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The CPMA Guru... ? $comment_count ?>
Challenge Pro Mode / Challenge Pro Mode Arena (CPM / CPMA) (official website: www.promode.org) has generated a lot of debate in it's short lifetime. Born of an ambitious plan to remake Q3A into some sort of ultimate competitive gaming challenge for expert players, the whole idea really pissed some people off while for others, they found it actually "worked".

The mod has been very "underground", with a number of players saying they enjoy it but don't play it competitively largely due to the fact it is not supported by the CPL and other important leagues. But every now and then we see it in action (most recently the Face|Off "Clash of the Titans" (USA) and "CPMA AllStars" (EU) events).

Recently (past 12 months or so) CPM transformed itself into CPMA, which has "multiple arena" support (like RA) as well as many other things. The mod also became far more closely integrated with OSP development. During this time there was a noticeable shift in the perception of CPM among many Quake players. With all of these changes, probably the single most important causative factor has been the impact of just one guy - arQon - who is the subject of this interview.

Sure there were other factors which were leading to CPM gaining some sort of wider acceptance as a mod - people were getting over some of the initial hysteria, the rise of CS and the (temporary?) slump in VQ3 (particularly in the US) encouraged a more objective reassessment of CPM's merits. The recognition for CPM maps such as CPM1a and CPM4 established legitimacy, the emergence of CPM "stars" such as ven0m, xfoo, krg, matr0x, and more recently, Apheleon, rat, and czm, conferred credibility to the CPM gameplay, and careful re-positioning of CPM as a "modest alternative" to VQ3 led to fewer non-CPM players being defensive about the mod.

But what arQon brought to CPM was a combination of things - first-order skills in programming, enormous energy and dedication, and probably most importantly - he is based in the US and constantly active, both on IRC and on the servers.

As a result, CPM / CPMA has developed into a mod with a LOT of powerful and compelling features, features which are difficult to discount. The gameplay has also been further refined and some of the more "radical" aspects toned down. This was still achieved through an independent design process, but arQon's pro-Q2 background and his critical views on QW have undoubtedly had an influence.

I believe these factors have probably had a lot to do with our recently seeing a range of VQ3 players in the US playing, and enjoying, CPMA. Among these players - czm, c3, bitchslayer, even Moonshine who was a tough critic in the early period. At the CPL 4 Year event Zero4 played CPMA, and enjoyed it. Recently Matador, another early critic, acknowledged that CPMA had its place. While these players do not see CPMA as a replacement for VQ3, they do increasingly acknowledge it as a viable alternative - producing a fun, fast, action-packed gaming style which is enjoyable to play and spectate.

At the same time, the 'arQon period' has witnessed some alienation of the original hardcore Polish CPM community and one or two members of the CPM team left (or went inactive) because they either were unhappy with the direction CPM was taking or they felt (rightly or wrongly) they could have no influence over its future direction. The most notable of those was RooS, who also just happened to be the most pro-QW CPM team member.

On to the interview. I didn't really have time to ask detailed questions, so my questions tend to be brief and to the point, leaving arQon to the "detail". The interview was conducted over the space of a month or so, with me adding a few more questions.

NOTE: The interviewer, Hoony, is also the creator of the CPM mod and remains active on the team (as team leader). That makes the interview "biased" so bear that in mind.

Interview with arQon


arQon, looking suitably mysterious.

Photog: BoondockSaint

Hoony: Tell us who you are, what you do, etc

arQon: My real name's Kevin, I'm English, and I'm currently living in Tahoe, California. After 14 years as a developer on Wall St and in Silicon Valley, I figured I deserved a break, so I took a year off to snowboard and work on fun projects. Unfortunately, that year is just about up, so I'll be looking for a job in the very near future. :(

Hoony: Where did your 'nick' come from?

arQon: It's a Quake-friendly version of "archon", which is a Gnostic term roughly equivalent to an Archangel. I've had more nicks than I can count over the years, but this one came about in a pretty bizarre way. Many years ago, there was a Commodore64 game called Archon. Great game, and I've toyed with the idea of writing a 3D version for a long while now but never had the time. Back when the Q3 game tools were released, I thought that it would make a sweet mod, so I adopted the name so I'd be reminded of it every time I played. About a year ago, I actually had the time to work on it and even got as far as the design and starting to code it, then something else came up...

Hoony: How did you get involved with CPMA?

arQon: In a fairly convoluted way. :)

I used to play Q3 a fair bit with Natestah (who's now a level designer at 2015.com). One day he messaged me something along the lines of "OMG! You've GOT to try this mod. This is how Q3 *should* have been." I started playing; I got utterly thrashed (this was no big deal - Nate can 0wn me in QW, Q2, VQ3, and probably Pong as well); and I got hooked.

Around the time that Nate moved to Omaha, Khaile was considering natedm1 for the next map pack but couldn't reach him because his email had changed. Khaile and I got to talking, and one of the things that came up was ProMode support in RA3. He mentioned that they'd tried talking to crt but he hadn't bothered replying, so it didn't look like it was going to happen. I already had multiarena code from the work I'd been doing on Archon (though the implementation was slightly different) and I time to spare. Three days later I had a ProMode Clan Arena mod that could handle RA3 maps. A little while after that I joined the ProMode team for real: this was just before CPM1.0 came out.

Hoony: What is your role?

arQon: My work on ProMode is essentially worrying about the OSP and multiarena aspects of the code, as well as implementing most of the gameplay changes since CPM1.0. Along with that, I do everything I can to kill bugs and add useful features without bloating the code with gimmicks. Contrary to popular belief, I'm NOT the development lead for the mod. I did do most of the design and code for CPMA, but that's simply because I have more free time than the rest of the team.

Hoony: How much time have you spent/ do you spend on CPMA?

arQon: Tons. More than I really care to think about. :)

I treat it as a job almost, just an extremely enjoyable one. If you factor in all the IRC/forum/email time as well I probably spent about 80 hours on it some weeks during the "worst" times (gearing up for the original release; the merge with OSP), but a LOT of those hours were spent "playtesting", which is to say 4-hour marathon CA and TDM sessions with my clanmates, which I don't think really counts. :)

Typically, it probably averages out to about 20 hours a week, and obviously there's a lot less NEED to spent much time on it nowadays, with the mod pretty much done.

Hoony: Why do you do it?

arQon: I love designing and writing code. If it wasn't working on CPMA, I'd be putting that time into a different project anyway. That's what this sabbatical was really about for me anyway. Since I get so much enjoyment out of *playing* the mod, I'm happy to spend the time that I do trying to improve it. I think that when you actually play the games that you develop, any bugs irritate the hell out of you if you end up losing a frag because of one; and you find yourself thinking "Hey, it would be really cool if it did xyz". Every gamer's had those feelings, and I'm in a position to actually do something about it, so I do.

* * * * * * *

Hoony: What's the story with yourself and OSP?

arQon: Erm... not entirely sure how to answer that. The mods just kind of grew together over time, really.

If you really want the details:

Rhea and I had been talking about stuff for a while and sharing bits and pieces of code since ?August? for cheat protection, enemy models, that kind of thing. Then when the ProMode rules were updated for CPMA and the doublejumps were cleaned up we shared that code as well, and a bit later we started talking about OSPMA (OSP 2), which would basically be me giving Rhea the MA framework code and helping him add it to OSP.

A few months later, it was pretty clear things were never going to work that way. There was just way too much of OSP that depended on the basic structure of the "raw" Q3 code not changing much, and I'd pretty much redesigned and rewritten the base package to get the flexibility that I wanted for CPMA.

After a bit more thought, it just made more sense to merge the OSP featureset into CPMA instead since that could be done in stages. Adding CPMA to OSP would have had to be done in one shot, which would mean no other OSP development for several months - not really an option.

The biggest problem with mod development is that not many people really have the skills, time, and dedication to do a decent job of it. If you look at how many mods got as far as "here's some screenshots" and then vanished before they even had a decent alpha you can see that pretty easily. With OSP/Q3Comp even a "decent" job isn't good enough - you need to be a perfectionist, and you also have to worry about trust issues when expanding the team, since these are the competition-class mods that leagues and money tournaments use.

When you have so few people that meet all those criteria to begin with, it's just stupid to have them duplicating each other's effort when they could be working together instead, so that's what we did. It also means that the mod doesn't just stagnate if Real Life interferes, as there's more than one person that can move it forward.

Hoony: How closely do you and rhea work together?

arQon: Very. We have full access to each other's code (including checkin privileges), we're constantly talking in IRC, etc. We've been working together since OSP 99f (wow, that was a long time ago...) and we actually met IRL a couple of weeks ago when I was in Seattle, which was great - it's nice to finally meet someone face to face when you've spent so much time talking to them online.

Hoony: When will OSP and CPMA finally 'merge'?

arQon: Heh. They're very close right now: there are a couple of OSP features still missing from CPMA, but probably 95% of it is there. CPMA has *always* been "OSP 2.0" as well, so we really need to lock down OSP 1.0 first. Although we're running out of letters, Rhea can't bring himself to actually bite the bullet and freeze the mod. Every time we get close to it, something happens. We say "okay, we'll do this next build and call it 1.0 once it's had enough playtesting and we know it's solid". Then Rhea finds a new shiny thing that's irrestible and adds a feature, or something needs to be tweaked for a league / ladder / tournament / point release / etc and we're back to square one. :)

Hoony: How much is left to do on CPMA?

arQon: That's a tricky question. With the addition of ramp jumps, we're pretty much done from a gameplay standpoint. For the mod itself, I think we've proven with OSP that there's always something else you can do if you look hard enough. :)

Hoony: When will we see "version 1.0"?

arQon: I knew this was coming...

I really don't know. I realise that a lot of people put stock in nice round numbers, but I find it hard to get too concerned about it myself. OSP is technically still in beta, but has been used for $100K tournaments and is required by every league around the world. Other mods whose first release was "1.0", with a ton of hype and fanfare, were so buggy that you had to grit your teeth while playing them. I think CPMA's in a position to be called 1.0, and even if we did that tomorrow it would be the most bug-free 1.0 in the history of gaming, but since we keep the version numbers pretty much synced with OSP I'd be reluctant to suggest changing that policy until OSP itself has a 1.0 release.

Hoony: Will we ever see spectator features (eg QTV/GTV and commentary) built into CPMA?

arQon: Built into, I doubt. Co-operating with, certainly. The biggest constraint here is Q3 itself: without full access to the source, it makes a lot more sense to just write a proxy to handle that sort of thing than to try and wrestle it into a mod where you're so limited in certain ways. Operating within those kinds of constraints makes the job twice as hard as it really needs to be. Once the point release settles, Rhea I will probably sit down with FonFon and try to figure out what the best way to go with GTV is, since it will probably need a lot of work. QTV died when 1.27g came out, because they couldn't / didn't want to deal with the updated network protocol. It's quite possible that the same thing will happen to GTV with this PR, since FonFon doesn't really have much free time. That essentially means no more "live broadcasts" for Q3. If Brad does decide that he has to drop GTV, I have a couple of tricks up my sleeve that might make it possible to do something similar, but again it all comes down to time. Outside of id deciding to take a hand in things and help out, there are very few people with the skill and the desire to do something like that, and even fewer who can spare the hours it needs.

Hoony: What involvement have you had with id Software?

arQon: id aren't as close to the community as they used to be, especially with their real focus these days being Doom3 rather than Q3, but we do bounce a fair amount of email back and forth. We've fixed several bugs in the baseq3 source, some of them very significant ones like pmove, which id roll into their codebase for licensees and other mod developers. We also keep them up to date on what kinds out cheats are out there, and work with them to block them in Q3, that kind of thing. They're actually pretty good listeners and decent guys: there's no "we're id, we're perfect" attitude there, which is great. It's funny to see just how crunched they are by the way they reply though - mails will go unanswered for a week, then there'll be a flurry of responses at 8am on a Sunday morning and instant turnaround for a couple of days, then back to a week of silence. :)

Hoony: id software put the CPMA LG code into the PR. Do you know what they think of promode/CPMA?

arQon: I don't know, really. At a guess, I'd say Fredo is probably the only staffer there to have tried it.

Hoony: What do you think of the new Q3A PR?

arQon: I'm one of the people who gets that "phantom PL" a lot with the netcode, so it's basically unplayable for me. I also REALLY hate the fact that the mouse doesn't work properly any more. I can kind-of understand why that was done, but disabling the right code path completely simply because people are too stupid to use in_mouse -1 is the wrong approach.

1.29f is a test build. It works for some people; it doesn't work for others. There are enough significant problems with it currently that now that we've tried it I think we'd be a lot better off going back to 1.27 and waiting for the next patch to come out.

I don't want people to read that as a knock on id: I know how much work they put into this patch when they're essentially already working full-time on Doom3 as well, but it's really a step backwards compared to all the preview PRs we had as well as the last "official" release, and it needs to have a few fundamental things fixed before it can be considered anything other than the experimental code that it really is.

* * * * * * *

Hoony: What has the response to CPMA been like?

arQon: Mixed, to say the least. :)

Good players trying it for the first time tend to think that it's a bit weird initially, but usually come to prefer it, especially if they started with Q1/QW/Q3. Good Q2 players are generally less keen on it because Q2 was a MUCH slower game, and while CPMA actually allows for the kind of strategic play that they love about Q2 it does so at a pace that's just too much of a shock for many of them to adjust to.

Newbies, ironically, generally think it's a hell of a lot more fun than VQ3 and pretty much all prefer it. It doesn't matter to them that they get owned by good players, because that happens to them in VQ3 as well, so they might as well enjoy themselves.

By far the most vocal opponents are the "average" Q3 players - the people who sort-of know how to time items or can win CA games as long as they outping their opponents. They tend to think that they're better players than they really are, so when they get their heads handed to them their immediate reaction is "Well, I know I'm great, so it must be the mod's fault that I lost". They're the ones posting the "ProMode sucks!" comments on XSR every time a thread mentions it. :)

There's another group who've never even played CPMA and merely parrot someone else's opinion. Those people are just sheep, so I don't really care what they have to say. Most of them are off playing CS or RA3 these days: they just follow the herd, so they don't really matter.

Hoony: What do you like the most about CPMA (the mod) and CPMA (the community/ project)?

arQon: I think that probably the best feature of the mod is how complete it is.

ProMode, VQ3, 1v1, TDM, CTF, CA, Instagib, all on a per-arena basis; MA support; cheat protection, all the bugfixes: there's really nothing to touch it. OSP obviously comes close, since the two mods share so many features (and so much code), but CPMA is really a whole new class of mod: a sort of virtual multi-server for Q3, and I'm very proud of that.

The community is great, and I think that's actually related to CPM itself. Since the game requires you to develop a complete set of skills, you constantly get owned when you start playing. All the whiners and lamers can't handle that, so they go off to play different games instead and are essentially weeded out of the pool very early on.

Hoony: What don't you like about CPMA?

arQon: How badly certain people can beat me at it. :)

Hoony: Do you think you've had any personal influence over CPMA design decisions?

arQon: There are a couple of things that I've felt very strongly about (oddly, GL reload time is the one that springs to mind) that I've lobbied for or against and the change has actually made it into the game. It's not really anything magical though, or me "throwing my weight around" because of my position on the development team: it's simply been that those things usually HAVE been detrimental to the game, and I've been able to make strong enough arguments to get the design team to at least reconsider them. Sometimes they agree and the changes get made, sometimes they don't.

Anyone can do it: it's really just a matter of actually looking at the overall gameplay and how the change would impact it, and then presenting a case. The reason most people feel the design team doesn't listen to them is because their arguments are typically "It should be xyz because I WANT it to be xyz." That's not a thought-out desire to change something for the betterment of the game: it's just moronic whining. If the change isn't worth their time to actually think about and attempt to justify, it sure as hell isn't worth anyone else's time to consider it. :)

So yes, I'd say I've had some influence, but just in the same way that anyone else can have. The big difference is that I've put a lot more effort into presenting my case than most people do, and been willing to keep trying to find the right solution on the occasions that I've missed something. As an example, when we introduced the new "Duel" armour system back in January, I and several others had already written about 5 pages on it just for it to get to the point where it was worth considering playtesting. Six months later, after a ton of further discussion, testing, and tweaking, it's finally evolved into the best setting for 1v1 games on just about every DM map. It's taken a tremendous amount of work and perseverance to get it there, but it's something that I've felt was needed for a long time so I was willing to put the effort in.

Hoony: What do you think about the 'name issue'?

arQon: My initial reaction was the same as everyone else's when I first heard about it: "I'm not 1337 enough to play this game? F**k you". To denigrate the effort that so many VQ3 players put into improving their game was arrogant and insulting beyond belief. I didn't even bother downloading the mod to try it out, and if it hadn't been for Natestah I'd never have given it a second glance.

Hoony: What do you think of the 'politics' of RA3 vs CPMA?

arQon: I think it's moronic, especially when it gets to the point it did a few months ago with some of the more disturbed RA3 people faking IRC logs etc to try and put the CPMA supporters in a bad light.

There's no question among RA3 players who've tried both that CPMA is the mod they'd rather be playing: their only real concern is getting the number of servers that run it in VQ3 mode to the critical mass it needs for them to be able to switch. That's an issue for the leagues and server admins to address, but nobody wants to take the first step because of all the abuse they'll catch from the uninformed masses. Until they get that player base there, they're stuck with RA3. Until they switch the servers, they can't get people playing it. It's a classic catch-22.

We'll continue to support VQ3 the same way we still support it in OSP, but what the RA3 community plays is something for them to sort out for themselves.

CPMA has the cheat protection, pure server support, and admin options that they feel are lacking in RA3, and it plays the maps they want to play with the physics they want to use. It has a ton of other features that RA3 is missing, and it's been available to them for six months. If they don't want to use it, it's up to them. You can lead a horse to water, but you can't make it drink.

Hoony: What do you think of QW?

arQon: I have a love/hate relationship with QW. I still think that in many ways it's a very good game, but basically I never play it any more. I'm a bit disappointed in its current state, with players being lauded for the fact that 30% of their movement is handled by scripting rather than skill; or that simply camping the RA spawn for 20 seconds while spamming grenades like a monkey is called "control". More importantly, I don't think you can live in the past. Too many people are happy to settle for something simply because it's familiar, rather than actively choose it because it's better. That goes for QW just as much as it does for VQ3. I'm not one of those people. Evolve or die. :)

Hoony: What do you say to people who claim that CPMA is a "remake of QW"?

arQon: Nothing. :)

The only people who've ever made that claim either haven't played the game or have done so with preconceptions that they're too dense to get over even when confronted with reality. Arguing with someone who's convinced he's right but is speaking from a position of total ignorance is a waste of time.

Hoony: What are your views on the RG and LG changes and the resultant "split" with some of the Polish hardcore CPM community?

arQon: The RG and LG changes since CPM 1.0 have very different motivations.

The complaints about the RG change were just a knee-jerk reaction: the same cliched "this is different so it must be bad" fear response that most of the Q3 community had when CPM itself was first introduced. The only people who'd actually evaluated both settings *within the context of ProMode gameplay* and were in a position to make a decision backed by comparative playtesting were the original design team and the players at Lansanity, and they'd settled on 1500ms about 9 months before the first public CPMA build was released. It was only through a communication glitch between the designers and the developers that the 1000ms rail ended up in CPM 1.0 in the first place, and while such mistakes do occasionally result in a better game, I don't think that was the case here.

At the time, the two camps were pretty much religiously opposed, with both sides saying they couldn't live with the "wrong" outcome. I think I was probably the only guy on the planet who really didn't mind either way: I liked being able to whore the rail with no penalty, but I could also see that 1500 made for a better game overall. For most players, the immediate aspects of the change made it impossible for them to see any further than how it affected the way they were used to playing, so the missed the bigger picture. Now that more time has passed, a lot of them have had the chance to see what the change really means in terms of gameplay and rethink their opinion on it.

From what I gather, Polish servers are about half and half these days. We left the option in specifically for people that still can't or won't adapt, so on a server/league/tournament level the decision's really up to the players and admins to make.

The "official" rules for ProMode are set by the design team, and are blended to allow for a nice mixture of strategic play coupled with exciting melees. The Polish style of play has always favoured melee to the near-exclusion of strategy though: they also use 5 second weapon respawns, and that has a far larger impact on how the game is played than ANYTHING the team has done in the last year. Different people play CPMA for different reasons. I think it's a tribute to the overall design and the mod's capabilities that such varied styles are even possible, because they certainly aren't in VQ3. I know I'm going to get flamed for this, but... the Poles generally seem to prefer a game that's much more aim than brain. I think it's no coincidence that they mostly stuck with dmm3 QW rather than move on to Q2. If they're happy playing the game that way, then I'm cool with them doing so. You essentially trade some depth off against more highlight moments. It's a fun way to play for a while, but I generally find FPS's as a whole a little more shallow than I'd prefer personally, so I tend to favour the more strategic settings.

The cooldown on the LG (and MG, though no-one cares about that) was a whole other story.

The LG is by far the most powerful weapon in the game, dealing damage at a whopping 160 points a second. It also has the smallest penalty of any weapon in that you can switch from it instantly, so you're never stranded by it like you are with RG or even RL. That switch time also makes it the ideal weapon to combo from, obviously. In and of itself, that's fine: anyone who's played a game other than VQ3 understands that "unbalanced" weapons are a good thing.

The problem with the LG isn't its power per se: it's the fact that it's also in many ways the least "skilled" weapon. Any decent railer can be very nearly as effective with 100 ping as they are with 40. Admittedly, it takes a LOT of practice, but it's certainly manageable. The LG on the other hand is pretty much pure ping. If we all played on LAN all the time, I doubt anyone would have an issue with the LG, and that's why the Poles don't see anything wrong with it the way it used to be. I can totally understand where they're coming from, since they consider 40ms to be a "high" ping.

We don't have that luxury though: the team HAS to look at things globally, and when even cable and DSL players in the US end up playing 100+ms v 30ms at times, it's out of hand. It's far too easy for the LPB to only have to worry about LG, whereas it's comparatively worthless to the H(ish)PB. Online play is ping-dependent enough as it is, and it's bad enough that the most powerful weapon in the game can be practically unusable for one player but trivially simple for his opponent. When you exaggerate that difference with the combos as well (even an average <50-pinger will almost never miss the LG->RG combo, but it takes FAR more skill to pull it off with 100 ping), then you're looking at roughly 150 damage in one second for the LPB, practically guaranteed; and about a 50/50 chance of either 30 or 130 for the HPB. That's just far too big a gap to be acceptable.

We can't do anything about people's connections, but we CAN make comboing off the LG require roughly the same level of skill for everyone, and that's pretty much what the net effect of this change is.

Am I surprised that people who got used to that rail-after-LG essentially being a freebie hate the fact that they have to work for it now? Not really. I mean, you can hardly blame them. It's not like I didn't use the same trick constantly myself when I played on Cali servers and it was so easy to do. :)

But does the cooldown make for a better game overall? Well, it makes ping a little bit less of a factor, and it takes more skill for a player to combo, so I'd say absolutely it's an improvement.

The fast rail switch I was pretty ambivalent about: 1500 makes for a better game, but 1000 is more fun even though it's kind of cheap. Cooldown was the option that I really hated having to add. I can't see ANY justification for turning it off, because even on LAN where ping isn't a factor it STILL requires more skill from the players. The decision to leave it as something that could be disabled is one that I strongly disagreed with at the time, and still do. I see it as basically a copout (the option, not the decision) to keep a favoured trick easy rather than have it become something that actually requires work, and that really annoys me. That it's the self-proclaimed "best ProMode players in the world" who screamed the loudest about it, well, the irony there is just thick enough to choke on.

* * * * * * *

Hoony: Do you think CPMA lives up to the name "pro mode"?

arQon: In some ways, yes. It does have deeper gameplay with the potential for players to use a more complete skillset than any other version or mod of Quake/Unreal/Half-Life/etc. Moreover, it is (as far as I'm aware) the *only* game in history that was actually designed by pro gamers rather than just programmers and marketroids. (That's actually how I've come to think of the name: it's the game that pros would have made if they'd been involved in the creation of Q3). So I'd say it definitely deserves the name in spirit. But the only literal "pro mode" at the moment is CS. Chew on the irony of that for a while. :)

Hoony: Do you think "pro mode" has been a success or a failure?

arQon: That's a much more complicated question to answer than it is to ask - there are so many ways to look at it. Is it a pity that the CPL never adopted it? Certainly. The very simplicity of VQ3 is what led to its fast fade. A better game, which was freely available to everyone, would have kept Q3 as a viable tournament platform for years.

I know Angel will disagree with me on this, saying that it's up to the players to choose what to play and the CPL should simply follow the will of the people, but I think he underestimates the impact that the CPL has. There's a huge domino effect to every decision he makes, and you can see that very clearly in things like the switch to CS: TDM clans like Abuse, cK, K9 suddenly start playing a game that they hate simply because the CPL encourages it. It's the exactly the same as it was in the Q3 1v1 era, with people like Makaveli and later LakermaN competing in VQ3 tournaments while at the same time saying how much it sucked in interviews and columns etc.

When ProMode was first released, the take from just about every pro out there was "Yeah, I prefer it to VQ3, but there's no money in it and I have to prep for Razer/Frag4/whatever". *So* many players' response to "Why don't you play ProMode?" was always "Because the CPL doesn't use it". With every halfway decent player in the US dreaming of becoming the next Thresh / Fatal1ty and actually making a living from playing games, they took their cue from the established names and also avoided it. By failing to get "critical mass" participation from the Q3 community, ProMode never became the standard for Competition play that Hoony and others wanted it to be, so I'd say that in that respect it was clearly a failure.

On a more personal level though, it's the game I've spent by far the most hours playing over the last year, and I get emails daily from people who've just discovered it raving about how much fun it is, so as far as I'm concerned it's a definite success.

Hoony: What do you forsee as the future for CPMA?

arQon: In the short term, I expect it will continue to grow as players get tired of VQ3 but want to keep playing a real FPS rather than a "Hide and Go Camp" game. As more and more people burn out on Q3, a lot of them will leave the scene entirely rather than try what is essentially a brand new game that they could enjoy for months, simply because it's "just a mod", which I think is a real shame.

In the longer term, well, CPMA is the best FPS out there bar none. It has significantly deeper gameplay than QW; more "thrills" and potential to keep improving your skills than Q2; and an engine that's still superior to anything else currently available. Those games still have active comunities today, even though they're a lot smaller than in their heyday. Despite having pretty much the same gameplay that it had back at Lansanity 15 months ago, the top players are still coming up with new strategies, styles of play, and tricks: no-one has managed to max the game out yet. I think that's a very good indicator of the lifespan it will have. With Doom3 still a decent way off and its gameplay an unknown, I think CPMA will remain the FPS of choice for the hardcore gamer for a long time yet.


Comments
...
Comment #1 by on 07:33, Friday, 20 July 2001 195.149.139.95
Without arQon on the team, CPM wouldn't have even half of the features as CPMA has today. The Q3 community can't ignore dedicated work, no matter how hard they try.

arQon owns :)


arQon owns :)
Comment #2 by on 08:14, Friday, 20 July 2001 213.122.46.253
ctrl + c owns j00!
very nice read one of the "better" interviews ive read in a while
gg arQon!


very nice read
Comment #3 by on 10:23, Friday, 20 July 2001 217.96.160.136
gg arQon&Hoony

but still, the QW opinions you made hurts me :)


grr
Comment #4 by on 10:43, Friday, 20 July 2001 195.205.23.98
arq_away: and there is a picture too ...


grr
Comment #5 by on 10:56, Friday, 20 July 2001 195.205.23.98
arq_away: and there is a picture too ...


eeer?
Comment #6 by on 11:01, Friday, 20 July 2001 194.213.86.66
"Moreover, it is (as far as I'm aware) the *only* game in history that was actually designed by pro gamers rather than just programmers and marketroids."
Ok... Check out http://www.bullit-ag.com/ and say that again =D

CPMA for official CPL-mod! Yay!
//Sycer


Comment #7 by on 12:59, Friday, 20 July 2001 134.58.253.113
>Back when the Q3 game tools were released, I thought that it would make a sweet mod, so I adopted the name so I'd be reminded of it every time I played.

heh; now that would finally have been a compelling reason to get me a copy of q3!


great interview
Comment #8 by on 13:40, Friday, 20 July 2001 212.31.160.250
and good work arQon!


poland rock :P
Comment #9 by on 16:37, Friday, 20 July 2001 62.121.128.53
Thx for good words for polish q3 players :)
thx for cpma :) ciao


CPMA ownz
Comment #10 by on 16:43, Friday, 20 July 2001 62.153.28.191
when osp and cpma grows together it is done i think and the cpma comunity will grow !


BFG?
Comment #11 by on 17:24, Friday, 20 July 2001 62.64.191.187
Is the bfg not the most powerful weapon in the game? I'm only interested from the damage per sec pov, because I don't remember the last time I used it. I'd actually forgotten it was in the game. The only reason I remembered was because I told a friend who thought the lg was poor about its dps.


n1
Comment #12 by on 18:39, Friday, 20 July 2001 217.227.79.48
very interesting interview, nice to get a deeper look into the development of cpma =)

i tried cpma myself a few weeks ago and i *love* the physics.. i just need to figure out how to handle them :]

thx to rhea and the whole cpm/cpma team for their work, i appreciate it very much :)


Comment #13 by on 18:57, Friday, 20 July 2001 62.20.242.243
"..players being lauded for the fact that 30% of their movement is handled by scripting rather than skill; or that simply camping the RA spawn for 20 seconds while spamming grenades like a monkey is called "control"."

Bullshit.


Q2 Players?
Comment #14 by on 19:14, Friday, 20 July 2001 213.122.133.153
I find that statement a little of out context, having been in the Quake2 background since 1997. I found promode easier than some QW peeps to play, and adapted accordingly. Sure it allows for a Q2 style of play espcially in duels. However I never once found it too quick, or indeed over my head.


Comment #15 by on 20:34, Friday, 20 July 2001 209.162.209.56
nice interview!
This bud's for both of yehs and everyone else who made OSP/CPMA possible!


woo
Comment #16 by on 21:38, Friday, 20 July 2001 172.145.233.123
great interview. CPMA rocks! keep up the good work.


Arqon
Comment #17 by on 23:31, Friday, 20 July 2001 128.32.78.178
A very tollerant person indeed...


Comment #18 by on 02:17, Saturday, 21 July 2001 24.16.1.173
Arclight - I didn't have much trouble adapting either, but out of my friends the ONLY people who've really hated it were originally Q2 players. That doesn't mean that plenty of Q2 players haven't come to love it, but for a few of them the game was too different at first glance for them to get comfortable with it.

LBN - Poland does rock. :)
Don't confuse my personal preferences on gameplay with a lack of appreciation for other styles. The Polish game is like 10 solid minutes of highlight footage: it's a great showcase for melee skill, and it's a lot of fun to watch. But when I'm playing, I like to have more to the game than that, like being able to overturn control despite having worse aim by out-thinking someone and blindsiding them, snagging RA out from under their noses, and shifting the balance of power so that superior aim alone can't win them the game. If you look at what fetter's been doing lately (especially on CPM3), and at Krg and a couple of the other Polish players, you can see that kind of play happening there as well. As players like that start to leverage the strategic elements of the game more, the aim-only players are going to lose more and more often.


Well done arQon, well done CPMA!!!
Comment #19 by on 03:31, Saturday, 21 July 2001 203.164.2.197
Have been a die hard QuakeWorld player since 96.

Been waiting 5 years to move on to a better game.
I think I have just found it. :)

Thanks for the dedication and for a great MOD!

It's time for a change.


i love u
Comment #20 by on 03:39, Saturday, 21 July 2001 66.20.150.114
cpm staff ownz! khaile too :)


excellent interview....very thoughtful responses.
Comment #21 by on 03:44, Saturday, 21 July 2001 24.78.96.105
some interesting views on qw stated arQon; I do think qw has richer gameplay than you give it credit...but what do I know? That said, I still have yet to plumb the depths of cpma! You certainly have lived up to the Greek meaning of your name as the "source, the beginning, the leader, the first principle" in regard to CPMA!
Good work arQ....and your work is much appreciated by the schmuck xhrl!


Mr
Comment #22 by on 17:15, Saturday, 21 July 2001 212.151.87.167
The interview is realy nice, besides the part about QW.
It is utter bull.
I'm sorry for saying this, but it is so.

Most players don't use scripts, and spam with grenades.

www.challenge-tv.com
Download demos with pietro and paradoks for example.


Comment #23 by on 19:55, Saturday, 21 July 2001 208.45.169.120
Thing is, I've seen QW/NQ folks say far worse about Q2 than what arQon said about QW, and I've seen them catch hardly any flak for the most part...I mean arQon has the right to his opinion (and even if you think its highly flawed, I've seen some hilariously flawed views of Q2 from QW folks, especially during the heyday of the whole Q1vsQ2 thing). I like CPMA; its one hell of a great mod...and I really wish more people who gripe about VQ3 would try it rather than complaining about how "gameX" is dying and how they can't stand it that people are moving to "gameY." What I really want to say though, is that next time you ("you" being anyone who feels the need to gripe about a game that isn't QW or whatever) bash a game or its players...remember how you felt about arQon's opinions, and remember that you are doing EXACTLY the same thing.


Comment #24 by on 22:50, Saturday, 21 July 2001 212.151.17.3
Just remember that I like qw, q2 and up til recently q3.

I don't flame any game.


I only come with objective points of view, and arQon's statements were totaly pointless.


Comment #25 by on 23:32, Saturday, 21 July 2001 62.20.242.243
#23: The thing is, it?s different to say that you find Q2 slow and that you don?t like the slow rockets/weaponchange etc of Q2 and the things he said about QW. I would have no problem with him saying that he don?t like the QW playstyle or weapons or something like that. But he said that "..players being lauded for the fact that 30% of their movement is handled by scripting rather than skill" and that is a lie. Like dienamic said, most people don?t use scripts, Locktar for example, perhaps the fastest player on dm2 said in an interview that he uses no scripts what so ever. What scripts are there anyway? forwardrocketjump, is that 30% of the moves? And to hear arqon say that we glorify players for reasons like that annoys me.

"..or that simply camping the RA spawn for 20 seconds while spamming grenades like a monkey is called "control"." Now where the hell do you see players do that nowadays? And where do they get the ammo to do that to begin with?

If arQon don?t like QW, fine, but don?t come up with lies and exaggerations and certainly not in an interview like this.


awww... did I hurt the QW fanboys feelings?
Comment #26 by on 01:49, Sunday, 22 July 2001 24.16.1.173
Get real. Locktar is very much the exception, and it's the fact that he's mad on DM2 *without* those pansy scripts that makes him even more impressive.
The QW crowd DOES glorify players for things like "wow, xyz is so fast". Whoopee. Press a button, instantly go zooming through a level. Yeah, that's madskills.
Mention banning things like the forward rj script or even just how gay it is in a QW forum and listen to the screaming. "Most players don't use scripts"? Please.
You may think that it's fine to use them - that's your opinion, and a whole other story. But if you want to claim that Venture's the only guy out there that does, that's the only lie I see here.


Comment #27 by on 06:10, Sunday, 22 July 2001 203.164.2.197
haha in regards to QW arQon has preconceptions that are too dense to get over even when confronted with reality. Arguing with someone who's convinced he's right but is speaking from a position of total ignorance is a waste of time.


Well
Comment #28 by on 08:39, Sunday, 22 July 2001 65.224.71.125
I'm in no position to evaluate arQon's QW statements, but on the whole, the interview provides some nice insights into CPMA...a mod I really can't get enough of. :)


Comment #29 by on 13:02, Sunday, 22 July 2001 212.151.106.176
Okay,

My statement should have read "elite qw players mostly don't use scripts".

And 90% of all qw-players are "elite".

So all I can say to you, arQon, is that you've probably never been more wrong in your life.

This is a game were talking about here, and it's clear to me that you just hate qw as much as lot's of llamas hate CPMA. In that regard you seem no better than them.

To bad.


And I was thinking of joining the CPMA scene.
To bad developers can screw things up this way, this fast.


cheers


Comment #30 by on 15:14, Sunday, 22 July 2001 212.151.16.17
Btw..
"or even just how gay it is in a QW forum"

Mature.

Leave the scene.


cheers


Comment #31 by on 16:10, Sunday, 22 July 2001 24.16.1.173
So Venture's not elite then? Or Reload? Or Harl? Or czm? How about Jerry?

But yeah, it's all in my head. I'm making this stuff up because I "hate QW".

*You* may not use scripts. Good for you. Seriously. And I'm sure you're not the only one. But FFS, don't try and fob us off with this "elite QW players don't ..." BS. Not when the best players on the three main Quake continents do.

Hoony: preconceptions? I'm pretty sure that you of all people watched the CPL 4-year games.


Comment #32 by on 16:28, Sunday, 22 July 2001 212.151.100.124
I'm not sure, but my statement went excactly like this -"elite qw players mostly don't use scripts".

Can you see the "mostly" ?

You should realy check your posts.

And most players would agree that the CPL 4-year games werent very spectacular.

Good, but nothing extraordinary.


Have you yet realised that you are flaming qw the same way lot's of people flame CPMA ?

I think that you, regardless of whats been said, should appologize for acting ignorant.

Either that, or start loving people who flame games.


cheers



Comment #33 by on 16:31, Sunday, 22 July 2001 212.151.100.124
If there is anything in these posts wich is unclear, then it's because i'm swedish, and don't take this language very seriously. Sorry 'bout that.

Only been speaking english since I was 8.


Comment #34 by on 16:34, Sunday, 22 July 2001 24.16.1.173
dienamic - you're a Euro, right? I suppose it might be less prevalent there: I don't watch too many EU games.

Nice bit of selective quoting on the "mature" post. Did you not understand the original comment, or are you just deliberately taking it out of context so you can try and claim some moral high ground? (Seriously - I'll clarify it if you missed the point).


Comment #35 by on 16:35, Sunday, 22 July 2001 212.151.100.124
Damn.. I just can't let it go, that you acctually used the word "gay" as a demening frase in a serious discussion.

How old are you, arQon ?


I think you realy need to clear your soul.


Comment #36 by on 16:37, Sunday, 22 July 2001 212.151.100.124
Read my post, i'm swedish.

I'm truly sorry if there was something you ment in your post wich I didnt understand.

It's just that I can't see how it's justified to use the word "gay" in that way.


Comment #37 by on 16:39, Sunday, 22 July 2001 212.151.100.124
Read my post, i'm swedish.

I'm truly sorry if there was something you ment in your post wich I didnt understand.

It's just that I can't see how it's justified to use the word "gay" in that way.


Comment #38 by on 16:40, Sunday, 22 July 2001 212.151.100.124
Damn double posting.

Sorry about that.


Comment #39 by on 16:42, Sunday, 22 July 2001 212.151.100.124
Damn double posting.

Sorry about that.


bah, he's a brit
Comment #40 by on 16:59, Sunday, 22 July 2001 141.155.175.56
bah, yer just some brit with way too much time on yer hands... =P

seriously, great job on the mod, great interview, and gg's!

btw... you still owe me a lithiuanian beer and japanese for dinner!

-red


Comment #41 by on 17:04, Sunday, 22 July 2001 24.16.1.173
GAH! Stop updating at the same time I'm updating! It's getting messy.

Yes, I saw the "mostly". I'm pointing out that the NA champion, the CPL champion, and the guy that can happily cream them both, do. If you look around CHAU a bit, or read the responses to ?def's? recent-ish rant on rj scripts, you'll realise that those players are a LONG way from being in the minority.
If you want to argue that it's all different in EU, go ahead. I'll take your word for it.
(If you want to argue that "90% of QW players are elite" (a ridiculous claim, by definition, but we'll let that slide) but you mean "only Euros are REALLY elite", and how your 5-year old cousin could thrash Reload without even using a mouse, save that for a different thread). :)


Gay!
Comment #42 by on 17:08, Sunday, 22 July 2001 24.10.50.105
Well, actually dienamic, do you really think that a word used in a "serious" discussion about a "game" has to do with age or maturity level.

STFU, You're GAY!

If you want to be serious and all and really act mature, try deleting QW off from your computer along with all your pr0n and download some classical music and age yourself to death.

Hehe, GGS.


Comment #43 by on 18:24, Sunday, 22 July 2001 24.16.1.173
Okay: every few months, someone will bring up either RJ scripts or SG/axe scripts and say "this is gay, it should be banned". Whereupon all hell breaks loose as the majority goes off on them for it. "Majority" being significantly more than 10 percent.
If you're specifically taking issue with the word "gay", that's your hangup to get over, not mine. It's in common use in gaming circles with a meaning that has as little to do with homosexual behaviour as it does with exuberance (which was its common meaning from the 14th century until the Stonewall Riots (1969) brought the new connotation into general use (though it had seen limited use in that sense since the early 1950's)). There: now we've all learned something. :)

As for my age: well, if you read the first paragraph of this interview you should be able to make a good guess. If you're going to try and attack my character, you really need to find firmer ground.


Comment #44 by on 19:18, Sunday, 22 July 2001 62.20.242.243
ArQon: You seem more and more ignorant from each post. First of all, does it really matter how many of the players uses the forward rocketjump script anyway, it?s NOT like you say "Press a button, instantly go zooming through a level", wtf, are you on drugs or something? And saying that 30% of the moves is from scripts is complete and utter bullshit and if you have any clue about QW you know it. I know from my own experience that it takes many many MANY hours of practice to get that "flow", and I?m still far from the top-players. But you just ignore all the time and efforts we have put into the game by saying you just have to "press a button". On top of that you say that we glorify the top players for it. Oh man, you haven?t got a clue have you.. I have played quake since it was released and sure the top players truely amaze me, but it?s not the forwardrocketjumping script that some of them uses, Q1 has more depth that that, trust me.


Don't judge CPMA just based on arQon's personal views
Comment #45 by on 19:37, Sunday, 22 July 2001 208.45.169.146
Well, I think arQon has some...odd views of QW. But, if anybody lets that get in the way of playing CPMA, then your not playing it for all the wrong reasons. I'm not a big fan of the Romero (he's made some bizzare statments before), but he (and the rest of id) did some damn good work with Q1 and I play Q1 because of that (I also still play DOOM2 because it's so damn good). So if you disagree with arQon (and he has a right to his views, right or wrong) don't let that get in the way of playing the mod (I mean, it's not like QW is some sort of sacred game that he has blasphemed against anyway...it's a good game that a lot of us like (even if it castrated the SSG in a way worse than Q2's castrated RL...but don't get me started :) )). I better get off here...Tim's gonna work on the D2F hand models for me, and I don't wanna be in the way (since we're shooting for a mid-August release).


Comment #46 by on 19:46, Sunday, 22 July 2001 208.45.169.146
And no offense meant arQon, your entitled to your views, I just don't agree with them (but I've seen people make some pretty far out there statements about *other* games before too). I just don't want to see anybody not play CPMA because they don't like the views of one of its creators.


Comment #47 by on 20:10, Sunday, 22 July 2001 208.45.169.146
And no offense meant arQon, your entitled to your views, I just don't agree with them (but I've seen people make some pretty far out there statements about *other* games before too). I just don't want to see anybody not play CPMA because they don't like the views of one of its creators.


Comment #48 by on 20:18, Sunday, 22 July 2001 212.151.108.84
I'm using players as paradoks and locktar for example here.
They are some of the most skilled players in the world.

And how can you say it's MY problem that YOU'RE saying "gay" in a demening way ?
That's without a doubt YOUR problem.

I just feel you should'nt say things like that in a serious discussion. As a joke - perfectly fine. But not here.

With your statements you give CPMA, and the gaming-community a very, very bad reputation.
"Gamers are anti-homo", "gamers are nerds", "gamers are asocial" etc..

Do you see what I mean ?


What goes for qw - in euro, the top players don't use rjumps.






Wowee
Comment #49 by on 20:58, Sunday, 22 July 2001 24.10.50.105
I've never seen a thread about an interview turn to shit sooooo fast! Can't we all just get along?
Maybe I shouldn't have piped up when I did the first time.

Don't not try it because arQon may have different views about your current favorite game or mod ok?

If you wouldn't slam arQon, and actually tried to just chat with him, you would see that he is probably one of the most intelligent and caring/giving people on the internet(or planet, please don't flame me on that one now, ugh). He obviously cares a great deal about the Quake community or he wouldn't have given about a year or so of his time to CPMA or the Quake community in general. He is a regular poster/technician/support person in the newsgroup alt.games.quake3 and has helped many people with everything from c++ to quake config files on irc.

I'm 35 and mature. I have a nice job with an office of my own. I even went back to school and currently earn a 3.95
GPA overall working for a degree in Computer Information Systems. The word gay is just fine so give it a rest.

arQon r00lz j00 @ll!


Comment #50 by on 22:05, Sunday, 22 July 2001 134.58.253.113
ild be interested to know where youve seen that huge outcry against banning rj scripts. last discussion on the topic i remember was with some AU competition (2-2 i believe) that was about to start some half year ago.

there was NO outcry against banning scripts of the rj nature. if there was anyone against banning it would have been me and my reasons have nothing to with gameplay (which i believe movement scripts detract from). read that discussion again (youve got it bookmarked, ill assume) and find out my point.

but im sure youve followed the QW scene pretty closely and youll be able to point me towards a recent incident too.


*sigh*
Comment #51 by on 22:23, Sunday, 22 July 2001 24.16.1.173
Usual deal - any negative comment about QW, and there's always some nutjob that comes ranting out of the woodwork. It IS a sacred cow to some people: that's exactly the problem.

How stupid do you have to be to read "I still think that in many ways (QW) is a very good game" as "QW sucks"? Too stupid to read at all, I expect. But say anything bad about, not even the game itself, but how a lot of people play it, and SOME nimrod will go off about how it's (a) not true; (b) okay, so it might be true but that's not the issue anyway; and (c) the real problem is, whoever said a nasty thing about the One True Game is on drugs / ignorant / yadda yadda yadda.

Kermit, how many days (that's "days") of practice did it take Fatal1ty to be able to tear through DM2 in his CPL games?
If all you can manage is just slagging me off rather than taking an honest critical look at the situation, then you're just noise and I'll happily ignore you.
I was asked my opinion of QW, and I gave it. If you don't like it, tough.

dienamic, OTOH - para and locktar are wonderful examples of how I think the game should be played - with everything done *entirely* through skill and practice, not 1337 configs. It's nice to hear that it's still mostly that way in EU. However, a very large percentage of NA and AU players don't see things that way. Not all, no, but many. The EU way that you're defending is what I'm complaining is diminished in NA. IOW, you're on my side (or I'm on yours, depending on how you look at it). :)

It's your problem because you're giving the word a different meaning to its common use in this context. Okay, so it's not your first language and you're living in a different culture, so it's hardly a surprise that you've got the wrong end of the stick. Consider it a mistake on my part if you like, but drop it, okay? Your chances of successfully arguing about acceptable usages of English/American slang with someone who's English and lives in America are probably going to be rather slim. :)

With politicians already trying to pin the blame for things like Columbine on FPS's, there are bigger things to worry about than a "gamers are nerds" rep.


Comment #52 by on 22:27, Sunday, 22 July 2001 24.16.1.173
jj - reasonably sure it was one of def's comments that sparked the most recent one. The link (column, maybe?) must have been on CH *somewhere*, but I had a quick look on CHUS and CHWD and couldn't find it.


arQon
Comment #53 by on 22:48, Sunday, 22 July 2001 212.151.83.29
Okay.

So we agree on most things here.

I just wanted you to understand that you did'nt give a very proffesional impression.

But it's "cool" now.
I understand you, and more or less agree.

Still I would'nt ever use that kind of language in a public post. (:

But it's all good. If you're ever in Gothenburg, sweden - i'll buy you a beer. A small one, since they're so goddamn expensive.


cheers


I can *sigh* too
Comment #54 by on 23:14, Sunday, 22 July 2001 62.20.242.243
"Kermit, how many days (that's "days") of practice did it take Fatal1ty to be able to tear through DM2 in his CPL games? "

I dunno, but I guess that fatality started practicing as soon as he registered for the tournament, which I?m pretty sure he didn?t just do "days" before. Not to forget that he has played QW for years before, is known for practising like crazy and is an outstandning fps-player, your point is?

You won?t convince me that you can learn to move like a top player in a couple of "days" or by just "pressing a button", ffs get real. And what about the "simply camping the RA spawn for 20 seconds while spamming grenades like a monkey is called "control"." I asked you before but got no answer, where do you see players do that and where the hell do they get the ammo from?

You asked me to take a "honest critical look at the situation" and I ask you to do the same. It seems to me that you make up little stories and exaggerate things and then you start to believe them. weird.


Comment #55 by on 23:41, Sunday, 22 July 2001 203.164.2.197
hehe I just couldn't resist quoting arQon on himself :)

If I'm not mistaken, when arQon talks about scripts he doesn't just mean the forward rj script, but also shotgun/axe scripts, and weapons aliases. Regarding the latter (which QW players probably wouldn't regard as an issue), his argument is that it takes more skill to "manually" switch to a weapon and then fire using a separate key (as opposed to hitting a key which "automatically" switches to the weapon *and* fires it instantly).

But hey, who cares what arQon thinks of QW? He's a Q2 player, what did you expect? :)

As for the impact on CPMA game design, his views on QW have had a minor impact, but I don't think "weapons aliases", for example, are essential to CPMA (they are a core part of QW gameplay tho).

I also don't think many QW players *want* to play a Q3 mod, so there's no great loss there either (if arQon upsets a few along the way).

Finally, I think the "good features" from QW are already in CPMA, and not because they are "from QW", mind you, but because they were assessed on their own merits and given the green light by the design team.

Isn't anyone going to say "CPMA is just a QW-remake"? ;-).


Comment #56 by on 01:01, Monday, 23 July 2001 212.151.83.29
Yah. CPMA - QW > what's the friggin difference, people ?

Both got RL, both got SHAFT.. WHATS THE FRIGGIN DIFFERENCE!?


#55...
Comment #57 by on 01:50, Monday, 23 July 2001 208.45.169.126
Yeah, pretty much arQon's views on the QW game and scene are about as accurate as a QW'ers views of Q2...pretty much you gotta be into the game to understand it. Hell, to be honest I couldn't tell you what most players use, because to be frank; I don't care. I'll probably never play most of the great Quake players and I don't watch demos (I have almost as much trouble watching them as I do watching sports...I can't stand watching sports personally, but I understand those who do and those who enjoy demos)...so therefore I couldn't tell you in all honesty whether arQon is wrong or right. I haven't seen much of what he describes when I play...but then again I generally play on public servers or over my LAN when I play QW (or anything for that matter...I'm in almost hell WV, no LAN parties around here). Unless someone really knows the scene, your probably going to get some innaccuracies in their views (I remember back before Q3 came out seeing a lot of odd views of QW and Q2 from players on the "other side," especially on the shack and on thresh's messageboard (can't even remember the name of that site he used to have)). I'll shut up now.


#56
Comment #58 by on 14:43, Monday, 23 July 2001 212.31.160.250
rl speed is less than in qw
shaft damage per cell is less, 8 compared to 30. dunno what the damage per second is though.
no boomstick, instead a mg.
sg does 48 damage in qw (if i'm correct) and 98 in cpma (if i'm correct... they've played around with it).
plasmagun, closest thing i can think of is super nail gun which isn't near as effective.
railgun
grenade launcher. the grenades bounces a lot more in cpma increasing the usefullness while the reload is slightly higher than the qw one making it less useful as a spam weapon (which it was in cpm 1.0 with the qw reload time AND the impoved bouncing)
aircontrol - dunno which is better but it's there
doublejump - not in qw
ra - gives 200 in both, but one ra is about 224 ya if i remember correctly... kinda gay but it's there. good 4 tdm/ctf but sux 4 duel.
ya - gives u 100 and 2 ya gives u 150 which can b improved with armour shards.
no ga on most maps. otherwise it gives u 50 in tdm/ctf armour mode if i'm correct and 25 in duel mode.
nailgun - nothing like it in cpma
gauntlet - axe. gauntlet is much better than the axe
etc etc etc
what i can think of right now :p


Good Interview
Comment #59 by on 21:22, Monday, 23 July 2001 207.139.42.206
Being an RA homo myself (/me ducks), I do enjoy CPMA. I do find the physics weird, but not in a bad way. I also do think that CPMA requires more patience to get good at.

Anyhow, ggs.


hehe
Comment #60 by on 05:31, Tuesday, 24 July 2001 129.94.6.29
I'm just glad that QW players are copping the shit for a change. Now you know how the Q2 players feel ;).

If somebody likes a game but doesnt like another. Then thats fine. Thats what human beings are about. Variety. Its useless arguing to someone that they should like or accept something that they do not like or does not accept. Just accept that all people are different and enjoy different things.

QW and Q2 are both great games. I'm one of these weirdos that enjoys both equaly ;)


Well done
Comment #61 by on 09:06, Tuesday, 24 July 2001 203.13.126.19
To arQ & Hoony,

Well done guys. Its people like you who make people like us love the work you do and words you write. Your efforts inspire us all, and continually raise our appreciation of your hard toils.

CPMA is probably the only mod out there made with heart, IMHO. Just look at this comments column for proof of what people think about that;-)


#58
Comment #62 by on 05:49, Wednesday, 25 July 2001 208.45.169.224
The RL in CPMA (if I remember what I read) is 1000 qu/s which is the same as the Q1 rocket (I've looked at the Q1 code, okay). And don't get me started on SSG damage (you said "sg", but I assume you meant SSG, correct me if I'm wrong...note: I Q3's is technically SG, but it's basically an SSG that uses one shell). One of my major gripes about QW was its castrated SSG...a decent SSG should do at least 120 damage (I can accept 110, and I think that's what the promode uses, it just increases the SSG spread). The DOOM2 SSG (the one by which all others should be judged) did a lot of damage but had a lot of spread so you had to use it close and with its long reload you had to make your shot count, but at the same time...if your opponent had a decent weapon (RL, PG, SSG) you couldn't hesitate either...you had to get in BANG then get out...it was a classic weapon (like the Q1 rocket is). To bash (and I don't think that's what your doing...I'm just obsessive about my SSG the same way some are about their RLs :P) the promode for having a better than QW SSG, is kinda like bashing QW for having a better RL than Q2!


Get over it
Comment #63 by on 07:20, Wednesday, 25 July 2001 203.13.126.19
... jesus you QW'ers are worse than doorknocking Christians!


Comment #64 by on 09:23, Wednesday, 25 July 2001 195.92.67.70
QW is brilliant
Q2 is pretty fine
Promode is good but no one plays it
Q3 is crap

In my opinion Promode is Quakeworld with a railgun, they made aircontrol much simpler for newbies and chucked in some extra weapons or souped existing ones up, added jumping up stairs plus double jumps.

Jumping up stairs and DB's are maybe the nicest editions, having a railgun and some new maps is cool as well, but the shaft still aint a patch on the QW one.


Comment #65 by on 17:20, Wednesday, 25 July 2001 193.251.56.79
should we play some DMC then ? :)


i think this says it all..
Comment #66 by on 21:10, Wednesday, 25 July 2001 64.24.187.131
"haha in regards to QW arQon has preconceptions that are too dense to get over even when confronted with reality. Arguing with someone who's convinced he's right but is speaking from a position of total ignorance is a waste of time."

i know i'm wasting my time, but why don't you try playing qw arq? i played cpm for ~3 months before decided i liked qw better.


teehee
Comment #67 by on 21:27, Wednesday, 25 July 2001 24.19.229.147
i'd play cpma but _EVERY_ time I've refreshed servers to play a little, noone is on.
except toocool which plays w/ promode off (like ra3).

and im pretty sure it's not ever going to get better.. people wont play a mod that has different physics than the actual game.


Comment #68 by on 04:54, Thursday, 26 July 2001 203.164.2.197
I think ppl do play CPMA but most of the time only for a competition. Take a look at the CPM and CPMA sections on CHTV and you'll see hundreds of demos. The vast majority of them are from competitions.

It actually doesn't take that long to adjust to the CPMA physics either. The air control is quite easy compared to, say, erm, QW.


Comment #69 by on 06:17, Thursday, 26 July 2001 24.108.230.88
Hi, i'm xfoo. I like to say things to piss people off.

Doom Sucks.
DoomII Licks balls.
NQ was ghastly.
QW is overrated.
Q2 was fucking lame.
Q3 blows chunks.

Now lets all shut up, and return to the one true game... Duke Nukem (no, not duke3d, the sidescroller damnit).


Comment #70 by on 06:19, Thursday, 26 July 2001 24.108.230.88
Oh yea, the QW LG sucks too.


Comment #71 by on 07:31, Thursday, 26 July 2001 203.13.126.19
I cant believe that just because arQ has his own opinions on something, which we are ALL entitled to have, you QW'ers have to get defensive.

Are you all that thick? All he's doing is voicing his opinion.

Im not going to say that QW sucks - I believe that Q1, Q2, QW, VQ3 and CPMA all have their pluses and minuses. All they all rock equally for their own reasons.

You QW'ers are so narrow minded, all you see is ONE way to anything! Afraid of change you lot, like a redneck war veteran from bloody Mt Druit or something.


Comment #72 by on 12:02, Thursday, 26 July 2001 62.20.242.243
#71: As I said, I would have no problem if arQon said he disliked QW because he finds it to fast or because he doesn?t like the weapons or something like that. But he either hasn?t played the game enough or makes up things that are not true, and that?s what annoys me. It?s like me saying that I don?t like Q2 because it?s all about spawns. Or I can claim that the holocaust never happend, it?s my opionion but it?s not true, see my point?


Allow me to offer my totally uncared-about opinion:
Comment #73 by on 16:45, Thursday, 26 July 2001 203.164.2.197
I have been playing quakes for a bit over 2 years, and have gone thru period of playing just about everything. (Note: I suck at most of them too). The biggest things that make people think a game 'feels wrong' are entirely determined by what game they started off playing.

Due to my background being in quake 2, one of my biggest gripes is inconsistent air movement (ie when in the air pressing one of the 4 movement keys, eg forward,produces a different amount of acceleration than another, eg strafe right) Thus, the physics of quake 2, quake 3 and halflife seem more natural than qw or cpm. The thing a lot of people seem to dislike about cpm is while it took a lot of the best bits out of all 3 quakes, in doing so it ensured that while there will always be something in it that someone sees as an improvement (in my case the armour system, 100h start, reduced mg damage and instant weapon switching) there will always be something that the aforementioned someone will dislike (in my case the lack of sideways air acceleration matching forward acceleration). People will always argue over anything different, and due to the average age of the hardcore gamer (slowly getting older, but I would say the average is still in late teens) many people who reach a certain level of proficiency in one game may start playing another type, get completely owned, and decide "I don't like that game".

In my opinion, the only way to truly know whether you can say "I don't like that " is if you play it for a while, and have played a game where you have won convincingly, and still not enjoyed yourself. I originally disliked quake 3 quite a bit, because the rail had been reduced in effectiveness (smaller player hitboxes, longer reload time, maps less conducive to railing) and I had been very much a rail player in quake 2. After a while, I was playing more quake 3 than quake 2. In fact the only games I can think of which are nearly as fun to suck at as win are qw dm (the pace is something else) and cs (winning is nearly as fun as losing because neither are fun at all... )

It's all a matter of priorities really. All 3 quakes contain the same elements, mixed in different amounts. What really matters is which elements you find more enjoyable. For qw and to a lesser degree cpma players, it seems to be fast, furious gameplay with the potential to get a frag as fast as your rocket launcher will reload. (Note: this could be a symptom of attention deficit disorder, please consult your psychiatrist :P ) For quake 2 players, it seems to be a slower, more strategic game, the emphasis being on collecting items and outthinking the opponent (and being very good with hitscan weapons :) ). For quake 3 players, it seems to be largely aim and armour. This is in pure engine terms, anyway.

The big modifier on this is maps. Quake 3's vanilla physics and game engine are, in my opinion, very like quake 2 sped up a bit, and the weapons are not really more easily aimable than any other quake. What established quake 3 as an aim game was id's maps. Tourney 4 is about who can aim better while counting to 25. Tourney 2 is about shaft aim, rocket prediction, and keeping track of the 2 yas. These 2 maps are STILL the 2 most popular maps on online servers, but back when many people formed their opinions of it, they were the ONLY duel maps ever played (with occasional dm6 railfests and dm13 requests from q2 players :) ). First impressions last, and I find myself wondering if as many people would hate quake 3 if it had shipped with 1.29 physics, the pro maps, ztndm1 and cpm1. I wonder who would be playing what if the various quakes were released in a different order? Physics-wise, quake 3 seems like a very good compromise between the 2 quakes, with its one major failing being maps.

I do not play promode, because I do not enjoy playing it. I play quake 3, because I enjoy playing it. I play quake 2, because I enjoy playing it. I play qw every now and then, because I enjoy screwing around in it but I don't enjoy playing it seriously (and I'm not sure many people do, as most of the people who take qw very seriously seem not to enjoy themselves very much). I play cs at lans with people I like, because I enjoy team games with people I like. I do not play much cs or ra3 ca online because my enjoyment of both is more often than not spoiled by the randomness of both, and because the people who tend to play them shit me chronically. And most importantly, while I have a tendency to whinge, I do so because I enjoy having a good whinge every now and again. If I wasn't enjoying myself, I wouldn't be playing.

I only wish other people analysed their reasons for doing things. The biggest problem with online gaming at the moment is the automatic dismissal of anything against one's opinions/world view/whatever. People play a game, its a bit different, they decide they dont like it. People play a game, get owned, decide they dont like it. People see someone voicing an opinion that differs to theirs, and they go for the jugular. People play a game that requires a different set of skills to those that are important in their favoured game, and decide it requires no skill at all.


Omfg
Comment #74 by on 16:48, Thursday, 26 July 2001 203.164.2.197
I have to stop writing stuff when I'm bored, replies to comments turn into streams of consciousness I don't notice the length of because of the smallish text field, I add bit by bit in the ad breaks of the cheesy sitcom on tv, and hit post, and suddenly, there's half a screen of my uninformed ranting on the end of a comments thread on ch-wd :/


hrm.
Comment #75 by on 19:59, Thursday, 26 July 2001 24.19.229.147
vq3 is slow and dull
slow shaft, shitty rockets, _railgun_..
poor armour system..
:


Comment #76 by on 20:07, Thursday, 26 July 2001 24.16.1.173
Heh Thanatos: that's exactly how I make all my posts... :)

The air control inconsistency annoys me as well, but I don't make the design decisions. (For which you can all be grateful). :)

I like QW for the hellbent speed reason, and I like Q2 and CPMA for the potential for strategic play. I tend to play almost all my games on the East coast, because that's where my clan is. So I'm pretty much always at a disadvantage aim-wise. Being a thinking player more than makes up for that, but only if the game ALLOWS strategy to really have some impact. Aside from the obvious elements (like the addition of weapon control), the CPMA soundsystem changes which no-one ever mentions are a huge factor in that. The problem with the more aim-dominated games, which I would say are VQ3 and QW a lot more than CPMA, is that ping can be too much of a factor for people to really have a decent game unless they're on a nice nearby server. The LG's the biggest culprit here: it's my least favourite weapon, so I'm pretty bad with it overall, but I hit about 30-35% with it on West and about 10-15% with it on East. In a country this size, a game HAS to be about more than just hitscan aim for it to really be worth playing.


Comment #77 by on 22:03, Thursday, 26 July 2001 195.92.67.70
Halflife uses the same aircontrol system as Quake1 Thanatos.

Like you I have played a variety of these games, quake1, quake2, quake3/cpm and tfc for several years. Both Q1 and Q2 had interesting physics but in very different ways, In my opinion Quake3 physics are not a good comprimise between the two, but rather a terrible castration of them both. CPM makes a much better stab at it, but in my opinion, qw physics with q2 double jumps would be the best :)

and forgive me if I am wrong, but is not the rail reload time exactly the same between q2 and q3?


Comment #78 by on 07:36, Friday, 27 July 2001 203.13.126.19
if I remember correctly, RG reload in Q3 is faster, but with less damage and more push.

IMHO, the Q2 RG is the more perfect FPS weapon ever created. I would LOVE to see it in Q3, even more, in CPMA. Less push, more power, and a slower reload would make it a much harder weapon to use in CPMA.

Yes, arQ, I have a wishlist m8:P


Comment #79 by on 08:57, Friday, 27 July 2001 195.92.67.71
The rail takes 100 damage in both Q2 and Q3, dunno about the push, the push on the q2 rail was fairly large...

Sure the reload is the same though


nice interview
Comment #80 by on 13:26, Friday, 27 July 2001 213.176.131.234
.
GW arQ.
Regards
DruZli(the lost man from Iceland):?


CPMA
Comment #81 by on 22:18, Friday, 03 August 2001 195.197.198.17
CPMA is the the best Q3A mode up to date. Movement feels much more fluid and weapons are a bit better. It's good that BFG was removed from arsenal. Keep up the good work.


various
Comment #82 by on 17:01, Saturday, 24 November 2001 213.123.149.156
it's difficult to add anything here based on a mod,
but here goes:

what separates good players and bad players?
what determines who likes something and who doesn't?
why is there so much protection over how something can be changed to either benefit or present a hazard to new and existing players?

from my experience (and I have a wealth of it) it's all inherent in the player
I like CPMA - I really do
the reasons? there's only one I can think of. You've got to play it like it has some neural connection to your body -it's as simple as that - it's that extra projection of your ability in the previous versions that allow you to really shift into a different gear - one that is impossible without a serious ability to combine mind and movement and total (absolute total) control - without mistakes

I've been to too many lan parties, too many tournaments and way too many events in quake's history

CPMA is simply an extension to those that know what it is to project their capabilities into a game - I mean, really project thought into action

CPMA allows you to do this: QW allowed it and produced a game that people simply couldn't believe (and it was all bugged programming and quirks!), Q2 mutated it into a game that ANYONE could play), and Q3 tried to bring a rusting community back together - Q3 is a pretty good effort in making alot of hackneyed old gits and amazing players come together on the same server
you really have to give it that

CPMA also only allows for people who have complete control over their emotions - how many times I've seen and played players that sweat, shake and generally have a minor-seizure playing Quake (any one), I don't know, but true CPMA players don't have this problem - I don't have this problem and it's that insoluable barrier that separates people from CPMA in this way; from the daily grind of QW/Q2/Q3 and the frustrating of not being able to tap into their internal reserve

don't get me wrong - please don't - the whole Quake thing has been the best thing that has EVER happened in the history gaming, the history of histories of FPS
CPMA is simply the ultimate extension of where nerves of steel and clarity of thought, can take it

QW got it right - for gods sake, don't let it fall into the mists of time just because the "tried and tested crew" are holding onto it simply because they're extremely well versed in it - surely it's understandable. These guys/gals grew up in it to create communities you now take for granted, a system that created THIS for you to make a direction or choice in the chaos

people like ArQon percieve it in a particular way, an understanding of the future for the community worldwide, for quake gaming - not just professional, for everyone - it's the same bitch that Id contended with from QW to Q2, but Q2 became very popular because it contended with several issues a) who like what most b) who dislikes what most and c) lessen the distinction between who can and can't do this or that

in short; CPMA is just a direction, a path, you can take - but to get there, you have to start from the beginning. You just won't get it otherwise


Anonymous





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