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Friday, January 21, 2000





(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.

Source: Quake 3 World



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.

Source: Quake 3 World



 

Monday, December 28, 1999




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!
Source: Quake 3 World



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.
Source: Quake 3 World



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



 

Friday, December 24, 1999




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%!
Source: Quake 3 World








December 5, 1999----------December 17, 1999









 

Friday, December 17, 1999




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

Source: Quake 3 World



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.

Source: Quake 3 World



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.
Source: Quake 3 World



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.
Source: Q3Resource



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!).
Source: Stomped



 

Wednesday, December 15, 1999




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.
Source: Bluesnews



 

Monday, December 13, 1999




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!
Source: Quake 3 World



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 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.

Source: Quake 3 World



 

Friday, December 10, 1999




Q 3 Intro


Curios about Quake 3 Arena's somewhat of a background story, hit the link for the introduction!



 

Sunday, December 5, 1999




Can you run Quake 3 Arena on your computer?


Find out in the system requirements section!



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.

Source: Quake 3 World



 

Sunday, December 5, 1999




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
Source: Q3Arena.net













November 26, 1999----------December 4, 1999








 

Saturday, December 4, 1999




Colored Names


Want to learn how to color your name in Quake III Arena? There's an on going thread on the Quake3World forums with some good info on just how to do it step by step.




Quake 3 is now available. Start fragging now!


A full review of Quake 3 Arena is coming soon so sitback and prepare yourself!



 

Friday, December 3, 1999




Press Release

SOURCE: Activision, Inc.; id Software

Quake III Arena Has Gone Gold

id 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.




New Quake 3 ScreenShots

Shugashack and Stomped have posted some great new screenshots from the final version of Quake 3 Arena


Quake III Demo Released

id Software has released the final Quake III Arena demo, which is going blow some minds. Be sure to download the demo from one of the following supporting mirrors!

- Blue's News
- 3DFiles
- FilePlanet
- Avault
- id Software/Sandpiper

Have a mirror? Submit it.

And remember! Sleep is for the weak.


Source: Quake3World



 

Friday, November 26, 1999




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.
Source: Quake3World



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.
Source: Quake3World



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.
Source: Quake3HQ



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