TourneyCPM CTF 4v4
March 6th, 2009 by iX

TheMafia of TourneyCPM is running a transatlantic CPM CTF competition, 4v4 that’s open to US and European teams and players, if you have a team sign up, if you don’t there’s a list of similar players for you to form teams with. A little movie to whet your CTF appetite:

Promo Movie

Register your team: #tourneyCPM #uscpmpickup and #cpmpickup on QuakeNet

Registered Teams

Players with no team sign up

TheMafia writes:
TCPM opened with a solid 1v1 tournament in November of 2008 ( http://tourneycpm.mrlazyinc.com/?m=events&id=1 ) with walter emerging the victor. Now we have opened the TCPM CTF 4v4 to open the 2009 CPM scene and take it to another level. Team registration will be open until March 27th, in which time a lot of teams need to be formed as there is about 150 active players between North America and Europe without a team. This is why the Available CPM CTF Players List ( http://tourneycpm.mrlazyinc.com/?m=events&id=6 ) has been opened. This is where team captains can see willing players listed to recruit for their team, register as soon as you can so that your team has time to practice as there are a few teams already registered and few that need to regroup who have already been practicing.

I am working with those players who are most active and best represent the community and its efforts to grow in 2009, thusly rules for the tournament and the map list will be posted near the dead line of the team registration cut off, keep an eye on the event page ( http://tourneycpm.mrlazyinc.com/?m=events&id=3 ) for the most up to date info. Admin’s and community representatives are welcome to join the team to make this the best CTF CPM event ever held.

TheMafia
themafia@mrlazyinc.com

I hope as many of you as possible support this event, it’s only by helping the people that try to build community and run competitions like this that the game survives or grows. With QuakeLive coming along the FPS community needs to pick itself up and get active, there’s potential for more activity outside QL once people realise there’s more to fast FPS if they want to explore it.


Promode chosen for Dreamhack Lan event
September 20th, 2008 by iX

Promode gameplay has been chosen for the Dreamhack Lan event in Sweden, good prizes on offer and some big names signed up already. http://www.dreamhack.se/dhw08

Date: November 27-30, 2008
Event DreamHack
Location: Elmia - Jönköping, Sweden

Game: Quake 3 (CPM)
Layout: Duel - 1 vs 1
Number of spots: 32 players
Tournament layout: Groups -> Single Elimination
BYOC: No
Prizes:
#1: 8 000 SEK + 4 000 SEK worth of products
#2: 4 000 SEK + 3 000 SEK worth of products
#3: 3 000 SEK + 2 000 SEK worth of products
#4: 1 000 SEK worth of products

There are also competitions for 2v2 Quakeworld and 1v1 QuakeLive so sign up and kill people.


OSP2CPMA CFG Converter
December 31st, 2007 by iX

move writes:

Today is a beautiful day, or evening… the Polish Q3 player named Poland [M]aniek has created something which will help many players around the world to try and close their careers in OSP mode and run away to CPMA/OSP (or CPMA/VQ3)!

Original post

Polish


CPMA 1.44 and ChallengeQuake3 1.40 executable released
December 21st, 2007 by iX

Download Challenge Promode Arena

Download ChallengeQuake3 1.40

I'd like to thank everyone involved in producing and testing the releases, especially Link and the pickup community, arQon and qrealka on the code side of things and vamp1re for the icons which should be a little taste of things to come. This release is a new version of CPMA 1.44, all players and servers should upgrade and a new executable ChallengeQuake3 1.40, which again, all players AND SERVERS should use. You will not be able to use Punkbuster with ChallengeQuake3, but PB is generally ineffective and so problematic that it hurts legitimate players more than it helps.

Improvements:

CPMA
New icons for everything thanks to vamp1re
2,000 UPS plasma (up from 1,800)
Q4MAX spawn system in 1v1 (random using the furthest 50% of spawns from the killer)
Tele-exit speed reduced to 400 from 440 and the 'cripple' effect on exit removed. This means less free speed but more ability to circle jump, all teledoubles that were possible are now but may need some practice. Teleporter exit circle jumps now follow the same rules as normal circle jumps
Item bounding boxes fixed and aligned, they were extremely asymmetric, items may feel smaller
New particle system for rail, lightning gun and smoke
hud_hide and hud_show commands for individual hud elements
ChallengeQuake3 gameplay modified - has the dev rail gun, ramp jumps, CPM water movement and a number of other tweaks, see the changelog for further details

(For all changes read the changelog)

ChallengeQuake3
Truetype font support
Tracebug fixed - as a player you should notice the game feels better
Virtual machine maths bug fixed - Quake 3 wasn't adding up properly