The only difference between Quake III: Arena and the limited Elite Edition is the tin box packaging. As with Quake II, the vanilla version of the game was eventually heavily tweaked by the players' community with all-new tournament features (including voting, referees, banning, netcode updates), as it was used in professional Pro Gaming tournaments for almost ten years. The single-player part only serves as a diversion for the online multiplayer options, with modes such as duel, team deathmatch (TDM), capture the flag (CTF), and more. Not everything was kept - the double-jumping from the previous titles was removed for instance, but replaced with new tricks. The game offers more speed than Quake 2, but it is not as fast as the original Quake. Advanced players use techniques such as rocket jumping, strafing, and circle jumping to quickly get around areas. As with the other Quake games, it is known for its freedom in movement. The different arenas are also filled with health bubbles, complete sets of armour and armour shards, the well-known Quad Damage power-up, ammunition, and specials such as Mega Health, Haste, Invisibility, a powerful Battlesuit, and more. Each weapon has specific advantages, ranging from the amount of damage to reloading times and the ability to hit-scan opponents. The player's arsenal consists of new and familiar, but redesigned weapons, including a gauntlet (melee attacks) and a machine gun as the spawn weapons, a shotgun, plasma gun, lightning gun, rocket launcher, railgun, and BFG. Compared to the previous titles, the colours and general design of the game are much brighter and it shakes off the dominant shades of brown and grey the previous titles in the series were known for. The offline part takes the player through a number of one-on-one and team-based challenges against AI-controlled opponents, slowly ranking upwards in difficulty, as the character of the player's choosing. I close my eyes and I'm there, jumping, sailing, railgunning.The third game in the Quake series is a departure from the previous games, focusing exclusively on multiplayer arena fighting with no story-driven singleplayer part - directly competing with Epic Games that did the same with the contemporary Unreal Tournament. It was possibly the only time I was really, truly good at a game. I miss it, painfully so at times, but I don't have space in my life for it any more. It is a beautiful, beautiful thing if played regularly enough to reach this almost transcendent level of communion with the railgun, and it is lost so miserably quickly if this practice is not maintained. Enemies as mere dots against the night sky, knowing trajectories and timings innately. ![]() ![]() This was the map, wide-open and characterised by superheroic trampolining, in which you honed and honed and honed your skill with Q3A's insta-kill sniper rifle. There are other weapons scattered around DM17's facing worlds (ooh, cheeky), and there's a lot to be said both heralding your descending arrival from a graceful jump with a leading rocket, or for a perfectly-time shotgun blast at a passing back, but really The Longest Yard is a railgun battle. It's the one which encapsulates what Quake III is about, to my mind.Īnd what Quake III is about is: JUMPING! RUNNING! CONSTANT MOVEMENT! NEVER BEING SAFE! CAMPING IS SUICIDE! PREDICTING THE ARC OF OTHER PLAYERS' MOVEMENT! THE RAILGUN THE RAILGUN THE RAILGUN. Every Q3A player has their favourite map, and I'm not even making a claim to DM17 being the 'best' map, but it's my map. Specifically, Quake III DM17: The Longest Yard, which is what I think of whenever I think of Quake III. ![]() One a day, every day of the year, perhaps for all time. Have You Played? is an endless stream of game recommendations.
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