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"Untold centuries ago the Vadrigar, the mysterious Arena Masters, constructed the Arena Eternal for their own infernal amusement. Virtually nothing is known of these beings except that they savor the carnage and clamor of battle. As such, they have stocked the arena with the greatest warriors of all time. And you have just joined their ranks."
From the manual.
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Quake III: Arena is the third entry in the Quake series. It was developed by id Software and released for PC in 1999.

The plot of the game is simple: Several warriors from all the corners of the galaxy duke it out in order to entertain the Vadrigar, and win the honor of being the most badass warrior of all time. Characters from several of Id's games, such as Doom and the two previous Quake games, were present in it.

This game was designed almost exclusively with multiplayer mode in mind. Id had recognized the fact that the deathmatches were easily the most popular thing about Quake so far, and created this entry as a virtual arena for competitive online matches. The single-player mode contained only a very basic story, and was based around a series of tiers, with the player making its way to the final match against the Champion. As everything else, the available multiplayer modes included in the game were plain and simple: "Free For All" (regular Deathmatch), "Team Deathmatch", "Tournament" (also called "1on1") and Capture the Flag.

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The game has an Expansion Pack in the form of Quake III: Team Arena, made by Id themselves, which was focused in team games. Here you must choose a team and duke it out with the other clans. It adds three new gamemodes, all of the team-based: "One Flag CTF", "Harvester" and "Overload".

Like most PC games, it also has console versions. The first release was for the Sega Dreamcast in 2000, ported by Raster Software and published by Sega, and featured 4 player online crossplay versus Dreamcast and PC gamers. The second is called Quake III: Revolution, and was released for the PlayStation 2 in 2001, created by Bullfrog Productions and published by Electronic Arts; this version features several elements (maps and characters) adopted from Team Arena, along with a more mission-based single-player mode, and split-screen multiplayer for up to 4 players (sadly, it lacks mouse support and online play due to the PS2's network adapter not being released outside of Japan until 2004). And finally there's a Xbox Live Arcade version called Quake Arena Arcade, a joint-effort by Id and Pi Studios released in December 15, 2010. This game contains some new maps and characters.

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All of this, of course, not counting the countless of ports and forks which have spawned ever since Id released the source code in 2005, which allowed Q3A to be played in virtually every device in existence, as well as spawning many clones and derivated games such as Alien Arena, OpenArena and World Of Padman, as well as former game mods turned standalone games such as Q 3 Rally and Urban Terror.

In 2010, Id released a free web browser version of Quake III: Arena called Quake Live, which also added many new maps (especially third-party ones) and some extra game modes. This version was later released on Steam in 2014, and made as a paid game in 2015. Plenty of new modes were added since its announcement such as "Race", "Clan Arena", "Freeze Tag" (a Lighter and Softer version of Clan Arena), "Domination", "Attack & Defend" and "Red Rover". Instagib versions of FFA, CTF and Freeze Tag were also made available.

Followed chronologically by Quake IV. In 2016, it received a direct successor as Quake Champions.

The game has a character sheet.


See also:


    open/close all folders 

    In general 
  • Armor Meter/Points: Expressed in an icon+number fashion.
  • Artificial Stupidity: The game uses an AI system based on brushes (firstly used on the Xaero bot mod for Quake II) instead of waypoint-based systems. This, however, doesn't mean that the bots will play like humans. They cannot jump, use platforms (there's a reason of why Q3 lacks platform-based maps, and uses jumppads instead) and they cannot navigate their way onto items which take some kind of risk to get. This is also a problem in its Spiritual Successor OpenArena.
  • Ascended Glitch: The Strafe Jump, with a tutorial and training course in Live.
  • Batman Can Breathe in Space: Some levels are set in space platforms and just a bunch of the characters aren't helmet-less, spacesuit-less humans.
  • Beam Spam: The Lightning Gun.
  • Bilingual Bonus: One of Fritzkrieg's death sounds has him shouting "Scheisse!" Which is the German word for "shit"
  • BFG: It's a Plasma Gun on steroids, however...
  • Bragging Rights Reward: There are several awards obtained in-game and campaign-only post-game which don't bring any meaningful bonus:
    • "Excellent": Kill 2 enemies in 3 seconds or less.
    • "Impressive": Get 2 consecutive hits with the Railgun.
    • "Accuracy": Get over 50% of weapon accuracy.
    • "Frags": Get 100 frags in the campaign. (Obtained every 100 frags)
    • "Perfect": End a match without dying.
    • "Defence": Protecting your flag or your flag carrier.
    • "Assist": Taking the enemy flag from a fallen teammate and scoring. Additionally, fragging your flag carrier's foes.
    • "Capture": Capturing a flag.
  • Chainsaw Good: The Gauntlet.
  • Cherry Tapping: The game actually gives you a humiliation award for killing your opponent with the Gauntlet. This fact makes the otherwise useless Gauntlet a popular weapon, especially in Live, where other players can see how many people you "humiliate" during all your game sessions.
  • Competitive Multiplayer: One of the games that really started the multiplayer craze, it still has a dedicated "professional" competitive community to this day.
  • Death Is Not Permanent: If Arenas is any indication, characters are rebuilt between respawns. In the game proper, the bots even lampshade this.
  • Death Trap: Some Deathmatch levels have these. They range from killing pendulums, to crushing platforms, to death pits and the void.
  • Developers' Foresight: In single player, curse at a bot. They'll comment on your potty mouth. Similarly, typing in racist slurs will have them ask if you're some sort of racist. Typing something religious will either get them on praising religion or throwing an insult at you. Really, there's a lot of topics it can handle, even though pretty loosely.
  • Dummied Out: Two unused music tracks by Sonic Mayhem, unused announcer voices, a test map and more. More info here.
  • Flight: You can find this item in just one map during a Multiplayer match, but it's also present in some third-party maps as well.
  • Gatling Good: The Machinegun.
  • Lightning Gun: The Quake 1 gun returns, but without the "water discharge" property.
  • Massive Multiplayer Crossover:
    • This series of games feature characters from most of Id Software's major FPS games until its release date battling it out for supremacy, such as the Space Marine from Doom, the Quake dude (referred to as "Ranger"), and several characters from Quake II including the generic Grunt, Bitterman (the protagonist of the main Quake II game), Major, and a Strogg Tank. The only major missing figure is Wolfenstein's B.J. Blazkowicz.note 
    • This also extends to the weapons, as the starting guns are a small version of Doom's chainsaw (the Gauntlet) and Quake II's Machinegun. There're also Quake's Lightning Gun, (which, sadly, doesn't include the "instant water kill" property its Quake counterpart had) Doom's Plasma Gun, and Quake II's Railgun. Team Arena also adds a modified version of Quake's Nailgun (which behaves more like a Shotgun with Nails instead of a rapid-fire Nail shooter) and Quake II's Chaingun.
    • Author Avatar: After installing the 1.16n patch of the game, you can even play as some of the developers!
    • Guest Fighter: Bullfrog, the developers of Quake III: Revolution, sure didn't leave the happy owners of this PS2 port without a tasty treat - The Reaper and The Mistress make guest appearances there!
  • Mutually Exclusive Power Ups: The "holdables": Personal Teleporter and Medkit in vanilla Q3A and Kamikaze and Invulnerability (plus the unfinished and cut Portal) in Team Arena. Players can use these at any time in the match, but cannot carry up more than one holdable at a time. In order to pick up another holdable, the previous one must be used first.
  • No OSHA Compliance: Lampshaded by Gorre, when he dies by lava:
    "Where's the 'Under Construction' sign? Who built this freakin' place?"
  • Palette Swap: Multiple models have alternate skins, although they all have no more than two team textures. Bolded are the bots available in the vanilla campaign, the console-exclusive bots are in italic.
    • Bones - X-Ray
    • Doom - Phobos
    • Sarge - Krusade, Roderic
    • Grunt - Stripe
    • Hunter - Harpy
    • Klesk - Flisk
    • Slash - Yuriko, Grrl
    • Patriot - Razor, Id
    • Lucy - Angel
    • Ranger - Wrack
    • Uriel - Zael
    • Visor - Gorre
    • Major - Daemia
    • Biker - Cadavre, Hossman, Slammer, Stroggo
  • Pop-Star Composer: Front Line Assembly composed some tracks for the main game. Sonic Mayhem as well returning after doing soundtrack for Quake II.
  • Recycled In Space: The Excuse Plot can be summed up as "Mortal Kombat with guns".
  • Tournament Play: The longevity of the game in the competitive scene eventually led to the development of Live.
  • Use Item: Teleporter and Medkit.

    Quake III Arena (core game) 
  • Advertised Extra:
    • Sarge has been the center of many a promotional piece of artwork and is even the protagonist of the trailer and the final boss of the demo. In the full game proper? He's reduced to the first boss you take on.
    • Klesk appears in the cover of Quake III: Revolution and early screenshots, but has no big role in the game other than being playable.
  • Blood Knight: In the blurb, it says the gods wanted more entertainment, so they put you and the others there to fight, and even made you immortal so that not even death would release you from fighting.
  • Bond One-Liner: The dev team got creative with them, as many bots can attest. This is something which was refined further by Unreal Tournament and the like.
  • Can't Count Bullets: In the opening cutscene, Sarge is blasting monsters with his Chaingun, until he runs out of bullets ("Fuel Cell: Empty"), then he has no option but to hide behind a pillar.
  • Credits Gag: In the PC version, after defeating Xaero, there's a cutscene which shows him turned into stone, and the obvious credit list... then Slash appears trying to control her rollerblades.
  • Dramatic Ammo Depletion: A heroic version happens at the opening cutscene, where Sarge is blasting monsters with his Chaingun, until he runs out of bullets ("Fuel Cell: Empty"), then he has no option but to hide behind a pillar.
  • Dummied Out: The Grappling-Hook Pistol, accessible via cheating. It's modeled and works like it should, but its functionality is incomplete.
  • Easter Egg:
  • Excuse Plot: The game's plot goes like this: Sufficiently Advanced Aliens kidnapped some of the greatest warriors and made them fight each other to death and redeath. You die? They'll respawn you back. The best warrior will then challenge Xaero, the Arenas Eternal's champion. In the PS2 version, you get to fight against the tournament's host directly, though.
  • Foreshadowing:
    • "Arena Gate", first level of Tier 1, has statues of Major and Visor; you meet Visor in Tier 5 and Major in Tier 6.
    • "Hero's Keep", first level of Tier 3, has statues of Ranger, Major, Visor and Doom; you meet Doom in Tier 6.
  • Gradual Regeneration: The Regeneration powerup.
  • Loads and Loads of Loading: A pretty painful issue of the PS2 port, in which loadings might span for just as long as two minutes.
  • Mid Boss: The single-player portion of III features one boss per tier, except Tier 6: Sarge, Hunter, Klesk, Anarki, Uriel and Xaero.
  • Shareware: The demo version came with four levels (Arena Gate -q3dm1-, Temple of Retribution -q3dm7-, The Longest Yard -q3dm17- and The Proving Grounds -q3tourney2-) and five selectable characters (Daemia, Grunt, Visor, Major, Stripe and Sarge as a Final Boss of sorts).
  • Your Mom: Might occur if you try to chat with a bot (any who can reply to your messages, anyway) and actually manage to piss him off.

    Quake III: Team Arena 
  • Art Evolution: Barely noticeable, but it's still there - starting with the menu design and ending with the minor fact that Callisto has little face animation, unlike the other models.
  • Back from the Dead: Pi and Fritzkrieg.
  • Bond One-Liner: The characters rely on "uniformed" voice acting rather than text chat lines and there's significantly less one-liners than in the vanilla Q3, but they're still here.
  • Competitive Balance: In Team Arena, you start as Jack-of-All-Stats, as in any FPS, but in the maps with the Runes, depending on the rune you've taken, you may become:
    • Fragile Speedster: Scout. (Negates your armor, and you're unable to pick up armor, but makes you faster)
    • Mighty Glacier or Lightning Bruiser: Guard. (You receive the max health and armor, and the health will regenerate to the maximum)
    • Glass Cannon: Doubler. (Increases your firerate and weapon damage)
    • Spoony Bard: Ammo Regen. (Your ammunition regenerates... rather slowly)
  • Defeat Equals Explosion: Any player who dies while carrying the Kamikaze holdable powerup. When dying, (and if they're not gibbed) they will produce a huge explosion which shakes the arena.
  • Dummied Out:
    • An incomplete Use Item, a Portal device. Like the Grapple, it's modeled, but its functionality is incomplete, and there's no model, sprite or effect for it, leading it to being 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.
    • A minor one, but some bot chatlines 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.
  • Expy: Like Galena in Quake Champions, the Crusaders seem to be inspired by the Heretic and Hexen games, which id Software published.
  • Gatling Good: The Chaingun.
  • Nail 'Em: The Nailgun.
  • Nerf: The Railgun, later carried to Arena. It was overpowered in the main game, being hitscan and doing enough damage to reliably kill an opponent in one or two shots. In TA, the weapon gets weaker with distance, making it useless at longer ranges. This was later carried over to vanilla III by the time of Point Release 1.32.
  • Suicide Attack: The Kamikaze item.
  • Timed Mission: All of the single-player missions are this, as well as some matches on the main game.
  • Time Trial: Basically to what the singleplayer mode has been reduced - a series of free-to-choose challenges, in which you need to score points. The time bonus, complete with the skill multiplier, deliver the biggest impact on the challenge's final score.
  • Use Item: The Invulnerability and Kamikaze are added to the inventory.
  • Why Am I Ticking?: Hit an enemy with a Proxy Mine, (or many, for amplified effect) and in 10 seconds, more or less, he will blow into pieces.

    Quake Live 
  • Art Evolution: For being in the same engine, many of the Arena and Team Arena maps received really big visual changes, compared to the original versions.
  • Ascended Fanfic: Plenty of third-party maps made their way to Live:
    • The game launched with "Blood Run" by Sten "ztn" Uusvali[[note]]Which also made its way to Quake Champions, "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.
  • Bowdlerization: In order to get the "T" rating, Live had to drop every topic/reference to alcohol, drugs, rear-guards, sex, porn, depictions of violence with animals and Satanism. Many maps had also renames (for example "Apocalypse Void" was renamed to "Terminal Heights").
  • Easter Egg:
    • The training maps are full of these. First of all, it's modelled after the Introduction difficulty map selection from Quake. Then, by rocketjumping into the right places, players can discover red key(card) of doooom! ("You found a spooky secret!"), a poster of Orbb with Crash riding on it (OOOOOOOOOOOOOOH SNAP!), a support with "Method was here" written on it, a list of the Quake Live team and a secret, harder bonus challenge ("You're my hero!").
    • As part of the bowdlerization, the eggs on "The Bouncy Map" and "Apocalypse Void" (renamed as "Terminal Heights") had to be replaced with "MMM BOY". The "Chemical Reaction" (fka "Deva Station") egg was replaced with the Turkey from Super Turbo Turkey Puncher 3, which also appears in the map "Arcane Citadel" (in a location only available via noclip).
    • The map "Corrosion" has the Dopefish inside of an unreachable area.
    • References to the clan 2K are found in the maps "Limbus" ("Quake Forever <3") and "Arcane Citadel" ("Monument of Honor" and "Akm & Yellack were here <3")
    • There's a creeper hidden in the map "Realm of Street Rats".
    • The map "Purgatory" has an unreachable BFG.
    • The maps "Cure" and "McSarge's" have birthday cakes.
    • The map "Ragnarok", fittingly, has the Mjolnir, in a specific, unreachable location.
    • The map "Reflux" has a QR Code.
    • The map "Elden" in FFA mode has a room with a Red Armor and a Megahealth which can only be opened with a Gold Key.
    • Blue side, middle area, of the map "Stone Keep" has a carving ("AP & LP <3")
    • The map "Blood Run" has an area only reachable by noclipping ("I'm Bad")
    • The map "Repent" has a funny "Sorry! Invis is in another secret!". The Invisibility itself is VEEEEEEEEEEEERY hard to get, and requires tons of trickjumping.
  • Lighter and Softer: Live has blood and gore removed, along with the map decorations of corpses, torture victims, and skeletons.
  • Nostalgia Levels: Aside of the fan-made maps, Premium Pak 16 for Live added Quake II maps "The Edge" (q2dm1) and "Warehouse" (q2dm8). A special, winter-themed version called "Winter's Edge", was available for some time.
  • Product Placement: Live originally had billboards displaying ads for various things.
  • Your Princess Is in Another Castle!: The Easter Egg in the "Repent" map: by headbutting a certain light you open a secret area with a message which says "Sorry! The Invis is on another secret".

    Console versions 
Tropes exclusive to Q3A for Dreamcast, Revolution (PS2) and Arena Arcade (X360). Tropes from Arena and Team Arena may apply here as well.

  • Adapted Out:
    • Arena Arcade: The PC maps "Fatal Instinct", "Brimstone Abbey", "The Nameless Place", "Dredwerkz", "Lost World", "Space Chamber" and "Apocalypse Void"/"Terminal Heights" and the character Orbb.
    • Revolution: The maps "Deva Station"/"Chemical Reaction", "Dredwerkz", "Grim Dungeons", "The Bouncy Map"/"Cobalt Station", "Apocalypse Void" and especially "The Very End of You", plus the characters Mynx and Uriel.
  • Ascended Extra: The following were just selectable skins in the PC version who got ascended to AI opponents in these versions:
    • Krusade (Palette Swap of Klesk) in Revolution.
    • Flisk (Palette Swap of Klesk), Slammer, Stroggo (both of Biker/Hossman), Yuriko (of Slash) and Zael (of Uriel) in Arena Arcade.
  • Bonus Dungeon: In the literal sense of the word! After finishing the Vadrigar in Revolution, you get a special rung called The Keeper, where you face The Reaper and The Mistress. Winning it unlocks them.
  • Boss Rush: The "Who's The Boss" challenge in Arena Arcade pits the player against every previous boss until that pointnote .
  • The Cameo: There's a Deathmatch-only level in Revolution called "The Keeper", featuring Dungeon Keeper characters Reaper and Mistress.
  • Continuity Nod: The description for the map "Cobalt Station" in Arena Arcade says that "veterans of the arena call this map 'Bouncy'". This is a reference to the map's original name back in Q3A, "The Bouncy Map".
  • Demoted to Extra:
    • Hunter becomes just another challenger in Revolution.
    • Xaero, usually the game's Final Boss, becomes just another challenger in Revolution as his place was taken by the True Final Boss, the Vadrigar.
  • Down to the Last Play: The capture limit for the One Flag CTF challenge "One Cap to Win" in Arena Arcade is 1.
  • Gimmick Matches: Most of the challenges in Arena Arcade take place in the other gamemodes aside of Free For All. Some of them have quirks, though, such as the low-gravity based challenges "High Flying", "Long Jump" and "Zero G".
  • Its All Up To You: The "One Flag" Capture the Flag challenges in Revolution. You're on your own against a team of bots who will prevent you from getting to the capture limit.
  • Letters 2 Numbers: The challenge "Death B4 Dishonor" in Arena Arcade.
  • Loads and Loads of Loading: One of the main criticisms of Revolution, averaging over a minute.
  • MacGuffin: The white flag in the One Flag CTF and Possession matches.
  • Mid Boss: In addition to the PC bosses, Arena Arcade adds Pi from Team Arena to the list.
  • Quad Damage: In addition to the trope-naming powerup, there's also a pink-colored Double Damage.
  • Super Speed: In addition to the Haste powerup, there's a Double Haste, which increases even more the movement speed and rate of fire. An analogy could be done here: the Haste is to the Double Damage what the Double Haste is to the Quad Damage.
  • Timed Mission:
    • The "Kills Vs. Time" rungs in Revolution are about scoring the highest amount of frags or reaching the frag limit before the time limit expires.
    • The "Short on Time" and "Hustle" challenges in Arena Arcade are about scoring the most frags in a short period of time.

Alternative Title(s): Quake Live

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