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  • Ascended Fanfic: Plenty of third-party maps made their way to Live:
    • The game launched with "Blood Run" by Sten "ztn" Uusvalinote , "Industrial Accident" (later renamed to "Pulp Friction") by Jason "Cornelius" Gill, and the Threewave CTF maps "Bloodlust" and "Courtyard Conundrum" by Dave "Zoid" Kirsch.
    • Premium Pak 1: "Realm of Steel Rats" by Jens Bergensten, "Dismemberment" by Mindi "Hubster" Burji, "Aerowalk"note  by Hubster and Mattias "Preacher" Konradsson, and "Phrantic" by Richard "Swelt" Jacques (all of them from the Challenge Pro-Mode Arena -CPMA- mod); "Deep Inside" by J. Scott "Teddy" Drader and "Intervention" (formerly "Suicide") by Agust Atlason (both from the Orange Smoothie Productions (OSP) Tourney mod); "Japanese Castles" by Mike "g1zm0" Burbidge and "Shinning Forces" by Ryan "Crewmaac" Villegas (both from the Threewave CTF mod); "Theatre of Pain" (formerly "High Noon") by Till "thefury" Merker, and "Overkill" by Wiebo de Wit (both from the Rocket Arena 3 mod); "Battleforged" by Tom "Phantazm11" Perryman, "Dreadful Place" by Pawel "Shadow" Chrapka, and "Focal Point" by Simon "Sock" O'Callaghan.
    • Premium Pak 2: "Thunderstruck" by thefury and "Somewhat Damaged" by Adam "Brent" Bellefeuil (both from Rocket Arena 3) and "Devilish" by Justin "StormShadow" Ingels.
    • Premium Pak 3: "Solid" by Swelt (from the CPMA mod) and "Window Pain" by Brent (from the Rocket Arena 3 mod).
    • Premium Pak 4: "Evolution" by thefury and "Three Story" by g1zm0 (both from the Rocket Arena 3 mod).
    • Premium Pak 5: "Double Impact" by Shadow (from the Quake II multiplayer-only expy Quetoo).
    • Premium Pak 6: "Dies Irae" by Shadow (from Quetoo); "Skyward" (formerly "The Vast and Furious") by Brian "ButterB" Hahn and "Concrete Palace" also by Shadow.
    • Premium Pak 7: "Toxicity" by Alexander Mader.
    • Premium Pak 9: "Canned Heat" by thefury (from the Rocket Arena 3 mod); and "Wargrounds" by Shadow.
    • Premium Pak 10: "Seams and Bolts" by Brent (from the Rocket Arena 3 mod).
    • Premium Pak 11: "Spider Crossings" by Dan "Scancode" Gold (from the Threewave CTF mod) and "Electric Head" by Brent (from the Rocket Arena 3 mod).
    • Premium Pak 12: "Camper Crossings" by Scancode (from the Threewave CTF mod).
    • Premium Pak 13: "Windsong Keep" by Phantazm11.
    • Premium Pak 14: "Terminatria" by Russell "bst" Vint, "Fluorescent" by Ferdinand "Cityy" List, and "Corrosion" by Phantazm11.
    • Premium Pak 15: "Left Behind" by Cityy.
    • Premium Pak 16: "Wicked" and "Use and Abuse", both by FxR/jude (50chickens), and "Foolish Legacy" by Swelt (all of them from the CPMA mod).
    • Premium Pak 19: "Future Crossings", "Gospel Crossings" and "Railyard" (formerly "Silly Railings") all of them by Scancode (all of them from the Threewave CTF mod).
    • Premium Pak 20: "City Crossings" by Scancode (from the Threewave CTF mod); "Shaken Not Stirred" by Brent, and "Monastery" by g1zm0 (both from the Rocket Arena 3 mod).
    • Premium Pak 21: "Hen House" by thefury, "Dead and Gone" by David "SgtGhost" Levesque (from the Rocket Arena 3 mod); and "McSarge's" by Cityy.
    • Premium Pak 22: "Industrial Revolution" by Joel "Johnny Law" Baxter (from the Threewave CTF mod); "Castle Deathstalker" by H. Scott "Deathstalker" Maclean, "Death or Glory" by SgtGhost, "Drunken Mummy" by thefury (all of them from the Rocket Arena 3 mod); and "Bitter Embrace" by Todd "Mr. Clean" Rose, and "Solarium" by Phantazm11.
  • Canon Name: The game finally gives the Heroic Mime player characters of every past game a proper (nick)name:
  • Development Gag:
    • All of the bots in the game are based on bots from the Gladiator bot AI mod for Quake II. Mr. Elusive, the creator of the mod, was hired by Id to port his work to the game.
    • The in-game HUD of Team Arena is very similar to the original HUD for Quake.
    • Major appears as a statue in the first map, "Arena Gate". She is the opponent in the Q3 demo version of that map.
  • Dueling Works: With Unreal Tournament, which came out two days before it. Ultimately, UT was the immediate winner, selling slightly better and rating a little higher among critics, but Quake III pulled ahead in the long term due to its greater longevity among the competitive scene and more lasting influence that games on its engine or derivatives had over the next decade.
  • Dummied Out:
    • Two unused music tracks by Sonic Mayhem, unused announcer voices, a test map and more. More info here.
    • The Grappling-Hook Pistol in Arena, accessible via cheating. It was modelled and works as it should, but its functionality was incomplete. A functional version was eventually added to Quake Live and it’s a prominent feature of Arena CTF game mode.
    • An incomplete usable item, a Portal Device, exists in the code of Team Arena. Like the Grapple, it's modelled, but its functionality is incomplete, and there's no model, sprite or effect for it, leading it to be a weird Game-Breaker if added to a map. Should it have been completed with the functionality finished, it would have predated games such as Narbacular Drop and Portal.
    • Some bot chatlines in Team Arena were commented out, such as Angel's reactions when she gets killed by a player or kills with a Kamikaze. They're a real thing for Fritzkrieg and Pi, however.
  • God-Created Canon Foreigner:
    • Although inspired by Doom himself, Phobos and Crash don't appear in the Doom games.
    • Likewise, Ranger's counterpart, Wrack, is nowhere to be seen in Quake.
    • Although Bitterman is the Player Character and Grunt the default selectable skin, Stripe is also nowhere to be seen in Quake II.
    • The Team Arena expansion gives us Fritzkrieg, who seems to have been inspired by the Wolfenstein series on account of being made up of different soldiers who died during World War II. While Fritzkrieg himself never appeared in Wolfenstein, the German soldiers that became him might have been among the hundreds that B.J. Blazkowicz killed during that series.
  • Hey, It's That Sound!:
    • The game recycles several sounds from Quake II, namely the "Quad Damage activation" sound, the "Invulnerability wearing off" sound for every other temporal item, the "Invulnerability activation sound" for the Battle Suit and the "BFG firing sound" (that one which it does after charging) for the BFG shot.
    • Team Arena has some of Quake's menu sounds.
    • The hit sound itself is a system sound from Windows 95 slowed down.
  • Official Fan-Submitted Content: The maps that compose the "Premium" packs for Live are divided between converted Q3 maps and maps created by the community. Some maps were also included in the base game.
    • Base Game: "Blood Run" by Sten "ztn" Uusvali
    • Premium Pak 1: "Aerowalk" by Mindi "Hubster" Burji and Mattias "Preacher" Konradsson.
    • Premium Pak 5: "Tornado" by Richard "Swelt" Jacques.
    • Premium Pak 8: "Revolver" by Wiebo de Wit; "Sorrow" by Pawel "ShadoW" Chrapka.
    • Premium Pak 13: "Infinity" by Ferdinand "cityy" List; "Limbus" by Mike "Yellack" Schreiber and Gary "akm" Turner; "Silence" by cityy; "Terminus" by akm and Timo "frs" Laakso.
    • Premium Pak 14: "Sinister" by Yellack and akm.
    • Premium Pak 15: "Cold Cathode" by cityy and Tom "Phantazm11" Perryman.
    • Premium Pak 17: "Arcane Citadel" by Yellack and atm; "Cure" by cityy
    • Premium Pak 18: "Delirium" by Russell "bst" Vint; "Fuse" by cityy.
    • Premium Pak 21: "Arkinholm" by Richard "noctis" Gansterer and Chad "Despair" Younger; "New Cerberon" by EmeraldTiger.
    • Premium Pak 22: "Ragnarok" by cityy and frs; "Refinery" and "Satanic", both by Justin "StormShadow" Ingels.
    • Premium Pak 23: "Electrocution" by Colin "Q50" Dodd; "Lost Paradise" by Despair; "Servitude" by Todd "Mr. Clean" Rose.
  • Refitted for Sequel: The original game had a Grappling Hook coded, but it wasn't added to the final game, not even in released patches nor Team Arena. Quake Live makes it functional and an integral part of its Arena CTF gamemode.
  • What Could Have Been:
    • Early versions of III had a Chainsaw. It was replaced by the Gauntlet.
    • A flamethrower weapon was planned to be part of the arsenal. For gameplay reasons, it was cut.
    • There were weight classes (the usual Fragile Speedster, Jack of All Stats and Mighty Glacier, though), but were cut.
    • Mojang suggested that a game of Quake against Bethesda should be how they decided the Scrolls v. The Elder Scrolls trademark dispute. Bethesda never responded, unfortunately.
    • There was also a Portal item in Team Arena which never got to be finished.
    • Quake Arena Arcade began development as just a port of Quake III: Team Arena.
    • A Nintendo DS version called Quake Arena DS was in development but ended up being cancelled.
    • The playable characters in Revolution had voice clips (Doom's quotes), though they were cut. This appears to have been a late decision, as all of the characters were also dubbed in French and Italian.
    • Hunter was supposed to be a playable character in Revolution's single-player mode. Her unused skins and voice lines can be seen here.
  • Working Title: Live started development as Quake Zero.

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