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authorMike Frysinger <vapier@gentoo.org>2004-01-29 08:32:20 +0000
committerMike Frysinger <vapier@gentoo.org>2004-01-29 08:32:20 +0000
commitc945e57c9d26130f0f23abf18ea729f1c8c66df4 (patch)
tree3fed79ee662659435cdce01624590a3ac4f442a6 /games-fps/quake3-cpma/metadata.xml
parentinitial ebuild #37094 (diff)
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ver bump #38003
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+<?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>