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Quake 3 Arena is the third installment of the Quake series from ID Software who have made a name for themselves in the gaming industry by creating revolutionary games, always pushing the limits of technology. This third installment of Quake, a first person action shooter game is one of the first games on the market to be created from the ground up as a multiplayer game only. Previous versions of Quake were built with the focus on the single player game and the multiplayer aspect created as an afterthought. With now over a million copies of their last production, Quake 2 sold, ID Software has taken an already immensely successful formula and is currently working on creating the best game of all time. With it they will be forging a new standard for multiplayer games, as well as help in the creation of the new multiplayer genre. Some of the more important enhancements
that the new game will offer are improved network play, stunning new graphic
details such as true curved surfaces, dynamic shadows, volumetric fog and
more! Stay tuned for what is bound to be another revolution in gaming technology,
fun and addiction!
MACE - It looks like Q3A will include Mace melee weapon that should be a nice addition, especially if you have the Beserker item. It's always been fun to run into an unsuspecting character and chop them down with the sword in CHAOS DM, so this melee weapon should be equally fun. MACHINE GUN - For now the machine gun is the default weapon that you will start when you spawn in the game. It is supposed to have about the same damage and rate of fire as the machine gun in Quake 2. I think that it is a great idea to start with a fairly powerful weapon when you spawn so you have a bit of a better chance of surviving if you spawn into a firefight, unless of course you're playing versus Thresh. SUPER SHOTGUN - Not sure how this is going to look like yet, but it looks like there have been a couple of modifications to the Super Shotgun. The rate of fire has been increased by about half, the damage has been reduced as well as the splash radius. The damage you take from a Super Shotgun blast will also be reduced the further away the shot comes from. GRENADE LAUNCHER - The grenade launcher will now have a faster rate of fire, will launch grenades faster, and the explosion damage on each grenade also might be increased. ROCKET LAUNCHER - This favorite weapon of many quake players has remained mainly unchanged. The rate of fire will probably be faster than in Quake 3, but not as fast as in Quake 1. Since the game will incorporate light, medium, and heavy classes, rocket jumping will depend on which class you are playing. FLAME THROWER - Still unknown whether this weapon will make it into the game, but it would be interesting to set other players on fire. PLASMA GUN - The plasma gun is a new weapon that appears in Quake. It is very similar to the plasma gun that was found in Doom. When you fire it will shoot out a blue stream of plasma as well as induce some nice splash damage. The gun is said to have a high rate of fire, but is also supposed to almost blind you when you fire it. LIGHTNING GUN - Still not finalized as being included in the game, but it looks like ID Software wants to bring back the classic Lightning gun back from Quake, except this time it has a bit of a twist. If included you will be able to wave the gun around in any direction and cause damage to that entire area, except the area of affect will cause smaller damage as opposed to if you were to concentrate the fire on one area. RAILGUN - To accommodate complaints by some gamers that rail-gun damage visibility was non-existent ID has allowed to rail gun to create an explosion after it hits an object. It will not be easier to tell if you actually hit something or not. The firing rate of this gun has also been increased slightly. BFG - This weapon although still resembling the BFG found in Quake 2, will now be more like the Hyperblaster found in Quake 2. The weapon will be highly overpowered and will allow for some massive damage. It will deliver a stream of energy at high speeds. There is an interesting weapon chart
created by one of the writers at the Adrenaline Vault who got to playtest
Quake 3 Arena that details his assessment of how many of the weapons will
work, including rate of fire, damage and more. You can check it out at:
http://www.avault.com/articles/q3arena3.asp
FLIGHT : May be similar to the jetpack found in CHAOS DM HASTE: Increase only your movement speed this time, no double rate of fire. TRIPLE / QUAD DAMAGE: It would only make sense to call it triple damage now since it has been toned down to just that, but I know some of you like Quad. As seen in the Mac World Quake 3 Arena demo by John Carmack, as soon as a player picks up the Triple Damage power up they will be surrounded by a field of electricity that perfectly encapsulates their body. This field is quite bright and will be dynamically changing. Triple damage will last for 30 seconds. REGENERATION: This will simply regenerate your health at a rate of 15 points per second until you reach 200% health. REGENERATION STAND: A type of spherical stand that you will be able to enter and regain your strength at currently an unknown rate (perhaps 15 points per second). INVISIBILTY: This has got to be the coolest effect. In Quake 2, the invisibility power-up in Chaos DM produced a type of bubble effect that was barely noticeable even if the player was 10 feet away. There was also a distinct noise you could hear when someone had obtained the invisibility power up. In Quake 3 Arena the invisibility power up will make your character appear virtually invincible and the effect will resemble the one used by the Alien in the movie Predator. GRAPPLING HOOK: Still undetermined whether this will make it into the game, but would be cool. The grappling hook I found always added an extra fun element to the game. This time around ID has said that if it does incorporate it into the game they will change the grappling hook to be more realistic. BERSERKER: If you get this powerup and have the mace as a weapon you'll be able to kick some serious butt. Go nuts! PERSONAL TELEPORTER: This is an item
that you can use to teleport yourself to a random point on the map or a
respawning area.
"Right now we'd like the game to be playable on a Pentium/200MMX w/ 32MB of RAM and a Voodoo. This is a pretty common place machine, and hopefully things will be scalable enough that you can run at 512x384 with minimum detail (both geometric and texture) with a Voodoo 1 and get decent performance (although, obviously, not earth shattering)" Quake 3 Arena will also be simultaneously released on the Mac and Linux platforms. If you own a Mac, you should be able to run the game if you have a 200MHz G3 with a Voodoo1 or equivalent. So to recap: - 200 MHz processor
The game does not include a software renderer so a 3D accelerator card is a must. Most computers still do not ship standard with 3D Cards, but that is the general trend in the community, so don't complain and buy a 3D card because within the next little while you will be able to play very little games without one. As for recommended specs, who is to
say. Brian Hook has said that in their tests thus far a RIVA TnT has had
the best performance overall. That is not to say that getting a Voodoo
2 (or better yet the yet to be released Voodoo 3) with a fast processor
with tons of RAM won't run this puppy like a dream.
Savage3D: Holy cow! Phenomenal performance
for this chipset, major kudos to the S3 engineers that worked on this.
This is great performance, especially
Voodoo2 (beta ICD): Much improved performance, but it still has room to grow. 50% faster than their older ICD, so props out to the engineers that have been working on this. Intel i740: Probably the most impressive
of the bunch, it pretty much has the lowest
Riva128ZX: Decent performance, but it should be a little faster -- at least on a par with the Intel i740's numbers, since the Riva128ZX theoretically has higher fill rate and throughput potential. Banshee (beta ICD): I'm fairly disappointed with the performance here, but it's understandable since this part lacks the MT capability of the Voodoo2 boards. OTHER HARDWARE: We have not tested the Matrox G200 (waiting on video cards, and Matrox has warned us not to expect too much from their early drivers); we didn't bother testing the V2200 since it is pretty old tech. However, the V2200 drivers are very well done So what's up with the Voodoo 3? Here's a little quote that I found in an interview with Brian Hook on Dec 8 with Brian Hook. This is Brian talking about 3Dfx's upcoming Voodoo 3 chipset that is supposed to have 22-bit effective rendering: "I have no idea what their "effective rendering" thing is all about, but it seems like marketing fluff to combat the fact that everyone BUT 3Dfx has a 32-bit accelerator." That can't be good for business. Also some more good info on 3D Cards from John Carmack, it looks like you might want to avoid the Riva 128 or the PowerVR: Riva 128: no specular lighting, although
it is fast enough, which will highly impact gaming value
OTHER DISPLAY ISSUES: John Carmack also mentioned in an August 17th 1998 .plan update that he has added support for HDTV wide screen type displays: "On a normal 4:3 aspect ratio screen, a 90 degree horizontal field of view gives a 75 degree vertical field of view. If you keep the vertical fov constant and run on a wide screen, you get a 106 degree horizontal fov. Because we specify fov with the horizontal
measurement, you need to change fov when going into or out of a wide screen
mode. I am considering changing fov to be the vertical measurement, but
it would probably cause a lot of confusion if "fov 90" becomes a big fisheye.
Small intense levels that will be
perfect for one on one play
New skeletal system allows for separate
body movements. If you look up, a players head will tilt up
According to Scary at the Shugashack
who got to play test Quake 3 Arena, when in the game and you hit a player
you hear a noticeable, but not annoying tone that tells you if you have
just hit someone. This means that if you are shooting rockets blindly because
you suspect someone is around the corner, you will hear the tone if you
manage to get some splash going on the unsuspecting character just around
the bend.
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