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QuakeWorld

QuakeWorld logo.

QuakeWorld (qw) is an update to id Software's seminal multiplayer deathmatch game, Quake, that enhances the game's multiplayer features (namely TCP/IP support) to allow people with dial-up modems to achieve greatly improved responsiveness when playing on Internet game servers. Modern broadband connections such as cable and DSL also benefit greatly from the improved network handling and game physics. Official id Software development stopped with the test release of QuakeWorld 2.33 on December 21, 1998. Latest official stable release was 2.30.

History[ | ]

1996 - QuakeWorld is Born[ | ]

Quake's network code, the part of the software that handles multiplayer gaming over a network, was designed for low-latency play over a LAN. The original Quake did not address the fact that Internet connections have generally much higher latency and packet loss compared to a LAN connection, and for most people, performance was poor.

QuakeWorld, written by John Carmack with help from John Cash and Christian Antkow, was released in December 1996. Further development was later taken over by David Kirsch (a.k.a. "Zoid" from Threewave, of Capture the Flag fame) and Jack 'morbid' Mathews. It included a useful program called QuakeSpy, written by Mathews, which later evolved into GameSpy.

1997 - Global Ranking, Maturing Client, Team Fortress[ | ]

For the first four months of its existence from December 1996 until April 1997, QuakeWorld (Version 1.25) sported its own global player ranking system where users were required to log into id Software's master server with their own unique identifications each time so that game statistics were logged in a central location. This spurred competition between players striving to attain the highest rank, but also controversy over the fairness of the formula used in its calculation. This, and more significantly, the incredible network and manpower load placed on id software's servers overwhelmed the company's rankings system that led them to abandon rankings entirely with the release of QuakeWorld Version 1.5 early in April 1997. The master servers thereafter only provided a list of active QuakeWorld servers.

The most popular QuakeWorld modification to date, Team Fortress, was released in Dec 1996 for QuakeWorld. During 1997 Team Fortress received praise from players and industry media alike and quickly gathered a base of thousands of players and hundreds of clans.

1999 - TGi[ | ]

The True Gamers Invitational, or TGi for short, was a LAN event held in April 1999 in Gothenburg, Sweden admined by Izn0. It gathered the best duel players in the world, with Intel sponsoring the flight of the Australian player 'Reload'. Other countries represented were Sweden (victorious), Germany, United Kingdom, Finland, Norway, and Denmark. No cash was awarded, but this was the most significant international competition at the time, and most participants went on to earn sponsorship to travel to other tournaments. This event marks the beginning of QuakeWorld's submergence underground, as most players went on to "newer" games such as Counter-Strike, and Quake III Arena, and there has never been such an international LAN competition in QuakeWorld since (although QHLan has come close).

2007 - QuakeWorld Back in Big Tournament Play[ | ]

In June 26, 2007 a gaming tournament called Quad Damage was announced.[1] The tournament is part of the QuakeCon 2007 event, which is held at the Hilton Anatole Hotel in Dallas from August 2–5. The 1on1 main tournament features all the major Quake releases to date with QuakeWorld representing the original Quake as it has since at least 2000 during CPL4Year, if not earlier. Boasting $100,000USD in prize money the QuakeCon event unfortunately has had only some minor positive effect in the otherwise underground community of the decade-old game.[citation needed] This is partially due to ignorance of various rules and traditions established long ago by the majority of QuakeWorld players who are mostly in Europe, as well as to the fact that the QuakeCon event was heavily biased towards Quake4.

After QuakeCon, there was another big tourney, where QuakeWorld was played. Dreamhack boasted, that next to Starcraft 1on1, Warcraft3 1on1 and DotA 5on5, QuakeWorld 1on1 was played. This tourney was better setup for spectators due to the inclusion of ezTV, to make it easier to specate and used modern Quakeworld software client and serverside.

2008 -[ | ]

QHlan 11 was held in Årsta 3–6 January.

Features[ | ]

QuakeWorld's most arguably important feature is its rewritten networking code (for player prediction and delta compression). Player prediction allowed QuakeWorld clients to compensate for high latency, thus allowing dialup users to move around correctly in the virtual world without being affected by the disorienting effects of latency. This opened up Quake network play for all, as opposed to the privileged few who had LAN or broadband connections at the time.

It did not address what some consider Exploits, namely bunny hopping, wall-hugging, and zig-zagging. These bugs have shaped the recent part of QuakeWorld's life, allowing for additional dimensions to playing style, and are thus seen as features.

Legacy[ | ]

File:QWScreenshot1.jpg

Screenshots from the ezQuake client.

QuakeWorld was seminal in popularising deathmatch, and, alongside Ultima Online, internet multiplayer. It is considered even today by many die-hard players to be the best multiplayer game, such that several games featuring QuakeWorld-like gameplay elements have been developed, including a Quake III mod (Challenge ProMode Arena), a stand-alone game (Painkiller), and a mod for Quake 4 called Quake4World.[citation needed]

In December 1999, John Carmack of id Software released the server and client source code of Quake and QuakeWorld under the GNU General Public License as a Christmas present to the world, and this spawned a plethora of 21st century updates to this famous game first released in 1996. A few years later John Romero released the map sources under the GNU General Public License in October 2006. Among the popular clients today are FuhQuake, ezQuake, More QuakeWorld, with ezQuake being most popular.

References[ | ]

External links[ | ]

Template:External links Template:Col-start

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-Community/News sites:

-Clients/Miscellaneous

  • QuakeWorld Wiki - QuakeWorld Wiki
  • MVDSV - Most widely used QW server in the world with its ability to record every player's point of view.
  • FTEQW QW engine which also supports NetQuake, Hexen II, and Quake II/III.
  • ezQuake - Actively developed QW client

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Wikipedia-logo This page uses content from Wikipedia. The original article was at QuakeWorld. The list of authors can be seen in the page history. As with Codex Gamicus, the text of Wikipedia is available under the Creative Commons Attribution-Share Alike 3.0 (unported) license. The content might also be available under the terms of the GNU Free Documentation License.
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