Quake III Arena is a 1999 multiplayer-focused first-person shooter developed by id Software. It is the third game in the Quake series; it differs from previous games by excluding a story-based single-player mode and highly focusing on multiplayer gameplay. The single-player mode is played against computer-controlled bots. It features music composed by Sonic Mayhem and Front Line Assembly founder Bill Leeb.
Notable features of Quake III Arena include the minimalist design, lacking rarely used items and features, the extensive customizability of player settings such as field of view, texture detail and enemy model, and advanced movement features such as strafe-jumping and rocket-jumping.
Quake III Arena is available on a number of platforms and contains mature and Satanic symbols. The game was highly praised by reviewers who, for the most part, described the gameplay as fun and engaging. Many liked the crisp graphics and focus on multiplayer.
Quake III Arena has also been used extensively in professional electronic sports tournaments such as QuakeCon, Cyberathlete Professional League, DreamHack, and the Electronic Sports World Cup.
Gameplay
Unlike its predecessors, Quake III Arena does not have a plot-based single-player campaign. Instead, it simulates the multiplayer experience with computer-controlled players known as bots. The game's story is brief: "the greatest warriors of all time fight for the amusement of a race called the Vadrigar in the Arena Eternal." The introduction video shows the abduction of such a warrior, Sarge, while making a last stand. Continuity with prior games in the Quake series and even Doom is maintained by the inclusion of player models and biographical information. A familiar mixture of gothic and technological map architecture as well as specific equipment is included, such as the Quad Damage power-up, the infamous rocket launcher, and the BFG super-weapon.
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). As the game progresses, the fights take place in more complex arenas and against tougher opponents. While deathmatch maps are designed for up to 16 players, tournament maps are designed for duels between 2 players and in the single-player game could be considered 'boss battles'.
The weapons are balanced by role, with each weapon having advantages in certain situations, such as the railgun at long-range and the lightning gun at close quarters. The BFG super-weapon is an exception to this; compared to other similarly named weapons in the Doom/Quake series, Quake III Arena's incarnation of this weapon is basically a fast-firing rocket launcher and it is found in hard-to-reach locations. Weapons appear as level items, spawning at regular intervals in set locations on the map. If a player dies, all of their weapons are lost and they receive the spawn weapons for the current map, usually the gauntlet and machine gun. Players also drop the weapon they were using when killed, which other players can then pick up.
Quake III Arena comes with several gameplay modes: Free for All (FFA), a classic deathmatch, where each player competes against the rest for the highest score, Team Deathmatch (TDM), where usually two teams of four compete for the highest team frag (kill) total, Tournament (1v1), a deathmatch between two players, usually ending after a set time, and Capture the Flag, which is played on symmetrical maps where teams have to recover the enemy flag from the opponents' base while retaining their own.
Quake III Arena was specifically designed for multiplayer. The game allows players whose computers are connected by a network or to the internet, to play against each other in real time, and incorporates a handicap system. It employs a client–server model, requiring all players' clients to connect to a server. Quake III Arena's focus on multiplayer gameplay spawned a lively community, similar to QuakeWorld, that is active to this day.
Development
During early March 1999, ATI leaked the internal hardware vendor (IHV) copy of the game. This was a functional version of the engine with a textured level and working guns. The IHV contained most of the weapons (excepting the Gauntlet) that would make it into the final game although most were not fully modeled; a chainsaw and grappling hook were also in the IHV but did not make it into the final release. Many of the sounds that would make it into the final release were also included.
After the IHV leak, id Software released a beta of the game called Quake III Arena Test on April 24, 1999, initially only for Mac OS before expanding to Windows at a later date. The Q3Test started with version 1.05 and included three levels that would be included in the final release: dm7, dm17, and q3tourney2. Id Software continued to update Q3Test up until version 1.09.
id co-founder and former technical director John Carmack has stated that Quake III Arena is his favorite game he has worked on.
Quake III Arena was shipped to retailers on December 2, 1999; the official street date for the game was December 5, although id Software chief executive officer Todd Hollenshead expected the game to be available as early as December 3 from retailers like Babbage's and EB Games.
Screenshots from the game Quake III Arena
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