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Review @ 3DGW
Christmas time is upon us once again and with it comes the holiday game
releases that we waited diligently all year long for. For many id Software
is a Christmas tradition as much as the fat guy in the red suit and this year is
no exception. If you're from the same planet I am then you have probably
heard nothing but Quake 3 Team Arena buzz all around you. Team Arena is not a
new game but a mission pack to add new features and game types to last years
Christmas present Quake 3 Arena.
Clans
Can't have a team add-on without teams now can we? Team Arena
comes with 5 pre-built clans with 5 bots per clan giving you a total of 25 new
bots to learn to love/hate. Each clan has its own logo that is literally
plastered all over their bases various banners, walls and flag. Clan logos are
from left to right: Pagens, Crusaders, Strogg, Intruders, and The Fallen.
    
Besides the 5 new clans there are also two new characters Pi and Fritzkrieg
whom you can combat in the 1v1 Arena mode. There are also 4 maps for the Arena
mode though strangely enough it doesn't include a full tier like the original
Q3A so you basically just have 4 Arenas that are 1 on 1.
Power Ups
I have to admit when I first read about the new Power Ups to be
included in Team Arena I was quite skeptical. Though I have always loved the
runes in the original CTF and Lithium, it always seems that when someone tries
add new Power Ups or Runes to a Quake mod they just don't seem to fit or seem
like whacked copies of the originals. That is no longer true however as the
new Power Ups in Team Arena make so much sense it hurts, not to mention all the
strategy involved with the use of them.
The following power ups are in effect from the time you pick them up until
either a) you die or b) the level ends.
Scout
The Scout Power Up gives you extra speed at the cost of armor. While a scout
your character has both increased running speed as well as rate of fire. The
drawback to scout is that you cannot pick up any armor and you forfeit any armor
points you accumulated before you got the power up so you are more
vulnerable to damage.
The scout power up works extremely effective when you spawn and the enemy has
the flag inside your base. If you can grab scout and a plasma gun you can
easily take advantage of the increased rate of fire to literally tear up the
other teams flag carrier.
Guard
Just about the opposite of the Scout power up the Guard power up gives you
increased health and armor as well as regenerating health. You can also
pick up armor anytime up to 200 points while using the Guard. The Guard
power up makes you one tough mother to kill.
Doubler
Doubler is pretty well self explanatory you do double the damage with every
shot. This really makes the Rocket Launcher effective in those tight
spots. If you get the quad damage then you are really doing 8x the damage so
rocket jumping is out of the question :)
Ammo-Regen
Again self-explanatory. Ammo-Regen causes your ammo to constantly
regenerate at a slow but regular pace making it so you never run out of ammo
unless you exceed the rate of regen. Your rate of fire is also significantly
increased as well.
Usable Items
The two usable items fall in place with the medkit power up from the
original Q3 as you can carry only one usable item, and its gone once you use it.
The two new usable items are both very functional arsenal devices that both
require some strategy to use effectively and add some extra eye candy and
effects to the mix as well.
Kamikaze
Kamikaze is a nuclear bomb that you can carry around and when used kills you and
everyone in about a 50 meter radius and at the same time shakes the entire
arena. This is great for those last ditch efforts. When you feel the
rumble make yourself aware of the blast zone and run like hell!
Invulnerability
The Invulnerability power-up surrounds you in a blue sphere that makes you
invulnerable from enemy fire while allowing you to blast away at the
enemy. When used however you cannot move and once
it wears off you are once again vulnerable and left of everyone that
successfully fled the area to team up on you.
Game Types
Team Arena adds three new game types: One Flag Capture the Flag,
Overload, and Harvester. Being Team based game types Team Arena also
includes the normal Capture the Flag variety included in the original Q3 as well
as the 4 CTF maps which have had new routes added to make things interesting.
The new game types are all variations of the traditional CTF game type so
therefore they all require elements of team work, strategy, and skill.
Capture the Flag
This is the traditional 2 flag Capture the Flag in which each team has a
base with a flag stowed safely in their base's flag room. The object is to storm
the other teams base and capture their flag and then return it to your own flag
room. In order for a capture to count your teams flag must be safe at the
base which means your team will have to protect your flag as well as capture the
other teams. Classic gameplay added to the new power-ups makes this a
great balance.
One Flag Capture the Flag
If I had to chose a favorite game type it would have to be One Flag
CTF as unlike the original Capture the Flag there a lot of room for chaos and
your role in life is constantly changing from defense to offense weather you
like it or not.
Overload
Each team has a obelisk in their base which has a skull in the center of it
witch is capable of 2500 points of damage. The object here is simply
invade the other teams base and destroy the other teams skull. The skull
regens at a rate of 15 points per second so you have to be fast.
Harvester
Each team must frag players on the other team and when they do a crystal
skull of the other teams color appears in the center of the arena. Players must
then take the crystal skulls to the other teams flag to score. Pickup up
skulls of your teams color simply removes them from play.
There has been quite a bit of talk on the forums about the similarities
between harvester and Head Hunters. The similarity pretty much ends in the fact
that you harvest the other teams souls (TM) and return them to a specific
location to score points.
Weapons
Team Arena adds 3 new or well, nearly new weapons to spice things up a bit.
Chaingun
Ahh the old familiar chaingun. Originally issued in Quake 2 the
chaingun is back with a vengeance however the new improved model will eat a ton
of ammo and is fabulous for up close combat in tight halls where the lack of
long range accuracy doesn't matter.
Nailgun
The other weapon veterans will recognize is the new and improved Nailgun.
Many improvements have been made to the nailgun since its Quake days most
notably is the fact that it has been changed from firing a stream of nails to
issuing a blast of nails in a spread pattern like that of a shot gun. The
new nailgun is a very powerful and effective weapon capable of clearing a
hallway in seconds. The nailgun works well as a close range weapon in any
situation.
Prox
Launcher
The Prox launcher lobs proxy mines that stick on just about any surface
including enemies and explode when an enemy is near. After you lob a proxy
mine it takes a couple seconds to arm and then will last for about 30 seconds or
until a enemy comes close enough to set them off. The proxy mines are the
only weapon that can get through the Invulnerability shield, making it the a
deadly attack to someone otherwise invulnerable and stuck in the same spot for
30 seconds.
Maps
The 23 new maps that make up Team Arena are just as exciting as
everything else in the box. Some maps are sure to become classics and have
that feel that always brings us back to Quake based games. I felt that most if
not all of the maps were very well balanced and very well thought out for CTF
style game play.
Terrain Maps
Team Arena comes with 3 very awesome Terrain Maps that are very reminiscent the
big outdoor maps such as Outlands for Quake 2 CTF. The Q3 engine does a great
job when going from outdoor environments to indoor. Its also nice to see that
the vast levels such as Distant Cries didn't put any significant performance hit
to my machine (see system specs at the bottom).
Other Maps
Team Arena also includes 6 maps intended for small teams and 6 intended for
large teams as well as 4 single arena maps. 4 of the CTF maps(2 small and
2 large) are modified versions of the original 4 that shipped with Quake III
with more routes added to make them more interesting.
Team Orders
No Team based game type would be complete without some sort of team
communication and Team Arena simplifies orders much better than in the
original Q3A however you will have to bind the keys for this manually as using
the in game menu is just too clunky to be useful in gameplay. Fortunately there is a box in the lower left hand site of the HUD (heads up display) that
you can use to issue orders simply by binding keys to "next team
member" and "next order" commands. Then you can cycle
through the list of team mates or the entire team and select and order, the game
automatically sends your order after 3 seconds from the last time you switched
commands or player. Though team communication could have been better this
doesn't take too long to get used to. The various commands are:
Attack:
Attack the other teams base.
Defend:
Defend your teams base.
Camp:
Camp where the leader is standing.
Follow:
Follow the Leader.
Escort.
Escort your teams flag carrier.
Retrieve: Retrieve your teams flag from the enemy.
Patrol:
Make up your own mind what to do.
Problems
There are a few problems to expect with Team Arena as with any new
release however because of the new v1.27g code base of Team Arena this is
further compounded. The first one is that Team Arena will upgrade you to v1.27g
so it will break mod compatibility with any mod not compatible with the new
v1.27g however several mods have already released updated versions that will be
compatible.
The other problem is the lack of Linux Binaries as well as the lack of solid
information on when we can expect them. Though you may feel this doesn't
effect you because you are a windows user you are wrong. I would dare say that
the majority of the big Quake 3 servers out their are running some form of Linux
and are not able to set up Team Arena Servers until we get our hands on the
Linux 1.27g point release. Therefore servers running 1.27g based mods and
Team Arena are going to as plentiful till the Linux point release.
Conclusion
Team Arena is a class act and makes Quake 3 almost new again.
If you miss the old CTF days, are a CTF junkie, or just want some new CTF action
then this is a must. Team Arena has got me just as excited as Quake 3 did last Christmas
and that's a hard thing to do. Team Arena recaptures the CTF play of old
and adds some new twists to make it that much more interesting. I give Team Arena a score of
9 out
of 10 as well as our very own Editors Choice Award. Now what are you waiting for?
Go get a copy and get busy!
Review by: William Gall
Date: December 18, 2000
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Team Arena Screenshots @ 3DGW
   
   
   
   
   
   
Test System:
Microsoft Windows 98
Celeron 566 at 566MHz and at 850MHz
Abit BE6-II Motherboard
196 MB RAM
Toshiba 40X CDROM
Voodoo5 5500 AGP Provided by 3dfx
Turtle Beach Quadzilla
Saitek X36 USB provided by Saitek
Saitek R100 Sports Wheel provided by Saitek
Saitek GM2 Action Pad and Gaming Mouse Provided by Saitek
sUrfac1030 Mouse Pad Provided by fUnc
Technology
Microsoft Sidewinder Force Feedback Pro
Microsoft Sidewinder Game Pad
Microsoft Sidewinder Game Voice provided by Microsoft
Microsoft Intellimouse with Intellieye |
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