CPMA History
From PromodeWiki
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1999
- May: The Challenge Pro Mode (CPM) project was created by Richard 'Hoony' Sandlant.
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2000
- March: 24th The Challenge Pro Mode beta 5
- May: 18th Challenge Pro Mode beta 27
- May: 25th Challenge Pro Mode beta 28
- July: 1st A special pre-release Lansanity CPM goes public for the LAN (15/7). a|pureluck takes first place.
- August: 28th The Challenge Pro Mode 1.0 is released.
- December: The first public release with MutliArena support is unleashed and CPM becomes CPMA.
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2001
- January: CPM moves from the subpages of the Challenge Network to its very own www.promode.org
- March: Map Pack 3 is released containing CPM10, CPM11, CPM12, CPM13, CPM14 and CPM1A.
- April: CPMA reaches 10,000 downloads on Challenge-TV.
- June: #cpmpickup is created.
- July: iX joins the Design team .
- November:
- Shambler releases the first ever CPMA movie.
- arQon pushes out a new release with new prediction code hacks including removal of Q3’s built-in 50ms lag.
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2002
- January: Support for VQ3 was dropped and CQ3 gameplay was introduced.
- May: arQon adds support for Multiview Demos.
- June: Blemish joins the Design team.
- July: Matthew ‘GreySeer’ Barnett, 1973-2002
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2003
- January: CPMA version 1.0 is released with Map Pack 4. Over 16,000 players downloaded the 'Full' release with even more grabbing the upgrade.
- February: pmove is removed from the mod resulting in consistant physics across different frame rates.
- April: CPMA 1.1 and Map Pack 5 are both released.
- September: Swelt becomes Gameplay Design Lead.
- November: HoonyMode is introduced.
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2004
- January: CPMA 1.2 and Map Pack 6 are released.
- March: newborn joins the CPMA team doing Operations & Support.
- April: Not Team Fortress mode is introduced.
- June: CPMA 1.31 is released with ProMode's famous netcode tweaks.
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2005
- February: Map Pack 7 is released.
- May: CPMA 1.32 is released with the first gameplay changes since the adoption of PM2 as the official ruleset.
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2006
- July: CPMA 1.33 is released featuring the new Uberhud allowing complete control over HUD elements.
