1234567891011121314151617181920212223242526272829303132333435363738 |
- <?xml version="1.0" encoding="UTF-8"?>
- <!DOCTYPE pkgmetadata SYSTEM "http://www.gentoo.org/dtd/metadata.dtd">
- <pkgmetadata>
- <maintainer type="project">
- <email>games@gentoo.org</email>
- <name>Gentoo Games Project</name>
- </maintainer>
- <longdescription>
- The Challenge Pro Mode (CPM) project was created by Richard 'Hoony' Sandlant in May 1999
- (when the 'Q3test' was released) after he realised that Quake 3 Arena was going to have a
- lot of "newbie-friendly" features and after John Carmack admitted a more challenging
- version might be better for professional gamers (which is where the name "pro mode" came
- from).
- The Challenge Pro Mode's goals were, first and foremost, to make a more exciting and
- challenging game to play and we hoped that this would help advance Q3 into a professional
- sport. Along the way we made a choice between making only small conservative changes to
- Q3A, and making the changes that our design team recommended. We took the path of making
- the changes that our design team felt were necessary.
- Our approach was to form an international project team and to separate "Design" from
- "Programming". While the programming team might have input into the design process they
- didn't make final design decisions - that was left to a team of experienced Quake players
- who tested changes using a "tweaks" mod. The design team consisted of players with a mix
- of competitive experience across Q1, Q2, Q3 and even UT.
- Before the design team began their work we asked the community to 'brainstorm' a list
- (called the "candidates list") of all the possible changes they would like to see (some
- were contradictory). We also asked noted commentators (pundits) in the community what they
- thought might be best. The designers took note of all of these suggestions, and used a
- long process of tweaking and testing to develop the Challenge Pro Mode design. The team
- released two public betas of their work for feedback and input from the community.
- And that is pretty much how the project team has worked ever since. The result is a
- gameplay design which we think is "finely tuned".
- </longdescription>
- </pkgmetadata>
|