![]() ![]() ![]() Weapon pouch models are modified versions of a model by Victor" DaEngineer" Karp. Encourages more thinking about what weapons to pickup as opposed to just grabbing everything that comes by, as well as by making players decide between more weapon diversity or waiting to pickup 3 weapons for an uberweapon (instant gratification vs. ![]() Weapon limits and weapon pouches: Players can collect up to one non-starter weapon upon spawn, but must collect items called weapon pouches to make room for new non-starter weapons. Use to deny items from other players or move out-of-reach items toward you, creating a whole new dimension of gameplay that's well-suited for competitive Quake and feels right at home / non-gimmicky since it simply extends an existing game mechanic (knockback) and applies it to another existing element (items). Item Knockback: Items can now recieve knockback from splash damage weapons like players can. Provides an alternative means for the out-of-control player to regain control of the map apart from just controlling armors, while still punishing poor decision-making. ![]() Reinforces item control and places emphasis on weapon control over traditional health / armor control. Uberweapons (trademark mechanic): Upgraded versions of the standard Quake 3 arsenal, which can be obtained by obtaining 3 weapons of the same type. Since I know this is primarily an original Quake / QuakeWorld-focused forum, I'll go ahead and mention that if there is enough interest in it, I may decide to create a QuakeWorld version of Uber Arena. I don't have anything really against the direction being taken with the gameplay of QC - I think the idea behind it is awesome and worth pursuing (though there's certainly a lot of balance issues that could be addressed), but I can also totally understand why people may not care for it, since it is a much more drastic change that radically redefines one of Quake's main pillars, which is on-spawn equality. In the end, the goal is to demonstrate how the arena FPS genre can be refreshed and innovated in ways that are more faithful to the base ideas of arena FPS in general, as opposed to Quake Champions which has proven to be highly controversial amongst the playerbase. All mechanics were designed around Quake's core principles such as on-spawn equality, item control, positioning, and movement, with the intention of enhancing these critical gameplay elements and introducing more skill without undermining the foundations of the game itself. It has NO loadouts, NO abilities, NO champions, NO item timers, NO mechanics that use random number generators, and NO on-spawn inequality. Uber Arena is a mod that takes the standard gameplay of Quake 3 and attempts to build upon and revitalize it with new gameplay mechanics and items. And with Quake 3's 20th anniversary coming up this year, I suppose now is a good time as any to get started if you're going to be modding for such an old game, hehe :p I really enjoy the feeling of finally solving tough problems, which this mod has offered plenty of (and still has a few yet to be taken care of), but it has undeniably been very educational as well. I'm now in university taking classes for computer science with the hopes of eventually finding some good-paying programming jobs, but while I definitely have more serious aspirations in the realm of software engineering, that certainly doesn't mean I can't have a little bit of fun building some personal projects for my favorite games. I've been working on this on-and-off for a while as a hobby project to practice software programming in a familiar context outside of just writing boring console programs. I've been working on a new Quake 3 mod lately called Uber Arena and recently released a new version of it. ![]()
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