Posts Tagged ‘quake III’

Old News: Strafe-Jumping’s Near Death In Quake 3

By Alice O'Connor on September 2nd, 2014.

No, run then jump and hol- no, look, you're just standing there.

I learned to strafe-jump the hard way back when games were games, my keyboard made of broken glass, and my mouse an actual mouse biting my fingers as I clicked. I still welcome Quake Live adding an automated slower substitute. Everyone should get the experience the joys of zipping around like a rubber ball. Though exploiting wacky movement physics bugs is central to Quake in my heart, some have been less keen on it.

Even John Carmack, the chap who inadvertently created all those glitches, once tried removing strafe-jumping from Quake 3. “I hate having players bouncing around all the time,” he said.

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Allegedly: Urban Terror HD

By Jim Rossignol on November 30th, 2010.


All that movement chatter brought to light that classic Quake 3 mod Urban Terror is now Urban Terror HD. It seems that the game, which I believe has been a kind of standalone mod for a couple of years now, thanks to ioquake3, will become a standalone Quake 3-licencee in its own right. It will however remain free-to-play and is going to continue to develop as a free shooter support Windows, Mac and Linux variants. Good news, I think, as this is a minor manshoot classic. The installers are over here.

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TrickJump: On First-Person Movement

By Jim Rossignol on November 29th, 2010.


My weekend consisted in playing a bunch of games from different points in the past: Quake III, Unreal Tournament 3, Battlefield 2, and Mirror’s Edge. It all got me thinking about movement.
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Quake Live Remains Free, Adds Subs

By Jim Rossignol on August 9th, 2010.


After eighteen months or so of beta, Quake Live has finally announced its subscription plans. You can still play for free, but you can also sign up for $1.99 a month, or $3.99 a month options (although these are “billed annually”), which give different levels of access the clan management systems, freeze tag, match stats, and so on. The full details are below the cut. In some ways I wish I still had enough time for Quake III for this to be attractive to me, but my monthly hour with the railgun doesn’t really justify it. And, while it’s interesting to see such an old game repackaged and sold like this, much of what made the original so attractive to me – IRC pickup games, specific maps (Spider Crossings!) and mods – hasn’t made an appearance here.
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Quake III Is All Growed Up

By Alec Meer on December 3rd, 2009.

Ten years. Ten piggin’ years. And still no-one’s topped Quake III: Arena in terms of raw, pure deathmatch FPS solidity and grace. Id’s last great game turned a full decade old yesterday – even though it was born into an era of Voodoo 2s and 15″ CRT monitors, it’s fearsomely alive to this day. Frankly, it’s not going anywhere any time soon – it lives on both in its original form and as the free-to-play, browser-based Quake Live. And also in an endless legion of mods, modders, maps and lifelong gamers, all inspired by the precise majesty of its high-speed bloodshed. Gentlethings and ladycreatures, yesterday was our Thanksgiving.
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The Quake Live Trailer

By Jim Rossignol on July 21st, 2008.


If there’s one area within gaming that I’m genuinely inclined to be unreasonable to the point irrationality, it’s in the FPS deathmatch games – the Quake III / UT axis. For me Quake III was almost the only game worth playing. Quakeworld was a little too fast, UT too fat and feature-obese, and so on. Quake III was minimalist wonder, and what Id started was finished by the modders who worked on things like OSP, Threewave, and Rocket Arena 3. It’s that last bit that has me the most concerned about Quake Live: Id made a fine game, but it was their community that completed it and honed it to the point of perfection. The browser-based system seems to make that community contribution rather more complex, as everything will have to be mediated by Id.

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