Quake Live
Deathmatch-making.
Quake III - the multiplayer FPS that was arguably Id Software's greatest achievement after Doom - has been reborn. It's been reincarnated as Quake Live, an online shooter from your web-browser. The game has been in a public testing phase for a while, and currently still bares its "beta" moniker. Nevertheless Id inform us that the resurrected Arena is fully launched and primed for action.
The advertising-supported project is entirely free to play, and embeds in your browser of choice (on Linux and Mac too) with a simple plug-in. More improvements are apparently planned for future iterations of what has been referred to as a "service", but it's not entirely clear what they are.
It's certainly an intriguing challenge: take an existing, ageing title and rebuild it for the net generation. It's both modern - being launched inside your browser and having a fairly sophisticated ranking and server selection system - and incredibly nostalgic, harking backing to an era when bunny hops were in and your twitch skills were dependent on whether there was any broadband around for you to use. For a returning Quaker of old, like me, it's a mixed experience.
For one thing I was never a great duellist. In those one-on-one games in a small arena - which are something like Kung Fu rocketry with power-ups - I tried ever so hard to hog the red armour, but the process was always slightly beyond me. It remains so. Leaping into a duel has led me to lose, every time, with perhaps one or two lucky frags next to my ticker.

Of course that never put me off in the past, and it wouldn't this time. Where I excelled in olden-day Quake III was in the team games: getting the timing right for the quad-damage in team deathmatching, knowing the route that particular flag-carrier would take out of Q3WCP9 in capture the flag. I was ferociously accurate with the railgun and rocket launcher, and - after prolonged bouts of flag defence - I would often enter that twitchy reptilian zone of not actually having a conscious register of my action. There's something special about that.
When I began playing Quake Live I was initially concerned about my own status as a deathmatch player. I'm older now, and weaker. Years of slower, more sensible games had, I assumed, enormously reduced my twitch. Worse, the (rather clever) automated tutorial made me think that my pinpoint reticule-plonking skills - earned the hard way in the early part of this decade - had decayed to a hopeless degree.
It was only when I was out on the floor of live matches, strafe jumping away, that my rhythm returned and my accuracy bubbled back up to 2002 levels. When I realised I could compete on the higher difficulty levels (Quake Live allows admins to suggest skill levels for servers) I found myself grinning like a fool. Still got it eh, Rossignol? Something like that...

It's a testament to how finely-tuned Quake III was that once you're into Quake Live's game it barely wavers a pixel from the original format, although it's been smartened up a great deal in terms of presentation and UI. (Because, well blimey, didn't Quake III just have a bastard ugly menu?)
All this means is there are some minor differences with the way settings are made available, and the game content is, of course, largely limited to Id's own Quake releases, with a few third party maps included for good measure. There's also a comprehensive achievements set for you to earn, because, well, that's what the kids seem to want these days.
The physics for movement and weapon use, those ever-so precise settings which made Quake III the apex of the fast-paced deathmatch genre, are intact and undisturbed. It still has the kind of pace and arcade-FPS feel that put so many people off, and that very interface seems slightly incongruous in these slower times of cover-systems and regenerating shields.
It's the minimalism of Quake III that surprised and delighted me so much when it arrived, and it remains enormously appealing. It was the reason I came down on the side of Quake III in the endless arguments concerning the Id games and Unreal Tournament. Both were beautiful, but there was something about the pared down power-up selection of Quake III that seemed just right, and somehow more honest. It was a hymn to videogame skill.
Sometimes I think the game could just be stripped down to the machinegun default, rocket, and rail, and still be absolutely perfect. I always felt comfortable with the spareness of it, and I have to admit that when I was playing original Quake III I never touched the expansion pack materials after its release. And that meant to the weapons too - the nailgun, chaingun and prox-launcher. These three weapons do show up on certain Quake Live maps, and it's a good indicator of my Quaker puritanism that I usually don't play on those particular rotations. Even these small extras seem like a bold step too far.
In fact, the more I play of Quake Live, the more begin to yearn for some of the features of the past. The array of tweaks introduced by the Orange Smoothie Productions mod, for example, which allowed for plenty of player-defined HUD tweaks and even coach spectator modes with split-screen streaming. Then there was the force-enemy model command, which was a must in the past, and doesn't seem possible now (I am hoping to be corrected). Making all my enemy appear as the TankJr model certainly aided identification when hearing someone approach, and I wish I could still benefit from that kind of audio signposting today.
Indeed, while Quake Live does seem to have concentrated and reinvigorated the game by keeping it up to date in one easily accessible place, it has drastically limited the freedom that the original game had come to allow. You can, of course, still go and experience that - the original Quake III still works, and there are numerous servers available that do still support the old mods, although their numbers are much depleted by time - but it would be great if this new web service erred on the side of the community and destined to be able to support a wider range of features and mods. I should love to see the Quake III release of Rocket Arena on here, which I poured thousands of hours into years past.

What I would hope is that Quake Live is indeed able to make a profit and expand into both more and better features, such as providing for the finest glory day mods. I'm certain Quake Live will bring back home of the best of the old deathmatch and capture the flag maps, but it could just end there: this game will need significant sponsorship if it's to survive on ads alone, and whether this will happen is unclear.
Quake Live has some stiff competition from games such as Battlefield Heroes, and since there is no micropayment model for Quake Live, the income here is going to be based purely on whatever advertising they can pipe into to site, (and potentially the game arenas too).
It is impossible not to be entranced and enthralled by this mighty relic of Id Software's heyday - indeed, I found myself taking screenshots for this article only to emerge an hour later with three games of capture the flag under my belt. Yet I do wonder if the things that made it hypnotically great - the mechanistic minimalism and spartan feature list - are the exact things that will mean it cannot truly claim its place in the future of persistent characters, upgradeable experiences, and micro-payment enjoyment extensions.
Id, meanwhile, say Quake Live is here to stay and have continued irregularly updating the site. I hope they're right, because my lunchtime deathmatch is back.
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Comments (45) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Here it comes. It's POSSIBLE
cg_forceEnemyModel keel/bright
cg_forceTeamModel crash/red
cg_forcemodel 1
You can also set enemies to appear black when they die with.
cg_deadBodyDarken 1
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Also, AFAIK server admins can't put up a skill level for their own server. The skill level is automatically determined based on the skill levels of the players that are present on the server and thus changes from time to time as players enter and leave.
The article disappoints me a bit to be honest. Yeah it's great that you relive your glory days of Quake 3 again, but tell the lovely readers about the match making system, friends system, the achievement system, the stats, what content is in there (while mentioning the nailgun and proximity launcher, you failed to mention that the whole Team Arena expansion pack is in there), what game modes there are, etc, etc. All the stuff that makes Quake Live a new thing rather than just Quake III Arena all over again isn't discussed in the article. If you dig just slightly deeper than simply playing a bunch of Quake Live matches, then there's a lot more interesting stuff to talk about. It's especially unforgiving that you didn't because this game has been publicly playable for months now.
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god how i miss skill/twitch based shooters these days... not that i don't like the current shooters, but whatever happened to deathmatch? now it's team deathmatch everywhere, and FFA seems to have been forgotten
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Even at its peak Q3 was hardly a huge community, whereas at around the same time I remember watching CS1.5 HLTV broadcasted pro matches (SK, eoL etc) with 30,000 people just watching.
And the fact that there's so few devs that understand how to make a deathmatch game (two?)
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If nothing else, Q3 reminded me that I've not really enjoyed an FPS since, no matter how deep I found Bioshock, no matter how engrossed I was in HL2's story. MOH and COD, even Crisis and Crysis, I just find them fiddly. Until you can get shmups in arcades again, this'll do.
I'm now going to dig out my Amigas, and challenge The Office Youth to Stunt Car Racer.
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Free for all doesn't work in the context of Allies vs. Axis, or any game that has a distinct 'Us vs. Them' single player mode that beats the player's perception of the game into team combat. FFA on CoD4 is plain weird.
But, yes, FFA demands real skill, and I'm glad Quake Live is about. University College Dublin's public computer labs were my victory grounds!
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Quake III is so cheap that's it's almost free anyway, and this whole "Quake in a browser" (even though it's clearly not in a browser) was just a way a of trying to market a rather casual-unfriendly game to the casuals. I'm not really surprised it hasn't been much of a success.
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Thats what I thought as well.
During the tutorial you actually get 200 megs of .pk3 files installed somewhere.
I thought Q Live would use some clever technology to stream the data so you can play it anywhere. Instead you basically get the original game except the launcher in a browser instead of on your computer. That was a bit dissapointing.
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I think DICE would've done better just converting 1942 into a browser game sort of like id has done here.
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i think it has more to with the fact that a team based game always has 50% winners, so everybody gets to win a game. in FFA, realistically speaking, you have 10% of players that will win games (as in finishing at number 1), and 90% losers.
i see the logic there, but still, would it be so hard to include an FFA mode nonetheless? technically it's certainly feasable
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Quake Live is great, I'm surprised it's taken this long for this article as it did go live months ago.
Great fun, but now we just need Unreal Tournament Live...
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After a couple of years of Halo and COD4 mp it is ferociously fast and lean, and strangely hypnotic - I couldn't tell you a single memorable thing about the 7000 frags or so I've notched up, you just end up in this weird adrenalin-fuelled zone, probably the nearest gaming comes to a pure sport.
I played a fuck-ton of Q3A back upon release, but these days of broadband and 60ms ping times almost make it a different game, and certain weapons like the Railgun and lightning gun have taken on a new life. It's also pleasant to end a game with a simple type of "gg" instead of the drooling offensive inanities that infest Xbox Live
@Skillian have you got a link to any coverage/announcement re: the F2P model failing? It would be a shame, but unsurprising - it really is a hardcore game and even with the Skill matching a lot of people will get their arses handed to them on a plate of BFGness until they learn the maps, weapons etc - I certainly did and I've played it before! Can see a lot of casual gamers thinking "bugger this" ...
And Battlefield Heroes is steaming shite, it really is
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"During his QuakeCon keynote address, Carmack explained to the crowd that in-game advertising was not enough to support the web-based title." The in-game advertising stuff has not been big business," he admitted. "That's not going to be able to carry the project."
[link url=http://ww w.shacknews.com/onearticle.x/59998
]http://ww w.shacknews.com/onearticle.x/59...[/link]
edit: That doesn't mean it'll no longer be free to play though. As far as I can tell they are going to offer a subscription model for those who want to run their own private servers, but your average player will still be able to jump on a server and play without paying.
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Many lots of laughs.
My head says that Quake 3 is obviously the most balanced DM game that ID ever produced. Though my heart still belongs to Quakeworld.
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My head says that Quake 3 is obviously the most balanced DM game ever produced.
Fixed. Also, i like your screen name. Fallen was a great movie.
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I guess it's because there is nothing much like it anymore (whilst UT with it's original game modes and excellent bots has been done to death). Also the graphics, despite being old, are so shiny and quick it feels like the gaming equivalent of a sugar high.
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Cheers for the link mate. That's a weight off my mind - I like the game, not sure I would pay a subscription for it in this day and age though ...
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The game works really well, everything that you want to modify is modifiable, most of the config commands remain intact and there are many new additions that have polished the game even more.
Right now QL has two main drawbacks, the community/players and the amount of maps.
Firstly the community, there are lots of casual players and I don't mind this, the tier system does a relatively good job at matching players against similarly skilled opponents, although it's not perfect it is better than nothing. The real problem with the community arises when it comes to how players deal with losing.
Quake has always been a completely ruthless game, you are punished severely for any mistake or weakness and since it's so well balanced the difference between killing your opponent and gaining an advantage or being outgunned and dying is very small. Because of this, a great deal of the games are plagued with players who find it all too easy to quit halfway through. You play a CTF game and your team makes one capture and you'll usually see one of your opponents disappear immediately as he's decided his team has no chance. This kind of behaviour gets old very quickly and it does lessen the enjoyment dramatically at times, you end up having to spend more and more time trying to find a suitable server that you can play on for more than 30 minutes in one session.
Of course, the stats are partly to blame for this, even though I think they are a good addition, far too many players pay too much attention to them.
The other improvement I'd like to see is more quality maps. I know they are working on it and we will get more maps (the recent six maps in six weeks thing was excellent) but the sooner we get more quality maps the better.
I suggest the author checks out the QL Forum for Yakumo's QL Guide as that will detail a lot of modifications, commands and other settings you might want to use.
Quake Live will never be massively popular because it's a difficult and ruthless skill based game and these days the majority of gamers do not want a game like that. It's a shame that this is the way things have gone, but I don't see it changing as long as most of the industry is driven by money alone.
If they can discourage the mass quitting, add more quality maps and arrange a wide variety of competitions/leagues, I think QL could certainly become the first game really accepted as a 'sport'. It has all of the right ingredients to make it, the fact that it's free and available worldwide opens it up to everyone, it's about nothing else other than how good you are.
One final note, if you're a relatively skilled player looking for a proper game of CTF (or CA/TDM) then you should check out some of the pickup channels on IRC. The quality of these games is a fair bit higher than most public matches and the teams are usually more balanced so the game is a whole lot more intense.
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I think plenty of people would argue Quake / Quakeworld was a far greater achievement. The first true 3d game engine, the first FPS that actually worked over the internet with networking code that went on to form the basis for Counterstrike, online ranking, 32 and 64 player servers, the birth of machinima, and so on. Plus it was a *lot* faster than Q3A, if far less balanced.
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I see QL as an opportunity to get into the team side of things, which I only ever got to do occasionally in cybercafes at the time of release. So, if anyone has a casual clan that I could join please drop me a line!
Re: subscription model: Carmack mentioned that the subscription wouldn't take away any game modes or weapons or anything like that, it would just integrate more matchmaking features that pro-gaming clans would find helpful, like private servers and whatnot. I think it was at that CD Aktion interview that they posted on RPS, so Jim really should've known about it
And tbh, I'd probably subscribe just to help them out, this is the only game of its kind with a decent-swized community, I'd pay to keep it alive!
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Though I preferred it to UT, I never liked QIII all that much, because of the weapons; Rossignol claiming that the railgun and RL are the only significant weapons is surely less of a testament to how good they were and more of a testament to how bad the others were. To have a minimalist, stripped-back form of DM like Q3 offers is after all only one way to do DM. It's perfectly possible to make widely varied yet completely balanced weapons if you try - look at the Action mods for QII, HL and now HL2 for great examples of that. I never really understood why there was no DM mode for CS.
Maybe I'm just annoyed by the misspelling of 'reticle', when 'crosshair' is what the author really means, since he's not looking down an optical sight (then again, if he's using a forced enemy model so he can tell the footsteps apart, which seems like a minor form of cheating to me, maybe he is. You never know what cunning plans these Quake addicts will think up). But never mind.
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Still awesome.
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'
Rocket Arena demonstrated that all weapons had their place - you'd flick between them all during a good 1 v 1. Horses for courses in the end though, I prefer a smaller, purer set of weapons. Usually games that have tonnes of weapons bore me - there's usually a setup that's dominant to all the others and you waste time finding it.
UT was fun, it was good for a casual kick about. I personally found it seriously lacking when it came to hardcore 1 v 1s. Lucky we had both of 'em eh?
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I never really got into CTF. FFA, Rocket arena, and then finally the Action Quake mod, which was totally awesome and no one I've ever met seems to have played it.
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The only thing really holding QL back is the fact that you can't play promode or rocket arena.
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