Quake live wiki

Quake live wiki DEFAULT
I talked with the admins, and we have their blessing. Somewhen soon, we will have a wiki system within ESR.

Why a wiki?

Trivial answer: because it is a good way to store and access information. A wiki just gives a simple unified structure to otherwise scattered information.

Go to TeamLiquid and look at BW and SC2 wikies as excellent examples.

Why on ESR?

A wiki is as good as the exposure it gets. If you make a wiki and nobody knows about it, you could as well not doing it. Make a wiki in a busy place, and people will make it flourish.

ESR is the best Quake Live has, so this is the place to have it.

Wait, I already started a QL wiki!

Props to you for the effort; let's work together!

This is not about personal pride, nor about content ownership. Contributions are very welcome from anyone, and if you already have put thoughts on this, the community will benefit from your wisdom.

So far, I could find the links below. I cannot judge the japanese ones, but it seems they were isolated attempts that got overwhelmed by the challenge.

http://quakelive.wikia.com/wiki/Quake_Live_Wiki
http://quakelive.wikispaces.com/
http://wiki.quakelive.fr/index.php/Accueil
http://quakelive.sssp.jp/
http://wikiwiki.jp/quakelive/
http://www.holysh1t.net/category/tutorials/
http://www.4seasonsgaming.com/guides.php
http://www.quakelive.com/#!guide


If you know of more places, please post them.

What now?

The first thing to do is to agree on an overall structure. This step is crucial to organize a good wiki. Once that is there, people are welcome to fill in the actual pages.

Secondly, we should scout for available content. The more links we collect, the better.

I will post my thinking in separate posts, so that it is easier to discuss.

Structure

EmSixTeenand I worked on a general structure. You can visualize it here:

https://docs.google.com/document/d/1xxxQrnQZt...xInkQ/edit

If you want to edit it, send an IM with a google mail account.
Sours: http://www.esreality.com/post/2189654/quake-live-wiki/

Quake Live

Box artwork for Quake Live.

Quake Live (previously known as Quake Zero) is a 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 browser plugin. It is a variant of its predecessor, Quake III Arena (Q3A). The game first appeared in 2007, entered an invitation-based closed beta in 2008, and an open beta began on February 24, 2009.


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 while collecting health, armor, weapons, ammo, and various power-ups in an effort to survive and to defeat opponents.

Quake Live was released as a free version of Quake III: Gold (Quake III and its expansion pack, Team Arena) available only through a web browser. Quake Live is backed financially by in-game advertising from IGA Worldwide. 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.

Table of Contents

edit

Quake Live/Table of Contents

Sours: https://strategywiki.org/wiki/Quake_Live
  1. Swg afk macro
  2. Growing grape ape
  3. Max payne 5
  4. Smu undergraduate majors
  5. Terry street apartments

User:Axper/sandbox/Quake Series

Tango-view-fullscreen.pngThis article or section needs expansion.Tango-view-fullscreen.png

Reason: How to install original proprietary game data? Quake 1: Add troubleshooting, level editors, multiplayer. Configuration/cheats. What is Quake World? Are nQuake & ezQuake engines or data? Add descriptions for 2,3,4,live. (Discuss in User talk:Axper/sandbox/Quake Series)

Quake 1

"Quake is a first-person shooter video game, developed and published by Id Software in 1996. In the game, players must find their way through various maze-like, medieval environments while battling a variety of monsters using a wide array of weapons."wikipedia:Quake_(video_game)

Installation

You need both game engine and data files in order to play. There are several packages available for Arch Linux.

Engine

  • Darkplaces — Advanced Quake 1 game engine
http://icculus.org/twilight/darkplaces/ || darkplacesAUR
  • fitzquake — Another modern Quake1 engine port
http://www.kristianduske.com/fitzquake/ || fitzquakeAUR
  • ezQuake — Fast paced multiplayer FPS focusing on movement and trick jumps. The popular, modern and maintained Quake/QuakeWorld client. Manual post-installation setup required. Can play on-line for free.
http://ezquake.sourceforge.net/ || ezquakeAUR
  • nQuake — Fast paced multiplayer FPS focusing on movement and trick jumps. This is the popular Quake / QuakeWorld package, including ezQuake client, 24bit textures, maps, bots and more. Automatic post-installation set up. Can play on-line for free.
http://nquake.sourceforge.net/ || not packaged? search in AUR

Data

  • oqplus — Free content replacement project for Quake 1
http://openarena.ws/fsfps/oqplus.html || oqplus-svnAUR
  • Quake Revitalization Project — High quality textures for Quake
http://qrp.quakeone.com/ || quake-qrp-texturesAUR

Quake 2

Installation

You need both game engine and data files in order to play. There are several packages available for Arch Linux.

Engine

  • Quake 2 — Built by Icculus
http://www.icculus.org/quake2/ || quake2AUR
  • qudos-zws — Advanced Quake 2 engine
qudos-zwsAUR || not packaged? search in AUR
  • kmquake2 — Enhanced Quake 2 engine with Lazarus mod support
http://qudos.quakedev.com/ || kmquake2AUR
  • yamagi — Quake 2 engine focused on single player and 64bits.
http://www.yamagi.org/quake2/ || yamagi-quake2AUR

Data

  • quake2-retexture — A true color retexture pak for Quetoo and other Quake2 engines supporting 32bpp tga textures.
http://jdolan.dyndns.org/trac/wiki/Retexture || quake2-retextureAUR

Quake III Arena

  • quake3 — Official Quake III Arena binaries
http://www.idsoftware.com/games/quake/quake3-arena || quake3AUR
  • ioquake3 — De-facto FOSS Quake 3 distribution.
http://ioquake3.org/ || ioquake3AUR

Quake 4

  • Demo version — Quake 4 Demo
http://ioquake3.org/ || quake4-demoAUR
  • Quake 4 engine — Quake 4 engine
http://ioquake3.org/ || quake4AUR

Quake Live

  • Quake Live — MMO shooter running in browser as plugin
http://www.quakelive.com/ || not packaged? search in AUR

See also

Sours: https://wiki.archlinux.org/title/User:Axper/sandbox/Quake_Series
rapha vs tox - QuakeCon 2014 (QUARTER FINAL)

About

Quake Live is a first person shooter that, previously available via a web browser plugin, is now available on Steam. It is a variant of its predecessor, Quake III Arena (Q3A).

Quake Live is a first person shooter that, previously available via a web browser plugin, is now available on Steam. It is a variant of its predecessor, Quake III Arena (Q3A).

It is free to play, but requires a server be started for players to connect to. A server can be started by a client instance (for example, on a LAN), or can be installed and started on a server and, if on the internet, be made available for the community (since id has made the server installation available). This means that mods can also be installed on the servers for additional gametypes, weapons, gib explosions, and more.

Servers can also have a qlstat plugin installed, which sends the match statistics back to the qlstats server in order to rank different players per gametype. These statistics are available on qlstats.net.

HistoryExcerpt history

Sours: https://gaming.stackexchange.com/tags/quake-live/info

Live wiki quake

Half-Life

This subject is related to a real world perspective.
This subject is related to the Black Mesa Incident era.
This is a featured article. Click for more information.
Steam portrait hl1.jpg
Half-Life
Developer(s)

Valve Corporation

Release date(s)

November 19, 1998[1]

November 14, 2001[2]

Beta: January 28, 2013[3] Stable: February 14, 2013[4]

Genre(s)

First-person shooter

Mode(s)

Single-player, multiplayer

Platform(s)

Windows, PlayStation 2, macOS, Linux

Rating(s)

ESRB: M (Mature)[5]

Distribution

Sierra On-Line (previously)
Electronic Arts
Steam

System req

500 MHzprocessor, 96 MBRAM and 16 MB video card

Input

Keyboard and mouse (PC)

Engine

GoldSrc

Series

Half-Life

Writer(s)

Marc Laidlaw

Composer(s)

Kelly Bailey

Previous game

Half-Life: Day One

Next game

Half-Life: Uplink

"Run. Think. Shoot. Live."
Half-Life tagline

Half-Life is a science fiction first-person shooter played from the perspective of scientist Gordon Freeman. Designed for Microsoft Windows by Valve Software, the game uses a heavily modified version of the Quake engine, called GoldSrc.[6][7]

Plot[edit]

Main article: Half-Life storyline

In Half-Life, players assume the role of the protagonist, Dr. Gordon Freeman, a recent MIT graduate in theoretical physics, and also a recent employee at Black Mesa. After an experiment that goes horribly awry when an unexpected Resonance Cascade (an apparently completely fictitious occurrence) rips dimensional seams that devastate the facility, Gordon must fight to escape the now alien-infested facility as creatures from another world — known as Xen — subsequently enter through these dimensional seams.

The game is set during May 200- in a remote area of New Mexico, USA at the Black Mesa Research Facility; a fictional complex that bears many similarities to both the Los Alamos National Laboratory and Area 51.

As Freeman tries to make his way out of the ruined facility to find help for the injured, he soon discovers he is caught between two sides: the hostile aliens, and the Hazardous Environment Combat Unit, a military force dispatched to cover up the incident — including eliminating Freeman and the rest of the Black Mesa Science Team. Throughout the game, a mysterious figure known as the G-Man regularly appears, apparently monitoring Freeman's progress. Ultimately, Gordon uses the cooperation of surviving scientists and security officers to work his way to the mysterious Lambda Complex, where a team of scientists teleport him to the alien world Xen, where he must destroy the Nihilanth, the creature keeping Xen's side of the dimensional rift open.

Half-Life's plot was originally inspired by the computer games Doom and Quake (both produced by id Software), Stephen King's novella The Mist, and an episode of The Outer Limits called "The Borderland". Valve’s in-house writer and author, Marc Laidlaw, who wrote the books Dad's Nuke and The 37th Mandala, later developed and expanded the plot. However, the most distinctive aspect of the game is not the plot itself, but rather the way it is presented to the player.

The game tells the story by flowing into scripted sequences that are integrated as part of the game rather than as cutscene intermissions. These sequences range from the introduction of major plot points such as the Resonance Cascade to bringing the player into a particularly difficult part of a level. Two of the intended results of this style of presentation were to increase immersion and to maintain a contiguous narrative that keeps the player's interest throughout. This differed from games at the time, making Half-Life distinct, as well as defining conventions that would last for years to come.

Valve implemented other factors to heighten the feeling of immersion, such as preventing the player from seeing or hearing their own character, who remains a silent protagonist throughout the game, and ensuring that the player rarely loses the ability to control Gordon, even during monologues. This constant experience of the game allowed players to totally fulfill and customize, almost, the role of Gordon, whilst letting them know who they were playing as. The scripted sequences maintain flow by keeping the player immersed in the game, whereas cutscenes in other contemporary games had often been a diversion from previous segments of gameplay. The levels for Half-Life were also divided into small sections to minimize long interruptions from loading.

Characters[edit]

Enemies[edit]

Weapons[edit]

Development[edit]

Early promotional poster, with a Lambda logoin a baby's eye.

Half-Life was the first product for Kirkland, Washington-based developer Valve Software, which was founded in 1996 by former Microsoft employees Mike Harrington and Gabe Newell. They settled on a concept for a horror-themed 3D action game, and licensed the Quake engine from id Software. Valve eventually modified the engine a great deal, notably adding skeletal animation and Direct3D support; a developer later stated that seventy percent of the engine code was rewritten.[8] At first, Valve had difficulties finding a publisher, many believing their project "too ambitious" for a studio headed by newcomers to the video game industry. However, Sierra On-Line had been very interested in making a 3D action game, especially one based on the Quake engine, and so signed them for a one-game deal.

The original code name for Half-Life was Quiver, after the Arrowhead military base from Stephen King's novella The Mist, which served as early inspiration for the game. Other names considered for the game included Triphammer and Belly of the Beast.[9]Gabe Newell explained in an interview that the name Half-Life was chosen because it was evocative of the theme, not clichéd, and had a corresponding visual symbol: the Greek letter lambda, which represents the decay constant in the half-life equation.

The first public appearances of Half-Life came in early 1997; it was a hit at the Electronic Entertainment Expo that year, where they primarily demonstrated the animation system and artificial intelligence. Valve Software hired science fiction author Marc Laidlaw in August 1997 to work on the game's characters, story, and level design. Half-Life was originally planned to be shipped in November 1997,[10] to compete with Quake II, but was postponed when Valve decided the game needed significant revision.

In a 2001 "Making of..." (Issue 105) feature in Edge, Newell discussed the team's early difficulties with level design. In desperation, a single level was assembled including every weapon, enemy, scripted event and level design quirk that the designers had come up with so far. This single level inspired the studio to press on with the game. As a result, the studio completely reworked the game's artificial intelligence and levels in the year leading up to its release. At E3 1998 it was given Game Critics Awards for "Best PC Game" and "Best Action Game" at the expo. The release date was delayed several times in 1998 before the game was finally released in November of that year.

Reception[edit]

The game had its first major public appearance at the 1997 Electronic Entertainment Expo, where it was widely acclaimed.

On its release, critics hailed its overall presentation and numerous scripted sequences, and it won over 50 PC Game of the Year awards.[11][12] Its gameplay influenced first-person shooters for years to come, and it has since been regarded as one of the greatest games of all time.[13] As of December 2008, Half-Life has sold 9.3 million copies.[14] As of July 14, 2006, the Half-Life franchise has sold over 20 million units.[15] According to GameSpy, Half-Life was the most played online PC game (excluding MMORPGs) as of September 2008, ahead of Half-Life 2.[16] In celebration of the game's 10th anniversary, Valve lowered the price of Half-Life from $9.99 USD to $0.98 on November 19, 2008 for three days.[17]

Multiplayer[edit]

Main article: Half-Life (multiplayer)

The game was shipped with a free-for-all type of deathmatch. This was seen again is Opposing Force with the Capture-the-Flag mode. It was received very well by fans and has spawned countless mods and maps. It is much more fast paced than the campaign. It still has a large amount of players today.

Ports[edit]

Main article: Half-Life ports

After its initial release for Windows systems, several Half-Life ports were developed for additional platforms, including the Playstation 2, Macintosh and Dreamcast. Only the Playstation 2 port would be released, with the rest being cancelled due to profitability concerns.

Expansions[edit]

Main article: Half-Life expansions

Two expansion packs made by the developer Gearbox Software have been released for the PC version: Half-Life: Opposing Force (1999) and Half-Life: Blue Shift (2001). Opposing Force returns the player to Black Mesa during the events of Half-Life’s storyline, but this time from the perspective of the U.S. Marines sent to cover up the incident. It introduced several new weapons, new characters, both friendly and hostile (Otis Laurey the security guard and the Race X aliens, respectively) and new, previously unseen areas of the facility. The expansion is much shorter than Half-Life, having eleven chapters to the original's nineteen.

Blue Shift returns the player to Half-Life's storyline once more, this time as one of the facility's security guards. Originally developed as a bonus mission for the canceled Dreamcast version, Blue Shift came with an optional High Definition Pack that could update the look of Half-Life, Opposing Force, and the new Blue Shift content. In particular, the models' polygon count and texture resolutions were increased, and some changes were made to the in-game sounds, most notably the Shotgun. Blue Shift had relatively little new content compared to Opposing Force: aside from a few models (jacket-less scientists and security guards, Otis, and Dr. Rosenberg), all content was already present in the original Half-Life.

Decay was another expansion by Gearbox, released only as an extra with the PlayStation 2 version of Half-Life. The add-on featured co-operative gameplay in which two players could solve puzzles and fight alongside against the many foes in Black Mesa.

Sequels[edit]

The sequel Half-Life 2 was merely a rumor until it was finally revealed at E3 in May 2003, which ignited a firestorm of hype surrounding the game. The player again takes the role of Gordon Freeman, this time several years after the Black Mesa incident in the dystopian City 17, where he must fight as part of a rebellion against an oppressive alien regime. After a series of controversies and delays, Half-Life 2 was released on November 16, 2004.

Half-Life 2: Episode One continues the story plot, along with Half-Life 2: Episode Two which was released in October 2007. No date has been set for the release of the final episode, which will end the Half-Life 2 story arc.

Mods[edit]

After its release, Half-Life saw fervent support from independent game developers, due in no small part to support and encouragement from Valve Software. Worldcraft, the level-design tool used during the game's development, was included with the game software. Printed materials accompanying the game indicated Worldcraft's eventual release as a retail product, but these plans never materialized. Valve also released a software development kit, enabling developers to modify the game and create mods. Both tools were significantly updated with the release of the version 1.1.0.0 patch. Many supporting tools (including texture editors, model editors, and rival level editors like the multiple engine editor QuArK) were either created or updated to work with Half-Life.

Half-Life's code has been released and is being used as a base for many multiplayer mods such as the immensely popular Counter-Strike. Other popular multiplayer mods include Team Fortress Classic, Day of Defeat, Deathmatch Classic, Action Half-Life, Firearms, and Natural Selection. Team Fortress Classic and Deathmatch Classic were both developed in-house at Valve Software. Some mods, such as Counter-Strike and Day of Defeat, that began life as the work of independent developers (self-termed "modders"), later on received aid from Valve. There was even a free team-based multiplayer mod called Underworld Bloodline created to promote the Sony Pictures film Underworld.

Numerous single-player mods have also been created, such as USS Darkstar (1999, a futuristic action-adventure on board a zoological research spaceship), The Xeno Project 1 and 2 (1999-2005, a two-part mod starting in Xen and again including spaceships), Edge of Darkness (2000, which features some unused Half-Life models), Half-Life: Redemption (1999, which brings back Gordon Freeman for four additional episodes and another encounter with the G-Man), They Hunger (2000-2001, a survival horror total conversion trilogy involving zombies), Poke 646 (2002, a follow-up to the original Half-Life story with improved graphics), Point of View, the player controls a Vortigaunt, and Half Life: Zombie Edition, where the player plays as a Headcrab).

Some Half-Life modifications eventually landed on retail shelves. Counter-Strike was the most successful, unexpectedly becoming the biggest selling online game to date and having been released in five different editions: as a standalone product (2000), as part of the Platinum Collection (2000), Counter-Strike: Condition Zero (2004), Counter-Strike: Source (2004), which runs on Half-Life 2's Source engine, and Counter-Strike: Global Offensive (2012), the newest addition to the series. Team Fortress Classic has had a visual upgrade to the Source engine, becoming the stylized Team Fortress 2. Day of Defeat also received the Source treatment, becoming Day of Defeat: Source. Gunman Chronicles (2000), (a futuristic Western movie-style total conversion with emphasis on its single-player mode) was also released as a stand-alone product.

Soundtrack[edit]

Main article: Half-Life soundtrack

Half-Life's soundtrack consists of specially composed tracks by Kelly Bailey, who also composed much of the music for the rest of the series. He was also responsible for the game's sound design.

Behind the scenes[edit]

Early in the game's development, the humorous idea of a food fight was proposed to occur in a cafeteria, idea eventually rejected.[18]

Trivia[edit]

  • The Half-Life series draws some inspiration from various adaptations of H. G. Wells's The War of the Worlds; the Vortigaunts who appear throughout the series bear similarities to the Mor-Tax aliens from the War of the Worlds TV series.
  • Half-Life, as well as its three expansions, are named after scientific terms. "Half-life" refers to radioactive decay.
  • When Gordon puts on his hazard suit in the first level, there are two empty hazard suit slots. According to Decay developer Gearbox's CEO Randy Pitchford these belonged to (or were used by) Decay protagonists Gina Cross and Colette Green.

Gallery[edit]

Logos and promotional images[edit]

  • First page print ad for Half-Life.

  • The two-page fold out revealed when opened.

[edit]

  • Original main menu, used before Steam.

  • Main menu, used during Steam beta test.

  • Current version of the main menu.

Screenshots[edit]

  • Destruction reigns, moments after the catastrophic resonance cascade.

  • Unforeseen consequences: aliens start entering the facility.

  • The scientists are still in shock after the explosion.

  • More aliens get in, forcing Gordon to take to the maintenance areas.

  • The aliens just keep getting bigger.

  • Glowing vats of radioactive waste.

  • Security measures start trying to kill the wrong people.

  • Precarious leaps and narrow ledges are all that's between Gordon and death.

  • What have those scientists been doing in secret?

  • A descent into new, mysterious territory.

  • The Lambda Complex, where Gordon finally enters Xen.

  • Strange alien worlds that float by some unknown means.

Other[edit]

  • Unpublished Steam trading card artwork.

  • Unpublished Steam badges.

  • Unpublished Steam emoticons.

References[edit]

Half-Life

Combine OverWiki has more images related to Half-Life.

  1. ↑Half-Life Released on GameSpot (November 19, 1998) (archived)
  2. ↑Half-Life (2001) on PlayStation 2 on IGN (archived)
  3. Half-Life 1 Beta released on Steam. Retrieved on 2019-05-07.
  4. Half-Life 1 update released on Steam. Retrieved on 2019-05-07.
  5. Half-Life on the ESRB's website. Retrieved on 2020-03-05.
  6. Half-Life on Steam
  7. ↑The Final Hours of Half-Life: Behind Closed Doors at Valve Software on GameSpot (October 19, 2004) (archived)
  8. ↑PC Accelerator magazine
  9. ↑The Name Game. Answers! by brettjdzn on TikTok (June 25, 2021)
  10. ↑Half-Life ready to radiate at E3 on Business Wire (June 12, 1997) (archived)
  11. ↑About Valve on ValveSoftware.com (archived)
  12. ↑Awards and Honors on ValveSoftware.com (archived)
  13. ↑The Gamasutra Quantum Leap Awards: First-Person Shooters on Gamasutra (September 1, 2006) (archived)
  14. ↑Analysis: Valve's Lifetime Retail Sales For Half-Life, Counter-Strike Franchises on Gamasutra (December 3, 2008) (archived)
  15. ↑Half-Life is 10 Today on Official Steam website (November 19, 2008)
  16. ↑Top Game Servers By Players on GameSpy (archived)
  17. ↑Half-Life decays to $1 on GameSpot (November 19, 2008) (archived)
  18. Half-Life 2: Raising the Bar
  19. ↑E3 Report on Half-Life on Wavelength (June 25, 1998) (archived)

External links[edit]

Videos[edit]

Sours: https://combineoverwiki.net/wiki/Half-Life
rapha vs tox - QuakeCon 2014 (QUARTER FINAL)

Room 208

Quake Live!

This article has been written from the second-person perspective of your local head Doom Murderhead, Barcode. Direct all questions and suggested tweaks/elaborations to him…er, me, in-channel.

Get Quake here.

Interfaceshit

  • Game has matchmaking, so you’ll be able to play against people your skill level at all times so long as you aren’t joining friends’ games.
  • Use the friends list thing and add Barcode711. He’ll give you any extra help you need.

Basic Strategy

  • Keep moving. Given the mechanics of the game, this is the only thing that isn’t stopping someone from killing you immediately.
  • Pick up everything you find. Less on the map for your opponents, more for you to use, what’s not to love?
  • Listen carefully for a weird “whoosh” or funeral bell noise. You will hear this no matter where you are on the map, and it means a power item (super health, quad damage) has respawned. I forget how often they spawn - I think it’s every thirty seconds?
    • Learn the maps. Item locations are absolutely vital in competitive play and will help greatly in general play too. Get a good idea of where every weapon is.
    • Weapons spawn quickly. Weapon spawns are every 5 or 10 (I forget) seconds post-pickup. Don’t be afraid to stick around an empty weapon spawn space (marked by a white metal circle on the ground with yellow electrical discharges flying under it) to pick up a weapon you like, so long as the person that just took it isn’t still around, waiting for some weaponless sap to stand by said weapon space.
  • Defend low, attack high. If you are not in good condition, don’t actively seek out enemy players. Jump around looking for health and armor packs. In contrast, if you’re looking good (good: 100health and 100 armor - 100/100 - and with a rocket launcher), don’t be afraid to go find people to pick on.
  • Armor stacks; health doesn’t. Health only goes above 100 if you pick up the 1HP globes or the Megahealth (the blue sphere with an M in it); armor will freely go over 100 if you pick up any piece of armor. Both “decay” steadily over time to 100 if they go over 100, though.
    • Armor acts as a 50% reduction to the damage you take, but armor takes the full damage percentage regardless. If you’re at 100/100 and you get hit with a shot that does 50 damage, you will be at 75 health, 50 armor.

Basic weapon strategy

Weapons have been listed in general order from most to least useful in your traditional deathmatch game.

  • Rocket Launcher (RL) - Every Quaker’s bread and butter. If you have the option, use this weapon when on equal footing as your enemy OR when he is below you OR to shoot at doorways to buy yourself some escape time. Because it is an explosive projectile, your goal is generally to find surfaces extremely close to your opponents to shoot at in order to damage them. As you get better you’ll find situations where you can shoot at your opponents while still potentially hitting a surface behind/below them if you miss. To defend against rocket-launching, jump to minimize surface-shot damage, and keep your distance so you can sort of avoid the incoming rockets.
  • Lightning Gun (LG) - Possibly the most powerful head-to-head weapon in the entire game, excluding power weapons such as the BFG9000 (most people don’t like playing on those sorts of maps, anyway). The LG has limited range, operates on damage over time (as opposed to any kind of “popping out of cover” style of shooting), and no splash damage - but it’s a hitscan, 100% accurate death ray that puts out scary-huge amounts of damage. The single most important trait of the lightning gun is that it is very good at pushing other players who are airborne; if you catch an opponent mid-air. you can keep him up there for just a little longer with the LG, effectively scoring free hits on a gun that already puts out a lot of DPS. When using this weapon, it’s easiest to stay planted and strafe around - hopping around (IE, when avoiding rocket shots) is only going to make shooting harder for you. This weapon is best used on opponents standing above you, opponents in mid-air, and when you can catch your opponent in the middle of the open at a range that you can still hit them at. If being attacked with the lightning gun, STOP JUMPING, try to get closer, and try to throw off their aim by knocking them around with the rocket launcher. You may be able to out-DPS them given how much your shots will throw off theirs. If you’re near their maximum range when they start shooting at you, step out of said maximum range and keep firing.
  • Railgun (RG) - A very powerful, single-shot, perfect accuracy hitscan weapon with infinite range and a long reload time, the RG is one of those guns that features in Quake montages and definitively makes plays happen in-game; however, it is a very poor general-combat weapon because it will not kill your opponents in one hit and it takes forever to reload. Use the Railgun to take potshots and to take “parting shots” while leaving an area where you can shoot at your opponent; in these situations the railgun’s reload time will not affect you. If someone’s trying to hit you from afar with the railgun, start moving around and get out of their field of fire. if they’re close, get close with a different gun.
  • Grenade Launcher (GL) - A defensive weapon, the grenade launcher fires projectiles affected by gravity that bounce and then explode after…I think it’s a set period of time. Grenades explode instantaneously if you hit someone with them directly, or if they bounce off a wall and hit someone directly - however, once they bounce on the ground (I think), they will explode after a set period of time. A technically powerful but extremely difficult-to-use-directly weapon, use grenades to cover your escapes and to deny paths towards you rather than to actually hit people directly.
  • Shotgun (SG) - I am not very good with this weapon. It has a fire rate of approximately 1 shot every 1.2 seconds, which shoots a fairly thin spread of shotgun shells in front of you. Unless you’re dead-on and close with this weapon, it doesn’t seem to do much damage - but I’ve been absolutely torn up by people who know how to use it and can get close to me when I try to rocket-launch them. Try it for yourself and remember that, as a shotgun, it works best up-close.
  • Gauntlet - The Gauntlet is your “out of ammo” weapon that you can nonetheless switch to if you have a key bound to it. The Gauntlet is actually pretty powerful, but the extreme speeds and general range of the weapons involved in Quake mean that you only really get to use it in chaotic Deathmatch games, and you should only use it if you get up-close and haven’t found a weapon on-map yet.
  • Machine Gun (MG) - Your default weapon sucks. It does piddly damage even under the best of conditions. It does have infinite range, is hitscan, and is almost guaranteed to hit your opponent if you aim properly, so you may find it useful to land a hit or two from far away while you find better weapons to do the same thing (the LG and the RG).

Special maneuvers

  • Strafe jumping - Strafejumping is the primary - and possibly most difficult - manuever in Quake outside of actually shooting your opponents. This guide does a pretty good job of explaining how to do it. By “running” diagonally in mid-air while steering towards the . It’s the fuckiest piece of physics to ever feature in an FPS game, but it’ll become only natural as you play more Quake. If you can reliably do the first two or so sections in Quake Live’s Strafejumping Practice arena, you’re probably better than I am at it.
    • Warsow also provides strafe jumping indicators which WOULD prove useful if you were already familiar with how QL does it; warsow’s SJ-ing works differently.
  • Rocket jumping is not really useful unless you’re playing clan arena, because it takes a lot of your health away and is extremely hard to chain into successive jumps (which would take even more of your health away) or strafejumping (since you’re usually headed into a wall and fast). However, it’s occasionally useful and will help you understand rocket dynamics (RJing bounces you the same way it bounces enemies, and bouncing your enemies up with rockets is important for juggling). Worth doing the first tutorial or two in-game to learn. To rocket jump, shoot the ground while jumping and crouched. That’s it. (I’m not even sure if crouching improves your speed from the jump, but jumping certainly does.)
  • Juggling - Quake’s physics dictate that weapons fire damage is directly proportional to the knockback they cause. Rockets MAY provide more knockback than other weapons, but every weapon otherwise follows this rule. In addition, air control (movement you can perform mid-air) is much, much weaker than ground movement, With these things put together, airborne enemies can (with practice) become subjects of easy additional hits. The easiest way to pop up an enemy to juggle them is to shoot the ground where they’re standing (or under them, if they’re strafejumping); once they’re airborne, their paths are much easier to predict, and you can (again, with practice) land an extra shot or two on them while they flounder* in mid-air. If you are using a single-shot weapon, be sure to shoot at them around the peak of their flight (or so that your projectile hits them at the peak of their flight) - this is where they will be moving vertically the least, giving you the highest chance of hitting them.

*Given Quake’s speed, “flounder” time is approximately 0.3 seconds.

Created by barcode.

Sours: https://wiki.room208.org/arena/quake

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Quake III Arena

Quake III Arena
1199 front.jpg

"Welcome to Quake III Arena." -Announcer

Genre(s): First-person shooter
Platform(s): Microsoft Windows

Linux
macOS
Dreamcast
PlayStation 2
Xbox 360
iOS

Release date: December 2, 1999
Developer(s): id Software
Publisher(s): Activision
Franchise: Quake
Predecessor: Quake II
Successor: Quake 4


Quake III Arena is a first-person shooter video game developed by id Software and released in December 1999. It is the third game in the Quake series. It first released for Microsoft Windows, and later ported to Linux, macOS, Dreamcast, PlayStation 2, Xbox 360 and iOS.

Why It Rocks

  1. The game focuses more on multiplayer action, unlike previous games in the series, yet despite this it has a single player campaign that's basically a fight against bots.
  2. The bots are charismatic characters with lots of funny lines. They can even response to your messages like chatbots! (Try typing "lol" or "John Carmack sucks" to them.)
  3. There are characters from previous id Software games, such as Doomguy, Ranger and Bitterman.
    • You can even play with a skin of John Carmack!
  4. Fast-paced gameplay.
  5. Most of maps are easy to memorize.
  6. The new trick move, "plasma climb", is a great addition to already existing rocket jumping and strafe jumping.
  7. Awesome soundtrack by Sonic Mayhem (who also did the Quake II soundtrack) and Front Line Assembly.
  8. Outstanding visuals, even they aged very well.
  9. Athmospherous and creepy map design.
  10. The game's multiplayer mode led to it developing a large community of competitive players and it was used extensively in professional electronic sports tournaments.
  11. Huge modding community.
  12. The game's engine, id Tech 3, has been used in several other games.
  13. The game has an updated version on Steam known as Quake Live, which includes both this game and its expansion, Quake 3 Team Arena (the game used to be free to play in your browser, but it became pay to play).
  14. The Dreamcast version is one of the best console ports at the time, the online community on it is still active even today!

Bad Qualities

  1. The bots are pretty stupid compared to ones in Unreal Tournament; they rely on aiming rather than on actual AI. In Hardcore and Nightmare difficulties, they're very unbearable and their aiming with certain weapons such as the Railgun is too accurate, similar to an LMAOBOX hacker in Team Fortress 2.
  2. No story in single player (though this is because the game was meant to focus more on multiplayer).
  3. Older players didn't like some dubious changes of balance and movement physics. They made some mods to improve them, such as CPMA and OSP.
  4. It is almost impossible to find a good server for newbies. Most of servers are full of players with 10+ years experience, and regular players have no chance against them. If you want to play some online (not in Quake Live), better gather some friends.
  5. Lackluster PS2 port done by Electronic Arts that has no online multiplayer (due to the PS2 not having its online feature at the time) and suffers from very long loading times (about a minute average), a result of poor optimization.

Reception

Reviews for the game were very positive, with many describing the game as fast and addictive. Most reviewers felt the game was best when played with others online.

Videos

Sours: https://awesomegames.miraheze.org/wiki/Quake_III_Arena


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