This project, ioquake3 (or ioq3 for short,) aims to build upon id Software’s Quake 3 source code release. The source code was released on August 20, 2005 under the GPLv2. Since then, we have been cleaning up, fixing bugs, and adding features.

Our permanent goal is to create the open source Quake 3 distribution upon which people base their games and projects. We also seek to have the perfect version of the engine for playing Quake 3: Arena, Team Arena, and all popular mods.

Here are some of the great improvements that the ioquake3 engine brings you:

  • Ports to new platforms
  • Off-server data downloads (http redirection) via HTTP and FTP with cURL
  • OpenAL sound rendering allowing for surround (5.1 and 7.1) speaker layouts and generally improved sound

    quality. Especially on the Windows Vista Operating System.

  • Ogg Vorbis audio decoding.
  • In-engine VOIP support, with optional Mumble player-location support.
  • IPV6 Networking. We’re ready to frag on the net of the future!
  • SDL backend for the OpenGL context, window management, and input. This also improves portability.
  • Anaglyph stereo rendering (for viewing with 3D glasses)
  • Full x86-64 architecture support
  • Rewritten PowerPC JIT compiler, with ppc64 support
  • Compilation with MinGW and cross-compilation for Windows for Linux
  • Improved console command auto-completion
  • Persistent console command history
  • Improved QVM (Quake Virtual Machine) tools
  • Colored terminal output on POSIX operating systems
  • GUID System
  • Multiuser support on Windows systems (user-specific game data is stored in their respective Application Data folders)
  • PNG format support for textures
  • Numerous security fixes
Image RSS Feed Latest Screens
High-res Q3 textures Q3 Images Q3 Images
Blog RSS Feed Report abuse Latest News: Maps of Unvanquished

About Unvanquished with 1 comment by kharnov on Feb 17th, 2015

Unvanquished ships with its own stock set of ten maps, ranging in size from small maps meant for clans to duel on, to larger ones meant for huge public games. Our maps have all been made by members of our development team, and are continuously updated across our release cycle. Some maps have been upgraded from their original incarnations as Tremulous maps, while others are entirely new creations. This article presents an overview of our current collection of maps, and we are always looking to expand our collection. It's an easy way to join our team, too!

Here’s a word from Viech, our art director, gameplay designer, and all-around cool guy who does a million other things:

Viech wrote:First of all, if you have experience mapping for Tremulous, there are a few new features you may like!

We support textures with normal and specular maps and we also ship seven texture sets that you can use right away. The texture sets are shared between maps, using our new filesystem that allows for pk3 dependencies, so your map releases can be really small, shipping only the textures you made or added yourself. The textures are also compressed using the DXT family, which boosts map load time quite a bit even for high resolution sets.

If you have made a Tremulous map and want to port it, we have Chameleon to support you with that. It’s a tool that allows you to exchange textures in your map with textures of different size without losing your alignment, among other things. If you want to create your own texture set there’s also Sloth, which auto-generates .shader files for you.

For both NetRadiant and GTKRadiant we have been working on new entity definition files to reflect a new entity naming scheme and new map features, which include color grading and audio reverb effect. You will find that a few entities have been deleted or corrected which were already outdated under Tremulous.

We cleaned up the pk3 structure a bit adding a subfolder for meta-data such as the levelshot and the .arena file. You will also notice that the new file system prevents other packages from interfering with your own resources as they are only loaded if you add them as a dependency of your map or mod.

Now for all our maps, in alphabetical order:

Designer: Pevel
Version: Alpha 4
Size: Small
Originally a small map for Tremulous, and one of Pevel's first maps, Antares has been massively overhauled in comparison to its previous incarnation. The map as a whole is much more detailed, has new rooms, and is still in development.

Designer: Supertanker
Version: Beta 1
Size: Small
Consisting of two bases connected by a series of corridors on one end and and a snowy field on the other, Chasm fulfills the niche of a small, nearly symmetrical map for clan matches. The map also features a large chasm of instant death, which led to its current name. Previously, it was called Snowstation.

Designer: EmperorJack
Version: Alpha 11
Size: Medium
Another one of our new maps, Forlorn has been in development since last year, with new releases constantly updating its appearance as Jack details the rooms and corridors. The map has been in development alongside a new texture pack that will be the first from our project.

Designer: Viech
Version: Delta 4
Size: Medium
One of our earliest maps, Parpax has seen continued progress since its inclusion in our project several years ago. The present map is a result of constant updates to reflect game balance changes, as well as feedback from players on its layout.

Designer: Pevel
Version: Beta 5
Size: Medium
A medium-large map designed as a sort of futuristic prison complex, Pevel has ported it from Tremulous and provided it with an overhaul. The map is heavily detailed, and displays some nice color grading. In addition, a few gameplay flaws have been fixed, such as the vent facing the alien base.

Designer: EmperorJack
Version: Beta 13
Size: Small
The first map made for our project, and the only one to have been included in our very first release back in 2012. It has come a long way since then, and has been massively improved over the years. The map functions as an ATCS alternative, having a similar layout to the old map, but with a larger scale and more detail. Plus, it also has a chasm of instant death!

Designer: Supertanker
Version: 1.0
Size: Large
Originally made for Tremulous, Spacetracks has been ported to our project by Supertanker, featuring new textures and better lighting. It still has the old elevators of death, where players can enjoy luring their teammates, only to chuck a grenade in at the last second.

Designer: Supertanker
Version: 1.0
Size: Large
Also ported from Tremulous, Station15 is a large map with plenty of pretty rooms and a variety of routes to take to the opposing base. Compared to prior versions of the map, it's been completely retextured and features nicer lighting and shadows.

Designer: EmperorJack
Version: Beta 3
Size: Enormous
An absolute beast of a map, Thunder is the largest by far, and is likely even more massive than several of our other maps combined. Featuring dozens of rooms and double the amount in corridors, the map is served well by our minimap and beacon systems. It's great for satisfyingly long public games!

Designer: Pevel
Version: Beta 2
Size: Small
One of our smallest maps, Yocto still manages to present an eerie atmosphere. Meant to represent an abandoned undersea research base, the map has an abundance of hiding spots to plan ambushes from, and plenty of tight twists and turns. It's also unique in having a violet-blue tone throughout.

ZEQ2 Lite

ZEQ2 Lite ZEQ2 Lite

Updated 1 week ago Released Sep 1, 2009 Multiplayer Tactical Shooter

ZEQ2-Lite is an open-sourced and mod expandable project based on a highly modified ioQuake3 engine foundation and features many true-to-reference DBZ...

Diary - When past speaks

Diary - When past speaks Diary - When past speaks

Updated 3 weeks ago TBD Single Player Adventure

Diary - When past speaks an adventure horror game.

World of Padman

World of Padman World of Padman

Updated 2 months ago Released Mar 31, 2007 Multiplayer First Person Shooter

From the earliest PadMaps came the mod PadWorld, and now from that distinguished provenance comes the next colourful evolution, the World of Padman. Developed...


Unvanquished Unvanquished

Updated 3 months ago Released Feb 28, 2012 Multiplayer Real Time Shooter

Unvanquished is a fast-paced, futuristic FPS with RTS elements, pitting technologically advanced humans against hordes of highly adaptable aliens. The...


Tremulous Tremulous

Updated 1 year ago Released Mar 30, 2006 Multiplayer First Person Shooter

Tremulous is a free, open source game that blends a team based FPS with elements of an RTS. Players can choose from 2 unique races, aliens and humans...

Post comment Comments  (0 - 10 of 12)
DAFFYDAFFY Feb 6 2015, 5:01pm says:

The link goes to the unvanquished game.
Where is the link for ioquake3?

+1 vote     reply to comment
Indloon Jul 24 2012, 10:37am says:

Great engine "fix"/tweak project.
However SDL makes it very difficult/nearly impossible to implement OpenGL 4.2 on ioquake3 rendering code.

+1 vote     reply to comment
Guest Jan 8 2013, 10:45pm replied:

This comment is currently awaiting admin approval, join now to view.

FiredFox3 Feb 9 2012, 8:25am says:

Как включить это?

+1 vote     reply to comment
FiredFox3 Feb 9 2012, 5:02am says:

+ ioquake3 engine game - OpenArena )

+1 vote     reply to comment
mxtomek Dec 29 2010, 6:26am says:

And where is Urban Terror_

+2 votes     reply to comment
MCvirus Mar 13 2010, 12:40pm says:

but how to download there is no sign of download written

+2 votes     reply to comment
asvigny Jul 28 2010, 3:21pm replied:

I think you have to own Quake 3.

0 votes     reply to comment
fier_ Nov 6 2010, 1:33pm replied:

The download for the engine is on the website. It is open source, so you do not need to own Quake III.

+1 vote     reply to comment
TimeDoctor Creator
TimeDoctor Jan 6 2015, 3:48pm replied:

you need to own Quake 3 if you wish to play Quake 3: Arena or Team Arena, if you wish to play a standalone game based on this engine you do not need to own Quake 3.

+1 vote   reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Windows, Mac, Linux
Send Message
Official Page
Release Date
Released Aug 25, 2005
Engine Watch
Track this engine
Community Rating



59 votes submitted.

You Say


Ratings closed.

Highest Rated (3 agree) 10/10

Does exactly what it should. Runs much better than the version from ID on linux, plays nicely with compiz and pulse audio and didn't break anything. What else could you ask for?

Oct 18 2011, 4:24am by Pi1grim


Latest tweets from @ioquake3

RT @icculus: Every time I set out to build something simple and elegant for a game, I rediscover that Quake 3 already did it, and did it be…

2hours 52mins ago

RT @cocoabythefire: Join @WWDCGirls for a happy hour benefitting @AppCamp4Girls! Wed. 6/10 (5:30-8pm): Please RT! h…

May 21 2015, 10:24am

this should result in a significant speed boost to those services.

May 20 2015, 7:22pm

there may be some downtime to and a few related sites ( as we move some databases around

May 20 2015, 7:22pm

@vogon Daniel P, chief static test stand designer for Rocketdyne got told to “grow a pair” one too many times.

May 20 2015, 7:04pm

@asponge I think it’s a myst puzzle. One sink burns skin, the other turns into a library book that’s overdue.

May 20 2015, 7:03pm

RT @Hellchick: My incredibly serious baby wearing a onesie with his dad’s old Quake clan symbol (Doggus) drawn on it.

May 20 2015, 3:19pm

@expectproblems ioquake3

May 20 2015, 1:27am

RT @tyler_wilde: getting ready for work

May 19 2015, 12:06pm

RT @SamanthaZero: "Glacier" is the final early access update to Sentris, releasing May 26th. details here: T

May 13 2015, 5:07pm

Embed Buttons

Promote ioquake3 on your homepage or blog by selecting a button and using the embed code provided (more).

ioquake3 ioquake3
66 of 707
Last Update
1 year ago
129 members