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#REDIRECT [[Quake (video game)#QuakeWorld]] |
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[[Image:QuakeWorld.png|thumb|300px|QuakeWorld logo.]] |
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'''QuakeWorld''' (abbreviated QW) is an update to [[id Software|id Software's]] seminal multiplayer deathmatch game, ''[[Quake (video game)|Quake]]'', that enhances the game's multiplayer features (namely [[User Datagram Protocol|UDP]] support) to allow people with dial-up modems to achieve greatly improved responsiveness when playing on Internet game servers. Modern [[broadband]] connections such as [[cable]] and [[Digital Subscriber Line|DSL]] can use the QW model of network handling and game physics. Official id Software development stopped with the test release of QuakeWorld 2.33 on December 21, 1998. The last official stable release was 2.30.<ref name="230release">[http://www.bluesnews.com/archives/aug98-4.html Blues News, Friday, August 28, 1998]</ref> |
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==History== |
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=== 1996 - QuakeWorld is Born === |
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''Quake''<nowiki>'</nowiki>s network code, the part of the software that handles multiplayer gaming over a network, was designed for low-latency play over a [[Local Area Network|LAN]]. The original ''Quake'' did not address the fact that Internet connections have generally much higher [[Latency (engineering)|latency]] and [[packet loss]] compared to a LAN connection, and over some connections, performance of this model did not provide an optimal experience.<ref>[http://fabiensanglard.net/quakeSource/johnc-log.aug.htm John Carmack .plan archive - Quakeworld]</ref> |
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QuakeWorld, written by [[John D. Carmack|John Carmack]] with help from John Cash and Christian Antkow, was released in December 1996. Further development was later taken over by [[David Kirsch]] (a.k.a. "Zoid" from [[Threewave Software|Threewave]], of [[Capture the Flag]] fame) and Jack 'morbid' Mathews.<ref name="230release"/> It included a useful program called [[QuakeSpy]], written by Mathews, which later evolved into [[GameSpy]]. |
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=== 1997 - Global Ranking, Maturing Client, Team Fortress === |
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For the first four months of its existence from December 1996 until April 1997, QuakeWorld (Version 1.25) sported its own global player ranking system where users were required to log into id Software's master server with their own unique identifications each time so that game statistics were logged in a central location. This spurred competition between players striving to attain the highest rank, but also controversy over the fairness of the formula used in its calculation. This, and more significantly, the incredible network and manpower load placed on id software's servers overwhelmed the company's rankings system that led them to abandon rankings entirely with the release of QuakeWorld Version 1.5 early in April 1997. The master servers thereafter only provided a list of active QuakeWorld servers. |
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The most popular QuakeWorld modification to date, [[Team Fortress]], was released in Dec 1996 for QuakeWorld. During 1997 Team Fortress received praise from players and industry media alike and quickly gathered a base of thousands of players and hundreds of clans.{{Citation needed|date=July 2007}} |
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=== 1999 - TGi === |
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The True Gamers Invitational, or TGi for short, was a LAN event held in April 1999 in Gothenburg, Sweden admined by Izn0. It gathered the best duel players in the world, with [[Intel]] sponsoring the flight of the Australian player 'Reload'. Other countries represented were Sweden (victorious by LakermaN), Germany, United Kingdom, Finland, Norway, and Denmark. No cash was awarded, but this was the most significant international competition at the time, and most participants went on to earn sponsorship to travel to other tournaments. This event marks the beginning of QuakeWorld's submergence underground, as most players went on to newer games such as [[Counter-Strike]], and [[Quake III Arena]], and there has never been such an international LAN format competition in QuakeWorld since (although [[QHLan]] has come close). |
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=== 2001 - CPL 4-Year === |
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'''The [[Cyberathlete Professional League|CPL]] 4-Year Anniversary Event - World Championships''' - 6/28/01 > 7/1/01 |
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*Location: Dallas, Texas |
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*Notes: 800 people attended and over '''$125,000 USD''' in prizemoney was awarded. |
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# {{flagicon|Australia}} Harley ‘HarlsoM‘ Grey: $50,000 |
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# {{flagicon|SWE}} Core: $30,000 |
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# {{flagicon|USA}} Jeff ‘FienD‘ Abbott: $20,000 |
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# {{flagicon|USA}} Paul ‘czm‘ Nelson: $15,000 |
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# {{flagicon|USA}} XoquE: $10,000 |
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# {{flagicon|USA}} [[fatal1ty|Johnathan ‘Fatal1ty‘ Wendel]]: $5,000 |
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# {{flagicon|USA}} John ‘ZeRo4‘ Hill: $2000 |
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# {{flagicon|USA}} Dan ‘RiX‘ Hammans: $1000 |
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# {{flagicon|GRL}} Frank 'Claw' Mar |
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# {{flagicon|USA}} 'Brute' |
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# {{flagicon|ENG}} Alex 'Dizz' Venovski |
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# {{flagicon|USA}} 'Goonter' |
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# {{flagicon|ENG}} Nick 'Stitch' Venovski |
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# {{flagicon|USA}} 'Rapture' |
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*9th-16th: $500, 17th-24th: $300 |
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=== 2007 - QuakeWorld Back in Big Tournament Play === |
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*'''[[QuakeCon]] 2007''', 'Quad Damage' tournament (QW was played along with Q2, Q3, & Q4). Prize money: '''$100,000 USD''' |
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*'''[[DreamHack]] 2007''', 32 player [[duel]] Tournament. Prize money: '''25,000 [[swedish krona|SEK]]''' |
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# {{flagicon|Denmark}} ParadokS |
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# {{flagicon|SWE}} Locktar |
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# {{flagicon|SWE}} Locust |
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# {{flagicon|Netherlands}} Reppie |
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*'''[[DreamHack]] 2008''', 32 player 2on2 Tournament. Prize money: '''37,000 SEK''' |
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# {{flagicon|SWE}} Druidz Team 2 (Xantom & mawe) |
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# {{flagicon|SWE}} Disorder (Nabbe & Persuader) |
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# {{flagicon|SWE}} Druidz Team 1 (bps & LocKtar) |
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# {{flagicon|SWE}} Lege Artis (Inferno & Riker) |
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*'''[[DreamHack]] 2009''', 16 player duel Tournament. Prize money: '''15,000 SEK''' |
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# {{flagicon|SWE}} Locktar |
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# {{flagicon|SWE}} Nabbe |
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# {{flagicon|SWE}} bps |
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# {{flagicon|SWE}} Åke Vader |
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==Features== |
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QuakeWorld's most important feature is its rewritten networking code (for [[client-side prediction|client-side player prediction]] and [[delta compression]]). Player prediction allowed QuakeWorld clients to compensate for high latency, thus allowing dialup users to move around in the virtual world without being affected by the disorienting effects of latency. This helped ''Quake'' network play reach an additional market, as opposed to those who had LAN or broadband connections at the time. |
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It did not address what some considered [[exploit (online gaming)|exploits]], namely [[bunny hopping]], wall-hugging, and zig-zagging. These bugs have shaped the recent part of QuakeWorld's life, allowing for additional dimensions to playing style, and are now seen as features by much of the community.{{Who|date=May 2010}} |
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==Legacy== |
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<!-- Deleted image removed: [[Image:QWScreenshot1.jpg|thumb|300px|Screenshots from the ezQuake client.]] --> |
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QuakeWorld was seminal in popularising deathmatch, and, alongside [[Ultima Online]], Internet multiplayer. It is considered even today by many die-hard players to be the best multiplayer game, such that several games featuring QuakeWorld-like gameplay elements have been developed, including the ''Quake III'' mod: ''[[Challenge ProMode Arena]]'', ''[[Painkiller (video game)|Painkiller]]'', the [[freeware]] game [[Warsow (video game)|Warsow]], a mod for ''[[Quake 4]]'' called ''Quake4World'', and a free game called ''Quake2World'' based on the [[Id Tech 2|Quake 2 engine]].<ref>[http://quake2world.net Quake2World BETA | Pwning nubz one rail slug at a time]</ref> |
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[[Valve Corporation|Valve Software L.L.C.]] licensed QuakeWorld in 1996. Valve heavily modified the QuakeWorld engine to produce the [[GoldSrc]] engine, which powers ''[[Half-Life (video game)|Half-Life]]'', ''[[Team Fortress Classic]]'' (a follow-up to the QuakeWorld mod ''Team Fortress''), and ''[[Counter-Strike]]'', among others. |
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In December 1999, John Carmack of id Software released the server and client source code of ''Quake'' and QuakeWorld under the [[GNU General Public License]] as a [[Christmas]] present to the world, and this spawned a plethora of 21st century updates to the game. In October 2006, John Romero released the map sources under the [[GNU General Public License]]. Among the popular clients today are [[FuhQuake]], [[ezQuake]], [[MQWCL|More QuakeWorld]], with ezQuake being most popular.<ref>[http://www.quakeworld.nu/forum/viewpoll.php?id=3016 QuakeWorld.nu]</ref> |
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[[QuakeNet]], the largest [[Internet Relay Chat]] (IRC) network, originated in 1997 as a network for QuakeWorld players.<ref>http://www.quakenet.org/history.php</ref> |
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== References == |
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{{reflist}} |
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== External links == |
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* [http://www.quakeworld.nu QuakeWorld.nu] - News and community site |
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* [http://nquake.com/ nQuake] - An Open Source QW package |
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* [http://www.challenge-tv.com/ CHTV] - Extensive QW demo repository |
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* [http://www.refragged.com Refragged] - QuakeWorld news from the competitive scene |
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{{Quake series}} |
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{{DEFAULTSORT:Quakeworld}} |
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[[Category:Quake (series)]] |
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[[Category:Electronic sports games]] |
Latest revision as of 08:41, 10 October 2023
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