![]() Complaints aside, Quake 3 Arena is truly a masterpiece. I'd suggest at least 110 Megs free for the game. If you have plenty of RAM to give Q3A, that can improve your performance quite a bit. Even if you turn off a lot of the settings that make Quake look so good, frame rates tend to dip dramatically when there are a number of players on screen at once, all hurling rockets at you. I'm sorry iMac owners, if you're running with a Rage Pro chip, don't buy this game. Forget about playing the game if you don't have a G3 or better processor and a Rage 128 or better video card. ![]() That said, when you reach the space levels for the first time you are going to say "Oh My God, that is so cool." Another problem with Q3A is the raw horse power that it demands to play even reasonably well. I'm sure that those Mod makers will come through for us, in fact many already are, but the fact that there are no map making tools available to Mac users doesn't sit so well when you consider there are only a grand total of 32 levels that ship with the game. Id was obviously counting on the legions of Mod makers to offer other game types like last man standing. While these modes are good, they're hardly all encompassing. The game also includes only deathmatch, team deathmatch and capture the flag modes. The days of big square rooms with blocky corridors are gone, but even the awe inspiring levels that are included with the game become very mundane after the 50th time you've played them. The game still looks good on a 3dfx card, but it really delivers on an ATI card. Textures are rich and highly detailed, effects like glows and light mapping are breath taking, and effects like rocket contrails are as gossamer as smoke. ![]() Q3A runs in native 32 bit color and makes full use of the additional color range. No other game can match the shear visual quality of this game, especially running on one of the new G4 systems with the Rage 128 Pro chip. ![]() Graphically, Q3A is the king of the hill. The models also have unique sounds to round out their character. A small woman model or a large cyborg occupy the same virtual amount of space and are no easier, or more difficult, to hit. The relative size of the models don't have any affect on their target profile, however. With a game so heavily focused on deathmatching, individualizing your character is very important and Id has thoughtfully offered a massive roster of models and skins. Like real players, bots taunt and respond to your taunting. To keep the game fair to human players, bots don't know which other players are human or computer controlled and will take any kills they can get. They won't go hopping around the level to pick up ammo, but you can bet that they'll jump for the mega health or red armor. Bots can hear the sound of a powerup being picked up and have a random chance of realizing where that power up is. The bots themselves are very difficult to kill. Quake III Arena also has eight Capture the Flag specific levels for team play, as well as team deathmatching. The number of bots stay the same, but they become much more difficult to kill. As your ranking increases, the levels become more difficult. Each level has a fixed number of bots that is based on the size of the level. Each tier will has three general purpose deathmatch levels and a final one on one level where the player fights a Boss deathmatch. The game is broken down into tiers, the four level unit that divides Quake III Arena's 24 levels down into six groups that loosely reflect difficulty.
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