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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. Notes for version 0.99w5:
chg: "Duel" armorsystem is now the default for team games as well
chg: quad shell is now always blue
chg: testmodel/testgun cruft removed
chg: all HUD variations show flag status in CTF
chg: popsicle effect is now totally white rather than bluish-white was a bit too close to the Quad effect with some configs
chg: be really agressive about popsicle trajectory tests stops them slipping through seams on maps like DM6
chg: max number of demos on menu increased to a real 240 rather than an id-math 128, which is about 40 :P
chg: creepcam_smoothfactor renamed to creepcamSmoothRate since that's what it actually is
fix: no blood effect when SG'ing popsicles
fix: cg_enemycolors default should be "", not "0"
fix: coaches were being blacked out in speclocked games
New in this release:
chg: the "low" ammo point for SG is 5 rather than 10
chg: enabled armoursystem vote in CQ3
chg: cg_shadows 2 and 3 removed - too buggy and cheaty (both project through walls etc)
chg: stepup events optimized
chg: improved client prediction during djumps. CPM3 lower rl is easiest place to see the difference
chg: popsicles refreeze over time if abandoned mid-thaw. same rate as for thawing, i.e. if you thaw for 2 secs then leave for 1 sec, there's 2 secs left
As far as the actual code goes, the only thing missing is the "live MVD" on GTV.
The latest version of CPMA. The Challenge Pro Mode's goals were, first and foremost, to make a more exciting and challenging game to play and we hoped that this would help advance Q3 into a professional sport. Along the way we made a choice between making only small conservative changes to Q3A, and making the changes that our design team recommended. We took the path of making the changes that our design team felt were necessary.
The Challenge Pro Mode (CPM) project was created by Richard 'Hoony' Sandlant in May 1999 (when the 'Q3test' was released) after he realised that Quake 3 Arena was going to have a lot of "newbie-friendly" features and after John Carmack admitted a more challenging version might be better for professional gamers (which is where the name "pro mode" came from). Notes for version 0.99x8 (9 Sep 02):
add: CPM13B map config (PG -> LG)
add: cg_predict (0-2)
replaces cg_nopredict
0 = off
1 = normal
2 = optimised
the normal prediction path is extremely slow at times
(notably around curves) and can cost you 100fps on a GHz machine
this new scheme is MUCH faster, but slightly more prone to errors.
oddly enough, it's still more accurate than the original
id prediction code (i.e. before the CPMA fixes) :)
if you have a slow machine, it's definitely worth trying.
* currently very broken on lifts
add: new scoreboard for DM
needs a lot of work still, but is VERY cool for GTV :)
(accuracy icon is for RL skill: effectiveness and direct hits)
add: assorted GTV-awareness (prepping for live MVD)
add: picture-in-picture for MVD :P
(press P to cycle window positions during playback)
add: UPS in MVDs
add: support gametype-specific spawnpoints
chg: allow mappers to specify respawn times for certain types of items
not weapons (can't play id "pro" maps with polish rules or in ffa)
not powerups (cpm13 becomes awful)
chg: acc "qualifying" shot count for PG upped from 45 to 50
chg: PickedUp and DiedWith columns renamed to Take and Drop
was too much space for something so unimportant
fix: explicitly dropping the current weapon didn't switch from it
The Challenge Pro Mode's goals were, first and foremost, to make a more exciting and challenging game to play and we hoped that this would help advance Q3 into a professional sport. Designed for use with Q3 1.32, but will work fine with older versions as well. Coach mode and MVD have had a pretty significant overhaul, and they're a lot better for it. All the rather hackish elements of the original coaching code are a thing of the past now, and it's fully integrated with MVD. The PiP windows have been enhanced once again to the extent that they now behave almost exactly like normal views, all the way down to things like cg_drawGun and cg_gunX/Y/Z. Coachview itself has been reorganised to maximise player views and minimise the cruft of the "general" HUD elements (score, time, etc), and is now available in demos as well: just click to zoom in/out on players; right-click to change POVs, etc.
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. Includes a couple of trivial adds/hotfixes from 99x9a.
This release actually had some Real Live Testing, and it certainly looks like things are much better now. EVERYONE should upgrade to this build, ESPECIALLY any 1.32 servers. No matter where in the world they are or what the server is used for, this is what they should be running. Install it yourselves and then urge your server admins to do the same. If they're upgrading from the 99x series as most probably are, they WILL have to read the docs or things are going to get nasty. Make sure YOU understand the changes so that you can walk them through it if they get confused.
The crucial information for the 99y series is that servers MUST run modes, which are described in painful detail in docs/cpma-q3-Modes.txt. Servers running CPMA-unaware MA maps (i.e. RA3 maps) MUST have valid definitions for those arenas, and I expect most of them don't. Again, those are described in that document. The 99y series ships with a set of definitions for those maps in the cfg-ra3/ directory, so admins can simply use "+set map_cfgdir cfg-ra3" on the command line to get up and running immediately, then tweak them later if they want.
It's imperative that people upgrade, and most of them probably won't do so any time soon unless you ask them to. This is the ONLY version that is 100% happy with 1.32, so make the effort for your own benefit.
A CPMA frag movie. This movie contains some of my sweetest frag made in CPMA version 1.1. It contains only my POV. Most of the frags are done in first person view, but there are some third person angle shots. Includes in game sounds. Includes frags on the following maps: cpm3(a), ospdm5a, cpm21, cpm1a, cpm15, cpm7a, and more.
| Category: Movies
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299.62 MB
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January 17, 2004 |
37573 |
A map pack for the popular Challenge ProMode Arena mod. Includes six maps.
| Category: Maps
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22.24 MB
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April 13, 2003 |
6620 |
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. The armor systems have been tweaked in this build for playtesting.
This version has a updated demo menu code to work with Q3 1.31 and bug fixes with item pickups on initial spawns.
Challenge Pro Mode Arena v1.0 mod. Includes Map pack #4.
The highly awaited version 1.0 of the Challenge ProMode Arena mod. Includes all the map packs released for the ProMode Arena mod.
An upgrade for users of CPMA v1.0. This build's mostly about bandwidth and CTF, but one very notable "core" change is the death of pmove. Requires Map Packs 1-5 and CPMA 1.0 to already be installed.
Click here to read a full list of changes.
The public beta of Challenge ProMode Arena v1.2. It is encouraged that admins put this release on their servers. If you do upgrade, you must delete the 1.11 files.The big feature of this release is obviously HoonyMode, but you could argue that it has two new gametypes rather than one: They've made a couple of small but key changes to CTF, and the end result is something that has very little in common with what CPM CTF is generally like now. The days of two people playing Defrag while 8 others FFA are over. Get used to the idea of escorting and path clearing for your FC, because it's going to be EXTREMELY difficult for even the best players to make a cap without proper support. With the increased skill demands, the difference between a great FC and an average one is going to be huge: something that Quake hasn't had since Q2.
Version 1.45 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: callvote remove is back
- chg: RG low ammo warning
- chg: CQ3 pg/sg ammobox
- chg: CQ3 RG scaling from 100 to 80
- chg: CQ3 hitsound from CPM
- fix: finally, hopefully, the @#$%ing TA bugs with rocket splash
- fix: IDs bot stuck
- fix: PMC ctfs/ctf heavy flag
- fix: CPM ctfs heavy flag
This is a short frag-movie by Gibson (m0000?!) showing him on q3dm6 playing CPMA. Effects and frags are synced with the music in a cool way all the way through the film.
| Category: Movies
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97.09 MB
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December 23, 2003 |
1878 |
I''ve released my new Quake 3: Arena frag movie entitled "DOMINATION." This movie contains stunning frags made by yours truly over the last 1 and 1/2 years in multiple modes of CPMA VQ3 and Promode. The focus is more on the frags than editing effects.
In game sounds compliment the frags. The framerate sits at a comfortable 45FPS throughout the movie. WMV V9 is the codec used, this is so you can still look at a great picture without having to worry if your low end computer can handle the movie or not.
So, sit back and enjoy the movie!
| Category: Movies
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296.72 MB
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February 11, 2008 |
351 |
I present to you my latest creation, a frag highlights movie featuring the polish cpma player sh4un. The duration of the movie is 8:09 minutes.
| Category: Movies
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181.47 MB
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March 14, 2005 |
1979 |