

This will be determined once we have a critical mass of players. We are currently looking at Prague, CZ and Netherlands. For players in the CPM community I would ask that you complete this form so we can determine how many players are interested to see if this is a realistic plan. We have currently setup a poll here for players interested in cpma CPM. Sadly the CPM community is small and we'd like to do something bigger. standard) Quake 3 (VQ3) physics and ruleset.Hello fellow Quakers, bringing back this thread has inspired some Promoders to consider a larger LAN for CPM in 2019, in Europe.

#Challenge promode arena mod#
The mod features three different promode gameplays-Challenge ProMode II (CPM/PM2), ProMode Classic (PMC/PM1), and Challenge Quake3 (CQ3), as well as vanilla (i.e. Teams take turns being Offence or Defence and battle until one team is dead, or the Offence team captures the flag." Each player respawns with weaponry, health and armor.
#Challenge promode arena manual#
According to the official Threewave CTF manual "Capture Strike is a fast paced blend of Capture the Flag, Rocket Arena, and Counter-Strike. Capture StrikeĬapture Strike is a CTF–variant similar to the Threewave CTF mod.

This frees the player to join the battle once more. Players are frozen instead of killed and teammates can rescue them by standing next to the icy body for three seconds. The aim of Freeze Tag is to freeze the entire enemy team. Clan ArenaĬlan Arena is a team-play mode similar to Rocket Arena in which every player spawns with weaponry, health and armor and only respawns after one side has won the round by killing the opposition. arQmode is now used to mean the development mode used to test new changes at the beta stage. The main aim of mode is to decrease the damage and knock-back of high-damage hit-scan weapons to reward use of predictive weapons as well as reduce the randomness in the spawn system. Head on over to our Docs section for changelogs and general overviews. arQmodeĪrQmode is a test mode which in 2003 became the official ruleset of Challenge ProMode, also known as PM2 (PMC or Promode Classic being PM1). The guide section contains all our in depth tutorials and guides for specific aspects of CPMA, CNQ3 or general gameplay related information. By default, there are four classes-Fighter, Scout, Sniper and Tank which can all be customised by the server administrator. Players spawn with no armour and weapons determined by their class with health and armour regenerating during play. Not Team Fortress is a class-based form of Capture the Flag introduced in April 2004. weapons, physics, etc.) remains the same as in the standard deathmatch. After each point is scored players and the arena are reset and a new point is played players switch spawn-points, so the player who had the "weak" spawn for the previous point now has the "strong" one, effecting a change of serve. When the game begins the player with the stronger spawn is considered to have the "serve" and each player death is treated as a point. One player typically has a "stronger" spawn and the other a "weaker" one. During the warm-up, each player chooses a spawn-point or they are randomly generated if none are chosen. HoonyMode is a form of tournament introduced in November 2003 which is loosely based on the rules of tennis. Game modesĪmong typical Quake III Arena modes-Free for All (FFA), Team Deathmatch (TDM), Tournament (DM1v1), Capture the Flag (CTF)- CPMA features new game modes: HoonyMode (HM), Not Team Fortress (NTF), arQmode (APM), Clan Arena (CA), Freeze Tag (FTAG/FT), and Capture Strike (CTFS/CS). The last official CPMA version, 1.48, was released in July 27, 2007. On Augthe final version, 1.0, was released which was followed in December 2000 by the project changing its name to Challenge ProMode Arena to reflected the added multi-arena capability as Kevin "arQon" Blenkinsopp became the lead programmer. Two public beta versions were then released for feedback and input from the community. The designers used these suggestions in a process of tweaking and testing to develop the Challenge ProMode gameplay. Before the design team began their work the CPM team asked the community to brainstorm a list of possible changes.
