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author | Mike Frysinger <vapier@gentoo.org> | 2004-01-29 08:32:20 +0000 |
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committer | Mike Frysinger <vapier@gentoo.org> | 2004-01-29 08:32:20 +0000 |
commit | c945e57c9d26130f0f23abf18ea729f1c8c66df4 (patch) | |
tree | 3fed79ee662659435cdce01624590a3ac4f442a6 /games-fps/quake3-cpma/metadata.xml | |
parent | initial ebuild #37094 (diff) | |
download | gentoo-2-c945e57c9d26130f0f23abf18ea729f1c8c66df4.tar.gz gentoo-2-c945e57c9d26130f0f23abf18ea729f1c8c66df4.tar.bz2 gentoo-2-c945e57c9d26130f0f23abf18ea729f1c8c66df4.zip |
ver bump #38003
Diffstat (limited to 'games-fps/quake3-cpma/metadata.xml')
-rw-r--r-- | games-fps/quake3-cpma/metadata.xml | 34 |
1 files changed, 34 insertions, 0 deletions
diff --git a/games-fps/quake3-cpma/metadata.xml b/games-fps/quake3-cpma/metadata.xml new file mode 100644 index 000000000000..483f24c94145 --- /dev/null +++ b/games-fps/quake3-cpma/metadata.xml @@ -0,0 +1,34 @@ +<?xml version="1.0" encoding="UTF-8"?> +<!DOCTYPE pkgmetadata SYSTEM "http://www.gentoo.org/dtd/metadata.dtd"> +<pkgmetadata> +<herd>games</herd> +<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> |