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Tactical Overview:
Right now, the GDF control all the red territory: they have established a base near the Ark facility and a Jamming Tower (A) that prevents the Strogg deploying heavy ground units, such as the Mining Laser required to blast open a route into the Ark facility.
The Strogg hold the green territory. The Strogg will begin their assault from a fortified forward base in the South-East corner of the map, up the main road.
The GDF base to the North-West (7) is not you’re the Strogg’s primary objective, but anything their Infiltrators can do to impede GDF reinforcement or confound their communications will help.
Objectives:
As the Strogg, you’ll have to fight your way through the map territory by territory. First get your Aggressors to destroy the Jamming Tower Generator (A) by planting and arming Plasma Charges. Once the Jamming Tower is disabled, the Mining Laser can be deployed to the central islet which must then be set up by Constructors (B).
Once active, the Mining Laser will blast open the Ark facility’s armoured doors (C), allowing the Strogg to assault the Laboratory inside. Strogg Infiltrators can call in PsiRadar and their Oppressors call in Bombardment deployables to aid their assault across the bridge, through the doors and into the Ark labs (D).
Each Strogg objective completed wins the surrounding territory, turning it green for the Strogg, and allowing them to deploy PsiRadar, Defence Turrets and Bombardment therein. Capturing the islet also moves their spawn forward.
The GDF must impede the Strogg’s progress within the time limit to secure victory!
Its looking great, lets wait for more details!
It was also released an incremental 1.1 to 1.2 update for anyone that had previously installed the 1.1 update – this is a smaller download but it will only operate if you’ve previously installed 1.1.
The 1.2 update does affect pure server and protocol consistency. Therefore, players who update to 1.2 from ANY previous version will only be able to play multiplayer against other 1.2 users, and save games and demos created on any previous versions of the game will not be compatible with the 1.2 update.
Check it out at the id software homepage or at GameSpot!
This update will bring any previous version of the game completely up to date, however it will affect pure server and protocol consistency. Therefore, players who update to 1.1 will only be able to play multiplayer against other 1.1 users, and save games and demos created on previous versions of the game will not be compatible with the 1.1 update.
You can find it at Quake 4 Files but be warned :
"There is a problem with the widescreen functionality that may harm a user's monitor. We are working on a re-release and will make it available as soon as possible. Please advise your viewers that may be using the current 1.1 beta and/or final to NOT enable widescreen or disable widescreen if they are currently using it."
id Software and Raven have worked with Intel to dramatically improve Quake 4 performance on systems with HT Technology, multiple processors, or dual core processors. Players who have a system with one of these configurations will notice performance gains in Quake 4 of anywhere from 25% - 87% depending on processor type. If you do not know whether or not you have a multi-processor, dual core, or HT Technology enabled system, please see the ReadMe file for simple instructions on checking your system. Please use the form at id Software to report any issues you find with the 1.0.5 update.
Finally, although they've released only small (but critical) updates to Quake 4 so far, they are working on a much broader update for release early next year, and also have a couple of multiplayer map packs currently being tested for release in the near future. Stay tuned.
You can find it at Quake 4 Files!
Merry Christmas!
Get ready to frag some Strogg scum! Go get it at File Planet!
Developed by Raven Software and executive produced by id Software, QUAKE 4 is built on the revolutionary DOOM 3® technology, and also features fast-paced multiplayer competition modeled after the speed, style and feel of id’s landmark multiplayer game, QUAKE III Arena®.
Players are also treated to hours of bonus content including behind the scenes videos as well as a complete version of id Software’s blockbuster hit, QUAKE II®. This full game has been re-engineered exclusively for Xbox 360 and includes the entire single player campaign in addition to 2-4 player co-op and 2-8 player multiplayer via System Link or split-screen.
For more information, fans can visit the official Quake IV homepage!
And now the sequel is Quake IV, using the new graphic features of modern game engine DOOM III. It’s very close to realism, the character models are highly detailed, the textures are great, the scenarios are like being inside a sci-fi movie, but in an active mode, not just as passive viewing.
The first experience you will have is a single player campaign, where you will be Matthew Kane, a space marine who has to combat cybernetic aliens. Well, single player is okay, but see you all in a multiplayer game server...and good fragging to all!
Review by Johnny Vaccaro and panorama screenshot gallery available at VR Mag!
Songs are from Quake II and the expansion pack Ground Zero. Music is copyright by Sonic Mayhem, 1997-1999-2005.
Quake II and its logos and such are all copyrighted by id software and there respective owners. DarkendShadow made this pack to give the game a more Quake II past feel for the Quake II music lovers.
You can find it at Quake IV Files.
It's a Multiplayer map and supports CTF and Arena CTF but designed more specifically for Arena CTF. This map boasts some intense fast paced space fraggin' action where you warp through portals to a center battleground to reach your oppenents base.
Coupled with a kick ass music track, this one should get your adrenaline pumping. Get your servers ready!
Take a look at The Mean Arena.
Self damage is greatly reduced (usually not more than 1 point of health) opening the door for some crazy weapon jumping! You can jump using almost any projectile weapon! Fire the grenades, rockets, nailgun, hyperblaster or the DMG at the ground or a wall and off you go!
Q4X is fast and furious and not for the weak! So strap on that Rocket Launcher and get ready for Quake 4-HARDCORE!
Basically there is a stepped system of weapon jumping and it goes like this:
Hyperblaster - Short "2 box" jumps
Rockets - Medium single platform jumps
Nades - Medium high multi-platform jumps
Nailgun - High jumps
DMG - Crazy high jumps!
More info about what the weapons do is coming soon to the Quake 4X Website!
Although it had no “real” single player mode, nobody was disappointed because the game was focused on multiplayer gaming. Q3A brought incredibly addictive, attractive and innovative online play. It is still one of most played multiplayer games in the FPS genre. It is still 8th most played on the Csports.net charts full 8 years after its release.
In October 2005 with the arrival of Quake 4, expectations were high. Some critics say that the Quake 4 Multiplayer mode is Quake 3 Arena with better graphics with Single Player continuing where Quake 2 ended.
Quake 4 was developed by Raven Software, using ID's Doom 3 engine, well know for its unique game shadowing. It is vise to have atleast 2.0 GHz CPU, 1 GB RAM and a good graphic card to run this game properly & enjoyably.
A great review written by FRoZeN-sLo that you can read at CSports.net!
"A little over a week ago, rumors began spreading that ATI was working on a new tool that delivered substantially improved performance to their recently launched X1000 cards in OpenGL titles such as Doom 3, Quake 4, and many others. Some reports claimed ATI’s performance improved by up to 35% in these titles in 4xAA mode. Then, posts on Beyond3D’s forums and sites like Guru3D confirmed these rumors."
"This is what ATI has done with their new hotfix driver, they’ve simply optimized memory access inside their memory controller to better handle OpenGL titles. This is all invisible to the end user: once an OpenGL game such as Quake 4 or Doom 3 is loaded by the user, the new driver automatically loads up the optimized algorithms for the memory controller’s arbitration logic."
There is still hope for ATI users, you can read the entire article at Firing Squad!