Assemblyrequired.crashworks.org. 2009-10-16. . Retrieved 2010-09-13. [11] McEniry 2007, p. 2 [12] Hennessey, John; Patterson, David A. (1998). Computer Organization and Design (http:/ / books. google. com/ ?id=7-ZQAAAAMAAJ) (Second ed.). San Francisco, CA: Morgan Kaufmann Publishers. p.276. ISBN9781558604919. . [13] Hennessey and Patterson, p. 305 [14] McEniry 2007, p. 3 [15] Floating point numbers are normalizedthe significand is expressed as a number . See David Goldberg (March 1991).
"What Every Computer Scientist Should Know About Floating-Point Arithmetic". ACM Computing Surveys 23 (1): 548. doi:10.1145/103162.103163. for further explanation. [16] Lomont 2003 approaches the determination of R in a different fashion, splitting R into and for the significand and exponent bits of R. [17] Since , , can now be defined. This definition affords a first approximation of the binary
logarithm. [18] Hennessey and Patterson, p. 278, 282 [19] Lomont 2003, p. 5 [20] McEniry 2007, p. 6 [21] Sommefeldt, Rys (2006-12-19). "Origin of Quake3's Fast InvSqrt() - Part Two" (http:/ / www. beyond3d. com/ content/ articles/ 15/ ). Beyond3D. . Retrieved 2008-04-19. [22] Lomont 2003, p.10 [23] [24] [25] [26] [27] Lomont 2003, p. 1011 McEniry 2007, p. 1112 McEniry 2007, p. 16 http:/ / www. idsoftware. com/ business/ techdownloads/ http:/ / www. codemaestro. com/ reviews/ 9
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Fore Thought Entertainment QuakeWorld is one of the modern free software Quake engines. In addition to QuakeWorld, FTE can also run Quake I, Quake II, Quake III, Nexuiz, and Hexen II games. The main goal of the FTEQW client is to improve the Quake engine without losing backwards compatibility. The FTEQW engine can render graphics in OpenGL, Direct3D & Software rendering.
FTEQCC
Part of the FTE QuakeWorld project. FTEQCC boasts many unique features, language constructs, and even some optimisations. FTEQCC is probably the best QC compiler if you're after the smallest progs. It is also the compiler with the most C like code. FTEQCC was originally begun to supplement FTE's FTE_MULTIPROGS extension. It was coded primarily by Spike, from id's original qcc source code though it does contain a fair amount of FrikQCC code and ideas (thanks FrikaC). There are contributions from others also.
FTEQTV
FTEQTV is a streaming proxy. It is designed to sit somewhere between a compatible server, and any standard client. It was written from scratch by Spike. It was the first widely used and tested QuakeTV, and its development started in September 2005. It transfers MVD data (known as MultiViewDemo files) over TCP. The result is a reliable buffered connection, providing smooth action. FTE QuakeTV seeks to replace Qizmo observer mode when observing crowded matches.
External links
FTE homepage [1] FTE wiki [2] FTEQTV Tutorial [3] FTEQTV FAQ [4] FTE Development Snapshot Binaries [5]
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References
[1] [2] [3] [4] [5] http:/ / www. fteqw. com/ http:/ / www. fteqw. com/ wiki/ index. php?title=Main_Page http:/ / www. fteqw. com/ wiki/ index. php?title=FTEQTV_Tutorial http:/ / www. fteqw. com/ wiki/ index. php?title=FTEQTV_FAQ http:/ / www. fteqw. com/ fteqw-nightly/
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GtkRadiant
Developer(s) Stable release Operating system Type License Website id Software 1.5.0 Microsoft Windows, Linux, Mac OS X level design tool GPL qeradiant.com
[1]
GtkRadiant is a level design program developed by id Software and Loki Software. It is used to create maps for a number of computer games. It is maintained by id Software together with a number of volunteers.
History
GtkRadiant's roots lie in id Software's in-house tools. Some of the early UI design decisions influencing it could be seen in QuakeEd, the original Quake mapping tool for NextStep. The first direct code ancestor however was QE4, the in-house Quake II level editor id Software used to build Quake II levels and later made available with the Quake 2 SDK. Robert Duffy used the released QE4 source code to develop QERadiant which became a very popular editor. id Software took the code in-house again to develop Q3Radiant, the Quake III Arena level design tool. All these tools were Windows-only applications. GtkRadiant was released in 2001 as a modification of Q3Radiant introducing two major changes: It used the GTK+ toolkit so that it could also support Linux and Mac OS X, and it was also game engine-independent, with functionality for new games added as game packs. Timothee Besset, who became responsible for the id Software's post Quake III Linux ports and much of the network programming, was hired to maintain the game editor. GtkRadiant is free software distributed under GNU General Public License. For a long time, the application source code was publicly available from id Software's Subversion repository, and it was in a dual license where new code was under GPL-compatible free software licenses and the core Q3Radiant code was under id Software's proprietary license, primarily because it used parts of Quake III Arena code. This dual-license system made development difficult, and inhibited use of the editor in commercial projects. On August 19, 2005, Quake III Arena source code was released along with the Q3Radiant source code. The license for both the GtkRadiant editor and toolset (notably Q3Map2, the BSP compiler) was changed in February 2006, and publicly released under the GPL on February 17.
DarkRadiant
There is one prominent fork; DarkRadiant [2], which is specifically optimised for id Tech 4 engine. It was originally created for the needs of Doom 3 mod called The Dark Mod [3].
ZeroRadiant
ZeroRadiant (or GTKRadiant 1.6.0) is an upcoming version of the GTKRadiant level editor based upon the 1.4.0 architecture and design. It is currently in development for new id Games projects. It will be used to create maps for a number of computer games. It is maintained by id Software together with a number of volunteers.
GtkRadiant
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Supported games
Top-level game packs that are maintained in the GtkRadiant Subversion server exist for the following games [4]. Generally, this includes support for all expansions and modifications as well. CodeRED: Alien Arena- Uses a specialized version called AARadiant. DarkPlaces Doom 3- A Windows-only variant called D3Radiant (based on Q3Radiant, not GtkRadiant) is integrated into Doom 3. GtkRadiant 1.5.x can be used to make Doom 3 maps in Linux, by utilizing Doom 3's integrated map compiler in conjunction. Half-Life Heretic II Nexuiz Prey Quake Quake II Quake III Arena Quake 4- Being based on the Doom 3 engine, it also uses a version of D3Radiant internally. However, GtkRadiant 1.5 can still be used to create maps on Linux. Return To Castle Wolfenstein Wolfenstein: Enemy Territory Soldier of Fortune II: Double Helix Star Trek: Voyager Elite Force Star Wars Jedi Knight II: Jedi Outcast Star Wars Jedi Knight: Jedi Academy Tremulous UFO: Alien Invasion Warow Urban Terror
Support has previously existed for the following: Medal of Honor: Allied Assault Call of Duty Call of Duty 2 In addition, the following games and projects use GtkRadiant as a map editor, by using the GtkRadiant Quake III Arena game pack and an external map compiler or converter: Neverball Crystal Space game engine Irrlicht game engine (supports Q3A .bsp files) Custom game packs exist for these games: Blob Wars : Blob And Conquer GunZ: The Duel The following games use modified versions of GtkRadiant as a community map editor in combination with a series of other tools available in their editing kits: Call of Duty 4 Call of Duty World at War
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External links
Home page [1] Latest Version for Windows (msi) and Linux (RPM) [5] DarkRadiant fork home page [6] MacRadiant, the Mac OS X version [7] ZeroRadiant page [8]
References
[1] [2] [3] [4] [5] [6] [7] [8] http:/ / www. qeradiant. com/ http:/ / darkradiant. sourceforge. net http:/ / thedarkmod. com https:/ / zerowing. idsoftware. com/ svn/ radiant. gamepacks/ http:/ / zerowing. idsoftware. com/ files/ radiant/ nightly/ 1. 5/ http:/ / darkradiant. sourceforge. net/ http:/ / www. redsaurus. net/ 00/ node/ 4 http:/ / www. qeradiant. com/ cgi-bin/ trac. cgi/ wiki/ ZeroRadiant
id Tech 2
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id Tech 2
id Tech 2 in Quake II, the engine's parent game. Developer(s) Written in Type License id Software C Game engine GNU General Public License
id Tech 2, formerly known as the Quake II engine, is a game engine developed by id Software for use in their games, most notably Quake II. Since its release, id Tech 2 has been licensed for use in several other games. One of the engine's most notable features was out-of-the-box support for hardware-accelerated graphics, specifically OpenGL, along with the traditional software renderer. Another interesting feature was the subdivision of some of the components into dynamic-link libraries. This allowed both software and OpenGL renderers, which were switched between by loading and unloading separate libraries. Libraries were also used for the game logic, for two reasons: id could release the source code to allow modifications while keeping the remainder of the engine proprietary. Since they were compiled for a native platform, instead of an interpreter, they could run faster than Quake's solution, which was to run the game logic (QuakeC) in a limited interpreter. The level format, as with previous id Software engines, used BSP. The levels were lit through a lightmap method, in which light data for each surface is precalculated (this time, via a radiosity method) and stored as an image in the level file, which is then used to determine how much lighting intensity each model should receive, but not its direction. John Carmack released the source code on 2001-12-22 under the terms of the GNU General Public License.[1]
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See also
List of game engines First person shooter engine id Tech
External links
Official id Tech 2 licensing page [2] Quake II engine full games list [3]
References
[1] Slashdot | Quake 2 Source Code Released Under The GPL (http:/ / slashdot. org/ games/ 01/ 12/ 22/ 053211. shtml) [2] http:/ / www. idsoftware. com/ business/ idtech2/ [3] http:/ / www. uvlist. net/ groups/ info/ quake2engine
id Tech 3
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id Tech 3
id Tech 3 in Quake III, the engine's parent game, and Elite Force II, one of the last games to use the engine Developer(s) Written in Type License id Software C Game engine GNU General Public License
id Tech 3 is a game engine developed by id Software for Quake III Arena and has been used in many games under the Quake III Arena engine and Quake III: Team Arena engine branding. During its time, it competed with the Unreal engine; both engines were widely licensed. id Tech 3 is a substantial improvement from the Quake engine and id Tech 2. Although id Tech 3 was derived from the id Tech 2, a large portion of code was new or re-written. It was succeeded by id Tech 4, which was derived from id Tech 3, but had very little of the original code. At QuakeCon 2005, John Carmack announced that the Quake III source code would be released under the GNU General Public License (version 2), and it was released on August 19, 2005. The code can be downloaded from id's ftp site.
Engine features
Graphics
Unlike most other game engines released at the timeincluding its primary competitor, Unreal Tournament, 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.[1] 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.[2] In order to
id Tech 3 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.[3] [4] Video In-game videos all use a proprietary format called "RoQ", which was originally created by Graeme Devine, the 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,[5] 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. 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. It is presumed that id simply never finished the format[6] , 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., the SDK to which formed the basis of MD4 support completed by someone who used the pseudonym Gongo [7] . 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 for the shadows to extend down walls and through geometry.
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id Tech 3 Other rendering features Other visual features include volumetric fog, mirrors, portals, decals, and wave-form vertex distortion.
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Sound
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. Several popular effects such as echoes are also absent. A major flaw of the sound system is that the mixer isn't given its own thread,[8] 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.
Networking
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.[9] 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. 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.[10]
Virtual machine
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-bit RISC 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.
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ioquake3
ioquake3 is a game engine project which aims to build upon id Software's Quake 3 source code release.[11] [12] The project was started shortly after the source code release with the goal of creating a bug-free, enhanced open source Quake 3 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.[13] [14] [15] [16] Notable features added by the project include builtin VoIP support, Anaglyph stereo rendering (for viewing with 3D glasses), and numerous security fixes. A full list of features is available on the project's website [17]. ioquake3 has been the basis of several game projects based on the id Tech 3 engine, such as OpenArena[18] [19] , Tremulous[20] [21] , Smokin' Guns[22] , Urban Terror[23] [24] and World of Padman[25] [26] , as well as game engine projects such as Evolution Q3, efport [27] (a Star Trek: Voyager - Elite Force Holomatch engine recreation project), and OpenMoHAA. The engine and its associated games have been included in several Linux and BSD distributions.[28] [29] [30] [31] [32] 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)[33] [34] , Notre Dame as the foundation for VR research[35] , and Swinburne University of Technology's Centre for Advanced Internet Architectures[36] [37] . 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[38] [39] . Students have used ioquake3 as the basis for advanced graphics work for their theses, as well, such as Stephan Reiter's work [40] [41] which has even been noted at the LLVM project[42] 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 [43], 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.[44] The source code for Return to Castle Wolfenstein and Wolfenstein: Enemy Territory was released under the GNU General Public License on August 12, 2010.[45] The ioquake3 developers announced the start of respective engine projects soon after.[46]
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Star Trek: Elite Force II (2003) Ritual Entertainment Star Wars Jedi Knight II: Jedi Outcast (2002) Raven Software Star Wars Jedi Knight: Jedi Academy (2003) Raven Software Iron Grip: Warlord (2008) Isotx Dark Salvation (2009) - Mangled Eye Studios Quake Live (2009) - id Software
See also
List of game engines Fast inverse square root First person shooter engine id Tech 1
External links
Full Source Code of the Quake III version of Id Tech 3 [50] Id Tech 3 full games list [51] id Tech 3's ModDB page [52]
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References
[1] Paul Jaquays, Brian Hook. "Quake III Arena Shader Manual" (http:/ / www. qeradiant. com/ manual/ Q3AShader_Manual/ ch05/ pg5_1. htm). pp. 5. . Retrieved 2006-10-01. [2] Paul Jaquays, Brian Hook. "Quake III Arena Shader Manual" (http:/ / www. qeradiant. com/ manual/ Q3AShader_Manual/ ch01/ pg1_1. htm). pp. 1. . Retrieved 2006-10-01. [3] Eberly, David (2002), Fast Inverse Square Root (http:/ / www. geometrictools. com/ Documentation/ FastInverseSqrt. pdf), Geometric Tools, p.2, [4] Sommefeldt, Rys (November 29, 2006). "Origin of Quake3's Fast InvSqrt()" (http:/ / www. beyond3d. com/ content/ articles/ 8/ ). Beyond3D. . Retrieved 2009-02-12. [5] Tim Ferguson (2001). "Id Software's .RoQ Video File Format" (http:/ / www. csse. monash. edu. au/ ~timf/ videocodec/ idroq. txt). . Retrieved 2006-10-01. [6] ioquake3 md4-readme.txt (http:/ / svn. icculus. org/ quake3/ trunk/ md4-readme. txt?view=markup) [7] md4 v4 file spec, by gongo (http:/ / gongo. quakedev. com/ md4. html) [8] "Sound in the main thread" (http:/ / software. intel. com/ en-us/ articles/ open-source-game-development/ ). . Retrieved 2009-01-16. [9] "Book of Hook: The Quake3 Networking Model" (http:/ / trac. bookofhook. com/ bookofhook/ trac. cgi/ wiki/ Quake3Networking). . Retrieved 2006-10-01. [10] "Ioquake3 Help Page" (http:/ / ioquake3. org/ ?page=help). . Retrieved 2007-02-17. [11] "Complete Guide: Configure and Customise ioQuake3 in Linux - Linux Today" (http:/ / www. linuxtoday. com/ news_story. php3?ltsn=2009-08-08-007-35-OS-GM). . Retrieved 2010-01-03. [12] "Quake 3 ported to iPod Touch with tilt controls - Betanews" (http:/ / www. betanews. com/ article/ Quake-3-ported-to-iPod-Touch-with-tilt-controls/ 1208202321). . Retrieved 2010-01-04. [13] "ioquake3 for OS X - Inside Mac Games" (http:/ / www. insidemacgames. com/ news/ story. php?ArticleID=14009). . Retrieved 2010-01-03. [14] "ioquake3 for Mac OS X available for download - Macsimum News" (http:/ / www. macsimumnews. com/ index. php/ archive/ ioquake3_for_mac_os_x_available_for_download). . Retrieved 2010-01-03. [15] "IOQuake3 OSX : Clone de Quake III (gratuit) - MaxiApple.com" (http:/ / www. maxiapple. com/ 2009/ 05/ ioquake3-osx-clone-de-quake-iii-gratuit. html). . Retrieved 2010-01-03. [16] "IOQuake3 1.34 - Jogue Quake 3 no Mac OS X - Maclivre.net" (http:/ / www. maclivre. net/ 2009/ 03/ 18/ ioquake3-134-jogue-quake-3-no-mac-os-x/ ). . Retrieved 2010-01-04. [17] http:/ / ioquake3. org/ improvements/ [18] "Open Arena about page" (http:/ / openarena. ws/ about. html). . Retrieved 2009-11-03. [19] "XP Games" (http:/ / home. comcast. net/ ~SupportCD/ XPGames. html). . Retrieved 2009-11-03. [20] "Tremulous about page" (http:/ / tremulous. net/ about/ ). . Retrieved 2009-11-04. [21] "Quake, Meet GPL; GPL, Meet Quake - Linux Journal" (http:/ / www. linuxjournal. com/ article/ 9867). . Retrieved 2010-01-04. [22] "Entretien avec l'quipe de Smokin'Guns - JeuxLinux" (http:/ / www. jeuxlinux. fr/ a269-Entretien_avec_lequipe_de_SmokinGuns. html). . Retrieved 2009-11-04. [23] "Urban Terror manual" (http:/ / www. urbanterror. net/ new_urt_manual/ #Do_I_need_Quake_III_Arena_to_play. 3F). . Retrieved 2009-11-03. [24] "Two free games based on the Quake 3 engine tip up - The Inquirer" (http:/ / www. theinquirer. net/ inquirer/ news/ 1040566/ two-free-games-quake-engine-tip). . Retrieved 2010-01-04. [25] "A Look At Free Quake3 Engine Based Games - Slashdot" (http:/ / games. slashdot. org/ article. pl?sid=07/ 04/ 06/ 1638232). . Retrieved 2010-01-03. [26] "Comparison of free software shooters - linuX-gamers.net" (http:/ / www. linux-gamers. net/ modules/ smartsection/ item. php?itemid=81& keywords=ioquake3). . Retrieved 2010-01-04. [27] http:/ / thilo. kickchat. com/ efport-progress/ [28] "Fedora 12 Update: quake3-1.36-5.fc12 - fedora-package-announce" (http:/ / www. mail-archive. com/ fedora-package-announce@redhat. com/ msg32752. html). . Retrieved 2010-01-04. [29] "ioquake3-1.36-1mdv2010.0 RPM for i586 - RPM Find" (http:/ / rpmfind. net/ / linux/ RPM/ mandriva/ 2010. 0/ i586/ media/ contrib/ release/ ioquake3-1. 36-1mdv2010. 0. i586. html). . Retrieved 2010-01-04. [30] "Package: openarena-data (0.8.1-2) - Debian" (http:/ / packages. debian. org/ sid/ openarena-data). . Retrieved 2010-01-04. [31] "ioquake3 1.36 build 3 - FreshPorts" (http:/ / www. freshports. org/ games/ ioquake3/ ). . Retrieved 2010-02-05. [32] "igames/ioquake3 - The NetBSD Packages Collection" (http:/ / ftp. netbsd. org/ pub/ NetBSD/ packages/ pkgsrc/ games/ ioquake3/ README. html). . Retrieved 2010-01-04. [33] "Q3osc research paper" (https:/ / ccrma. stanford. edu/ ~rob/ papers/ hamilton-ICMC2008-q3osc. pdf). . Retrieved 2010-01-09. [34] "Q3osc wiki" (https:/ / ccrma. stanford. edu/ wiki/ Q3osc). . Retrieved 2010-01-09. [35] "A Survey of Collaborative Virtual Environment Technologies" (http:/ / www. cse. nd. edu/ Reports/ 2008/ TR-2008-11. pdf). . Retrieved 2010-01-09.
id Tech 3
[36] "L3DGEWorld 2.1 Input & Output Specifications" (http:/ / caia. swin. edu. au/ reports/ 070808A/ CAIA-TR-070808A. pdf). . Retrieved 2010-01-09. [37] "L3DGEWorld 2.3" (http:/ / caia. swin. edu. au/ urp/ l3dge/ tools/ l3dgeworld/ index. html). . Retrieved 2010-01-09. [38] "VMM-Independent Graphics Acceleration" (http:/ / www. vmware. com/ files/ pdf/ vee. pdf). . Retrieved 2010-01-09. [39] "VMM article in ACM ISBN 978-1-59593-630-1 Pages: 33 - 43" (http:/ / portal. acm. org/ citation. cfm?id=1254816). . Retrieved 2010-01-09. [40] "Real-time Ray Tracing of Dynamic Scenes" (http:/ / stephanreiter. info/ wp-content/ uploads/ 2010/ 01/ thesis-lq. pdf). . Retrieved 2010-01-09. [41] "Run-Time Code Generation for Materials" (http:/ / stephanreiter. info/ wp-content/ uploads/ 2010/ 01/ rtcodegen. pdf). . Retrieved 2010-01-09. [42] "LLVM Users, Open Source Projects" (http:/ / llvm. org/ Users. html). . Retrieved 2010-01-09. [43] http:/ / icculus. org [44] "ioquake3 Miscellany - LinuxGames" (http:/ / www. linuxgames. com/ archives/ 10379). . Retrieved 2010-01-04. [45] ftp:/ / ftp. idsoftware. com/ idstuff/ source/ [46] Larabel, Michael (2010-06-13). "id Software Open-Sources ET, RTCW" (http:/ / www. phoronix. com/ scan. php?page=news_item& px=ODUwNA). Phoronix. . Retrieved 2010-08-13. [47] http:/ / ioquake3. org/ [48] Valich, Theo (3 April 2007). "Two free games based on the Quake 3 engine tip up" (http:/ / www. theinquirer. net/ inquirer/ news/ 1040566/ two-free-games-quake-engine-tip). The Inquirer. . Retrieved 2010-01-12. [49] Bougard, Guillaume (alias Tequila) (22 January 2009). "Smokin'Guns ioQuake3 backport". Smokin'Guns Productions. [50] ftp:/ / ftp. idsoftware. com/ idstuff/ source/ quake3-1. 32b-source. zip [51] http:/ / www. uvlist. net/ groups/ info/ idtech3 [52] http:/ / www. moddb. com/ engines/ 13/ id-tech-3
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id Tech 4
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id Tech 4
id Tech 4 in Doom 3, the engine's parent game. Developer(s) id Software Written in Platform Type License C++ Windows, Mac OS X, Linux, Xbox 360 and PlayStation 3 Game engine proprietary
[2] [1]
id Tech 4, popularly known as the Doom 3 engine, is a computer game engine developed by id Software and first used in the PC game Doom 3. The engine was designed by John Carmack, who also created previous engines such as those for Doom and Quake, which are also widely recognized as marking significant advances in the field. This OpenGL rendered engine has been used in games like Doom 3, Enemy Territory: Quake Wars, Wolfenstein and Brink.
History
id Tech 4 began as an enhancement to id Tech 3. During development, it was initially just a complete rewrite of the engine's renderer, while still retaining other subsystems, such as file access, and memory management. The decision to switch from C to the C++ programming language, necessitated a restructuring and rewrite of the rest of the engine; today, while id Tech 4 contains code from id Tech 3, much of it has been rewritten.[3] At the QuakeCon 2007, John Carmack, the lead graphics engine developer at id, said to LinuxGames: "I mean, I won't commit to a date, but the Doom 3 stuff will be open source". And like its predecessors, John Carmack has said that id Tech 4 will be released as open source.[4] At the QuakeCon 2009, Carmack said that he planned to petition Zenimax to release the id Tech 4 source upon the release of Rage (expected in 2011).[5]
Hardware
The original requirement of id Tech 4 was that it needed a high-end graphics processing unit (GPU) with fully programmable vertex and pixel shaders, such as the Nvidia GeForce 3 or ATI Radeon 8500, with at least 64 MB of VRAM. By E3 2002, the recommended GPU was "100% DirectX 9.0b compatible", such as the Radeon 9700 with 128 MB of VRAM. While the Radeon 9700's DirectX 9.0 features are not necessary to render the game, its advanced architecture, 256-bit memory bus, and efficiency were needed to run Doom 3 at high detail and playable speed.[6] id Tech 4 resulted in the obsolescence of DirectX 7 graphics chips such as the widespread GeForce 2 and Radeon 7200, as well as older chipsets such as RIVA TNT2 and Rage 128, and software rendering (with an integrated Intel GMA). Until the advent of id Tech 4, a powerful CPU was able to somewhat compensate for an older video card. While John Carmack initially warned gamers not to purchase the GeForce 4 MX[7] (which casual consumers often confused with the DirectX 8 capable GeForce 4 Ti, though it was at best an improved GeForce 2), its somewhat
id Tech 4 widespread adoption compelled id Software to add it to the list of supported cards. There have been cases of enthusiasts forcing Doom 3 to run on unsupported graphics chips, such as the long obsolete Voodoo 2, but these are unable to render the per-pixel lighting and bump mapping.[8]
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Features
Graphics
Id Tech 4 added several new graphical features absent in its predecessor, id Tech 3. These included bump mapping, normal mapping, and specular highlighting. More features were added in the development of successive games, and in yet unreleased games using id Tech 4, new features have been added or are planned to be added soon. The primary innovation of id Tech 4 was its use of entirely dynamic per-pixel lighting, whereas previously, 3D engines had The shadowing effects of the Unified lighting and relied primarily on pre-calculated per-vertex lighting or lightmaps shadowing engine are shown on the face and body of and Gouraud shading. While dynamic effects had been available the zombies in this screenshot of Doom 3 before (such as dynamic moving lights), this effect merely changed the brightness of the vertices of the polygon, with the pixel's colors simply being interpolated between the three vertex colors of its polygon. This fully realtime approach used in Doom 3, combined with the use of shadow volumes permitted more realistic lighting and shadows[9] than in the previous generation of id's engines. The method used to create the shadow volumes is the subject of a patent by Creative, which Creative granted id permission to use in the Doom 3 engine, in exchange for supporting Creative's EAX advanced sound technologies.[10] The models used in idTech 4 engine games are animated using skeletal animation. The engine can blend multiple animations together, to produce a skin that moves correctly for those animations. Because this is CPU intensive, id did some work optimising this using the use of Intel's Streaming SIMD Extensions to gain the best possible performance.[11]
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Scripting
id Tech 4 has a comprehensive scripting language which can be used when creating mods, and is used in Doom 3 to control monsters, weapons, and map events. This scripting language is similar to C++.[13] In addition to the main scripting language, idTech 4 also has another scripting language that is used for GUIs - both the menus and HUD, and also for GUIs embedded into the game world.[14] These in-game GUIs are sufficiently powerful that you can, for example, run another game such as Doom 1 within the game-world.[15] Despite this additional level of scripting, it is also possible to create mods using C++ to build native code.[16]
Sound
As a result of the agreement with Creative regarding the patent on shadow volumes, the idTech 4 engine supports OpenAL, including the Creative Technology specific EAX extensions. The work to include OpenAL support was done by Creative Technology, not by id themselves.[17]
Networking
Initially, the idTech 4 engine was planned to have a peer-to-peer networking model, however this was changed to a more traditional clientserver model.[18] This part of the engine works in a fundamentally similar way to the idTech 3 equivalent, however idTech 4 exposes a lot more of the network protocol to mod developers.[19] Although Doom 3 only supported 4 players, the idTech 4 engine can be used with more players than this, with Quake 4 and Enemy Territory: Quake Wars both supporting significantly more players.
id Tech 4 Quake 4 (2005) Raven Software Prey (2006) Human Head Studios Enemy Territory: Quake Wars (2007) Splash Damage Wolfenstein (2009) Raven Software Brink (2011) Splash Damage
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See also
List of game engines First person shooter engine id Tech 5 id Tech 3
References
[1] [2] [3] [4] "3D Engine: id Tech 4" (http:/ / www. mobygames. com/ game-group/ 3d-engine-id-tech-4). . Retrieved 2008-09-24. "Id Software: Technology Licensing" (http:/ / www. idsoftware. com/ business/ idtech4/ ). . Retrieved 2008-09-24. Q&A with John Carmack, E3 2002 (http:/ / archive. gamespy. com/ e32002/ pc/ carmack/ ) LinuxGames - Embrace your inner penguin (http:/ / www. linuxgames. com/ archives/ 9374)
[5] http:/ / kotaku. com/ 5336589/ the-john-carmack-keynote-liveblogging-quakecon [6] http:/ / www. neowin. net/ news/ main/ 02/ 07/ 20/ atis-radeon-9700-takes-performance-lead [7] .plan File for John Carmack (February 11, 2002) (http:/ / www. bluesnews. com/ cgi-bin/ finger. pl?id=1& time=20020211165445) [8] (http:/ / www. 3dfxzone. it/ enboard/ topic. asp?TOPIC_ID=1462) [9] Doom 3 (http:/ / www. digit-life. com/ articles2/ doom3/ doom3. html) [10] John Carmack: "This sucks." (http:/ / arstechnica. com/ old/ content/ 2004/ 07/ 4048. ars) [11] Optimizing the Rendering Pipeline of Animated Models Using the Intel Streaming SIMD Extensions (http:/ / software. intel. com/ en-us/ articles/ optimizing-the-rendering-pipeline-of-animated-models-using-the-intel-streaming-simd-extensions/ ) [12] GameSpy: Enemy Territory: Quake Wars Preview (http:/ / pc. gamespy. com/ pc/ enemy-territory-quake-wars/ 681231p1. html) [13] Making DOOM 3 Mods : Scripts (http:/ / www. iddevnet. com/ doom3/ script. php) [14] Making DOOM 3 Mods : GUIs (http:/ / www. iddevnet. com/ doom3/ guis. php) [15] Fully Interactive Surfaces (http:/ / www. battleteam. net/ tech/ fis/ ) [16] Making DOOM 3 Mods : The Code (http:/ / www. iddevnet. com/ doom3/ code. php) [17] (http:/ / www. creative. com/ soundblaster/ products/ gaming/ article. asp?articleID=59801& categoryID=13) [18] Doom 3 multiplayer networking info (http:/ / uk. pc. gamespy. com/ articles/ 531/ 531027p1. html) [19] The Code - see Game Utility Files (http:/ / www. iddevnet. com/ doom3/ code. php)
CNN - Life after "Doom" (http://money.cnn.com/2004/08/12/commentary/game_over/column_gaming) Gamespy article from which some information on MegaTexture was derived (http://pc.gamespy.com/pc/ enemy-territory-quake-wars/681231p1.html) Article detailing some features of id Tech 4 (http://www.digit-life.com/articles2/doom3/doom3.html)
External links
Official MOD support website for the id Tech 4 (http://iddevnet.com/) Technical Help Forum & Custom Content Creation (http://www.doom3world.org/phpbb2/index.php) id Tech 4 reference material (http://www.modwiki.net/wiki/Main_Page) id Tech 4's ModDB page containing mod listing, tutorials, and more (http://www.moddb.com/engines/ id-tech-4)
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id Tech 5
id Software Mac OS X, Microsoft Windows, Linux, PlayStation 3, Xbox 360 Game engine id Software Website
[1]
id Tech 5 is a game engine under development by id Software. It is the latest proprietary game engine being developed by id Software, and follows its predecessors, id Tech 1, 2, 3 and 4. The engine was first demonstrated at the WWDC 2007 by John D. Carmack on an eight-core Apple Macintosh computer; however, the demo only used a single core with single-threaded OpenGL implementation running on a 512MB 7000 class Quadro video card.[2] The technology is still in the development stage. Two games utilizing the engine, Doom 4 and Rage, have been announced.
id Tech 5
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Features
The development of id Tech 5 has centered predominantly on making the engine easier to use for developers. While the rendering quality of the engine will likely be best in class, demonstrations of id Tech 5 have so far focused more on the advantages to developers rather than players, which is directly opposite to past releases of id Tech, which focused more on players than developers. The initial demonstration of the engine featured 20GB of texture data (using a more advanced MegaTexture approach called Virtual Texturing,[6] which supports textures with resolutions up to 128000x128000 pixels), and a completely dynamically changeable world. This technique allows the engine to automatically stream textures into memory as needed, meaning that the developer need not concern themselves with memory restraints or texture limits. This has the advantage of simplifying the creation of content, by eliminating the need to adapt content for different platforms. The engine automatically optimizes resources for cross-platform development, making it possible to render the same models on different platforms, while only creating them for one platform, further simplifying cross-platform development.[7] One of the visually evident features the renderer will include is a penumbra in the shadowing (soft edges), by using shadow maps. In contrast, id Tech 4, which featured a different shadowing technique had very sharply defined shadows. The engine will likely feature numerous other advanced graphical effects such as various materials for lighting, high dynamic range rendering-centric effects, bloom, crepuscular rays (volumetric lighting), soft particles, pixel shader effects, alpha to coverage, post processing, dynamic water surfaces, procedural animation, cloth simulation, depth of field, and motion blur. The engine will also support multi-threaded processing on the CPU for many of its tasks, including rendering, game logic, AI, physics, and sound processing. John Carmack mentioned in his keynote at QuakeCon 2007 that the id Tech 5 engine will be OpenGL- and DirectX 9-based, thus not requiring DirectX 10 (and, with it, Windows Vista) to run.[8] The engine comes with a new content-creation tools package called id Studio, which is supposed to be much more user-friendly and polished than in earlier versions. Previously, content creation required artists to run various command line tools beyond the level editor's own tools, while id Tech 5 allows for all work to be done 'in-engine'. While id Studios will be using the engine solely for creating shooter games, the engine also has the capability to operate outside of this genre. Steve Nix from id Software stated that "Not only do we think people can make games outside the action-shooter space with our technology, we encourage it. We'd actually like to see those games made."[7]
See also
List of game engines First-person shooter engine Quake engine Quake (series) id Tech 4 id Tech 6
id Tech 5
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External links
id Software [2] id Software Technology Licensing site for id Tech 5 [9] id Tech 5 press release [10] From Texture Virtualization to Massive Parallelization [11] (SIGGRAPH 2009) Timothee Besset's Blog post on possible porting to Linux [12]
Media
John Carmack demonstrates id Tech 5 at WWDC 2007 [13] at YouTube Matt Hooper demonstrates id Tech 5 at QuakeCon 2007 [14]
References
[1] [2] [3] [4] http:/ / www. idsoftware. com/ business/ idtech5/ Gaminggroove.com. "Cain's Carmack Quickie" (http:/ / www. gaminggroove. com/ newsitem. php?id=9045). . IGN. "E3 2007: id Into the Future" (http:/ / pc. ign. com/ articles/ 804/ 804112p2. html). . Retrieved 2007-07-14. LinuxGames - Embrace your inner penguin (http:/ / www. linuxgames. com/ archives/ 9374)
[5] id Tech 5 Rage Engine No Longer Up For External Licensing (http:/ / www. gamasutra. com/ view/ news/ 29886/ id_Tech_5_Rage_Engine_No_Longer_Up_For_External_Licensing. php) [6] "From Texture Virtualization to Massive Parallelization" (http:/ / s09. idav. ucdavis. edu/ talks/ 05-JP_id_Tech_5_Challenges. pdf). Id Software. August 2009. . Retrieved 2009-07-07. [7] Gamespot.com. "E3 Q&A: id's Nix on Tech 5 Engine licensing" (http:/ / www. gamespot. com/ news/ 6175061. html). . Retrieved 2007-07-15. [8] TheInquirer.net. "Rage rages against the DX10" (http:/ / www. theinquirer. net/ gb/ inquirer/ news/ 2007/ 08/ 06/ rage-rages-against-the-dx10). . Retrieved 2008-04-02. [9] http:/ / www. idsoftware. com/ business/ idtech5 [10] http:/ / www. idsoftware. com/ business/ press/ index. php?date=20070611000000 [11] http:/ / s09. idav. ucdavis. edu/ talks/ 05-JP_id_Tech_5_Challenges. pdf [12] http:/ / ttimo. vox. com/ library/ post/ id-software-and-linux. html [13] http:/ / www. youtube. com/ watch?v=HvuTtrkVtns [14] http:/ / www. quakeunity. com/ file=2514
Jake2
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Jake2
Developer(s) Stable release Operating system Type License Website Bytonic Software
[1]
Jake2 is a Java port of the GPL release of the Quake II game engine[3] .
History
The 0.9.1 version of Jake2 was shown by the JOGL team for JavaOne 2004, to present an example of Java-OpenGL interoperability [4] [5] [6] . Jake2 has since been used by Sun as an example of Java Web Start capabilities for games distribution over the internet[7] . As of April 2008, and even if the last release is now two years old, development of Jake 2 is still active.
Alternative uses
Possibly because its code is based on Java and thus is easy to modify, jake2 has been used for several experiments: In 2006, it was used to experiment playing 3D games with eye tracking[8] [9] [10] . Survey data suggested that the mouse was indeed easier to use. In the beginning of 2009, people from the University of Beira Interior were able to reengineer Jake2 to work on GridGain [11], an open source grid implementation of MapReduce[12] .
Architecture
Jake2 is a full-Java application. It can use Java OpenGL / Java OpenAL or LWJGL for its internal Java low-level OpenGL library. Both single and multiplayer modes of Quake are working, and it is possible to use it both as an installed application or by Java Web Start. The performance of Jake2 is at par with the original C version[13] . In some hardware configurations, it is even better[14] [15] .
Jake2
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See also
Java OpenGL Lightweight Java Game Library
External links
Jake2 Web site [2] Jake2 sourceforge project [16]
References
[1] [2] [3] [4] http:/ / bytonic. de/ index. html http:/ / bytonic. de/ html/ jake2. html "Jake2" (http:/ / uk. pc. ign. com/ objects/ 787/ 787099. html). IGN. . Retrieved 2009-07-18. Zickner, Holger (2004-06-29). "Jake2 at JavaOne and WWDC" (http:/ / sourceforge. net/ forum/ forum. php?forum_id=387272). Jake2 development Team. . Retrieved 2008-04-05. [5] Russel, Kenneth (June 2004). "3D Application and Game Development With OpenGL" (https:/ / jogl. dev. java. net/ ts1361. pdf) (PDF). . Retrieved 2008-04-05. [6] "3D Jake2 Playtest" (http:/ / www. hexus. net/ content/ item. php?item=3999). hexus.net. 2005-11-29. . Retrieved 2009-07-18. [7] "JDK 6u10: Jake2: Quake II in Java" (http:/ / java. sun. com/ javase/ 6/ webnotes/ 6u10/ plugin2/ jnlp/ index. html#EXAMPLES_JAKE2). Sun Microsystems. . Retrieved 2009-07-18. "The Jake2 applet example shows the future of game distribution over the Internet. Jake2 is a port of id Software's Quake II to the Java platform developed by Bytonic Software. (...). With the new Java Plug-In, it is now possible to deploy the game directly into the web page with full hardware acceleration and rock-solid reliability." [8] "Play with your eyes" (http:/ / www. joystiq. com/ 2006/ 08/ 03/ play-with-your-eyes/ ). Joystiq. 2006-03-03. . Retrieved 2009-07-18. [9] J. David Smith, T.C. Nicholas Graham (2006). "Use of Eye Movements for Video Game Control" (http:/ / research. cs. queensu. ca/ ~smith/ papers/ ace2006. pdf) (PDF). Queen's University. . Retrieved 2009-07-18. [10] J. David Smith, T.C. Nicholas Graham (2006). "Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology" (http:/ / portal. acm. org/ citation. cfm?id=1178847#citedby). Association for Computing Machinery. . Retrieved 2009-07-18. [11] http:/ / www. gridgain. com/ [12] Gonalo Amador, Ricardo Alexandre, Abel Gomes (January). "Re-engineering Jake2 to work on a grid" (http:/ / www. av. it. pt/ conftele2009/ Papers/ 96. pdf) (PDF). . Retrieved 2009-07-18. [13] "Q24j: Jake and Java-gaming Viability" (http:/ / www. oreillynet. com/ onjava/ blog/ 2005/ 11/ q24j_jake_and_javagaming_viabi. html). O'Reilly Media. 2005-11-28. . Retrieved 2009-07-18. "This is a great show of 3D prowess. Things like this, as well as the Narya 2D open source engine from ThreeRings really are starting to at least show Java can serve as a first-class gaming platform. More than that, just having seen all the *cough* horrible code in games before, having things like Javas threading model, network and database support might really make it a BETTER platform for a lot of forthcoming games than C." [14] "Benchmarks" (http:/ / bytonic. de/ html/ benchmarks. html). Jake2 development Team. . Retrieved 2008-04-05. [15] Jake2 0.9.4 on Java 5.0 is 260/250 frame/s compared to 245 frame/s for the original C code, for Athlon XP 2400, GeForce 4 MX, Windows 2000, in windowed mode [16] http:/ / sourceforge. net/ projects/ jake2/
MegaTexture
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MegaTexture
MegaTexture refers to a texture allocation technique facilitating the use of a single extremely large texture rather than repeating multiple smaller textures. It is featured in Splash Damage's game, Enemy Territory: Quake Wars and was developed by id Software technical director John Carmack.[1] MegaTexture employs a single large texture space for static terrain. The texture is stored on removable media or the hard drive and streamed as needed, allowing large amounts of detail and variation over a large area with comparatively little RAM usage. Then during rendering, required parts of the texture space are streamed inside dynamically (re-)allocated textures in video memory, scaled to the correct mipmap level(s) depending on the polygon size. This allows the engine to reduce the number of texels in VRAM/number of pixels on the screen ratio (the goal being getting closer to 1), saving memory. MegaTexture is actually an implementation of the idea of Clip Mapping.
Virtual Texturing
The upcoming games Doom 4 and Rage, powered by the id Tech 5 engine, will use a more advanced technique called Virtual Texturing.[2] Textures can measure up to 128000128000 pixels[3] and will also be used for in-game models and sprites, etc. and not just the terrain.
See also
Texture mapping id Software Doom 3 Enemy Territory: Quake Wars Doom 4 Clipmap Torque Game Engine Advanced, which also uses a similar technique for terrain rendering
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External links
id Software [2] Splash Damage [4] John Carmack on MegaTexture [5] Arnout van Meer on Quake Wars [6] Sparse Virtual Textures [7] by Sean Barrett, a related technique with more technical explanations (video demonstration [8]).
References
[1] "Enemy Territory: Quake Wars Q&A" (http:/ / www. shacknews. com/ extras/ 2006/ 042806_quakewars_qa_1. x). Shacknews. 2006-04-28. . Retrieved 2009-08_07. [2] "From Texture Virtualization to Massive Parallelization" (http:/ / s09. idav. ucdavis. edu/ talks/ 05-JP_id_Tech_5_Challenges. pdf). Id Software. August 2009. . Retrieved 2009-07-07. [3] "Id Tech 5 stage demo" (http:/ / uk. gamespot. com/ video/ 939982/ 6176261/ id-tech-5-stage-demo-part-1) [4] http:/ / www. splashdamage. com/ [5] http:/ / www. gamerwithin. com/ ?view=article& article=1319& cat=2 [6] http:/ / www. beyond3d. com/ content/ interviews/ 11/ [7] http:/ / silverspaceship. com/ src/ svt/ [8] http:/ / silverspaceship. com/ src/ svt/ svt. avi
Misfit Model 3d
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Misfit Model 3d
Developer(s) Initial release Stable release Preview release Written in Operating system Type License Website Kevin Worcester 2004 1.2.4 / May 18, 2007 1.3.8 / March 9, 2009 C++ Linux, Windows, FreeBSD 3D computer graphics GNU General Public License
[1] [1]
Misfit Model 3d is a 3D computer graphics editor that works with triangle-based models. It is designed to be easy to use and easy to extend with plugins and scripts. Misfit Model 3d is free software and distributed under GNU General Public License.
Features
Multi-level undo Skeletal animation Simple texturing Scripting Command-line batch processing Plugin system for adding new model and image filters
Misfit Model 3d
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See also
Blender 3D Wings 3D
External links
The Misfit Model 3d website [1] Linux packages: Debian [2], Ubuntu [3]
References
[1] http:/ / www. misfitcode. com/ misfitmodel3d/ [2] http:/ / packages. debian. org/ mm3d [3] http:/ / packages. ubuntu. com/ mm3d
nxMakaqu
nxMakaqu is a source port of id Software's Quake engine to the Dreamcast video game console by Manoel Kasimier. It is a merger of Stuart Dalton's nxQuake and the PC Quake engine Makaqu, and thus is the official continuation of nxQuake. NxMakaqu supports the registered and shareware versions of Quake. It also has a modlist that allows you to select the original game, mods, and total conversions.
History
In late 2002, the nxQuake base was used in a project named RADQuake. Stewart Dalton would send his changes into the project, so work on nxQuake was halted in favor of RADQuake. RADQuake was maintained by Stewart Dalton, Ian Micheal, speud, and Manoel Kasimier. It implemented VMU saving support, preliminary sound support, and preliminary rumble pack support. In late 2005, work on nxQuake moved to a project named nxMakaqu. It is a combination of Stewart Dalton's nxQuake and Manoel Kasimier's PC Quake source port, Makaqu. nxMakaqu has improved sound support, CD music support, an improved modlist, multiple renderer changes, and support for skyboxes. nxMakaqu has superseded both nxQuake and RADQuake, and is the current active incarnation of the nxQuake codebase.
Fightoon
In 2007, nxMakaqu was to be used as the engine for Fightoon, a cel-shaded three dimensional one on one fighting game for the Dreamcast. The game was to be the first cell-shaded fighting game to be available on that platform, however the game has since been canceled due to technological complications.
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Screenshot of QuArK's map editor. Developer(s) Stable release QuArK Development Team 6.6.0 Beta 3 / November 3, 2009
Development status Active Written in Operating system Available in Type License Website Delphi and Python Microsoft Windows English level design tool GPL
[1] [2]
quark.sourceforge.net
QuArK (aka Quake Army Knife), is a free and open source program for developing 3D assets for a large variety of video games[3] , mostly first-person shooters using engines similar to or based on the Quake engine by id Software.
Overview
QuArK is released under the GNU General Public License[1] . It has the ability to directly edit maps and can import, export, manipulate and convert models, sounds, textures and various other game assets, or create any of these assets from scratch[4] . It is also possible to move or change dynamic game objects without the need to recompile the whole map which makes the fine-tuning of details quicker. QuArK uses external compilers (like Q3Map2) to produce the actual level-file used by the game. These compilers can be fully configured using their command-line parameters, and once done, QuArK remembers these settings so they can be used every time. QuArK is a brush-based editor, featuring an interface similar to Windows with respect to selection and manipulation of items, with flyover hints and other forms of in-program documentation. It also offers a 3D textured view, where it is possible to see how the map or model will look in-game. This view can be rendered with a built-in software renderer, Glide, OpenGL or DirectX. It has three modes: wireframe, solid color and textured, and supports transparency and lighting in OpenGL mode. Along with support for most games based on engines developed by id Software, QuArK also has support for other game engines such as Source, Genesis3D, 6DX[5] , Crystal Space, Torque[6] [7] [8] [9] , and Sylphis 3D[10] . It is possible to add plug-ins, written in Python, to extend the capabilities of the editor, or to make changes to the official Python files to alter the way QuArK's functions work. More information about this can be found in the QuArK Infobase [11]. QuArK itself has very low system requirements[12] , although a lot of additional resources are taken up by the loaded game data. That amount depends on the game-mode selected and the size and complexity of the map or model being
Quake Army Knife editing. QuArK supports the Win32 platform, including Windows 95, NT, 98, ME, 2000 and XP. It also runs on 64-bit operating systems (in 32-bit mode), Windows Vista, and it can run under Unix-based platforms by using the Wine compatibility layer[13] .
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Usage/Popularity
QuArK is one of the two most popular editors for Quake II, GtkRadiant being the other[4] . QuArK is the most popular tool to access WAD files[14] . QuArK is probably the second most popular tool for level editing for Half-Life, after the official Valve Hammer Editor[15] . QuArK is also used in combination with the Torque Game Engine to teach students 3D video game editing[16] . QuArK was also used in a neural circuit study in mice[17] [18] .
History
QuArK stands for "Quake Army Knife", named so in reference to the first engine it supported, Quake. But initially started out as a Delphi program called "Quakemap", written by Armin Rigo in 1996. The current version is written in both Delphi and Python. There were plans to make a C++ version of QuArK (called QuArK++ [19]), but development on that project has stopped. The latest final version of QuArK was 6.3, released in January 2003[20] . However, since then many new alpha and beta versions have been released that have many new features, and include support for many new games. A small (and incomplete) overview of the major releases since 6.3[21] : Version Last Release Date Most Notable Changes Support for Doom 3 and Half-Life 2. Ability to display HL2 Materials. Fixed light entity dependency for OpenGL transparency to work feature. Added Quick Object Makers, to quickly create simple geometric shapes. Support for Quake 4. OpenGL rendering available in all editor windows. Fixed the Software & Glide lock-up and smearing problems. OpenGL lighting and transparency support. Fixed a whole load of memory leaks. Added QuArKSAS. Initial support for Star Trek: Elite Force 2. Ability to save .md3 models. Support for Team Fortress 2, Heavy Metal: F.A.K.K., Prey, Nexuiz and Warsow. Major support improvements for Star Trek: Elite Force 2. Ability to load and save .ase, load .gr2 and load .md5 models.
December 2007
6.5.0 Beta
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Utilities
QuArK comes with several utilities: QuArKSAS: The QuArK Steam Access System, or QuArKSAS, is a command-line program that allows the user to extract files from the Steam filesystem. grnreader.exe: Used to convert .gr2 files into QuArK-loadable .ms files. NVDXT: Nvidia's DXT converter, used to create .dds files.
Packages
The official package can be downloaded from the main website [2]. There are several unofficial packages available: 3D Development Pack [22] is a custom installer to allow people to quickly and easily develop a 3D game using QuArK. It combines QuArK, Lazarus and GLScene.[23] Quark For GLScene [24] is an install for QuArK that includes OpenBSP [25] as the default compiler and doesn't need Quake installed.[23] The Garage Games website offers a custom installer, which will install QuArK with some additional files so it's ready to go and configured for Torque: Torque Game Engine Documentation [26].[23]
External links
Official website [2] Download QuArK at SourceForge [27]
References
[1] The Official QuArK website - Features (http:/ / quark. sourceforge. net/ features. php) [2] http:/ / quark. sourceforge. net/ [3] Pawel Lekki, Grzegorz Labuzek, Design and implementation of games based on existing graphics engines (http:/ / www. cescg. org/ CESCG-2006/ papers/ Szczecin-Labuzek-Grzegorz. pdf) [4] Summers, E, Getchell, K, Miller, A, Allison, C. In: Proc. 8th International Postgraduate Symposium on the Convergence of Telecommunications, Networking and Broadcasting, Liverpool John Moores University, UK. 2007. (http:/ / lava. cs. st-andrews. ac. uk/ publications/ Generating-3D-Multiplayer-Game-Maps-from-2D-Architectural-Plans. pdf) [5] http:/ / www. devmaster. net/ engines/ engine_details. php?id=90 [6] Finney, Kenneth V.. 3D Game Programming All in One (Course Technology PTR Game Development Series). Muska & Lipman/Premier-Trade. ISBN1-59200-136-X. [7] Derek Nofsinger, Graphic Software Used in Game Design, April 11th, 2006, (http:/ / faculty. fortlewis. edu/ adams_e/ CLASSES/ CS496SeniorSeminar/ CS496W06/ StudentPapers/ Nofsinger. doc) [8] Jack Stenner, Andruid Kerne, Yauger Williams, Playas: Homeland Mirage, MM05, November 611, 2005, Singapore, (http:/ / ecologylab. cse. tamu. edu/ research/ publications/ playasHomelandMirageMM05. pdf) [9] Murdock, Kelly. 3D Game Animation For Dummies (For Dummies (Computer/Tech)). For Dummies. ISBN0-7645-8789-7. [10] http:/ / devnet. sylphis3d. com/ about [11] http:/ / quark. sourceforge. net/ infobase/ [12] http:/ / quark. sourceforge. net/ features. php#sysreqs [13] QuArK's entry in the WineHQ AppDB (http:/ / appdb. winehq. org/ objectManager. php?sClass=application& iId=1532) [14] W. Lecky-Thompson, Guy. Video Game Design Revealed (Revealed (Charles River Media)). Charles River Media. ISBN1-58450-562-1. [15] Laukkanen, Tero (October 2005). Modding Scenes-Introduction to user-created content in computer gaming. ISBN951-44-6448-6. (http:/ / tampub. uta. fi/ tup/ 951-44-6448-6. pdf) [16] (Dutch) Rudi Vereijken, Rob van Cooten, ICT62: Learning game., 20-6-2008, (http:/ / ehv-srvhost-fe. fontys. nl/ imd/ files/ ICT62/ diversen/ learninggames_01_02. pdf) [17] http:/ / quark. sourceforge. net/ forums/ index. php?topic=372. 0 [18] Harvey CD, Collman F, Dombeck DA, Tank DW (2009). "Intracellular dynamics of hippocampal place cells during virtual navigation." (http:/ / www. ncbi. nlm. nih. gov/ entrez/ eutils/ elink. fcgi?dbfrom=pubmed& retmode=ref& cmd=prlinks& id=19829374). Nature 461 (7266): 9416. doi:10.1038/nature08499. PMID19829374. PMCPMC2771429. .
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Quake 2 Modeler
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Quake 2 Modeler
Developer(s) Stable release Operating system Type License Philip Martin. 0.90b Windows (NT 3.51, 95, and up to Vista) 3D computer graphics Freeware
Quake Model Editor most known as Quake 2 Modeler and Q2 Modeler is a 3D modeling program aimed at primarily Quake II (.md2), but also mostly compatible with Quake (.mdl). It has a software based rendering mode. The work process is very basic. Vertices are placed one at a time in one of the three 2D windows and moved on the third dimension in one of the other 2D views, then triangles are created between the vertices by clicking on three vertices in either a 2D or 3D view. Animations are done frame by frame using vertex manipulation (rotate, scale and move). It is possible to hide parts of a model to give the artist a better overview. Supported file formats: Models: "Advanced Quake Models" (.aqm), "Simple Quake Frame" (SQF), .mdl, .md2, .asc, .3ds, .lwo. Skin: acsii. Textures: .bmp, .pcx
Quake engine
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Quake engine
Developer(s) id Software Written in Type License C, ASM Game engine GNU General Public License
The Quake engine is the game engine that was written to power 1996's Quake, written by id Software. It featured true 3D real-time rendering and is now licensed under the terms of the GNU General Public License (GPL). After release it immediately forked, as did the level design. Much of the engine remained in Quake II and Quake III Arena. The Quake engine, like the Doom engine, used binary space partitioning (BSP). The Quake engine also used Gouraud shading for moving objects, and a static lightmap for nonmoving objects.
History
The Quake engine was created in 1996 for Quake. John Carmack did most of the programming of the engine, with help from Michael Abrash in algorithms and assembly optimization. It was later upgraded to id Tech 2 and id Tech 3.
Quake engine
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Quake was the first true-3D game to use a special map design system that preprocessed and pre-rendered the 3D environment, so as to reduce the processing required when playing the game on the 50-75MHz CPUs of the time. The 3D environment in which the game takes place is referred to as a map, even though it is three-dimensional in nature rather than a flat 2D space. The map editor program uses a number of simple convex 3D geometric objects known as brushes that are sized and rotated to build the environment. The brushes are placed and oriented to create an enclosed, empty, volumetric space, and when the design is complete the map is run through the rendering preprocessor. The preprocessor is used to locate two types of empty space in the map, the empty space enclosed by brushes where the game will be played, and the other empty space outside the brushes that the player will never see. The preprocessor then strips away the back-faces of the individual brushes which are outside the game-space, leaving only the few polygons that define the outer perimeter of the enclosed game space.
Generally once a map has been preprocessed it cannot be re-edited in a normal fashion because the original brushes have been cut into small pieces. Instead the original map editor data with the brushes is retained and used to create new versions of the map. But it is possible to edit a processed map by opening it in a special vertex editor and editing the raw vertex data, or to add or remove individual triangle faces. Though difficult, this technique was occasionally used by cheaters to create windows in walls, to see normally hidden enemies approaching from behind doors and walls, and resulted in an anti-cheat mechanism used in recent 3D games that calculates a checksum for each file used in the game, to detect players using potentially hacked map files. A processed map file can have a much lower polygon count than the original unprocessed map, often by 50 to 80 percent. On the 50-75MHz PCs of the time, it was common for this pruning step to take many hours to complete on a map, often running overnight if the map design was extremely complex. This preprocessing step can not work if there are any small holes or "leaks" that interconnect the interior game space with the exterior empty space, and it was common for complex map-building projects to be abandoned because the map designer could not locate the leaks in their map. To prevent leaks, the brushes should overlap and slightly interpenetrate each other; attempting to perfectly align along the edges of unusually-shaped brushes on a grid can result in very small gaps that are difficult to locate. The open cloudy sky in Quake maps is in fact not open, but is covered over and enclosed with large brushes, and textured with a special skybox texture that always looks the same from any viewing position.
Quake engine
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(only visible/hidden information is needed). John Carmack realized that one area sees just a small fraction of the other areas, so he compressed this information by using run-length encoding (RLE). This is what allowed Quake's sophisticated graphics to run so quickly on the hardware of the time.
Quake engine The base texture and the lightmap of a wall were rendered at the same time: a Surface Cache was creating new Surfaces, which are new pre-lighted textures which combines the base and lightmap textures. Surfaces not used since a few frames were released, while new required Surfaces were dynamically created. Generating the surfaces was consuming less time than a secondary lighting pass would have. To save memory, smaller surfaces using mipmaps of the original texture were generated first for further walls. The characters were lit using a constant ambient light, which value came from a structure storing ambient colors in 3D, depending on the character's position. Characters and objects very far from the camera were not rendered in 3D: they were instead rendered as voxels: 3d big square points of a single color (which came from the object texture).
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Hardware 3D acceleration
Quake was also one of the first games to support 3D hardware acceleration. While initially released with only software rendering, John Carmack created a version of the Quake executable that took advantage of Rendition's Vrit 1000 graphics chip (VQuake). OpenGL support was soon added in the form of the GLQuake executable for Windows 95 and higher. Many believe that this kick-started the independent 3D graphics card revolution, GLQuake being the first application to truly demonstrate the capabilities of the 3dfx "Voodoo" chipset at the time. The only two other cards capable of rendering GLQuake were a professional (very expensive) Intergraph 3D OpenGL card, and, later, the PowerVR cards. To optimize the software rendering engine, lightmaps were shared by polygons that were close in space, and in the same leaf of the BSP tree. This means that quite often polygons using the same main texture could not be rendered at the same time with the 3d acceleration, due to the multitexturing second unit having to be reconfigured with another lightmap. This architecture decision was reducing hardware accelerated rendering performances.
Player movement
Quake by default used the keyboard to turn left and right and move forward and backward, using the mouse, like Doom, to do the same movements. This produced awkward movements, and required settings like "auto-level" that would move the viewpoint back to straight forward as the player moved and "auto vertical aim" that would automatically shoot things above and below the player. Probably because of this, the level design in Quake was more suited to the 2.5D environment of Doom. Only in a few spots in the game was the attacking monster far above or below the player. Quake did have the option of using the mouse to look/aim/orient ("mouselook") and the keyboard to move forward, backward and sideways, but it was not the default until Quake III Arena was released.
Network play
Quake includes cooperative and deathmatch multiplayer modes over LAN or the Internet. Additional multi-player modes were later added using "mods". Quake uses the clientserver model, where a server has control of all game events. All players connect to this server in order to participate, with the server telling the clients what is happening in the game. The server may either be a dedicated server or a listen server. Even in the latter situation, Quake still uses the clientserver model, as opposed to the peer-to-peer networking used by some other games. Quake thus cannot suffer from de-synchronized network games that could occur from different clients disagreeing with each other, since the server is always the final authority. Depending on the client's specific route to the server, different clients will get different ping times. The lower a player's latency (ping time) is, the smoother his or her in-game motions are, which makes it easier to aim, move, and score. Someone playing at the PC or within the same LAN as the server gets a substantial advantage due to having essentially no lag. This created a class structure of haves and have nots, spawning the phrases, Low Ping Bastards or LPBs and High Ping Bait or HPBs.
Quake engine While gamers had been deathmatching each other via IPX LAN connections, serial cable connections, and modems in the Doom, Heretic, and Hexen series of games, it was not until Quake that the Internet deathmatch community really began.
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Derivative engines
On December 21, 1999, John Carmack of id Software released the Quake engine source code on the Internet under the terms of the GPL, allowing programmers to edit the engine and add new features. Soon programmers were releasing new versions of the engine on the net. A few of the most known engines are: DarkPlaces An engine modification that adds realtime lighting and shadowing, Quake III BSP support, ogg-support, a completely new renderer, and many other features. Geo-Mod - An engine modification developed by Volition for the game Red Faction to feature empty space objects, allowing for real-time destruction of the environment. Tenebrae A derivative that was the first to introduce realtime lighting and shadowing to the Quake engine. Telejano A modification that adds many more features and particle effects. Tomaz Quake One of the first Quake engine modifications on the net. Twilight Engine Fastest of the known Quake engines, this modification is based on performance rather than extra features.
Family Tree of Quake engines
Quake engine
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See also
List of game engines First person shooter engine id Tech
External links
QuakeDev.com [1] A comparison of Quake Engines focused on Singleplayer [2] Quake's Lighting Model: Surface Caching [3] by Michael Abrash Quake engine code analysis [4] by Fabien Sanglard
References
[1] [2] [3] [4] http:/ / www. quakedev. com http:/ / www. quaddicted. com/ quake_engines/ engine_comparison. html http:/ / www. bluesnews. com/ abrash/ chap68. shtml http:/ / fabiensanglard. net/ quakeSource/ index. php
QuakeC
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QuakeC
Paradigm Appeared in Designed by Developer Typing discipline imperative (procedural), structured 1996 John Carmack id Software static, strong
QuakeC is an interpreted language developed in 1996 by John Carmack of id Software to program parts of the computer game Quake. Using QuakeC, a programmer is able to customize Quake to great extents by adding weapons, changing game logic and physics, and programming complex scenarios. It can be used to control many aspects of the game itself, such as parts of the AI, triggers, or changes in the level. The Quake engine was the only game engine to use QuakeC. Following engines used DLL game modules for customization written in C and C++ from idtech 4 on.
Overview
The QuakeC source to the original id Software Quake game logic was published in 1996 and used as the basis for modifications like capture the flag and others.[1] QuakeC source code is compiled using a tool called qcc into a bytecode kept in a file called progs.dat. The programmers of Quake modifications could then publish their progs.dat bytecode without revealing their source code. Most Quake mods were published this way. QuakeC allowed the Quake engine to dominate the direction of the first-person shooter genre. Thanks to Carmack's idea of extending computer game life by adding unlimited expandability (extensibility already played a big role in Doom), an enormous Internet community of gamers and programmers alike has arisen and many modern multiplayer games are extensible in some form.
Limitations
The syntax of QuakeC is based on that of the C programming language, explaining its name, but it does not support the implementation of new types, structures, arrays, or any kind of referencing other than the "entity" type (which is always a reference). QuakeC also suffers from the fact that many built-in functions (functions prototyped in the QuakeC code but actually defined within the game engine and written in C) return strings in a temporary string buffer, which can only hold one string at any given time. In other words, a construct such as SomeFunction (ftos (num1), ftos (num2)); will fail because the second call to ftos (which converts a floating-point value to a string) overwrites the string returned by the first call before SomeFunction can do something with it. Other prominent examples of these quirks include the fact that QuakeC does not contain any string handling functions or file handling functions, which were simply not needed by the original game. Most computer games at the time had their game logic written in plain C/C++ and compiled into the executable, which is faster. However, this makes it harder for the community to create mods and it makes the process of porting the game to another platform (such as GNU/Linux) more costly. Despite its advantages, the concept of implementing the game logic in a separate scripting language and writing an interpreter for it was soon dropped (even by John Carmack who had implemented this concept) because of the
QuakeC overall inflexibility of an interpreted language[2] , the increasingly complex game logic and the fact that the game logic could be packaged into a native Dynamic link library whose source code could be released to the mod community.
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See also
Computer programming Reaper bot
External links
id's public FTP containing the C source code of qcc (QuakeC compiler) [3] id's public FTP containing the QuakeC source code to Quake version 1.06 game logic [4] Unofficial QuakeC specifications [5] QuakeC at the Quake Wiki [6] Large collection of QC mods, including their source [7] Inside3d - nice collection of QC tutorials here [8] Planetquake's gamers' guide [9]
References
[1] Lasse Lehtinen (1996-07-25). "QuakeC released" (http:/ / ssc. vekoduck. com/ news/ index. php?news_id=94). Quake and QuakeWorld history. . Retrieved 2010-03-06. [2] Carmack, John (13 March 1997). "Here is a technical issue to be discussed" (http:/ / www. team5150. com/ ~andrew/ carmack/ johnc_plan_1997. html#d19970313). .plan. id Software. . Retrieved 20 August 2009. [3] ftp:/ / ftp. idsoftware. com/ idstuff/ source/ [4] ftp:/ / ftp. idsoftware. com/ idstuff/ unsup/ progs106. zip [5] http:/ / www. gamers. org/ dEngine/ quake/ spec/ quake-spec34/ qc-menu. htm [6] http:/ / quakery. quakedev. com/ qwiki/ index. php/ QuakeC [7] http:/ / www. gamers. org/ pub/ idgames2/ quakec/ [8] http:/ / www. inside3d. com/ [9] http:/ / www. planetquake. com/ qng/ quakec. htm
QuakeWorld
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QuakeWorld
QuakeWorld (abbreviated QW) is an update to id Software's seminal multiplayer deathmatch game, Quake, that enhances the game's multiplayer features (namely UDP QuakeWorld logo. support) to allow people with dial-up modems to achieve greatly improved responsiveness when playing on Internet game servers. Modern broadband connections such as cable and DSL can use the QW model of network handling and game physics. Official id Software development stopped with the test release of QuakeWorld 2.33 on December 21, 1998. Latest official stable release was 2.30.
History
1996 - QuakeWorld is Born
Quake's network code, the part of the software that handles multiplayer gaming over a network, was designed for low-latency play over a LAN. The original Quake did not address the fact that Internet connections have generally much higher latency and packet loss compared to a LAN connection, and over some connections, performance of this model did not provide an optimal experience. QuakeWorld, written by John Carmack with help from John Cash and Christian Antkow, was released in December 1996. Further development was later taken over by David Kirsch (a.k.a. "Zoid" from Threewave, of Capture the Flag fame) and Jack 'morbid' Mathews. It included a useful program called QuakeSpy, written by Mathews, which later evolved into GameSpy.
1999 - TGi
The True Gamers Invitational, or TGi for short, was a LAN event held in April 1999 in Gothenburg, Sweden admined by Izn0. It gathered the best duel players in the world, with Intel sponsoring the flight of the Australian player 'Reload'. Other countries represented were Sweden (victorious), Germany, United Kingdom, Finland, Norway, and Denmark. No cash was awarded, but this was the most significant international competition at the time, and most participants went on to earn sponsorship to travel to other tournaments. This event marks the beginning of QuakeWorld's submergence underground, as most players went on to newer games such as Counter-Strike, and Quake III Arena, and there has never been such an international LAN competition in QuakeWorld since (although
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DreamHack 2008, 32 player 2on2 Tournament. Prize money: 37,000 SEK 1. 2. 3. 4. Druidz Team 2 (Xantom & mawe) Disorder (Nabbe & Persuader) Druidz Team 1 (bps & LocKtar) Lege Artis (Inferno & Riker)
DreamHack 2009, 16 player duel Tournament. Prize money: 15,000 SEK 1. 2. 3. 4. Locktar Nabbe bps ke Vader
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Features
QuakeWorld's most important feature is its rewritten networking code (for client-side player prediction and delta compression). Player prediction allowed QuakeWorld clients to compensate for high latency, thus allowing dialup users to move around in the virtual world without being affected by the disorienting effects of latency. This helped Quake network play reach an additional market, as opposed to those who had LAN or broadband connections at the time. It did not address what some considered exploits, namely bunny hopping, wall-hugging, and zig-zagging. These bugs have shaped the recent part of QuakeWorld's life, allowing for additional dimensions to playing style, and are now seen as features by much of the community.
Legacy
QuakeWorld was seminal in popularising deathmatch, and, alongside Ultima Online, internet multiplayer. It is considered even today by many die-hard players to be the best multiplayer game, such that several games featuring QuakeWorld-like gameplay elements have been developed, including the Quake III mod: Challenge ProMode Arena, Screenshots from the ezQuake client. Painkiller, the freeware game Warsow, a mod for Quake 4 called Quake4World, and a free game called Quake2World based on the Quake 2 engine.[1] A license to QuakeWorld was given to Valve Software L.L.C. in 1996, which was heavily modified into the GoldSrc engine, which powers Half-Life, Team Fortress Classic (a follow-up to the QuakeWorld mod Team Fortress), and Counter-Strike, among others. In December 1999, John Carmack of id Software released the server and client source code of Quake and QuakeWorld under the GNU General Public License as a Christmas present to the world, and this spawned a plethora of 21st century updates to this famous game first released in 1996. A few years later John Romero released the map sources under the GNU General Public License in October 2006. Among the popular clients today are FuhQuake, ezQuake, More QuakeWorld, with ezQuake being most popular.[2] QuakeNet, the largest Internet Relay Chat (IRC) network, originated in 1997 as a network for QuakeWorld players.[3]
External links
QuakeWorld.nu [4] - News and community site nQuake [5] - An Open Source QW package CHTV [6] - Extensive QW demo repository
References
[1] [2] [3] [4] http:/ / jdolan. dyndns. org/ quake2world/ http:/ / www. quakeworld. nu/ forum/ viewpoll. php?id=3016 http:/ / www. quakenet. org/ history. php http:/ / www. quakeworld. nu
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Miscellany
BFG10K
The BFG10K is a fictional weapon in the Quake II universe that originated from the BFG 9000 in the DOOM universe. The term "BFG" as defined from the DOOM universe, is "big fucking gun". In the Doom film, it's defined as the "Bio Force Gun". It is the most powerful weapon of the game, capable of eliminating dozens of weaker enemiesas well as other playerswith one shot. It works by firing a large green plasma ball, consuming 50 cells. This ball then shoots out "BFG-rays" at targets which it can see, doing approximately fifty hit points of damage every second in The BFG10K deathmatch gameplay. When the ball strikes something it creates an extremely damaging localized explosion. The main danger, however, results from the bright green flash it makes on impact. Any user who can see both the BFG-ball and the player who fired it instantly takes 200 hit points of damage. The gun also makes an appearance in Quake III Arena as more of a rapid plasma cell shooting gun, rather than firing single destructive shots.
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License
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License
Creative Commons Attribution-Share Alike 3.0 Unported http:/ / creativecommons. org/ licenses/ by-sa/ 3. 0/