Quake
4 is the fourth title in the series of Quake first-person shooter
computer games. The game was developed by Raven Software and distributed
by Activision. Raven Software has collaborated with id Software, the
creators and historical developers of preceding Quake games. In this
case, id Software supervised the development of the game as well as
providing the Doom 3 engine, now referred to as 'id Tech 4', upon which
it was built. Quake 4 went gold in early October 2005 and was released
on October 18, 2005 for the PC, and later for the Xbox 360 and the
Macintosh. A special DVD Collectors Edition also exists, including
promotional material and the game Quake II with its expansions, The
Reckoning and Ground Zero. The Xbox 360 version of Quake 4 is based on
the Special Collectors Edition, and therefore also includes Quake II.
Plotwise, the game is a sequel to Quake II and takes place during the
same war as Enemy Territory: Quake Wars. Quake II, Quake 4, or Enemy
Territory: Quake Wars do not share story lines with Quake or Quake III
Arena; their only relation is their names and logos. Compared to other
titles in the Quake series, Quake 4 has an increased emphasis on the
single-player portion of the game, however Quake 4 has a multiplayer
mode as well.
GAMEPLAY Multiplayer
Multiplayer
modes are Deathmatch, Team Deathmatch, Tourney, Capture the Flag, Arena
CTF and DeadZone. Players at QuakeCon reported the multiplayer gameplay
to include elements similar to those in previous Quake games such as
Strafe-jumping or Rocket jumping. Notable new additions to play are the
ability to send shots through the teleporters and the advancement of the
game physics provided by the new technology including the ability to
bounce grenades and napalm fire off of jump-pads.
Like the previous Quake games the multiplayer has a client-server
architecture. The network code has been altered from Doom 3, allowing
for larger numbers of players on each server (Doom 3 has a four player
restriction, whereas Quake 4 has a standard 16 player limit).
One of the changes to the network code is a move from the per-polygon
hit detection system used in Doom 3 back to using hit-box system like
most other online first-person shooters such as other Quake games and
Half-Life. In the 1.4.x point release, these "axis aligned bounding
boxes" were replaced with axis aligned octagonal "cylinder", to make the
hit-boxes more representative of the model shape.
Movement
The movement of Quake 4 is
similar to Quake III Arena and Quake Live, but with the additions of
ramp jumping and crouch slides. Crouch slides give players the ability
to maintain speed by sliding around corners[15]. Ramp Jumps allow
players to gain extra height from jumping as they reach the top of an
inclined object, which while present in the original Quake, was not
included in Quake 2 or Quake III Arena, although mods such as DeFRaG
added it.
In the 1.3 point release, there is an increased amount of air
acceleration in multiplayer mode, making the game feel faster than the
original release. In the 1.4.1 / 1.4.2 releases, there were further
changes related to the way sliding on angled surfaces worked, with the
introduction of the new "power slide" code, which makes the game feel
even faster.
System requirements
* Linux 2.4 , Mac OS X 10.3.9 (PowerPC, x86) or Windows 2000/XP, Athlon XP 2000 ,
* Pentium 4 2.0 GHz or G4 1.67 GHz CPU,
* 512 MB RAM,
* 2.8 GB hard disk space,
* sound card,
* OpenGL compatible 64 MB video card,
* Radeon 9700 or GeForce 3
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