The third game in the Quake
series is a departure from the previous games, focusing exclusively on multiplayer arena fighting with no story-driven singleplayer part - directly competing with Epic Games
that did the same with the contemporary Unreal Tournament
The offline part takes the player through a number of one-on-one and team-based challenges against AI-controlled opponents, slowly ranking upwards in difficulty, as the character of the player's choosing. Compared to the previous titles, the colours and general design of the game are much brighter and it shakes off the dominant shades of brown and grey the previous titles in the series were known for. The player's arsenal consists of new and familiar, but redesigned weapons, including a gauntlet (melee attacks) and a machine gun as the spawn weapons, a shotgun, plasma gun, lightning gun, rocket launcher, railgun and BFG. Each weapon has specific advantages, ranging from the amount of damage to reloading times and the ability to hit-scan opponents.
The different arenas are also filled with health bubbles, complete sets of armour and armour shards, the well-known Quad Damage power-up, ammunition, and specials such as Mega Health, Haste, Invisibility, a powerful Battlesuit, and more. As with the other Quake
games, it is known for its freedom in movement. Advanced players using techniques such as rocket jumping, strafing and circle jumping to quickly get around areas. The game offers more speed than Quake 2
, but it is not as fast as the original Quake
. Not everything was kept - the double jumping from the previous titles was removed for instance, but replaced with new tricks.
The singleplayer part only serves as a diversion for the online multiplayer options, with modes such as duel, team deathmatch (TDM), capture the flag (CTF) and more. As with Quake II
, the vanilla version of the game was eventually heavily tweaked by the players' community with all-new tournament features (including voting, referees, banning, netcode updates), as it was used in professional Pro Gaming tournaments for almost ten years.
- "雷神之锤III：竞技场" -- Chinese spelling (simplified)
- "Quake Arena" -- Working title
- "Quake 3" -- Informal title
- "Q3A" -- Abbreviated title
- "Q3" -- Abbreviated name
Part of the Following Groups
The Press Says
||Dec 15, 1999
||19 out of 20
||Jun 10, 2002
||9.3 out of 10
||Aug 31, 2008
||9 out of 10
||Nov 16, 2000
||9 out of 10
||Dec 15, 2000
||9 out of 10
||Dec 16, 1999
||9 out of 10
|Game industry News (GiN)
||Dec 15, 1999
||Dec 16, 1999
||90 out of 100
|Absolute Games (AG.ru)
||Dec 10, 1999
||80 out of 100
||May 01, 2005
||76 out of 100
There are currently no topics for this game.
, the game shipped with a very controversial multiplayer CD key check. (The key was printed on the case of the CD-ROM)
This system reduced piracy, but also introduced several other interesting issues. Several people who had bought the game were unable to play it online because their cd-key had already been "stolen" by people who used key generator programs to find valid multiplayer keys. There are also numerous reports of Quake III: Arena
boxes being opened at the store by dishonest people wanting to get a valid CD key.
After finishing the game, watch the credits roll. After the Credits show "THE END", the character with the hoverskates will skate around the screen like she's just learning.
Quake III: Arena
had several graphical features cut (assumed for performance reasons, and the arcane OpenGL ICD driver implementations at the time). Quake II
-style particles and realistic flares (that occlude behind models and alpha textures) were present in earlier revisions, but did not make it to the final release of the game.
There was also a flamethrower weapon planned, as well as a 3-tier player class system (light, medium, heavy) which were also cut from the design. References to this can still be seen in older Q3Test releases, and the files of the designer player models in a patches' pak2.pk3 (the 1998 dated .skin files).
Some of the features of the id Tech 3 engine:
- Bump mapping instead of mip mapping: Mip mapping rescaled a texture for several different sizes. Bump mapping actually applies per pixel light calculation for each texture. The trade off is processor speed vs realistic lighting.
- Curved surfaces: Quake III will interpolate the position of a point by doing real time calculation, based on the curvature of a surface.
On January 12, 2000, Quake III: Arena
was put on the infamous German index by the BPjS (confirmed on March 31, 2000). For more information about what this means and to see a list of games sharing the same fate, take a look here: BPjS/BPjM indexed games
There was a Limited Edition run of a "tin" game box instead of cardboard. The only difference is the box itself, nothing else extra is included.
- A downloadable add-on map pack is available on many Quake III: Arena sites on the internet, which contains all the maps from the Dreamcast release of the game. This add-on pack allows players of the Windows/Linux version to play on servers with Dreamcast players. This makes Quake III: Arena one of the first games to support transparent Internet play between a game console and the PC!
- In an interview on Gamasutra, designer Tim Willits called Quake III his biggest failure: "The game offered perfect multiplayer for hardcore players. In fact, they're still playing it. But the more casual gamers, and other people who actually have money, found playing next to impossible." This hints at a commercial motivation, and not the quality of the game itself.
- Quake III: Arena presents some of the heroes from previous Id games as playable skins, including the Space Marine from DOOM, the marine from Quake, and a few of the different marines from Quake II. All of these models and skins have both male and female counterparts, and different color variations.
- The game contains a reference to a popular online comic called User Friendly (www.userfriendly.org). When playing on q3dm19, pick up the fly power-up from the top of the level and fly all the way down until you’re below the final platform. Look up at the central floor and you’ll see an image of the Dust Puppy, as featured in the comic.
- While this game was in development, it was referred to as Trinity. This was an obvious reference that it was using the third and possibly final Quake engine.
- Some maps in Quake III: Arena include a wall decoration, that is actually The Icon of Sin, the final boss of id Software's Doom II: Hell on Earth.
- On the map q3dm15, the severed head of John Carmack can be found lying in a pool of blood.
References to the game
The game appears in the fifth episode of the first season of the US HBO TV series Six Feet Under
. The character Claire is shown playing it, doing rail shots with the quad damage activated.
50,000 copies of the game were sold within the first 3 days of its release.
Source code release
On August 19th, 2005, the full (GPL'd) source code to the game was released
id Software released a technology demo of the game, called Q3Test
, in early 1999. In the following five days, 2 million internet games were started worldwide. That works out to around 4 games every second.
Information also contributed by
- GameStar (Germany)
- Issue 03/2000 - Best Graphics in 1999