Quake III Rally | 17th March 2002

Introduction : Features : Map Entities : Console Commands : Player Models : Surface Parameters : Q3R FAQ : Credits

Q3R FAQ What is Quake III Rally? Quake III Rally is a mod for Quake III Arena that turns it into a fully fledged racing game, with racing modes, deathmatch modes, capture the flag, demolition derby and more. Can it be played online? Yes! All the Quake III Arena code is updated so that all the client side prediction stuff should work fine. Have a blast. What spec machine do I need to play it? You need a slightly better machine than Q3A itself requires, due to the extra overhead of the physics calculations. You also need a good net connection for the best online play experience. What version of Quake III Arena do I need? You need at least v1.29 or higher. v1.31 is recommended. Are there bots? Can I play this single player? There are deathmatch bots included, but they haven't been tweaked much, so don't expect them to be much of a challenge. There are no racing bots. How do I play this, I don't understand the controls? The default control method in Q3R is the same as the original Quake Rally. It might seem a little odd at first, due it being very different from a normal racing game. But those that practice with it quickly find it gives the best control over your car possible. The easiest way to think about it is to compare it to how you would normally play Q3A, where you would look in the direction you wanted to go, then walk forward. In Q3R, you look in the direction you want to drive, then accelerate. If you entirely fail to grasp the controls, then you can switch to a more familiar keyboard/joystick control method in the Q3R options menu. Be advised that the mouse control is the recommended way to play. What car models do you currently have? See the features page. What game modes are included? We have Deathmatch, Racing Deathmatch, Straight Racing, Demolition Derby and Capture the Flag. What about weapons? Are you using standard Quake III ones? Yes. We have rear-fire weapons which weren't including in Quake III, but our forward firing ones were. Were we involved in the original Quake Rally? Other than the name, no. We do have the permission of Impact, the creators of the original, to make a proper sequel. We just have to make sure that everyone knows that it's not Impact who are developing the mod (as they don't want to get the email about it). The only connection is that Stecki, our main modeller, did some cars for the cancelled Ultimate Rally project that Impact were working on. Were we involved with Checkered Flag - Gold Cup? Nope. They were a Quake 1 racing mod, trying to finish where Quake Rally v1.2 left off (as if anybody felt that it needed finished). We are a Quake III Arena racing mod. You can check them out here. Where can I get Quake Rally 2, you know, the one for Quake 2? You can't get it as there is nothing to get. The code was lost in a hard drive crash and the choice was made at that point to just wait for Quake III Arena, as the leap in technology was far greater, and the date was soon approaching. Of course Quake III Arena ended up taking a lot longer than we (and id) had anticipated, but we can't be blamed for that. There is a mod called Qracing which is for Q2 and is hosted at Telefragged we believe.

Q3R Documentation v1.2.1 : 17th March 2002 : By Richard Smith, Jeff Garstecki and Steve Heijster