Have fun and enjoy - I'm really looking forward to seeing what your thoughts are! aas compiler, which is way beyond my level of knowledge), but I can imagine the other mechanics being workable.Īlso if you have some older custom maps that you think would work great with some of the new items - particularly trampolines - feel free to share! I'd love to see what you come up with. I have a feeling that bots will never be able to learn to use trampolines very well (at least not without an entirely new. I need to do some more research on modifying Quake 3 bot code for mods.
This behavior is rare and I haven't been able to consistently reproduce it it seems very RNG-ish.Īlso keep in mind that bots haven't been optimized for the mod yet at all. Trampolines occasionally send you bouncing much higher than you should. Item knockback doesn't interact well with items on movers. Some known bugs that I'm still working to get ironed out: Right now I am more concerned about functionality and bug fixing though. This mod is, as you might expect, very VERY work-in-progress - particularly visual / stylistic effects. See the documentation provided in the link below for more information about the new features included in Uber Arena: Quake 3 maps and 1 user-made map by community designer Tigger-On, used with permission.
3 remixes of older maps to test the new mechanics, including 2 revisions of classic id software
3 miscellaneous items (2 of which use a modified backpack model / skin made by DaEngineer) I tried to come up with some interesting ideas that most arena FPS games, or perhaps FPS games in general, do not consider. The specific methods employed will be radically different, but the overall fundamentals are unchanged. Just as with the original game, item control and positioning are absolutely key to being successful. There are no abilities, loadouts, or similar concepts that would cause players to spawn with different setups. And with Quake 3's 20th anniversary coming up next year, I suppose now is a good time as any to get started if you're going to be modding for such an old game, hehe :pĪs for the mod itself, Uber Arena is not a total conversion or major overhaul of Quake 3, but rather is a collection of new game mechanics and items that extend the base game experience in a manner that attempts to remain true to Quake's core principles such as on-spawn equality.
I really enjoy the feeling of finally solving tough problems, which this mod has offered plenty of (and still has a few yet to be taken care of), but it has undeniably been very educational as well. I'm now in university taking classes for computer science with the hopes of eventually finding some good-paying programming jobs, but while I definitely have more serious aspirations in the realm of software engineering, that certainly doesn't mean I can't have a little bit of fun building some personal projects for my favorite games. I've been working on this on-and-off for a while as a hobby project to practice software programming in a familiar context outside of just writing boring console programs. I'm incredibly excited to announce my new Quake III Arena mod, Uber Arena.