December
1999
12/30/99
Q3A single player add on
Quake
3 Nation Dot De has posted a Q3 map add on compiled by
Fetze that adds
twelve custom made DM maps to the game.
Tier #1 Maps: Xeodm5, tom_dm1, 3box4, charondm1 Tier
#1 Screenshot
Tier #2 Maps: ouch2, vdamaged, q3morden, Tdm1 Tier
#2 Screenshot
Tier #3 Maps: phlxydm1, zfxq1dm1, mwdm1b, quartzdm1 Tier
#3 Screenshot
The original three tiers are pushed up
so they start at #4. Download
21megs
12/29/99
Official Quake 3 FAQ from
id software
id software has posted its Official
Quake 3 Arena FAQ.
It has information ranging from SMP issues to questions
pertaining to the Intelli-mouse wheel compatibility. Check
it out here.
Q3A Shader Manual Online (Thanks Bluenews)
Paul Jaquays has made the shader manual available to
download, it's in word format and is available from here.
The Quake III Arena Shader Manual is
available for download.
Yes, Q3A map and model makers, here's the Christmas
present that Santa's elves hadn't quite finished yet. It's
in the format of an MS word document and has some graphics
nested in it, so it's a little large.
ftp.idsoftware.com/idstuff/quake3/tools/Q3Ashader_manual.doc
Kenneth and I are playing around with making a simple html
version of it, but that may be a little while yet.
12/27/99
Q3radiant help page
I added a page with links to help you make that new level
for Quake 3 here
QuArK Q3A
Support
The QuArK
Homepage has announced that Quake 3 map editing
support is on the way. It's taking them a while, but they
say check back once a week for updates.
Sample
Q3A Animations
id Software modeler Paul Steed has supplied casManG's
All You Can Eat Games Stuff with three .bip files from
Quake III Arena showing off sample character animations
that can be imported into Character Studio "to give
your models some motion." The three animations
they've posted are for Hunter, Klesk, and Visor.
New Q3Build (Thanks
Rust)
The newest version of Q3Build adds so
much new and cool stuff I'm just in shock. All the
compiling stages have all the available options now
(that we know of) and there is full BSPC support now for
creating .aas bot navigation files. You can view batch
files before using them and you can view .bsp info. You
can specify what type of game you want to launch. If
also has an offline version of the Rust
Q3Radiant FAQ and hotkey list as well as links to
all the helpfull editing info. This version is beta
still so only comes full version at 2megs. I'm updating
the documentation for it today. Grab
it here.
Q3A model Nrk
(thanks
Poloycount)

Download
here Its to go with She'k and this one looks
better.
175 Skin Pak
Q3Basecamp have
released a
skin pack for Q3A that includes 175 skins. Here's a
list of some of the features for easy end use.
- - easy access via numpad (3
key-binds) during game (see official readme as
attachment for more info)
- most skins (those without shaders ) are jpegs to
save disk/download-space (min. quality lost! )
12/24/99
Merry Christmas or whatever you celebrate.
Shaded Tools
Opens at Q3Center
Here are some of the features of Shaded:
Shaded is a tool designed to simplify the creation and
editing of Quake3 shader script files. It has features
that are friendly to new users, whilst being a powerful
tool for more advanced users.
Shaded's Current Version Features
-Simple error detection and correction
-A list of shader keys and values
-Supports up to 100 scripts in each shader file
-Supports up to 100 keys in each shader script
-Add menu for easily adding common effects
Shaded's Planned Features for Future
-Browse for texture
-Zip file support for browsing pk3 files
-Preview of what shader will be like in the game
-Help on each individual key and its values
-More thorough error detection
-Tutorials
Check it out and
download
Paintball mod for Quake3
read about it and grab it here
12/23/99
PlanetGecko2
has moved
to a
new url. at http://planetgecko.maximumpain.com/
I have a copy
of the new Q3R
tools ready for downloading Here
size 7,278 kb
Hollenshead interview
id's Todd Hollenshead is interviewed again at The Oxygen
Tank, talking very briefly about id's future plans for the
company in general and Quake 3 Arena . Look at it here
12/22/99
Add bots to your level
Ricebug has a new tutorial dealing with adding new
bots to Q3A. Check it out here.
Update from
Robert Duffy (NEW
q3r EDITOR!!!!!!)
I have placed a new install for the tools on the ftp site.
Our ftp gets hammered but it should show up mirrored
pretty quick as well.
ftp.idsoftware.com/idstuff/quake3/tools/Q3ToolSetup_Dec221999.exe
There are quite a few changes, see the readme for a list.
This release contains new content or updates for the
following:
-Q3Radiant, this is named 'Q3Radiant_181.exe'. This will
allow you to revert to the older version in case there are
unforeseen problems.
-Q3Map, some fixes.
-Q3Data, see the Modeling manual which was put together by
Paul Steed and Paul Jaquays.
-Model_manual_ps.doc, the above mentioned model manual.
-bspc - see the included text file for changes.
-Museum.map, Museum.shader - A map done by Kenneth Scott
to illustrate a wide variety of shader effects. Cool
stuff.
-MapMedia.pk3 - additional content required by the museum
The museum takes quite a while to light when running Q3Map
on it. Be patient :-)
Update Mirrors are now up at CDROM.Com
and Telefragged
and Quake II Shop (local) soon.
Hax0r id Q3 Maps (Thanks
Shugashack)
A few guys on the Quake3
Editing board were trying to figure out if you could
decompile all the id maps, and [GF]Strider figured out
just that check it out:
There is a hidden flag in the bspc
prog that came with the q3tools from id. It's usage is bspc
-bsp2map mapname.bsp and voila: you have the
decompiled map. The problem with it is, that you don't
get the textures with the *.map, so if you open the map
in q3radiant there are no textures shown. Perhaps
somebody else will find out how to arrange this...
Here's a quick follow up I got from Tim
Willits over at id Software for you guys:
If the textures are removed from the
pak file and placed in the correct directories it should
automatically pick them up.
MD3
Compiler
Polycount has released a Quake
3 MD3 model compiler.
This utility will import md2, md3 and 3DS
formatted files and export to md3. This will do multiple
frames. Even more features are expected in the near
future.
New Q3
Total Control
Borderfield Software has released a new version of
their Q3 Total Control software. Version 0.5.1 fixes two
major bugs from 0.5. Here are the main features of the
program:
12/21/99
Update from
John Carmack
The Q3 game
source code is getting pushed back a bit because we had to
do
some rearranging in the current codebase to facilitate the
release, and
we don't want to release in-progress code before the
official binary point
release.
We still have a Christmas present for the
coders, though:
http://www.idsoftware.com/q1source/
Happy holidays!
Update from Graeme
Devine
Here's
the cliffnotes version of most of the bugs we're looking
at. I'll make
the actual feature database available as HTML at somepoint
soon so
everyone can take a look as to what issues we're
addressing.
- New scoreboard.
- New team scoreboard
- Voting can change the gametype if the new map doesn’t
support the current gametype
- Misc icon fixes
- Team overlay tidied up
- Spectators can go through doors
- Late player start on screen score display fixed
- Re-add mouselook
- Callvote nextmap
- Extra/different pakfile disconnect bug fixed
- Packetloss on the scoreboard
- Delay deferred loading of players until after death
- Server browser remembers “show full”/’show
empty” status
- Server browser will not refresh on stopped lists
- Show IP address in server browser
- Compressed sound support
- JPEG from disk support
- Cache filefind results so we do not requery the
filesystem every load
- Make 10.x.x.x and other public addresses not use auth
server
- Protect CD key into a different file
- Improve overall error reporting to user
- Make sure everyone can command the bots
- Load/Save config re-added
- Bots don't start kill, hitnokill, or hitnodeath chats
when there are nearby enemies
- Awaiting snapshot/gamestate issues resolved
12/21/99
While I've been out with the rest of the world trying to
get a Barbie Cash
Register for my daughter, I have actually been doing a bit
of work!
Activision's release QA process found two bugs in the Mac
build that I felt
important enough to fix. One bug was in the client, and
the other in the
installer.
I fixed them both last night and Activision has a new
master candidate.
I've heard sporadic reports that the Mac demo has
problems, but I've yet
to be able to repeat that issue here.
I'll update my plan file today with the [long] list of
things we're addressing
for the point release (yes, we've fixed the scoreboard).
Mappin3Quake
has moved to
Quake3Mods.net
they have posted a large number of tutorials, which
you can check out here.
Update you link while your there.
Quake NavCenter
Q3Arena's
NavCenter is open for all Quake fanatics. find that
site you lost the url to it might be there.
The all new PlanetQ3.com
website is up and running.
12/19/99
Stomped
has a couple more Q3 maps listed
There
are a couple of Q1 to Q3 map conversions out there. There
is a Q1DM3
and Q1DM6.
Xian on RA Style Maps
Xian from id made a plan update
describing how to make rocket arena maps in Q3A. Here it
is:
Dec.20.1999 @ 5:11am
Map Editing Stuff
I've received a few e-mails from people asking about
how to go about making rocket arena maps (where
everyone spawns in with all the items).
1) Create all the entities you wish the player to
spawn into the world with, and make sure they are
somewhere within the world (they can be hanging off in
space somewhere within the confines of your world.)
2) Add a "target_give" entity somewhere in
the world.
3) Create all the spawn spots you wish to be in your
map.
4) Select the "target_give" entity.
5) Select an entity in the map you placed in step 1
that you wish the player to spawn in with.
6) Hit Ctrl-K in the editor to link the two items
together.
7) Repeat steps 4 through 6 until the target_give is
linked to all the entities you wish the player to
spawn into the world with.
8) Select a spawn spot
9) Select the target_give entity
10) Hit Ctrl-K in the editor to link the two entities
together.
11) Repeat steps 8 through 10 until all the spawn
spots are linked to the target_give entity.
12) BSP your map
13) Set g_gametype to tournament mode and set
fraglimit of 1(Sorry, I forget what the number is
offhand)
14) Get a bunch of your friends to connect into your
server and have fun playing a "Rocket Arena"
style game =)
An alternate use of target_give is how I used it in
q3dm10 to create the "power tube" that gives
you health and armour. The tube has a trigger_multiple
with a wait of 0.5, linked to a target_give which is
linked to a small health and an armour shard.
Cheers,
-Xian
The
Bind has posted a rocket
jump script for Quake 3.
New Game Explorer (thanks
Stomped)
A new version of Game
Explorer has been released at the official web site.
The server browser program now supports Unreal Tournament,
adds support for id's master server for Quake 3 Arena, and
fixes server ping times and colored name support for Q3A.
New
Voodoo 3 2000/3000 Win9x Drivers are available here
Q1DM4 remake for Quake3
Get right here
QERadiant.com that
Quake3.QERadiant.com
is open for anyone who wants to run it. So, if
you're into editing, want to spend some time posting news
and tutorials and stuff like that, let him know, he'll
hook you up.
17/17/99
Q3R Help
Need
some help with the Quake III editor check out this site Mapin3Quake
Also check out the sites I listed yesterday.
Site
News
I
know I have been lacking on finishing several things like
screen shots, I have a reason I have been working with the
editor Q3R Tools. And Its a blast to make maps ( I have to
learn a lot not used to this editor) I plan on uploading
up some tutorials as soon as possible.
DirectX 7A released
Microsoft has releasd DirectX
7a, so if you're playing DirectX games (and who
isn't), grab it.
12/16/99
Quake III Arena Mapping Resources
Rust
has posted version 1.06 of Q3Build,
the first front end compiler for Q3Map.
QERadiant.com
has posted a
tutorial on the new Curves menu for Q3Radiant.
RiceBug's
On-Line Q3A Tutorials, with an introduction
to the Q3Radiant editor.
Mac
demo is Out
Mac demo
Here it is go grab it Mac
Quake III Arena Demo (48,072,960
bytes)
12/15/99
Q3
Editor Fixes by Robert
Duffy
Robert Duffy updated his plan with word on
some Q3 editor fixes in the works:
I should
be releasing an update to the editor soon. There
are a few outright crashes I have fixed and I am
looking into some other issues. If you are
seeing stability problems, it is more than
likely a driver issue. I am doing what I can to
get these resolved.
We are seeing quite a few reports of fullbright
levels when you preview new levels in the game.
If you are having this problem can you drop an
e-mail to tools@idsoftware.com
along with your video configuration and whether
or not bringing the console down solves the
problem ( press ~ to bring down the console and
see if the level lights ).
We will also be re-releasing the .shader files
soon. The .shader files in the shipping PK3 and
the ones I included in baseq3/scripts include a
lot of unused ( and in many cases non-functional
) shaders that are left over from the entire
project. We are going to trim that down to the
actual shaders used in the game.
'q3data.exe' will also be in the update which
will allow you to convert ASE's to MD3's. This
should help getting new player and map models in
the mods.
id's
Paul Jaquays interviewed
The
Q-Workshop-3 web site has just posted an
interview with id Software level designer
Paul Jaquays, talking about Quake 3 Arena level
design.
Quake3 Prefabs At
Rust
Gamedesign
Prefabs is now accepting Quake3 prefabs. As usual
we are taking .maps but we will also be
accepting .md3's for addition to your maps. Help
spread the word!
Threewave
CTF Maps (Thanks
Blue News)
As promised earlier today, the Threewave CTF
maps for Quake III Arena by Dave "Zoid"
Kirsch have been released, as a Win32
installer and a zip-file
for Linux users. Zoid's post
on the Quake3World forums has more word on
the three maps, including a brief description of
each.
Threewave
CTF Shots
Redwood sends word that he's posted nine
screenshots on Stomped showing off three
levels from Zoid's upcoming Q3A Threewave CTF
maps that should be released soon
Linux
Q3 Final Demo Out
For those still without the retail version of Q3 (A lot of
Europeans >:( ) and running Linux, id has released the Official
Q3A Demo. No word on the Mac release.
First
Quake 3 Maps!
(thanks
Stomped) Pic. of the day today
Tom "ParadoX" Mustaine,
one of the best level designers in the industry,
from Ritual
Entertainment has released the first public
non-id Quake 3 maps. He's got a 4-6 player
tom_dm1 and a 1v1 tom_tourney. Download mustaine.zip
(1554KB) from Quake III Shop server, unzip
to baseq3 directory and you're good to go. Also
can grab it at stomped Here
Q3
Editing Tools Update
Robert Duffy made another small .plan
update regarding the Q3 level editor:
A small update. To build a map, q3map
requires that 'quake' exists somewhere in the path. It
uses this to derive the base path to figure out where to
find things. What this means is that if you installed
Quake III Arena ( and the tools ) to 'c:\q3' then q3map
will fail with a < SetQdirFromPath: no 'quake' in
C:/Q3/baseq3/maps/unnamed.map > error. I realize this
can be somewhat of a pain but it is the way the tools
work ( it is also the way the tools have always worked
).
If you installed the game and the tools to the default
or the name you chose has quake in it then this will not
apply to you. If you installed to a path that does NOT
have 'quake' in the name you will need to rename it to
get q3map to work properly
Quake
3 Level Editing Tools Released!!!!!!!!!!!
The Quake 3 Level editing tools have been
released. The download is 4.47megabytes and
includes Q3Radiant and other editing tools. Here
are three download links
CDROM.COM
FTP Stomped
FTP2 id
Software FTP Quake III Shop
(local)
12/14/99
Site
news
started
to use book marks to make the site easier to get
around.
Webdog
2.5 released
Webdog have
released a new version, 2.5, of their nifty web
page and .plan file tracking software. You can
download here.
Will
Q3Radiant be released today?
I'm waiting and can't wait to start
making maps.
Mac Quake 3 News
I spotted this little bit of info regarding the Mac
version of Quake 3 Arena on the Quake3World.com
message-boards.
Plan update from
Christian Antkow
A frustrating part about reading reviews on Q3A,
is how reviewers don't
state the correct facts sometimes. 98.2% of the
reviews I've read state that Sonic
Mayhem did the background music for Q3A. This is
only 50% true =) There are 12
background tracks in the game. 6 were indeed
done by Sonic Mayhem, and the
remaining 6 were done by Bill Leeb and Chris
Petersen of Front Line Assembly /
Delerium fame.
If you view the PAK file with WinZip under
baseq3/music, you'll see 6 sonic*.wav
tracks and 6 fla*.wav tracks (Some of the FLA
tracks were broken up into two parts
for an intro and a repeating loop part)
-Xian
12/13/99
Another Q3A Model Viewer
3D
Exploration you can use to view and save Q3A models
(and Q2 models also). Check it out
New
Freeware PingTool
There
is a new version 2.6 of the PingTool server
browsing utility on the PingTool
page.
New Model from Polycount
called She'k 
Grab it here
Site
News
Been Busy with screenshots, Message boards are
up again.
Carmack and
Posy makes a great game
Well if sales
figures prove anything.
This
Activision press release says that "Based on
Activision's internal sales data, the game has sold
through 50,000 units in its first three days on store
shelves, making it one of the most successful PC game
launches for 1999."
Kevin Cloud on MouseLook in
Q3
I noticed at Q3Center,
that they have a response from Kevin Cloud about
adding the Freelook option into Quake 3.
Kevin says that it will be in the first patch,
but they aren't sure of the timing of the first
patch.
Quake III Arena Model
Viewer (Thanks
Blue News)
Version 1.21 of the Java
MD3 Model Viewer is now online. Among the
new features of this program, which, true to its
name, offers Java-based viewing of Quake III
Arena models, is TGA and JPG texture support,
advanced inspection of model properties (boneframes,
vertex normals, mesh names, etc.), complete
support for the Q3A animation system, and
complete support for the MD3 file format.
Plan update from John Carmack
WANTED: Independant OpenGL conformance nazi
I think there is a strong need for a proactive,
vendor-neutral
OpenGL watchdog, or even a small group,
especially in the linux space. So on
and so on and also.
If someone does wind up developing a good
suite of tools and procedures and
gives one of the drivers a really good set of
feedback, I would be happy to
provide extra video cards so they could beat up
all the implementations.
Interested read more here
Back to the top
12/12/99
It
looks like webdog
is moving
to Blue news
the id.
plan updates are not working right I will leave
them up for a few days to see if webdog fixes
this if not they will be removed.
Quake III Arena
Server Program
(Thanks
Blue News)
The debut release of Servarena,
a Quake III Arena dedicated server launcher. Using a
mouse-driven interface, the program is said to make"
setting up a Quake III Arena server as easy as it
gets."
Added
some screenshots I'll
add more later tonight.
I have a
rant.
People that are
new to Quake Death match practice more offline, I played on
ten servers today with my lousy 300 ping and ruled them. I
am not that good so what gives people, they were just standing
around, no there ping was good. They should use rule
1 and 2 more. You say what rules read them here.
One more, people
running servers turn pure off I hate getting kicked
because I have a new model. Ok rant over.
Site
news
Working on the
screenshot area today right now its empty. Soon you will
have tons of pic's to look at.
CWN/Q3C
Ladder Re-Opens! (Thanks
Q3Center)
The ladder
is now re-opening with full force! The challenge
system now works, so you guys can frag until
you...uh....die. Prizes from nVidia, 3dfx,
WON.net, Razer, and more! Go
sign up and FRAG!
Got
Skins
Send
them in to this site Telefragged
All skins all the time very cool site.
Q3A Editing (Thanks
Blue News)
Maj's Stuff,
devoted to Quake III Arena editing, has posted Eutectic's
Preliminary Q3 .def File, a .def file for
Q3Radiant users to get started making Q3A maps
until real SDK materials are available. Also, Maj's
Shader Docs are online trying to give
insights into the proper use of this aspect of
Q3A modeling that's given some of the earliest
model makers trouble.
Doom Skins
thanks
stomped
This
website has a file with new skins for the Q3
Doom model so you can play with indigo, red and
brown (as in the original Doom) instead of just
the green skin. Download it here.
(351KB) Enjoy!
Back to the top
Official Q3A Support FAQ
Activision has put up an official support
FAQ for Q3A owners out there. It answers the basic
questions about GL setup and yes CD Keys. So check it out
instead of sending me emails about how your OpenGL
won't work! Ok.
12/11/99
The site
went buggy yesterday so today I am reinstalling it. (not
fun)
So the
message boards will be all new sorry if you posted today
or before.
Some of the art and all screenshots will be uploaded later
in the week this is to save time and get some news if this
works. It did phew.
Plan update from
Paul Jaquays And its
a good one
Been a while since I did a plan update ... and
even longer since I did one discussing Quake III
Arena. Since the game is out now ... I can talk.
I recently posted a version of this on one of
Scary’s discussions boards and thought I’d
make it available in a more general forum. This
is what happened to some of the "lost"
things that have appeared in older screenshots,
but not in the final game.
Lost Models
There’s been some discussion on various boards
as to whatever happened to the
"designer" models that appeared in
early screenshots. They were intended as tests
for Steed and Carmack to work out the kinks in
the MD3 models. They were fun, but they
weren’t final. Even with the eclectic mix of
our final models, they would have been out of
place. And like the unused maps, the way they
were constructed (including the use of multiple
component piece skins) is not completely
compatible with the final model versions.
Lost Particles
OK, now let’s talk about that weapon with the
particle trail that the "xian" model
is shooting in some old screen shots. I’m
pretty certain that was an early version of the
plasma gun. It looks cool and I like the
particles. We certainly could have done some
awesome things with them as the shader functions
matured, but as a game feature in Q3A, they were
problematic at best. While testing Q3Test2 (now
Q3dm17), we learned that a single rail shot
added an instant hit of 3000+ triangle faces
(all Q3 particles are made of polygon triangles)
to the map. In bigger space maps that followed,
it would have been far worse. So the feature
changed. We had similar problems with other
functions using particles. And so, particles
left the game.
Many Hands
Touching on Tim Willits’ comments about many
hands touching the maps. Generally speaking, one
designer created the map ... usually after
discussing feature ideas with the design group.
He would work out the play concepts and
establish a general architectural style. At some
point during development, the map would be
handed off to another designer to fix problems
involving curves, tweak some play problems, and
maybe punch up the appearance of some of the
architecture. Then the artists would get
involved, making special models and custom
textures. They did for our maps what an interior
decorator does for real world buildings --
taking fairly drab settings and making them into
pieces of art. And while everyone outside the
company seems to want to pigeon-hole our artists
into narrow task functions, I’d like to point
out that ALL our artists worked on the arenas,
not just Kevin Cloud and Adrian Carmack. I’d
like to mention that several arenas owe their
distinctive and totally awe-inspiring
appearances to Kenneth Scott’s phenomenal
"set design", model building and
texture-making abilities (and everyone thinks he
just does skins ... Hah!).
Lost Maps
Back on the topic of "lost" maps.
Anyone who has ever made a map, professionally,
semi-professionally, or just for fun, knows that
map development goes through stages. You build
stuff. You make it look as "pretty" as
a map guy can. You test it, debate it with your
peers and then rebuild the parts that didn’t
work. If it’s your job, you do this a lot.
Along the way, you leave a pretty hefty debris
trail. Quite a number of the "lost"
maps that show up in early screenshots are
prototypes of the final maps (or at least things
that ended up in the final maps).
By way of example, I can discuss Q3DM8:
Brimstone Abbey. This map originally began as a
sprawling, mostly flat map; a literal maze of
corridors. Several early screenshots show parts
of that "lost" map. As the game
matured, the design concept for that map was
deemed inappropriate. That map was scrapped, but
at least one feature was salvaged ... the
cathedral room. The next iteration was another
big map combining the cathedral with the base
portion of a CTF map that was under development.
It was scrapped, but now the cathedral had
balconies and a lift up to the high ledges that
connected to the power-up ledge. That level
consisted of the central cathedral, some halls
around the upper level (with stairs to the
lower) and a large courtyard (where the drowing
pool is now located). The cathedral lift became
a jump pad. Stairs were scrapped, the large
courtyard became a pool (to show water at E3),
the hall connecting the drowning pool with the
cathedral was redesigned based on a suggestion
from Jim Molinets of Rogue and the rocket
launcher courtyard with it’s distinctive
"pop-up toaster" jump pad was added.
But architecturally, it’s not far removed from
that long lost original.
I took a look through the screenshots of the
"lost" "organic" maps that
everyone is mooning over. They probably could be
built with the current status of the engine
(please note that the way we built curves
changed at LEAST three times over the course of
Quake 3 development). But as you map makers will
soon discover, curves are great, but their cost
in polygons adds up fast. Add some fog and it
only gets worse. The IHV version of the mouth
that appears in Q3DM1 had to be completely
rebuilt to make it a playable area with a
manageable polygon count.
Pining for the Great Outdoors
Regarding large, outdoor maps that seem to be on
everyone’s wish list. I spent a lot of my
development time trying to make naturalistic
looking outdoor terrain work, including using
both curve patches and the Q2 terrain-maker,
Gensurf (which I really like). During that
period of development we had some issues with
sloped surfaces, which made movement over the
terrain something between unsatisfying and
nearly impossible. And, as it is with the space
maps and large curve areas, when a lot of the
map is in your view field all at once, those
polies add up quickly. None of these experiments
developed into satisfying DM maps. So when the
maps were sorted and culled into the final
tiers, there were no outdoor maps selected for
final development. I haven’t abandoned the
idea of large outdoor terrain maps and I am
planning on more experimentation in that area.
Finally, we haven’t thrown out the old
"lost" maps. If we do anything with
them, it will be to go through them, pull out
the workable ideas that didn’t fit the final
production maps and include them in new maps.
Paul Jaquays
designer
id Software, inc.
And, by the way, a lot of the Q3A reviews I’ve
been reading lately look a little rushed to me.
I can’t help but wonder if they would been far
better if they just had more paragraphs in them.
;-)
Back to the top
Rust is giving
away a copy of Quake III Arena, complete
with the snazzy tin box, for guessing what game
and on what level this
screenshot was taken from.
12/10/99
Q3 tools on Very soon (let
the mapping begin)
Robert Duffy has updated his .plan
with some more info about the editor and map building
tools for Quake 3. As stated earlier, they should be
released early next week. Here's a sample of what he had
to say:
I am shooting for Tuesday sometime but
that can change based on a variety of things. In any
event it should be soon. Secondly, the editor and shader
manuals will not be available right then but will follow
shortly after. The shader manual probably within a few
days of the tool release, the editor manual a bit after
that.
Crush Your Quake III Arena (Thanks
Blue News)
Tweak3D
has posted a demo for Quake III Arena that's similar in
concept to the infamous "Crusher" demo for Quake
II, in that it has been designed to push your hardware to
its limits. So be sure to download, benchmark, and brag to
all your friends.
Quake 3 Server Configurator 3.0.14
(if
you run bots this is the way to go, kicks them when real
people show up)
There's a new version of the Quake
3 Arena Server Configurator utility out and it
supports the full version of Quake 3 Arena! Q3ASC now
allows you to set up "Automatic" bots for your
server! "Automatic" bots will leave the server
to make room for human players and rejoin when the human
players leave. There have also been usability fixes and
all map/bot names are included.
Plan update from
Graeme Devine
(editor soon more cd key stuff)
Okay. I’m now officially overloaded on email.
We’re looking to get the tools out there very soon for
creating Q3A modifications.
We’ll probably do a point release on the product before
we release anything, and
we’ve been busy writing (gosh) documentation for the
editor, shaders, etc. I’m
really looking forward to seeing what you guys do with
Q3A!
We’re now cracking down on people using key generators.
We stop accepting input
for a period of time from addresses that spam different
keys to the authentication
server. I see a lot of people running key generators right
now; I’ve yet to see a single
one make a correct key.
We will also probably alter the key generation scheme on
subsequent runs of the
product so we can verify mistyped keys within the client.
This remains our biggest
issue and if we can cure it right at the input step, then
we’ll go a long way towards
easing this up.
Quake III Arena Support
FAQ
Activision has opened their Support
FAQ for Quake III Arena, offering solutions to an
initial batch of problems they have identified in id
Software's recently released shooter.
Happy
Birthday Doom
That's right Doom
turns six today this is the game that for me hooked
me on first person shooters (fps), and moved Id. to god
like game makers.
Plan update from Todd
Hollenshead Not about cd keys this time
We have a CTF server up and running
here. The address is:
192.246.40.48:27960
I'm going to make a point of playing
a bit every night for the next few days. So if you
want to jump on and lobby me for having the grapple on
Q3CTF4, feel free! Probably won't do much good, but
you can always try ;-)
And also feel free to jump on and
just play, since having fun is really the whole point
of it anyway.
Killerinstincts Quake 1 Skins
for Quake3 seen
at Cached
Saturn from clan Killer Instincts (http://www.killerinstincts.com/
) has released a PAK file for Q3A that contains all of the
possible color combinations for the Ranger model, to give
you back that old school Q1 feeling. Here's a snip:
OK this pile of skins took about 4
hours of time I probably should have spent sleeping. It
contains 196 Ranger (Q1 Dude) skins that restore the
option to pick your top and bottom colors, just like
back in Q1/QW days. These are the ORIGINAL Quake colors,
as closely as I could recreate them. They look much more
colorful and cool in Q3 though :)
The PAK can be downloaded at http://www.killerinstincts.com/index.shtml#944801594.
12/09/00
DredWerks CTF Level for
Q3A seen
ay Quake 3Mods
FooKilla has
created a new Capture the Flag level called "DredWerks
CTF", made out of q3dm12, which contains all of
the weapons and powerups. He also has a server up running
the map at: 129.82.92.22.
Q3Edit Pro Released
Q3Edit
Pro has been released. Very handy if you don't like to
type a lot in console of commands.NameKeeper Released
NameKeeper v1.1 has been
released and yes it's a fun
name
maker grab it here here.
Back
to the top
A Word From Tim Willits
about (level
design and bots)
I would like to take this opportunity to thank everyone
for the positive comments I have received
concerning Quake 3. Every morning my inbox is full of
great positive emails. I would like to
address a couple of issues that have come up in emails.
========================
Many people want to know which level designer designed
which map. This is not exactly an easy
question to answer. Unlike previous id games the designers
are not separate individuals working
on "their" maps without cooperation from anyone
else. In order for a company to create truly
great maps all the designers must learn to work together.
The team of designers we have now is
by far the best team originated group that has ever worked
at id. There are no maps in Quake3
that were developed by only one person. Some maps were
touched by as many as four different
people. Expect this design trend to continue and look
forward to id creating some of the best
maps around.
==========================
I have noticed that people don't fully understand the
power of our bots. The bots in Quake 3
represent some of the most advanced bots in any game
today. Our bots are capable of
understanding and performing well over 50 different
commands in the team death match and CTF.
Using combinations of commands, it's probably well over
that. The in-game menu only
represents a extremely small set of commands which bots
understand. They are the BASIC
commands. For a more complete list check out the "bot
commands" document in your Quake 3
start menu. Here are some examples of the things you can
do with bots.
[Grunt and visor patrol from rl to rg for 5 mins]
Grunt and Visor will patrol from the rocket launcher to
the railgun for 5 minutes.
Or you can group them in teams and give team commands
[Grunt and visor are in team beta]
[Beta defend quad forever]
Grunt and visor will team up and defend the quad for the
entire game.
If you are lost have grunt help you
[grunt lead the way]
[grunt get the plasma]
Grunt will find you, and then lead you to the plasma gun.
If you get out of his view he will come
back for you.
Experiment with the commands, set up a skirmish with the
bots in a team game and have some
fun.
Also, try chatting with the bots about anything, see what
they will say. Our bots have
approximately 200 pages of chats are responses. They might
surprise you.
=======================
Don't forget to get your very cool Quake 3 Arena jersey.
Wear it while you play or wear it
around town. You can order them online at.
http://www.minnesotaproshop.com/actionimprints/quakiiiarjer1.html
Q3CTF Stuff
Well, it looks like Zoid is watching (the post).
This is mostly CTF related stuff but hey Q3 CTF is cool
and Zoid mentions new maps being available once the first
patch is released which 'is a good thing'. Here is what
Zoid is sayin:
I'd like to thank everyone who's
posted to this forum. I've read all the messages and
I've made a list known issues and will be working on
them over the next few days. I think I can address
pretty much everyone's concern, but of course, it won't
happen until a new patch is released. My maps
will probably not be available until the first patch.
/// Zoid.
Q3A Server Setup Guide
This Quake 3 Server Setup Guide
on 3DGW looks to help you get started running your own
Quake III Arena server.
A Word From Todd Hollenshead
Be smart. Do NOT send your CD Key to anyone.
We will NOT contact you EVER
asking for you to send us your key without you contacting
us first. You should
treat your CD Key like a credit card or your social
security number and keep it
private.
(Duh my two cents)
Quake 3 "demo
helper"
Black Hand Clan
has released a freeware "demo
helper" for Quake III Arena. Here's some info on
the program:
BH Demo Helper was written to help the
Members of the Black Hand Clan record demos. It
facilitates this by having an external program which
writes a config file, which contains a demo filename
based on the current date and time, at specific
intervals. An alias is then bound to a key which allows
a demo to be recorded, and stopped with the same key
once once started.
You can snag the 260 KB zip file right
here
12/08/99
A Word From Graeme Devine
"Cracked servers are no longer listed
through the master. We're tracking these servers. We know
your IP address, so if you have one running, I strongly
suggest you take it down immediately."
Just Buy the Game and don't run
servers with bots. (My two cents)
Todd Hollenshead shared his own
thoughts about pure servers over at the Quake3World
forums but here'smost of it:
I agree with most of the posts on
the board that most servers should NOT be running as
"pure" servers. Clan matches, tournaments,
LAN events, or "games that matter" should
probably always be run with only "pure"
servers, but "fun" matches really have no
need to run as pure servers (unless that's just the
admin's preference).
You really should try and understand
the concept of what John is trying to do with the
"pure" sever concept, however. One of the
most frequently heard and loudest complaints from
Quake and Quake II was about cheating. People were
using proxies, people deleted player skins from the
skins directories in high level LAN tournaments,
people were making walls invisible, etc. With a pure
server, we are doing everything that we can reasonably
do to keep the game pristine and I do believe that is
a good thing, especially when it's an _option_.
12/07/99
Quad God Soon! Thanks
Cineplex
Tritin
Films' first official release will be the first Quake
3 movie, in the form of Quad God. Set for release next
week, here's some stuff to hold you over: Quad
God Poster (320K), Quad
God Teaser #1 (1.0M), and Quad
God Teaser #2 (2.8M). Give the fileplanet mirrors up
to 2 days before the files have been mirrored on all the
mirrors. The teasers (as well as the full movie) are in .ASF
format, so Windows Media Player is required. Here's some
extra info on Quad God:
Q3Radiant Soon (Let the Mapping begin )
QERadiant.com
has word of a Robert Duffy .plan update regarding the
Quake 3 editor. He says it should be out in about a week.
Here is the full thing: