Now on GitHub!
https://github.com/EmeraldTiger/Uber-Arena
Also, here's some commentary / feedback for anyone who's interested:
- The uberweapon mechanic was inspired by a mechanic from the Dissolution of Eternity mission pack for the original Quake. Instead of featuring all-new weapons, the mission pack introduced alternate ammo types for existing weapons that made them more powerful; the Multi-Grenade Launcher being the most blatant example. Of course, the alternate ammo idea was scrapped in favor of the 3 regular weapons --> 1 uberweapon idea, which I feel is more elegant since it requires no new items; only using ones that already exist.
- The Toxic Railgun's effect of reducing player health to 1 if it doesn't frag was inspired by Half Life 2's Poison Headcrab.
- Item Knockback is basically a generic version of the Airfist weapon from Painkeep, a mod for Quake (and later Quake 3) by Team Evolve.
- The Conservation power-up's effect of giving the player infinite ammo was actually one of my first ideas for a mod ever, as it was very simple but also something that Quake never really touched upon (apart from Team Arena's Ammo Regen, which got changed to Armor Regen in Quake Live). I later realized why though: The Quad Damage effectively already conserves ammo, since obviously if you do more damage per shot you don't have to use up as much ammo to frag someone. While Conservation gives truly infinite ammo, it takes longer to frag someone than with Quad. Then I realized the Haste power-up would also be a weaker Quad if it didn't have its speed boost effect. Like Quad, Haste lets you frag enemies faster, but it doesn't conserve your ammo since you eat through it just as fast. Haste has a reason for existing because of its secondary ability to make the player run faster. Thus I decided to give the Conservation its own secondary ability, and tied it to one of the main game mechanics of Uber Arena - weapon limits.
There is a really cool mechanical duality, then, between the Haste and Conservation power-ups in relation to the Quad, summarized here:
Quad: Frags enemies faster and conserves ammo.
Haste: Frags enemies faster, does not conserve ammo. Compensates by increasing running speed.
Conservation: Conserves ammo, does not frag enemies faster. Compensates by removing weapon limits.
- The Rampage power-up's initial / working name was Deathstroke, after the DC character.
- The Scavenger power-up's model is supposed to resemble a horn of plenty / cornucopia. It has dual symbolism: the first interpretation is that the player is "scavenging" for items using their weapons, and as a result will be collecting more items than they usually would, hence the horn of "plenty". It could also be interpreted as a traditional viking horn, and that players are using divine magic to "call forth" items towards them using the horn.
- The two colors used for the two new holdable items - green and blue - when considered alongside the holdable items from the original game and Team Arena, complete the set of additive and subtractive primary colors (RGB / CMY):
Personal Teleporter: Cyan
Medkit: Red
Invulnerability Sphere: Magenta
Kamikaze: Yellow
Tuning Device: Green
Storage Capsule: Blue
- As described in the manual, the Ammo Crate is supposed to fill a sort of void, as both health and armor have their major items - the Mega Health and Red Armor, respectively - but no such item existed for ammo. Alongside weapon pouches, perhaps there could be interesting new duel item layout setups where a MH or RA is swapped out for an Ammo Crate, resulting in radical new metagames where ammo and weapon management is favored over health and armor domination. (I wouldn't put all three items in a single duel map though, that might be a bit much)
- The trampoline mechanic was inspired by Portal 2's repulsion gel, though unlike the Portal 2 mechanic, the trampoline doesn't give an initial minimum vertical boost. I liked the idea of trampolines as it fits Quake's existing movement mechanics and flow really well without feeling too gimmicky or out-of-place. The fact that the player gets an additional vertical boost from their forward and sideways velocities not only increases its usability and versatility in maps, but also gives it a nice mechanical consistency with standard strafe jumping.