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This is a movie of the multigaming clan Deathreign. It shows game scenes of nearly every game they ever played. There are Action Quake2, Counterstrike, Quake3 TDM, Ra3/cpma, Elite Force, Reaction Quake3, Urban Terror, and UT2003 scenes.
Category: Movies 274.38 MB February 08, 2003 3687

We all know CPMA is played around the world. From USA to Sweden, from Brazil to Poland, the game is loved by approximately 9% of the population. Yet even 20,000 leagues under the sea there are crustaceans trying to master the 5 second cap on CTF2. Somehow 8bitlobster managed to use his clumsy claws on a mouse and keyboard (!) in conjunction with a video editing program to whip up a CPMA movie for all to see. With a funky soundtrack that will make you want to dance the robot and frags from players across the community.
Category: Movies 236.91 MB June 15, 2006 5174

Map:ra3map11 POV:cL-Azazel Comments:CPMA demo. (ra3style)
Category: Demos 1.62 MB November 14, 2001 752

Control is a movie about 2 mods: Defrag and CPMA. The cast features NoGhost (PR 1.16) mod players that started playing on 1.32 and somewhat became successful with that. Part 1, is Defrag, featuring crazy fast caps & runs, times of those are highly ranked. Part 2, is CPMA, probably not hardcore frags but bearable I guess. Most of frags are from flag modes (CTF & NTF) but still managed to pop in some TDM & 1v1 footage. So for some time I''ve been wanting to make a Q3 movie. After realizing that my footage is pretty crap.. I needed someone to help me out with that. Fortunately, Nightmare was willing to do it and sent me loads of footage on 08/01/09 (when project started). I know I''m not the best when it comes to editing and/or fragging but I had loads of fun while making this movie and hopefully I get to make another one soon.
Category: Movies 440.47 MB April 02, 2009 379

The pack contains 6 Deathmatch (DM/TDM) maps and 3 CTF maps.

  • cpm4a - Realm of Steel Rats - Khaile and swelt: Identical to the previously released version, this remix of Khaile's DM classic CPM4 replaces the shiny T4 texture set with Lunaran's gritty industrial look. No gameplay changes beyond the inclusion of Drex's optimised area location names.
  • cpm18r - Powahaus Redux - swelt and Lunaran: Updated from the previous release, this edition includes optimised support for vertex lighting mode, and a number of small gameplay tweaks in response to extensive feedback.
  • cpm26 & cpmctf4 - Out of the Dark - swelt: Originally released as nodm12, cpm26 is a 4v4 TDM / Large FFA map will be familiar to most experienced CPMA players. It's been used in a number of TDM tournaments and is a popular choice in pickup games. The Quad and Battlesuit combination is always a firm favourite in TDM. This new version includes some slight architecture tweaks in the RA pool and a few texture tweaks. cpmctf4 is the CTF/NTF remix of the same map.
  • cpm27 - Inspired - swelt: Another map to support the 4v4 TDM scene, this map contrasts wide, open and vertical areas with tight corridors and in-your-face gameplay. Featuring Quad and Invisibility powerups in addition to 2 MegaHealths.
  • cpm28 - Unbalanced - acid: Underneath the characteristic Cel Shaded styling of Unbalanced lies a very smooth a polished layout. This version features an optimised item layout that will equally suit 1v1, 2v2 and FFA gametypes.
  • cpm29 - Solid - swelt: A map originally designed for fast and fun 2v2 matches that also offers some great opportunities for cat-and-mouse style 1v1. Item layout and even some architecture is optimised to suit each of these two modes.
  • cpmctf3 - Draconian Measures - ninemil: One of the first CTF maps designed with NTF firmly in mind, Draconian Measures offers a very deep variety of tactical options. Though the layout can at first seem complex, it's this structure which will give flag runners and defenders alike the tools to outwit and outplay their opponent.
  • cpmctf5 - Fun Fun Fun - swelt: The name says it all, this fun oriented CTF is a slight modification of the DM classic CPM21.
  • Category: Maps 36.47 MB February 04, 2005 10916

    A frag highlight video featuring: exp, Cicc1o, knw, polterizer, Fatman, RzR, tony, and met. The maps featured are: pro-q3dm6, hub3aeroq3, ztn3tourney1, ospdm5, ospdm6, q3dm7, q3dm17, pukka3tourney2, q3wcp9, and q3wcp1.
    Category: Movies 205.31 MB April 22, 2007 1058

    CPMA no longer supports VQ3. There were many factors that led to this, but at the end of the day all you really need to know is: they gave the matter careful consideration, especially with respect to the VQ3 CA leagues that use CPMA; and the decision is not open to debate. However, since the mod was designed with support for two distinct sets of game rules, it made more sense to replace the VQ3 mode with something else rather than eliminate it entirely. Thus, the non-ProMode option in the mod is now Challenge Q3.
    Category: Modifications 2.39 MB January 22, 2002 369

    Mostly just small bugfixes and a general tightening up of some of the UI, but a couple of very handy new features as well (mostly for teamplay).
    Category: Modifications 2.43 MB April 26, 2002 332

    This is a pretty interesting release in lots of ways: aside from the most significant changes to general CPM gameplay yet and the introduction of the first new 1v1 gametype in *any* FPS in several years, it's also reached a new level for mods in general in terms of just how good they can be on a technical level. There are a grand total of FOUR bugfixes since the May03 1.11 release (and two of those are old id bugs that I finally got around to dealing with). I think that's an extremely strong statement as to just how high the mod's quality is these days, and something that's very gratifying to me personally. ... Having CTF become a real game again is a huge bonus, and we've included a couple of CTF maps (the first CPM CTF maps ever) in this release to give people a chance to experience that gameplay in levels that are worthy of it. There are also 4 new DM maps for the 1v1 crowd, including one with a rather familiar name.

    This is the FULL package, for clean/first-time installs. Just unzip this archive to your root Quake3/ directory with folders enabled, then read the README in the (newly-created) cpma/ subdirectory.
    Category: Modifications 82.82 MB January 05, 2004 4416

    This is a pretty interesting release in lots of ways: aside from the most significant changes to general CPM gameplay yet and the introduction of the first new 1v1 gametype in *any* FPS in several years, it's also reached a new level for mods in general in terms of just how good they can be on a technical level. There are a grand total of FOUR bugfixes since the May03 1.11 release. Having CTF become a real game again is a huge bonus, and we've included a couple of CTF maps (the first CPM CTF maps ever) in this release to give people a chance to experience that gameplay in levels that are worthy of it. There are also 4 new DM maps for the 1v1 crowd, including one with a rather familiar name. This is an UPGRADE package only: if you don't already have CPMA 1.1 you need to get the 1.2 FULL package instead.
    Category: Modifications 21.42 MB January 05, 2004 812

    An upgrade for users of CPMA v1.22. This release adds NTF, a class-based form of CTF that by default features Scouts, Fighters, and Tanks but can be customised with up to 8 classes. It also adds some extended functionality for maplists, a replacement for timenudge that automatically adapts for ping spikes, new prediction code for HPBs, new teamchat macros, and new HUD options.
    Category: Modifications 663.76 Kb May 14, 2004 773

    This is the full package, for clean/first-time installs. It includes the CPMA mod and all 6 map packs. Partly a maintenance build for 1.30, but also the revision and update of most of the netcode tweaks to date. timenudge, the adaptive cg_nudge, xerpClients, the 50ms hack, etc, have now all been combined into a single cvar that basically just does everything for you. It's enabled by default, and it really does give "normal" connections (i.e. anyone who isn't on dialup or playing halfway across the planet) the closest thing to LAN feel that you can get over the net, without introducing all the BS problems that CS/zeroping/etc have and while staying true to our "competition-class" approach to such things. Turn off ALL the crap that you've lovingly tweaked into your config over the years, and let the system handle it for you.
    Category: Modifications 81.82 MB June 03, 2004 5998

    This is an upgrade package. It requires CPMA 1.0 or later and map pack 5 to already be installed. Partly a maintenance build for 1.30, but also the revision and update of most of the netcode tweaks to date. timenudge, the adaptive cg_nudge, xerpClients, the 50ms hack, etc, have now all been combined into a single cvar that basically just does everything for you. It's enabled by default, and it really does give "normal" connections (i.e. anyone who isn't on dialup or playing halfway across the planet) the closest thing to LAN feel that you can get over the net, without introducing all the BS problems that CS/zeroping/etc have and while staying true to our "competition-class" approach to such things. Turn off ALL the crap that you've lovingly tweaked into your config over the years, and let the system handle it for you.
    Category: Modifications 887.57 Kb June 03, 2004 1054

    Version 1.33 of the Challenge ProMode Arena mod. This release is a full version except for the maps. You MUST already have all 7 CPM map packs to use this version of CPMA. You do not need to keep ANY old versions (z-cpma-pak100.pk3, etc). What's new:

  • add: the "superhud" begins... :D
  • add: ch_file (default: "hud") to select the hud file
  • add: reloadHUD command
  • add: cg_error, so you can actually see why a client fatal'd out
  • add: enabled s_announcer (3 years after originally adding it :)
  • add: Hellchick's announcer sounds: "s_announcer hellchick"
  • add: #S chat token - item in sights
  • add: a bunch of custom loc files for CTF maps, thanks to MassMan

  • chg: re-generated the PM skins as picmip0
  • chg: default reload for instagib is the gameplay's RG reload
  • chg: allow voting for obsoleted maps (cpm3/4/11/13/18)
  • chg: gauntlet range increased slightly
  • chg: CPM uses "absolutely honest" knockback rules
  • chg: CPM RL is unbiased
  • chg: deleted a whole bunch of hud-related cvars
  • chg: cg_thirdperson 1 only available in demos
  • chg: updated the defaults for a few client cvars
  • chg: MOTD maximum line length is now 60 chars
  • chg: MOTD line 3 is now available (lines 1 and 2 are still reserved)
  • chg: using "use item" with no item (i.e. as a signal) doesn't whine
  • chg: removed cg_centertime
  • chg: use a much better RNG for cointosses and "callvote random x"

  • fix: issues with excessively-sharded GA players picking up YAs
  • fix: re-enable bot "hunting" in instagib
  • fix: VQ3 battlesuit was using CPM "alternate spawns"
  • fix: splash damage could weasel its way through thin non-axial surfaces
  • fix: scoreboard getting "stuck on" in some MVDs

  • DEV: weapon ammo and box ammo reduced significantly
  • DEV: spawn locations are biased by enemy position rather than corpse
  • DEV: BFG is a 2000ups 100dmg projectile with no splash and 1250ms reload
  • Category: Modifications 7.66 MB July 15, 2006 1713

    Version 1.34 of the Challenge ProMode Arena mod. This release is a full version except for the maps. You MUST already have all 7 CPM map packs to use this version of CPMA. What's new:

  • add: CTF flag icons can be colored in the hud
  • add: sample huds in hud/
  • add: Runningman's playershadow and much-improved 3W font, thanks
  • add: hemostick's RL explosions
  • add: color T and color E for superhud elements to use red/blue stupidity
  • chg: cg_teamChatsOnly controls whether or not mm1 reaches the chat window
  • chg: moved the status bar to the superhud
  • chg: moved the weaponlist to the superhud
  • chg: moved the netgraph to the superhud
  • chg: removed hudstyle, hudnext, hudprev
  • chg: cg_nomip changes require a vid_restart
  • chg: cg_nomip 4 affects rocket and grenade explosions
  • chg: cg_nomip 8 only affects the grenade itself
  • chg: player settings (rail, pmskins) use cpma colors only
  • chg: CPM GL self-damage is 50% and uses the 50/50 rule for H/A
  • chg: VQ3 is allowed to use inconsistent weapon respawns
  • chg: VQ3 is allowed to use dlights on FCs
  • chg: unpause and timein play "prepare to fight" instead of klaxon
  • chg: pickplayer renamed to pick, and is no longer an alias for invite
  • chg: pick automatically adds the player to the team
  • chg: can't invite or pick speconly players
  • fix: various superhud nits
  • fix: prosound was falling back to PVS for idlers with RG/LG
  • fix: "drop weapon" wasn't enforcing the reload wait
  • Category: Modifications 7.60 MB July 26, 2006 1228

    This release is a full version except for the maps. You MUST already have all 7 CPM map packs to use this version of CPMA. What's new:

  • Options and Settings GUI
  • VQ3TDM mode
  • Smartbots now play VQ3
  • Tweaked CPM 1v1 ammo levels
  • Category: Modifications 7.69 MB November 20, 2006 1638

    Version 1.44 of the Challenge ProMode Arena mod. This release is a full version except for the maps. You MUST already have all 7 CPM map packs to use this version of CPMA. What's new:
      Universal mod changes
    • Item bounding boxes fixed and aligned, they were extremely asymmetric, items may feel smaller

    • New particle system for rail, lightning gun and smoke

    • hud_hide and hud_show commands for individual hud elements

    • New icons thanks to vamp1re

    • CPM gameplay
    • 2,000 units per second plasma (up from 1,800)
    • Q4MAX spawn system in 1v1 (random using the furthest 50% of spawns from the killer)
    • Tele-exit speed reduced to 400 from 440 and the 'cripple' effect on exit removed. This means less free speed but more ability to circle jump, all teledoubles that were possible are now but may need some practice. Teleporter exit circle jumps now follow the same rules as normal circle jumps
      CQ3 gameplay
    • ChallengeQuake3 gameplay modified - has the dev rail gun, ramp jumps, CPM water movement and a number of other tweaks, see the changelog for further details

    • VQ3
    • No changes
    Category: Modifications 7.71 MB December 21, 2007 1350

    The Challenge Pro Mode is a modification for Q3A which aims to make the game more exciting and challenging for "expert players". It is not a remake of Q3A as QW or Q2, although some features from both previous id Software games have made their way into pro mode. This brings significant tweaks for the Challenge Quake gameplay along with some bug fixes and useful features for all players such as SuperHUD for coaches, no beam lightning, the return of the fast rail option for Clan Arena, armour and health voteable up to 400 for Deathmatch Arena and many more changes.
    Category: Modifications 7.65 MB April 22, 2009 2241

    It includes a new (match)mode "altca". When voting this mode, it will correctly set ammo settings, health-armor settings, falling damage, self/team damage, speclock and lock teams when everyone is ready. There will be no need to vote in 10 different things to start a "RA3-style" match.
    Category: Modifications 2.11 MB November 02, 2001 778

    99v6 includes "experimental" 'lag reducing' code. Read more about the new code.
    Category: Modifications 2.12 MB November 12, 2001 354


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