(excuse the cut and paste today =)
Quake 3 News Roundup
All of the below headlines are courtesy of Q3center and PlanetQuake.- Custom Weapons Tutorial by T0ol's Q3A Site. It tells you how to get custom weapons work in Quake3: Arena. - Tritin Films, the creators of the every popular "Quad God Movie", has released the poster for their next movie entitled "Quake" (Working Title). - LvL - Q3A has five new maps up for your comments and scoring. Be sure to check out the descriptions and screenshots before you spend your time on the download. - Q3A Waradmin Server Mod has released a first version today. So far the Mod gives a ton of admin options for matches and voting for your game admins. More features on the way and a new upcoming teamplay HUD is displayed at the Q3A Waradmin site.
Quake 3 Domination Mod
Gecko has sent word about a Quake 3 Domination modication being released to the public. What? I won't say the U word but I guess it's taken from there. You can download the mod at their downloads page downloads page. -Thanks again Gecko.
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Monday, December 28, 1999 |
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Apology
Sorry for lack of updates lately, been kinda busy lately, :::cough::: playing q3 and stuff :::cough:::, so expect the site to be updated daily once again and thanks to those who keep their faith in the site.
Quake 3 Arena Review:
I finally got my hands on a full version copy of Quake 3 Arena so be prepared, because the reviews coming real soon!
New Q3A Skin Pack of 175 Skins
Want more skins? Sure you do! Q3basecamp has released their Skin Pack volume 1 for Quake III Arena which contains a "grab bag" of 175 new skins. You can grab them here (13MB). Thanks to PlanetQ3 for this tip!
RailGun Sound and Skin Mod
Derek Foley has created a Q3A RailGun mod which enhances the sound and also adds a new camo skin. Thanks Blue.
Q3 Sales Stats
How's that Q3 there going in the trusty market. Well looks like PC Data (who seem to always have this stuff, go figure) has some info for you. Mind you please note that this is only for about 57% of the total market (US market) so just you relax.
1 1 Who Wants To Be A Millionaire Disney $19
2 3 MP Roller Coaster Tycoon Hasbro Interactive $26
3 5 Barbie Generation Girl Gotta Groove Mattel Interactive $29
4 6 Microsoft Age Of Empires II: Age of Kings Microsoft $43
5 Quake III Arena Activision $49
Quake Poetry
WHEN I AM DONE WORKING AN EIGHT HOUR DAY
I WANT TO RELAX IN A SICK SORT OF WAY
I FIND RANDOM PEOPLE ON SERVERS AFAR
I BLOW THEM TO KIBBLES WHILE CHUCKLING "HAR HAR"
I DONT PROMOTE VIOLENCE, FOR NOBODY SHOULD
BUT QUAKE IS FOR KILLING AND KILLING IS GOOD
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Friday, December 24, 1999 |
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Game of the Millenium Poll
Stomped is holding a "Game of the Millenium" poll where Quake is leading with 33%, be sure to cast your votes and get it up to 50% - 75%!
December 5, 1999----------December 17, 1999
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Friday, December 17, 1999 |
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New ThreeWave Capture the Flag Maps Released
id Software
has released three new Capture the Flag maps to enhance your online experience in playing
the Capture the Flag portion of Quake III Arena. The new map pack features three brand
spanking new maps, including:
q3wctf1 - Bloodlust
This map is loosely based on the original map "Spill the Blood" by midiguy. The
bases and central area are similiar to that original map, but the inbetween areas are
quite different. It's a loose remake of the original. I've never heard of this
"Bloody Waste" map until a few days ago and it looked like a basic clone of the
original Spill the Blood map. This new maps is Spill the Blood in spirit, but it's
definitely a Quake3 map.
q3wctf2 - Courtyard Conundrum
This is an original map that features a large courtyard with the flag in the far corner.
The map consists of two levels, where the upper level in the bases are excellent for
defensive control. The map is a basic figure eight style and offers plenty of good chases.
q3wctf3 - Finnegan's Revenge
This map is the most complex out of the three. The bases are a central room with
connecting cooridors on upper and lower sections. The bases are three levels, where as the
routes between bases are two levels. This map has a lot of different ways to escape with
the flag, but good players can also figure out where the flag carrier is going and take
another route to cut him off. This map really fosters good rocket jumping skills as well.
In order to use this addon after installation, go
to the multiplayer portion of the game and either join a server with one of the above
listed maps, or start a new one using the Create server option.
Grab the maps in the Quake3World
Files section! In celebration of the new CTF maps, we've launched new Capture
the Flag forums for all of you hardcore CTF players out there! Be the first to post!
Update: Looking for a server? For starters try:
Server name: Depleted Uranium 1
Server IP: 63.73.156.10
Default port
There will be more servers popping up around the
net as the minutes go by and administrators download the files.
Other download mirrors for CTF maps:
- ftp://bootp.sls.usu.edu/quake3/q3wctf.exe
On
building Maps with Tools
Robert Duffy made an update
making some notes about building Quake III Arena Maps:
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 III Arena Editing Tools Released
id Software has released the highly anticipated
Editing Tools for Quake III Arena! You can download this treasure at one of the following
mirrors:
- id Software
- Quake3World
- Stomped
- Walnut
Creek
Get on down to the Editing
forums for some action! We should have a Level Editing forum up in a bit as well for
those of you who have level editing questions or tips.
For those of you who want some reading materials
while you download, here's what id's Robert Duffy has to say about the editor:
The readme contains a LOT of
information, make sure you peruse through it after installation. You MUST install the
tools to the same path as Quake III Arena. This will allow the editor to just work ( or it
should ). If you installed Quake III Arena to c:\Program Files\Quake III Arena\ then make
sure you install the tools to c:\Program Files\Quake III Arena\
These are unsupported tools. Even
so, you may e-mail questions and problems to tools@idsoftware.com.
I cannot guarantee a reply or a fix but I will try to address major issues.
The source code for the editor,
q3map, related tools and the game will be available soon. I do not have an ETA yet but it
should be in the not too distant future.
As far as hardware required to run
the editor, here is how testing went for us. All testing was performed on a P2-300 with 64
mb of ram and Win98. Testing was done with the GLSetup drivers in most cases, but we
grabbed the latest reference drivers if problems showed up. NT 4.0 will probably provide
different results. I will be working with the vendors to try and get the problems worked
out with the drivers and/or the editor.
TNT1 - Runs well.
TNT2 - Runs very well.
GeForce 256 - Smokes :-)
Riva 128zx - Runs ok, slow but usable.
ATI Rage 128 - Runs very well.
ATI Rage Pro - Runs sort of, not usable.
S3 Savage 4 - Editor crashes.
Matrox G200 - Editor crashes.
Matrox G400 - Editor crashes.
3DFX Banshee - Ran the editor. No grid in XY Window but appeared ok otherwise.
3DFX Voodoo3 - Ran the editor. No grid in XY Window but appeared ok otherwise.
Intel i740 - Ran very well.
Quake III Arena Sales Figures
id Software and Activision, Inc. have today announced that QUAKE III Arena(TM), one of the most anticipated games of the year, is off to an extremely strong start. 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. QUAKE III Arena began shipping to retail outlets in the United States and Canada on December 2, 1999.
"Quake is easily one of the hottest brands in interactive entertainment and we had high expectations for QUAKE III Arena at launch,'' said Dusty Welch, director of global brand management of Activision. ``If sell through and re-orders are any indication, QUAKE III Arena is in the position to be the hottest PC game for the holidays. That several accounts sold out of their inventory in 48 hours points to the pent-up demand by consumers for first class entertainment software like QUAKE III Arena.''
Developed by id Software, QUAKE III Arena is the third installment of one of the most popular computer game franchises of all time. Featuring the most powerful 3D graphics engine in existence and delivering lightning-fast Internet gameplay, QUAKE III Arena is designed to be the final word in online multiplayer mayhem.
``QUAKE III Arena goes beyond being a computer game, and is a cultural phenomenon unto itself,'' said Todd Hollenshead, CEO of id Software. ``With QUAKE III Arena, players can expect to experience all of the frenetic excitement, visceral gameplay and mind-blowing visuals that have become the hallmark of id titles.''
id -- Freud's primal part of the human psyche and one of the hottest game shops on Earth -- has been rocking the gaming world from Mesquite, Texas since 1991. As a renown leader in the industry, id Software has forged frenetic titles such as Wolfenstein 3-D, DOOM, DOOM II, QUAKE and QUAKE II. With intense graphics and mind-blowing adventure, id's games continually break retail and shareware sales records. id's advanced QUAKE II engine is leading the next revolution in 3-D interactive games with both single and multiplayer technology. And, in keeping with tradition, id Software amplifies the world of adrenaline pumping 3-D gaming with the development of their latest action title, QUAKE III Arena. Check out more about id Software at www.idsoftware.com.
Headquartered in Santa Monica, California, Activision, Inc. is a leading worldwide developer, publisher and distributor of interactive entertainment and leisure products. Founded in 1979, Activision posted revenues of $436 million for the fiscal year ended March 31, 1999.
Activision maintains operations in the US, Canada, the United Kingdom, France, Germany, Japan, Australia, The Netherlands and Belgium. More information about Activision and its products can be found on the company's World Wide Web site, which is located at http://www.activision.com.
The statements contained in this release that are not historical facts are ``forward-looking statements.'' The company cautions readers of this press release that a number of important factors could cause Activision's actual future results to differ materially from those expressed in any such forward-looking statements. These important factors, and other factors that could affect Activision, are described in the Company's Annual Report on Form 10-K for the fiscal year ended March 31, 1999, which was filed with the United States Securities and Exchange Commission. Readers of this press release are referred to such filings.
Quake III Arena Weapon Stats
Ingava has posted online a new Quake III Arena statistics guide for Weapons and Items. The guide examines how much damage a weapon does, bullet damage, damage comparisons, radius damage, and much more.
Mac Q3 Demo Out!
Thats right all you "Creative" people(and I mean that in a good way) the Mac Q3 Demo is out. You can head on over to Quake3Arena and pick it up. You can also get it directly from here.
Linux Q3A Demo Released
Linux Quake 3 Arena Demo has been released. You can pick it up id or Stomped
Quake 3 Server Admin Center
Quake 3 Server Admin. Center is a new site designed to give server admins a place to get info on all mods/add-ons (skins, map, etc) as well as a central place to download them. They will be mirroring all that they can and have unlimited bandwidth/storage (must be nice!).
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Wednesday, December 15, 1999 |
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Final Hours of Quake III Arena
GameSpot has posted a massive feature accounting the Final Hours of Quake III Arena, a look behind the scenes of id Software as they were finishing up the game last November, as well as a look-back at the entire development period. The sprawling article has many quotes by, and photos of, id's staff sprinkled throughout, and is a highly recommended read.
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Monday, December 13, 1999 |
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CTF Map Update
Steve
'Fookilla' Lawson sent over news that he has updated his CTF map, you can grab it here. You can
still play this new CTF Map (modified from the original q3dm12) at the following servers:
24.6.26.26 and 216.13.172.194. In related items, please note that we do accept maps and
mods submissions, you can send them at anytime (after the tools are released) to news@quake3world.com. We are excited to see what
the community will come up with!
New Quake 3 Arena Models
Daily Radar has posted online a
summary of the recently released Plug-in Player models for Quake III Arena. On the
page, they have included the Dungeon Keeper 2's Horned Reaper, Harly Quinn from one of my
favorite animated shows, Batman, and a HK Mecha. The page has links to the appropriate
sites to download them from.
Doom Q3A Skins
According to Redwood,
Cyber has whipped up a set of new Q3A skins for the Doom character, you can download them here. They add some new
colors such as "Indigo, Red, and Brown".
Paul Jaquays on Quake III Arena
id Software's Paul Jaquays has updated his .plan,
clarifying about some issues that have risen in the community:
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 Scarys
discussions boards and thought Id 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
Theres 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 werent 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 lets talk about that weapon with the particle trail that the
"xian" model is shooting in some old screen shots. Im 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, Id like to point out that ALL our artists worked on the
arenas, not just Kevin Cloud and Adrian Carmack. Id like to mention that several
arenas owe their distinctive and totally awe-inspiring appearances to Kenneth Scotts
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 didnt work.
If its 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 its distinctive
"pop-up toaster" jump pad was added. But architecturally, its 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 everyones 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 havent abandoned the idea of large outdoor
terrain maps and I am planning on more experimentation in that area.
Finally, we havent 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 didnt fit the final production maps and include
them in new maps.
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Friday, December 10, 1999 |
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Q 3 Intro
Curios about Quake 3 Arena's somewhat of a background story, hit the link for the introduction!
Paul Steed on Full Motion Video
Paul Steed replied to a forum member's post
asking about FMV, and also talks a great deal about animations and more. Many of you
developers and mod enthusiasts (and gamers!) should find it very interesting:
FMV means Full Motion Video. This
refers to live video of some kind (or film) that is of REAL things such as people,
vehicles or locations. FMV is a term that was coined mainly for that element of images
composited with rendered 'CG' as seen in traditional films and 'interactive movies'. There
is no FMV in any of the rendered cinematic sequences in Q3A. Motion capture was used,
however for the basis of Sarge's movements in the intro, provided by House of Moves in Los
Angeles.
As far as taking exception to your
post, you don't know me or my background so I'm not offended at all with your inaccuracy.
My main area of interest in computer graphics is, has always been and always will be
cinematic sequences. The day I stop making games is the day I start my film career. In
fact I cut my developers tooth at Origin back when they still 'created worlds'. As a way
to train on Max 3.0 I've begun a project I'm working on now that I want to submit for
SIGGRAPH's annual Electronic Theater stable of animations for consideration.
While at Origin, I worked
extensively with Chris Roberts ('for' actually) on projects such as Strike Commander,
Privateer, Wing Comander III and Wing Commander IV. When I was hired by id I was an art
director on a project for Virgin Interactive called 'Propaganda' which was a kind of 'Wing
Commander on Wheels' sort of production that included extensive FMV compositing. So my
background when hired by id was primarily cinematics. I had 'moved up' from doing just
low-poly models and animations years before after having left Origin. As far as Chris
goes, you wouldn't guess it from the success of WC, the Movie but he really is a true
'cinematic' developer with tons of experience in the production environment.
Thusly, based on my relationship
with Mr. Roberts we worked with his game and special fx company, Digital Anvil to produce
the intro for Q3A. I roughed out the Sarge sequence then worked with noted storyboard
artist Marc Baird to provide the final boards. We went from there tweaking and massaging
the animation as it was sent piece by piece from Austin to how we wanted it. It took a
looonng time to get it to the point it ended up, but with the input from Kevin Cloud and
Adrian Carmack, we shaped it into a beauty.
The second half of the intro was
done with the very efective help of Eric 'Monkey Boy' Webb, our resident intern here at
id. Aside from making a good disembodied head in the game thanks to Kenneth Scott, he
spent hours and hours making demos for me. Based on the images I got from those demos I
edited the final sequence which you see in the game revealed through the title letters.
As far as the tier door animations
go, they were designed as informative fluff. They just matched a name to the face in a
nearly static fashion so you had a more closeup idea of whom you were facing in the
arenas.
The Endgame animation was done
using motion capture provided by Locomotion Studios down in Wimberly, Texas with me as the
actor. As in all the animations I applied Mesh Smooth for Max 2.5 to the in-game models
(for more rounded edges primarily) and used the same 'low rez', in-game texture done by
the amazing and prolific Kenneth Scott. The only texture difference in those rendered
characters were in the form of bump maps (roughness), specular maps (shininess),
self-illumination (selective glows) and additional opacity maps (transparency) applied to
take full advantage of the detail made possible only in a rendered image.
Finally, as you voice your
criticism of the cinematics consider a couple things. Number one is TIME. With the
exception of the painfully long time it took to get the final Sarge animation from DA
(about six months), all the other rendered sequences were done in LESS than three weeks.
This only happened because I averaged about 3 to 5 hours of sleep per night during those
three weeks with several 40+ hour work 'days' thrown in for good measure. Imagine ZERO
cinematics in the game or JUST the Sarge animation and I think you'll agree something is
better than nothing. But detract from them all you will, I am very, very proud of the end
result because I think it fits the game very well.
Another factor to consider is the
nature of Quake III Arena. The entire point of the game is Deathmatch. Not gimmicky new
mods...not menu checkboxes ad infinitum...not gameplay at the expense of ugly art. The act
of playing the game in as realistically / informative environment as possible IS the
story. Is there really a need to script, storyboard, animate and render elaborate 'scenes'
starring the characters when all that really matters is that they are someone to be
defeated? Someone to be crushed by you?
No, I don't think so. Emphasizing
the action of the game with the cinematics as they stand couldn't have been done better in
the time that was available. Sure I could have spent another six months just on cinematics
alone, but to be honest, 18 months on one game is pushing the limit of interest for me.
Besides, in Q3A the cinematics are the lowest ingredient on the totem pole. The game was
finished and discounting minor tweaks made to the character animations, I spent the last
days of the project augmenting the work we had DA do with the sole purpose of providing
eyecandy reward to the player who bought the game. Nothing else. I did this because it was
personal more than anything else. The game could have just as easily shipped without the
cinematics and would have been just as finished and just as complete as it is now.
Characters updated!
Go check out all 29 Quake 3 Arena character renderings now!
Colored Names
If you've been trying to get colored names working in Q3A then check this out from Bot-Killer :
the full version of quake 3 changed the color name thing around a little so it doesn't work the same anymore. anyway i figured it out,
just type your name and put a ^ in front of it followed by one of the numbers below to change the color of your name. remebers to put a ^7 at the end of your name to change the color back to white.
heres an example of my name: Bot-Killer
^1Bot-Killer^7
that would make your name solid red, have fun.
0=Black
1=Red
2=Green
3=Yellow
4=Blue
5=Cyan
6=Magenta
7=White
November 26, 1999----------December 4, 1999
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Saturday, December 4, 1999 |
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Quake 3 is now available. Start fragging now!
A full review of Quake 3 Arena is coming soon so sitback and prepare yourself!
Press ReleaseSOURCE:
Activision, Inc.; id Software Quake III Arena Has Gone Goldid Software's Latest Masterpiece Is on Its Way to Retail Shelves
MESQUITE, Texas, Dec. 1 /PRNewswire/ -- Activision, Inc. (Nasdaq: ATVI - news)
and id Software(TM) have announced today that Quake III Arena(TM) has gone
gold.
Developed by id Software, Quake III Arena is the third installment of
one of the most popular computer game franchises of all time and is designed
to be the final word in online multiplayer mayhem.
The title, which has been
sent into manufacturing, is expected to be available on December 5, 1999 at a
suggested retail price of $49.99. QUAKE III Arena is poised to take the world by storm with the most
advanced 3-D engine and viciously satisfying gameplay to date.
The game
features the quality and excitement of id's past blockbusters along with more
action, more intensity and more grandeur. ``Quake III Arena goes beyond being a computer game, and is a cultural
phenomenon unto itself,'' said Todd Hollenshead, CEO of id Software.
``With
QUAKE III Arena, players can expect to experience all of the frenetic
excitement, visceral gameplay and mind-blowing visuals that have become the
hallmark of id titles.'' QUAKE III Arena's enhanced graphics engine displays realistic 3-D
environments using advanced features such as curved surface rendering and high
detail textures.
QUAKE III Arena will amaze fans all over the world with
visual features such as moody, atmospheric use of fog and specular lighting. The title offers revolutionary features that will enhance the single
player game for the ultimate in 3-D entertainment.
Incredibly sophisticated
simulated warriors, or ``bots,'' will challenge players to push their abilities
to the limit of human endurance.
Each of the game's 32 distinct bot
characters fight with a different style and finesse, causing players to adapt
and learn new combat skills.
Should gamers survive the single player portion
of QUAKE III Arena, the multiplayer experience is bound to demolish even the
toughest hardcore gamer. Armed with an arsenal of nine weapons, QUAKE III Arena's new deathmatch
style gives gamers the heart-thumping action they demand.
Players will build
upon their experience through the game's 26 deathmatch and four
capture-the-flag levels while utilizing their own unique abilities to guide
them through battles.
From sophisticated computer generated foes to the
challenge of other players, QUAKE III Arena will redefine the head-to-head
battle experience that spawned a cultural phenomenon. ``id's titles are renowned for their multiplayer experiences and QUAKE III
Arena updates the legacy,'' said Dusty Welch, Activision director of global
brand management.
``With QUAKE III Arena, id has brought the visceral thrill
of multiplayer gaming to the single player game.'' id -- Freud's primal part of the human psyche and one of the hottest game
shops on Earth ? has been rocking the gaming world from Mesquite, Texas since
1991.
As a renown leader in the industry, id Software has forged frenetic
titles such as Wolfenstein 3-D, DOOM, DOOM II, QUAKE and QUAKE II.
With
intense graphics and mind-blowing adventure, id's games continually break
retail and shareware sales records.
id's advanced QUAKE II engine is leading
the next revolution in 3-D interactive games with both single and multiplayer
technology.
And, in keeping with tradition, id Software amplifies the world
of adrenaline pumping 3-D gaming with the development of their latest action
title, QUAKE III Arena.
Check out more about id Software at
www.idsoftware.com. Headquartered in Santa Monica, California, Activision, Inc. is a leading
worldwide developer, publisher and distributor of interactive entertainment
and leisure products.
Founded in 1979, Activision posted revenues of $436
million for the fiscal year ended March 31, 1999. Activision maintains operations in the US, Canada, the United Kingdom,
France, Germany, Japan, Australia, The Netherlands and Belgium.
More
information about Activision and its products can be found on the company's
World Wide Web site, which is located at http://www.activision.com. The statements contained in this release that are not historical facts are
``forward-looking statements.''
The company cautions readers of this press
release that a number of important factors could cause Activision's actual
future results to differ materially from those expressed in any such forward-
looking statements.
These important factors, and other factors that could
affect Activision, are described in the Company's Annual Report on Form 10-K
for the fiscal year ended March 31, 1999, which was filed with the United
States Securities and Exchange Commission.
Readers of this press release are
referred to such filings. QUAKE® is a registered trademark of Id Software, Inc. QUAKE III
Arena(TM), QUAKE II(TM) and the Id Software(TM) name are trademarks of Id
Software, Inc.
Activision® is a registered trademark of Activision, Inc.
All other trademarks and trade names are properties of their respective
owners.
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Friday, November 26, 1999 |
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Character Profiles updated!
Go check it out
Linux to have limited Tin Boxes
Even id Software works on Holidays! That's what I call dedication, either that or they have nothing better to do like me ;) Todd Hollenshead has some good word for Linux users. The Linux version of Quake III Arena will indeed use the limited edition tin box that was announced for the PC version about a week ago. The expected shelve date will be announced sometime next week.
Final Demo Coming Soon
id Software's Graeme Devine has word that they are working hard on updating the full demo and that it should be released over the next couple of days. Keep your eyes open as it could be any day now. It has also come to my attention that some folks were not aware of another demo coming. Yes, another demo is coming - the demo which was recently released is only a "preliminary" or "test" demo and was not the "Gold" demo.
Dreamcast & Quake3 Arena
Got a bit more word on the Q3A Dreamcast rumor that popped up again. Here are a couple of quotes from Todd Hollenshead saying that nothing new has developed with the situation and negotations with Sega for quite a while:
We've been in various levels of discussion with Sega and Activision for Quake III Arena on Dreamcast for a number of months. John openly said probably a year ago that he would like to see Q3A on Dreamcast and we've done some preliminary analysis on the capabilities of the console and believe it could be a great port of the game.
Q3 survival guide
Ingava.com has posted a Quake 3 Survival Guide. They have the first part up, which covers all the details of Q3DM1.Read away right here
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