Classic Quake Arena Manual

Introduction

Version : 0.9 Beta
Date : May 2000
Author : Julian Priestley & Milk Industries
Website : http://www.planetquake.com/milk
IRC : irc.barrysworld.com, #milk.uk

Classic Quake Arena (CQA) is a Quake3:Arena modification, that aims to bring the best features from QuakeWorld to the Q3A engine. The idea is to end up with a mod which is as fun to play as QuakeWorld, and looks as good as Q3A. While we aim to stick reasonably faithful to QuakeWorld, we want a modern version of it, and many of the features are based on what we think QuakeWorld would have been like, had it been released today.

This version is a beta version, and as such has many unfinished features, and missing media. There is a lot more content/features planned for the final release.
If you discover any bugs in the mod, please report them to rageju7@yahoo.com.

Contents

  • pak0.pk3 - Most things: The .qvm's, the models etc.
  • pak1.pk3 - The sounds.
  • pak2.pk3 - The skins.
  • description.txt - The description file for CQA

Installation

Create a new directory in your Quake3:Arena, named cqa, and unzip the conents of cqa.zip into this directory. If you have a previous version of CQA installed, delete all the files within the CQA directory before installing the new version, unless a file in the zip tells you otherwise.
Once the mod is installed, you can load CQA from the Q3A menu interface.

Setup

There are no new binds as such for CQA, however, you should rebind your weapon keys to the CQA weapons using the menu rather than scripts etc., as the weapon numbers are not in the right order. If you must do it using a script, here are the binds:

  • Axe : "weapon 1"
  • Shotgun : "weapon 3"
  • Super Shotgun : "weapon 4"
  • Nailgun : "weapon 5"
  • Super Nailgun : "weapon 6"
  • Grenade Launcher : "weapon 7"
  • Rocket Launcher : "weapon 8"
  • Lightning Gun : "weapon 9"

The only model currently supported is the ranger model, and we have provided a number of new skins to add more variety. If you try to use another model, you will be defaulted to the ranger/default model/skin. For this reason it is recommended you use the models menu to choose your skin before starting a game, so you can choose which skin you would like instead of being forced to use the default skin.

The following cVars can be used to configure CQA to your liking. They can be set using a script or ingame via the console.

  • g_deathmatch
    default : 3
    Similar to QuakeWorld's "deathmatch" setting, controls what deathmatch rules are used. Rules 1-3 are supported.
    cg_deathmatch 1: Weaponstay is off, ammo respawns.
    cg_deathmatch 2: Weaponstay is on, ammo doesn't respawn.
    cg_deathmatch 3: Weaponstay is on, ammo respawns.
  • cg_drawPickupMsg
    default : 1
    Turns on/off the "You got the..." messages. Setting this value to 1 displays the messages when an item is picked up, while a value of 0 turns them off.
  • cg_middleWeap
    default : 1
    Toggles the weapon position on the HUD. A value of 1 puts the weapon in the center of the screen, quakeworld style, while a value of 0 puts the weapon in the standard Q3A position.
  • cg_smallScoresTime
    default : 20
    Controls the time, in seconds, between updates of the mini-scoreboard on the HUD. If you are suffering from lag it is recommended to put this value up.
    The mini scorebard can be refreshed using the "+scores" command.
    If you are an LPB you may want to turn this value down to get more frequent scoreboard updates. A value less than 2 seconds is not recommended however.
  • cg_autoSmallScoresTime
    default : 1
    If you don't want to bother adjusting cg_smallScoresTime yourself to deal with lag etc., this setting adjusts it for you, based on your ping. It gives values from 2 to 60 seconds. You might want to turn it off if you would like more frequent updates, as it is quite conservative.

Maps

The following maps are included with this version of CQA:

  • Cqatourney1 - Back2School - A conversion of Pingu's B2S.
  • Cqadm1 - Milk Arena - A conversion of LordImric's Q3A map, Milkdm1.
  • Cqadm2 - Claustrophobopolis - Mike Zuber's DM2 remake.
  • Cqadm3 - Return to Atlantis - A conversion of Pingu's A2.
  • Cqadm4 - The Bad Place -Mike Zuber's DM4 remake.

Playing the Mod

To start a game, use the menu's to start a server. Bots can be added using the either the pre-game or in-game menus. In order to play a multiplayer game, find a CQA server using the ingame server browser or gamespy. When you connect to the server, the mod should load automatically, providing you have the CQA files in the right directory.

If you are unfamiliar with quakeworld, some of the new features may be new to you, so here's a list with descriptions to help you out :

  • New physics
    You can now, run, swim and jump faster, and the jumping physics are much different. The best way to find out about this is to try it out for yourself!
  • New obituary messages
    The messages that come up when someone is fragged have been changed to the quakeworld messages.

  • Ammo Backpacks
    When you die, instead of dropping your weapons like in Q3A, you drop the weapon you were holding and the ammo you had (for all weapons) in an ammo backpack, which can be picked up by anyone in the game.
  • Quakeworld Weapons
    -Axe
    : The melee weapon of choice for carnage fans everywhere! Simple to use: simply swing to maim!
    -Shotgun : The standard weapon in CQA is the single barelled shotgun. Half as powerful as the Super Shotgun, but the rate of fire is higher.
    -Super Shotgun : The Super Shotgun is devastatingly powerful at short range, but is slow to reload. Uses 2 units of ammo for each shot.
    -Nailgun
    : Fires high velocity nails, its high firing rate makes it a useful weapon which can kill a lightly armored opponent in seconds.
    -Super Nailgun : Like, the nailgun, the 'perforator' fires nails. Due to the amazing punch it packs, nails fired from the nailgun do double the damage, making the Super Nailgun a fearsome weapon. Uses 2 units of ammo for each shot.
    -Grenade Launcher : A good alround weapon, the grenade launcher uses rockets, but fires grenades.
    -Rocket Launcher : The CQA rocket launcher makes the Q3A rocket launcher look like a high-powered toothpick. The rockets are alot more powerful than their Q3A counterparts, and travel much faster. You've been warned...
    -Lightning Gun : Like the QuakeWorld lightning gun, the CQA lightning gun is hugely powerful, and can kill an opponent in seconds. If it is fired when under water, it discharges, killing its user and anyone else in the same body of water.
  • Quakeworld Items
    -Quad Damage
    : The Quad Damage does exactly what it says on the tin! Magnifies the power of your weapons by 4.
    -Ring of Shadows : The magical Ring of Shadows makes its user invisable for a short period time.
    -Pentagram of Protection
    : The pentagram of protection is a mystic pentagram which will protect its user from any damage for a short while.
  • New Ammo Management
    Unlike in Q3A, you can pick up ammo whether you have the weapon for it or not, and keep it until you either fire the weapon or die, when all your ammo gets dropped in a backpack.
  • New HUD
    The new QuakeWorld style HUD displays a few new features.
    -Mini Scoreboard : In the bottom right of the HUD, there is a scoreboard, which shows your score, and that of the person above you in the rankings, and the person below you in the rankings.
    -Visable Damage : When you get hurt, the Head model on the HUD will 'cry out' to show you have been damaged. Also the head gets bloody as your health decreases, to indicate how injured you currently are.
    -Weapon Display : The weapons you are holding are displayed down the left hand side of the HUD, and are selectable in the same way as in Q3A.
  • QuakeWorld Deathmatch Rules
    This can be set using the cvar g_deathmatch. The value set determines the ammo respawn times, and whether weaponstay is on, as described earlier in this manual.
  • Quakeworld Armor
    The armor system has been changed to make it more like the QuakeWorld armor system. You can only pick up armor if you have less armor than the amount of armor provided by the armor you are picking up(hope that makes sense to you!)
    -Blue Armor : 100 armor points.
    -Yellow Armor : 150 armor points.
    -Red Armor : 200 armor points.
  • New Awards
    -Aerial :
    When you kill someone with the rocket launcher or grenade launcher in the air, you get this award.

Bugs

There are currently no known bugs. If you discover a bug, or you would like to see a new feature in the mod, please email me, Juz.

Credits/Thanks

The CQA Team

  • Concept & Design : Julian 'Juz' Priestley, Tim 'Lord Imric' Bourne
  • Coding : Julian 'Juz' Priestley, Tom 'eLiTe' McIntyre
  • Mapping : Tim 'Lord Imric' Bourne, Mike Zube
  • 3D Artist : Reece "Orion" Thomas, Anders 'Susse' Anderson
  • 2D Artist : Dave 'Snoop' Du-Graie Reece "Orion" Thomas, Julian 'Juz' Priestley, Leon 'pancreas' Medado.
  • Sound Engineering : Leon 'pancreas' Medado
  • Web Design : Mike 'Versello' Burback Ron 'Phide' Jones
  • Manual : Julian 'Juz' Priestley
  • Press Relations : Tim 'Lord Imric' Bourne, Julian 'Juz' Priestley

    Thanks To

  • neo279 : Backpack model.
  • Pingu : For allowing us to convert Back2School.
  • Mike Zuber : For letting us use his DM remakes.
  • irc.telefragged.com #q3mods and the forum on www.quake3world.com

    Special Thanks To

    The whole of the milk industries team for postponing the mod they were doing and helping me make my dream mod;)! (From Juz =))

Legal Infomation

Copyright Milk Industries. You may not distribute the mod by any physical means, and you may not alter the contents of any of the files in the distribution of the mod. You may not use any of the files in the mod without authorisation. This mod may be distributed freely and as part of compilations, but only on a strict NON PROFIT basis.

Copyright © 2000, 2001 Milk Industries   :   Design by phide of Reactor 7