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
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.
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
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.
A PG-13 version of a model from the past. Crakho was inspired by the Quake 2 version of Crakhor: After Crakho got used and abused, she decided enouph is enouph and came out of hiding from Quake 2 into Quake 3.....Warning!! Profanity and Derogitory Language accompanies this model. (
ScreenShot)
| Category: Models
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8.22 MB
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May 17, 2002 |
4190 |
A Quake 2 bot which plays DM and CTF. Learns the map each time you play so it starts out slow. Website seems to be dead.
The trailer for the forthcoming TV series based around the team from Crossfire that went to Quakecon to win money for their community.
The trailer is a 6 minute preview of the 8 part series being aired on UK TV later this year and gives a small insight into the documentary that was made following 5 guys who came together to bring home the money for their fellow players.
It also features TosspoT and djWHEAT casting as well as some moments with the Crossfire team manager, ReDeYe and TV documentary maker Richard Green.
| Category: Movies
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73.77 MB
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September 03, 2006 |
2492 |

A teaser video for Digital Eclipse's upcoming frag video.
| Category: Movies
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55.81 MB
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September 30, 2002 |
741 |
on Ruiner(ctf beta3), following q4all_Fojji
Quake4all (Fojji(Fox), Sal, Bab, ZLC, Ani)
Spontan (Smove, Power3, Y, Yuka, Gokuuu)
| Category: Movies
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602.08 MB
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April 01, 2009 |
141 |
The author's first movie, a Quake3 CTF movie based on the
ctfx league. All frags and caps were taken from demos of matches played during the ctfx2 season. I tried to get a clip of a member from each team in the movie, but due to time restraints (both real and movie time) and lack of footage, i missed getting clan RaV in, sorry guys. You will need DivX installed to view the movie. Running time: 15:45.
| Category: Movies
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423.80 MB
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March 26, 2003 |
3140 |
The concept behind CQ3 is to bring all the fun of Doom, Quake1 and Quake2 to the Q3A engine. Stuff you can do with CQ3 includes customizing the way things look, with Q1 and Q2 HUD settings and models, player movement and weapon knockback physics, weapon reload time, damage, sound, and speed, item respawn time, sound, and amount, client spawn health, armor, weapons, and ammo. It also includes Quake1 and Quake2 maps that can be played in Quake3.
Before the delay of the Quake3 tournament and the cancellation of the Counter-Strike tournament, the mood of the CXG was quite good. This movie shows the first day of CXG and gives some impressions of the whole event. Including a spectacular dance-contest.
| Category: Movies
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41.86 MB
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January 15, 2004 |
2286 |
A Quake 3 Trickjumping video by Team blue. After their first video "the Motion Theory" they took a pretty long break but now they are back in production and making cycled.
| Category: Movies
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3.98 MB
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December 12, 2002 |
1134 |
| Category: Maps
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841.80 Kb
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April 23, 2002 |
1306 |
Decided to try my hand at some mapping for Quake 4. Went with making a small deathmatch map that could hold 4-5 players, as some people have described it; it has a very clockwise flow to the map, very smooth and fast, great 1 on 1 action.
| Category: Maps
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2.38 MB
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November 02, 2005 |
672 |
Demo of DaHang vs Purri during the QuakeCon 2007 Quad Damage Tournament
Map is The Rage (ztn2dm3)
| Category: Demos
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445.87 Kb
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March 09, 2008 |
259 |
An unique tribute video to an awesome quaker who has passed on.
| Category:
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420.08 MB
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February 02, 2010 |
11 |