QuakeWorld: Difference between revisions
No reliable source given to prove its notability |
reverted merge and added source from IGN this is considered a groundbreaking online fps that paved the way for future fps Tag: nowiki added |
||
Line 1: | Line 1: | ||
[[Image:QuakeWorld.png|thumb|300px|QuakeWorld logo.]] |
|||
#REDIRECT [[Quake (video game)|Quake]] |
|||
'''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">{{cite web|url=http://www.bluesnews.com/archives/aug98-4.html|title=Blue's News - August 22-28, 1998|work=bluesnews.com}}</ref> QuakeWorld has been described by [[IGN]] as predecessor to online first person shooters.<ref name="ign._TheH">{{Cite web| title = The History of Online Shooters| author = IGN Staff| work = IGN| date = 7 January 2010| accessdate = 2015-11-07| url = http://www.ign.com/articles/2010/01/07/the-history-of-online-shooters}}</ref> |
|||
==History== |
|||
=== 1996 - QuakeWorld is Born === |
|||
''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>{{cite web|url=http://fabiensanglard.net/quakeSource/johnc-log.aug.htm|title=QuakeWorld by John Carmack|work=fabiensanglard.net}}</ref> |
|||
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]]. |
|||
=== 1999 - TGi === |
|||
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). |
|||
=== 2001 - CPL 4-Year === |
|||
'''The [[Cyberathlete Professional League|CPL]] 4-Year Anniversary Event - World Championships''' - 6/28/01 > 7/1/01 |
|||
*Location: Dallas, Texas |
|||
*Notes: 800 people attended and over '''$15,000 USD''' in prizemoney was awarded. |
|||
# {{flagicon|Australia}} Harley ‘HarlsoM‘ Grey: $5,000 |
|||
# {{flagicon|SWE}} Core: $3,000 |
|||
# {{flagicon|USA}} Paul ‘czm‘ Nelson: $2,000 |
|||
# {{flagicon|USA}} Jeff ‘FienD‘ Abbott: $1,500 |
|||
# {{flagicon|USA}} XoquE: $1,200 |
|||
# {{flagicon|USA}} [[fatal1ty|Johnathan ‘Fatal1ty‘ Wendel]]: $1,000 |
|||
# {{flagicon|USA}} John ‘ZeRo4‘ Hill: $800 |
|||
# {{flagicon|USA}} Dan ‘RiX‘ Hammans: $500 |
|||
# {{flagicon|GRL}} Frank 'Claw' Mar |
|||
# {{flagicon|USA}} 'Brute' |
|||
# {{flagicon|ENG}} Alex 'Dizz' Venovski |
|||
# {{flagicon|USA}} 'Goonter' |
|||
# {{flagicon|ENG}} Nick 'Stitch' Venovski |
|||
# {{flagicon|USA}} 'Rapture' |
|||
*9th-16th: $500, 17th-24th: $300 |
|||
=== 2007 - QuakeWorld Back in Big Tournament Play === |
|||
*'''[[QuakeCon]] 2007''', 'Quad Damage' tournament (QW was played along with Q2, Q3, & Q4). Prize money: '''$100,000 USD''' |
|||
*'''[[DreamHack]] 2007''', 32 player [[duel]] Tournament. Prize money: '''25,000 [[swedish krona|SEK]]''' |
|||
# {{flagicon|Denmark}} ParadokS |
|||
# {{flagicon|SWE}} Locktar |
|||
# {{flagicon|SWE}} Locust |
|||
# {{flagicon|Netherlands}} Reppie |
|||
*'''[[DreamHack]] 2008''', 32 player 2on2 Tournament. Prize money: '''37,000 SEK''' |
|||
# {{flagicon|SWE}} Druidz Team 2 (Xantom & mawe) |
|||
# {{flagicon|SWE}} Disorder (Nabbe & Persuader) |
|||
# {{flagicon|SWE}} Druidz Team 1 (bps & LocKtar) |
|||
# {{flagicon|SWE}} Lege Artis (Inferno & Riker) |
|||
*'''[[DreamHack]] 2009''', 16 player duel Tournament. Prize money: '''15,000 SEK''' |
|||
# {{flagicon|SWE}} Locktar |
|||
# {{flagicon|SWE}} Nabbe |
|||
# {{flagicon|SWE}} bps |
|||
# {{flagicon|SWE}} Åke Vader |
|||
==Features== |
|||
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. |
|||
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}} |
|||
==Legacy== |
|||
<!-- Deleted image removed: [[Image:QWScreenshot1.jpg|thumb|300px|Screenshots from the ezQuake client.]] --> |
|||
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>{{cite web|url=http://quake2world.net|title=Quetoo BETA - Pwning nubz one rail slug at a time.|work=quake2world.net}}</ref> |
|||
[[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. |
|||
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>{{cite web|url=http://www.quakeworld.nu/forum/viewpoll.php?id=3016|title=QuakeWorld.nu|work=quakeworld.nu}}</ref> |
|||
[[QuakeNet]], the largest [[Internet Relay Chat]] (IRC) network, originated in 1997 as a network for QuakeWorld players.<ref>{{cite web|url=http://www.quakenet.org/history.php|title=QuakeNet IRC Network - Error 404|work=quakenet.org}}</ref> |
|||
== References == |
|||
{{reflist}} |
|||
== External links == |
|||
* [http://www.quakeworld.nu QuakeWorld.nu] - News and community site |
|||
* [http://nquake.com/ nQuake] - An Open Source QW package |
|||
* [http://www.challenge-tv.com/ CHTV] - Extensive QW demo repository |
|||
* [http://www.refragged.com Refragged] - QuakeWorld news from the competitive scene |
|||
{{Quake series}} |
|||
{{DEFAULTSORT:Quakeworld}} |
|||
[[Category:Video game cleanup]] |
|||
[[Category:Quake (series)]] |
|||
[[Category:Esports games]] |
Revision as of 04:07, 8 November 2015
QuakeWorld (abbreviated QW) is an update to id Software's seminal multiplayer deathmatch game, Quake, that enhances the game's multiplayer features (namely 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 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.[1] QuakeWorld has been described by IGN as predecessor to online first person shooters.[2]
History
1996 - QuakeWorld is Born
Quake's network code, the part of the software that handles multiplayer gaming over a network, was designed for low-latency play over a LAN. The original Quake did not address the fact that Internet connections have generally much higher latency and packet loss compared to a LAN connection, and over some connections, performance of this model did not provide an optimal experience.[3]
QuakeWorld, written by 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, of Capture the Flag fame) and Jack 'morbid' Mathews.[1] It included a useful program called QuakeSpy, written by Mathews, which later evolved into GameSpy.
1999 - TGi
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).
2001 - CPL 4-Year
The CPL 4-Year Anniversary Event - World Championships - 6/28/01 > 7/1/01
- Location: Dallas, Texas
- Notes: 800 people attended and over $15,000 USD in prizemoney was awarded.
- Harley ‘HarlsoM‘ Grey: $5,000
- Core: $3,000
- Paul ‘czm‘ Nelson: $2,000
- Jeff ‘FienD‘ Abbott: $1,500
- XoquE: $1,200
- Johnathan ‘Fatal1ty‘ Wendel: $1,000
- John ‘ZeRo4‘ Hill: $800
- Dan ‘RiX‘ Hammans: $500
- Frank 'Claw' Mar
- 'Brute'
- Alex 'Dizz' Venovski
- 'Goonter'
- Nick 'Stitch' Venovski
- 'Rapture'
- 9th-16th: $500, 17th-24th: $300
2007 - QuakeWorld Back in Big Tournament Play
- QuakeCon 2007, 'Quad Damage' tournament (QW was played along with Q2, Q3, & Q4). Prize money: $100,000 USD
- DreamHack 2008, 32 player 2on2 Tournament. Prize money: 37,000 SEK
- Druidz Team 2 (Xantom & mawe)
- Disorder (Nabbe & Persuader)
- Druidz Team 1 (bps & LocKtar)
- Lege Artis (Inferno & Riker)
- DreamHack 2009, 16 player duel Tournament. Prize money: 15,000 SEK
Features
QuakeWorld's most important feature is its rewritten networking code (for 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.
It did not address what some considered 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?]
Legacy
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, the freeware game Warsow, a mod for Quake 4 called Quake4World, and a free game called Quake2World based on the Quake 2 engine.[4]
Valve Software L.L.C. licensed QuakeWorld in 1996. Valve heavily modified the QuakeWorld engine to produce the GoldSrc engine, which powers Half-Life, Team Fortress Classic (a follow-up to the QuakeWorld mod Team Fortress), and Counter-Strike, among others.
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, More QuakeWorld, with ezQuake being most popular.[5]
QuakeNet, the largest Internet Relay Chat (IRC) network, originated in 1997 as a network for QuakeWorld players.[6]
References
- ^ a b "Blue's News - August 22-28, 1998". bluesnews.com.
- ^ IGN Staff (7 January 2010). "The History of Online Shooters". IGN. Retrieved 2015-11-07.
- ^ "QuakeWorld by John Carmack". fabiensanglard.net.
- ^ "Quetoo BETA - Pwning nubz one rail slug at a time". quake2world.net.
- ^ "QuakeWorld.nu". quakeworld.nu.
- ^ "QuakeNet IRC Network - Error 404". quakenet.org.
External links
- QuakeWorld.nu - News and community site
- nQuake - An Open Source QW package
- CHTV - Extensive QW demo repository
- Refragged - QuakeWorld news from the competitive scene