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The map is made for Cpma tournament play. I was trying to implement some tricks, and some new layout ideas. The map should be done much more earlier, but I don’t have really much time nowadays to play with Radiant. I think map came out quite nice. I would like to thank all people, who beta-test this map, to help me make it better :)
ShadoW
| Category: Maps
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9.06 MB
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March 31, 2008 |
192 |
Built with Cpma in mind, for tournament games. This map was made in completely different way from my last map (Destroyer), that means, it will be very simple in brushwork and graphics elements, and I''ll focus on pure gameplay. After playing quite few hours I noticed that I like 2v2 cpma game most on this map.
| Category: Maps
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20.77 MB
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April 24, 2008 |
165 |
czm's original Quake3 cfg but modified for Quake4. This timer counts backwards like Q3's CPMA (the timer is made to subtract instead add).
The timer is used to time items. For example, you pick up Red Armor. Using the timer, you press your + on your keypad. At this point, you wont see anything special happen, but then you press the seconds in which you picked up red armor (look at the clock on the topleft of q4 to get seconds) then it will tell your team (yes, your playing TDM with no fraglimit) the time in which the NEXT red armor will spawn. It also holds QUAD time when u press "Page Down". This will allow you to SPAM to your teammates when quad will show up, so you all can pounce on it, preventing the enemy from getting it. This helps coordinate TDM teams to control items instead of running around and hoping via luck that you get an item when u walk on it. This will help you and your team dominate, because you know when the next ra is, and they wont waste time sitting there.
People who don't have timers, are either outta luck cause their camping a item in which was JUST taken, or the pro-good player instinctively knows when stuff pops up. There are many items built into the timer, this you have to read the readme. but that is the timer in a nutshell. It's a script of using variable strings and binds to keys. This is not a hacking program, a cheat, or anything deemed illegal in the gaming scene. This script is perfectly legal, have no worries.
| Category: Utilities
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12.65 Kb
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October 31, 2005 |
2468 |
A competition mod for Quake4. Besides the custom game types included, the mod does not stray away from the feel of standard Quake4. In addition to the usual assortment of fixes and optimizations you've come to expect, this release brings a number of major changes.
SuperHud: This new system allows you to easily to create custom HUD layouts, and gives a significant boost to framerate - typically increasing FPS by 25%. Anyone who has edited a CPMA SuperHud will be largely familiar with the syntax, although there are a few differences, so take a look at the examples and documentation.
Multiplayer Bots: Our Artificially Intelligent friends have reached the point where we are happy to list them as a feature. In addition to basic navigation skills, they understand some complex concepts like timing armors and dodging their opponent's fire. There are always ways bots can be improved, but hopefully you'll enjoy them at this point.
Menu Restructure: The menus have been significantly restructured ; most importantly, the entire settings menu is accessible in-game.
Very impressive video, shows off the physics of cpm, this video displays frags as well as tricks. Definitly a download if you have any interest in trickjumping or cpma. Runs: 5:42.
| Category: Movies
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78.11 MB
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January 13, 2003 |
2088 |
js-CLAN presents a high quality 1v1 Quake3 Cpma Frag Movie. All the clips are from the same LAN party. s-SHEFT owns js-Chinese FoooD so hard.
A mainly cpm orientated q3 movie by subz. Sometime in February I decided that I'll make a q3 movie, because q3 is so awesome to work it, and I was sort of getting into CPMA with #cpmpickup and so on. So I asked for a few demos, and I got a little bit, then a little bit more, and then fei from Shaolinproductions dumped the gq4 demos over my head, so all of a sudden I had this epic amount of very nice footage, and realized that this will have to be something more. I've been sorting demos since then, thinking up scenes, and whatnot, and actually started working on it only in June,More technical stuff about the movie you can find out in #unpredictables on irc.quakenet.org (it's where I reside).
| Category: Movies
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540.78 MB
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September 02, 2008 |
1410 |
Simplistic CPM frag movie with content from mostly duels and 2v2 TDM matches. Nearly all content filmed on the Southern Comfort CPMA server. This project started off as a joke but I developed a deep interest towards making a Quake3 movie since I had made many UT2003/UT2004 movies in the past. It was a learning experience and I think it''s entertaining enough.
| Category: Movies
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240.73 MB
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June 28, 2008 |
1037 |
Rogue Baguette is an embarrassingly simple pseudo-sequel to Rogue Bagel (CPM frag movie) made entirely using FOSS (Free Open Source Software) on Linux. The quality of the content is lower than its predecessor. It contains frags from duels and 2v2''s played on the Southern Comfort CPMA server and most of the frags are from epitaph and cuirass.
| Category: Movies
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184.35 MB
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July 14, 2009 |
220 |
s7owned is my secend movie in the year 2008. It is a cpma freestyle movie, containing single tricks by smok1e.
Music: Muse - Plug in baby
Tricks: smok1e
Programms: q3mme 1.52
DeFRaG 1.91.08
Virtual Dub
Sony Vegas 7
7-zip
editor
| Category: Movies
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140.10 MB
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March 19, 2008 |
225 |
A short Q3 defrag tricking movie created by smok1e from s7ickup. It's a tease for my following [s7ickup]MaZe cpma defrag runs movie.
| Category: Movies
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143.36 MB
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September 23, 2007 |
1273 |
Quake 3 Movie featuring german player yf5. RA3, OSP CTF and CPMA vq3 action.. Edited with q3mme. Good editing with smooth music ;)
| Category: Movies
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173.79 MB
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April 11, 2008 |
471 |
Modern and futuristic, with grey textures and glaring blue overtones. Not the prettiest map I've ever made, but it definately is fun to play. Built for 1vs1 in a cpma environment, it always plays well for 1vs1 in vq3, as well as in chaotic ffa games. Trick jumps are abound, some working in different mods, depending on how you play the map. 1 large open 6 floor room and one small side room. This map uses custom textures by various authors including Matt "Lunaran" Breit, Randy Reddig. and some extra ones that are mine. Check the readme to see which textures belong to who.
ScreenShot
| Category: Maps
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2.72 MB
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November 24, 2002 |
1907 |
Changes and fixes in this patch:
-Fixed all known 1.0 bugs.
-Added admin features.
-Added new cheat protection. ( same as OSP/CPMA )
-Added new flood protection.
-Added new prediction code to the grapple so it works for HPBs.
-Added last 4 maps played disabled to portal.
-Adding new Quickstart menu to quickly find Threewave servers.
-Beefed up the random portal.
-Fixed the in game browser.
-Reworked the grapple delays.
Changes and fixes in this patch:
-Fixed all known 1.0 bugs.
-Added admin features.
-Added new cheat protection. ( same as OSP/CPMA )
-Added new flood protection.
-Added new prediction code to the grapple so it works for HPBs.
-Added last 4 maps played disabled to portal.
-Adding new Quickstart menu to quickly find Threewave servers.
-Beefed up the random portal.
-Fixed the in game browser.
-Reworked the grapple delays.
TriCkeD, featuring jumpers oRk-Mephisto, [AfZ]P3z, and BasTard. a combination of single moves, and runs using vq3 (BasTard, oRk-Mephisto, [Afz]P3z), and cpma pro-mode ([Afz]P3z). maps ID -q3dm6, q3dm12, q3dm17, q3ctf4, q3dm14, q3tourney6, q3dm7 custom - Cos1_beta7, 0spdm1, Ospdm5, Ospdm6, Ospdm8, Ospdm9, Cpm9, Nodm3a, Ilp2001, Wcp23, and Lzctf1.
| Category: Movies
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197.21 MB
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January 10, 2003 |
5928 |
The sequel of the CPMA/VQ3 trick movie "Tricked". It features it_1981, it_roffo, and pez with special guests ag3nt, _2bad_,fake_id, mephisto and minky. The movie is a combination of shorts run and singles tricks on CPMA and classic VQ3 maps. There are no defrag runs in this video only freestyle. The videos effects are nicely synced with music. Maps featured include: cos1_beta7,dm9,dm6,dm17.
| Category: Movies
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250.03 MB
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October 07, 2003 |
10691 |
Triple A is my second large Quake video. it includes a few nice Frags from OSP TDM also a little CPMA.
| Category: Movies
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76.55 MB
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November 19, 2002 |
453 |
Unlagged Freeze Tag is a teamplay modification based on Darrell Bircsak's Freeze Tag 1.5. You should catch on pretty fast - just shoot the other team up, and when they'd usually die they freeze instead. Once you have all the players on the other team frozen at the same time, your team gets a point and another round will start. To thaw a frozen teammate (a corpsicle), stand next to him for a while. When your team reaches the round limit, the game is over. There are a bunch of bug fixes, consistency tweaks for Unlagged, laggy player skip correction, CPMA/OSP's actual 50ms lag correction (the previous version used extrapolation), and some nifty new referee features.
Ultra Freeze Tag is a teamplay modification based on Darrell Bircsak's Freeze Tag 1.5. You should catch on pretty fast - just shoot the other team up, and when they'd usually die they freeze instead. Once you have all the players on the other team frozen at the same time, your team gets a point and another round will start. To thaw a frozen teammate (a corpsicle), stand next to him for a while. When your team reaches the round limit, the game is over. What's new:
fixed issues with log parsers
smart respawn algorithm which seriously cuts down on spawn frags and reverse spawn frags
g_noAttackTime (to go with g_noDamageTime on Instafreeze servers)
hit sounds, pain feedback, and other effects are no longer dropped with pmove_fixed; multiple hit sounds for multiple hits (rocket two enemies and hear two sounds)
players no longer show up on the wrong team (rare, but it happens in 1.0)
cg_teamRails, ch_drawSpeed, cg_noTeamChatBeep, and cg_projectileNudge (set this to your ping if you want to use it)
ref_swap, ref_wallhack (shows other players through walls but ONLY when you're spectating another player)
doesn't allow blank names (like "^7 ")
message for environmental thaw (like lava thaw in hardcore mode); corpses shot out of environmental hazards do not thaw (in hardcore mode)
stats are per-game instead of per-session (but you can use "/statsacc" to get your accumulated session stats)
lag compensation tweaks (should look more consistent now, especially with pmove_fixed)
change algorithm for correction of 50ms lag (now exactly the same as CPMA and OSP)
correction for laggy players skipping around (and floating phone jack plume to show you when it can't correct)