metadata.xml 2.1 KB

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  1. <?xml version="1.0" encoding="UTF-8"?>
  2. <!DOCTYPE pkgmetadata SYSTEM "http://www.gentoo.org/dtd/metadata.dtd">
  3. <pkgmetadata>
  4. <maintainer type="project">
  5. <email>games@gentoo.org</email>
  6. <name>Gentoo Games Project</name>
  7. </maintainer>
  8. <longdescription>
  9. The Challenge Pro Mode (CPM) project was created by Richard 'Hoony' Sandlant in May 1999
  10. (when the 'Q3test' was released) after he realised that Quake 3 Arena was going to have a
  11. lot of "newbie-friendly" features and after John Carmack admitted a more challenging
  12. version might be better for professional gamers (which is where the name "pro mode" came
  13. from).
  14. The Challenge Pro Mode's goals were, first and foremost, to make a more exciting and
  15. challenging game to play and we hoped that this would help advance Q3 into a professional
  16. sport. Along the way we made a choice between making only small conservative changes to
  17. Q3A, and making the changes that our design team recommended. We took the path of making
  18. the changes that our design team felt were necessary.
  19. Our approach was to form an international project team and to separate "Design" from
  20. "Programming". While the programming team might have input into the design process they
  21. didn't make final design decisions - that was left to a team of experienced Quake players
  22. who tested changes using a "tweaks" mod. The design team consisted of players with a mix
  23. of competitive experience across Q1, Q2, Q3 and even UT.
  24. Before the design team began their work we asked the community to 'brainstorm' a list
  25. (called the "candidates list") of all the possible changes they would like to see (some
  26. were contradictory). We also asked noted commentators (pundits) in the community what they
  27. thought might be best. The designers took note of all of these suggestions, and used a
  28. long process of tweaking and testing to develop the Challenge Pro Mode design. The team
  29. released two public betas of their work for feedback and input from the community.
  30. And that is pretty much how the project team has worked ever since. The result is a
  31. gameplay design which we think is "finely tuned".
  32. </longdescription>
  33. </pkgmetadata>