| <?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> |