OpenArena

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OpenArena
OpenArena logo
Developer(s) OpenArena Team
Engine ioquake3
Platform(s) Linux, FreeBSD, OpenBSD, OS X, QNX, Solaris, Microsoft Windows
Genre(s) First-person shooter
Mode(s) Single-player, multiplayer
Media/distribution Download

OpenArena is a free and open source first-person shooter (FPS) computer game based heavily on the Quake III Arena style deathmatch. The OpenArena project was established on August 19, 2005, the day after the id Tech 3 GPL source code was released. It is still in early development.

OpenArena is available from the default repositories of a number of Linux distributions, including Debian, Fedora, Gentoo, Mandriva, Arch and Ubuntu. It is also in development for the Maemo mobile operating system.

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Gameplay [edit]

OpenArena-Rocket.jpg
OpenArena-Gibs.jpg

OpenArena's gameplay attempts to emulate Quake III Arena: score frags to win the game using a balanced set of weapons each designed for different situations. Guns include a chaingun, rocket launcher, shotgun, and railgun. The Quake III style of play is very fast and requires skill to be played successfully online.

Gameplay modes exist such as Deathmatch, Team Deathmatch, Tournament, and Capture The Flag (all modes also in the original Quake III). OpenArena version 0.7.6 adds the new Elimination, CTF Elimination, Last Man Standing and Double Domination gametypes. Domination mode is available, too, and the same are Harvester, One flag CTF and Overload modes (the latter three are from Quake III: Team Arena).

Development [edit]

OpenArena's primary goal is to make a completely free, open source FPS game derived from Quake III. Its game engine is ioquake3, based upon id Software's id Tech 3. In addition, a "missionpack" add-on is planned, to take advantage of the GPL'd id Tech 3 source code.

The newest version of OpenArena 0.8.8 was released on February 20, 2012. The version 0.8.0 was removed because of the non-free content from the previous version.

Legacy and impact [edit]

Quake 3 Arena has been used as a platform for scholarly work in computer science. Some examples include streaming graphics from a central server,[1] and visualizing large amounts of network data.[2]

See also [edit]

References [edit]

  1. ^ Peter Eisert and Philipp Fechteler (2007). Remote rendering of computer games. Proceedings of the International Conference on Signal Processing and Multimedia Applications (SIGMAP), Barcelona, Spain, July 2007. 
  2. ^ Lucas Parry (2007). L3DGEWorld 2.1 Input & Output Specifications. CAIA Technical Report 070808A, August 2007. 

External links [edit]