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Quake and III
* Challenge ProMode Arena, a Quake III Arena modification
Id Software has developed their own game engine for each of their titles when moving to the next technological milestone, including Commander Keen, Wolfenstein 3D, Shadowcaster, DOOM, Quake, Quake II, and Quake III, as well as technology used in making Doom 3.
During the mid to late 1990s, " the launch of each successive round of technology it's been expected to occupy a headlining position ", with the Quake III engine being most widely adopted of their engines.
The GPL release of the Quake III engine's source code was moved from the end of 2004 to August 2005 as the engine was still being licensed to commercial customers who would otherwise be concerned over the sudden loss in value of their recent investment.
Some Id Software titles ported to Linux are Doom ( the first Id Software game to be ported ), Quake, Quake II, Quake III Arena, Return to Castle Wolfenstein, Wolfenstein: Enemy Territory, Doom 3, Quake 4, and Enemy Territory: Quake Wars.
Since Quake III Arena Linux porting has been handled by Timothee Besset.
After essentially founding an entire genre with this game, Id Software created Doom, Doom II, Quake, Quake II, Quake III Arena, Quake 4 and Doom 3.
Quake III Arena ( 1999 ), the next title in the series, has minimal plot, but centers around the " Arena Eternal ", a gladiatorial setting created by an alien race known as the Vadrigar and populated by combatants plucked from various points in time and space.
There have also been a few other spin off games such as Quake Mobile in 2005 and Quake Live, an internet browser based modification of Quake III.
* Quake III Arena ( 1999 )
** Quake III: Team Arena ( 2000 )
The December 1999 release of id's Quake III Arena posed a problem to the Quake movie community.
Thus, it was impractical to enhance software to work with Quake III.

Quake and Arena
A game called Quake Arena DS is planned for the Nintendo DS.
The first film made with Quake III Arena, Quad God was also the first to be distributed as recorded video frames, not game-specific instructions.
Quake III Arena ( also known as Quake 3 ; abbreviated as Q3A or Q3 ), is a multiplayer first-person shooter video game.
Quake III Arena is the third in the series and differs from previous games by excluding a traditional single-player element and focusing on multi-player action.
In Quake III Arena the player progresses through tiers of maps, combating different bot characters that increase in difficulty, from Crash ( at Tier 0 ) to Xaero ( at Tier 7 ).

Quake and was
It was regarded as the " Great San Francisco Quake " prior to 1906.
In 1999, Duke Nukem 3D was banned in Brazil, along with Quake, Doom and several other violent first-person shooters after a violent rampage in and around a movie theater was allegedly inspired by the first level in the game.
In 2008, Id Software was honored at the 59th Annual Technology & Engineering Emmy Awards for the pioneering work Quake represented in user modifiable games.
John Romero, who was forced to resign after the release of Quake, later formed the ill-fated company Ion Storm.
He left Id Software during the production of Quake II and most of his work was scrapped before the title was released.
American McGee was a level designer for Doom II, The Ultimate Doom, Quake, and Quake II.
He was asked to resign after the release of Quake II, then moved to Electronic Arts where he gained industry notoriety with the development of his own game American McGee's Alice.
Production was supported by dedicated demo-processing software, such as Uwe Girlich's Little Movie Processing Center ( LMPC ) and David " crt " Wright's non-linear editor Keygrip ; the latter became known as " Adobe Premiere for Quake demo files ".
With Quake II filming now feasible, Strange Company's 1999 production Eschaton: Nightfall was the first work to feature entirely custom-made character models.
Concurrently, the novelty of Quake movies was waning.
* Phalanx was a weapon in the Quake 2 expansion pack, The Reckoning, by Xatrix Entertainment Inc.
The Quake engine was the only game engine to use QuakeC.
The QuakeC source to the original id Software Quake game logic was published in 1996 and used as the basis for modifications like capture the flag and others.
Weapon balance was achieved by examining earlier games in the series, Quake and Quake II as well as extensive play testing with well-known players such as Thresh.
In the first Quake the rocket launcher was so effective that it dominated entire deathmatches while the rocket launcher in Quake II so weak that it was sometimes ignored.

Quake and specifically
Previously, John Carmack had experimented with a version of Quake specifically written for the Rendition Vérité chip used in the Creative Labs PCI 3D Blaster card.
) and games like Eidos ' Tomb Raider, the killer application for Voodoo Graphics was the MiniGL driver developed specifically to allow hardware acceleration of the game Quake, by id Software, on 3dfx cards.
Even in " OpenGL only " comparisons such as the case in Quake 2, The Voodoo2 had the upper hand as a custom " MiniGL " driver was made specifically for 3dfx cards to run the game ( and most other OpenGL games at the time ).

Quake and designed
For example, the highly anticipated first person shooter Quake used highly-optimized assembly code designed almost entirely around the P5 Pentium's FPU.
On March 11, 1997, id Software released WinQuake, a version of the non-OpenGL engine designed to run under Microsoft Windows ; the original Quake had been written for DOS, allowing for launch from Windows 95, but could not run under Windows NT-based operating systems because it required direct access to hardware.
Additionally some games such as Quake 3 Arena perform physics, AI, networking, and other calculations in sync with the rendered frame rate-this can result in inconsistencies with movement and network prediction code if players are unable to maintain the designed maximum frame rate of 125 FPS.
) Such was the popularity of Id Software's Doom and Quake games that, rather than work from scratch, other developers licensed the core portions of the software and designed their own graphics, characters, weapons and levels — the " game content " or " game assets.
Later games, such as id Software's Quake III Arena and Epic Games's 1998 Unreal were designed with this approach in mind, with the engine and content developed separately.
His company, Jay Ward Productions, also designed the trademark characters for Cap ' n Crunch, Quisp, and Quake breakfast cereals and made commercials for those products, among others.
Quake < nowiki >'</ nowiki > s network code, the part of the software that handles multiplayer gaming over a network, was designed for low-latency play over a LAN.
He designed most of the first episode of Doom, most of the levels in Quake, half the levels in the Commander Keen, Wolfenstein 3D and Spear of Destiny.
Performance in Quake III Arena, a game using an engine more advanced than Unreal Engine 1, was better due to the engine having been designed for OpenGL.
The Cube engine was designed as an outdoor engine, i. e. it's designed for maps that are outdoors rather than Doom and Quake, which are optimized for indoors.
Graeme Devine is a computer game designer and programmer who co-founded Trilobyte, created bestselling games The 7th Guest and The 11th Hour, and designed id Software's Quake III Arena.
* Urban Terror up to version 4. 2 – A Quake 3 total conversion mod while designed and released to work with the retail software Quake 3, it is also compatible with opensource engine alternatives.
The engine was designed by John Carmack, who also created previous engines such as those for Doom and Quake, which are also widely recognized as marking significant advances in the field.

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