Challenge ProMode Arena (more commonly referred to as CPMA) is a modification for Quake 3 Arena that focused on competitive gameplay. Choose between a wide variety of game modes including Duel, Capture the Flag, Team Deathmatch, Clan Arena, Duel Arena, Not Team Fortress, Capture Strike, Hoonymode, Freeze Tag and Free For All.

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In the beginning...
The Challenge Pro Mode (CPM) project was created by Richard 'Hoony' Sandlant in May 1999 (when the 'Q3test' was released) after he realized 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".

As the work progressed, the Challenge Pro Mode team expanded to include many mappers, programmers, and talented people, but the biggest development was undoubtedly when Kevin 'arQon' Blenkinsopp added 'Multi-Arena' functionality in 2001.

Challenge Pro Mode became 'Challenge Pro Mode Arena' (CPMA) and arQon became the project's Lead Programmer, spending an enormous amount of time to turn CPMA into the most advanced FPS competition mod of it's type in the world.

The number of active players who play CPMA competitively has never been huge, but the number of people who have downloaded the mod is VERY large - close to 200,000 downloads at the time of writing, although there are overlaps due to new versions being released. A better indicator is probably the number of downloads on CHTV of CPM Map Packs - around 30,000. Another indicator is the popularity of CPMA demos and the number of CPMA competitions - there have been 2 or 3 'significant' CPMA competitions each year (in the US and EU) and CPMA demos are widely acknowledged (even by gamers who don't play CPM) to be among the most exciting 'Quake' demos around.

As we go forward into an uncertain future (with DOOM3 and Quake 4 looking to be slower, more 'realistic' games) it is great to have 'our own game' to play around with. Thanks largely to arQon listening closely to the community and working on adding great features, the mod is really advanced now, truly worthy of its name: 'pro mode'. It is great to see an active mapping community constantly seeking feedback on new maps designed for competitive play using CPMA. It's also well worth it when the most talented CPMA players compete and new demos are released for all to enjoy.

Given that the playability of CPMA is actually increasing as computers become more and more capable of rendering the game at high FPS, and given the fact that QW is still played competitively and beloved by Quake players all over the world, the CPMA team feel that there are a few more good years left in CPMA and we recommend that - if you want a real challenge - you give it a try.

Date written: August 2002.

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How to start playing

Other Tutorial

Back in the days, CPMA players used to gather in IRC to communicate and play with. Nowadays, most of the PUB servers are inactive, but people still continue to play. How?

Well, IRC has been replaced by Discord, so it's obligatory to get into 🙂

A list of CPMA Discord servers to join:

Once you're there, get familiarized with the server and pickup rules, find out what pickup is and how to use the pickup bot. Don't hesitate to ask around if there's anything that requires clarification.

RSS Files
DEZ pack 1.53 v1

DEZ pack 1.53 v1

Full Version

A bundle including everything except required Quake 3 files. The recommended installation way.

CNQ3 1.53

CNQ3 1.53

Other

The official engine. Released November 2023

CPMA 1.53 nomaps

CPMA 1.53 nomaps

Full Version

The mod itself. Released November 2023

CPMA map pack

CPMA map pack

Patch

All maps required by the mod (the mod won't work without it)

Challenge ProMode Arena 1.48 (nomaps)

Challenge ProMode Arena 1.48 (nomaps)

Full Version

Challenge ProMode Arena is a fast, competition oriented game and currently the most widely used Quake 3 mod under active development. CPMA adds a range...

Challenge ProMode Arena 1.20 [w/Maps]

Challenge ProMode Arena 1.20 [w/Maps]

Full Version

Challenge ProMode Arena version 1.20.

Post comment Comments
Mus1n
Mus1n - - 1 comments

Dead mod still gets updates, KeK

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Z1N
Z1N - - 38 comments

on top of that, the crosshair doesn't pulse/increase in size momentarily when picking up items. WHY? jesus. i spent hours trying to figure out why. i stripped down my vanilla q3 build to the bare bones only to find that is part of the client and not any of my pk3 files, so then i turned around and tried everything that i could think of in cpma but no animated crosshair. how could this be something that nobody cares about? or am i just having freak problems with the xhair and the hud and they work for everyone else?

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Z1N
Z1N - - 38 comments

excuse my anger. that's actually a command, that somehow didn't work before but now it does:
ch_crosshairPulse "1"

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Z1N
Z1N - - 38 comments

what's with this stupid ******** where your active player character isn't displayed real time in the hud, but you have to choose one and make a different hud for each different character?
vanilla quake 3 shows your active character's 3d icon.
you'd think, with an advanced client that allows for user customizable features that such a simple thing wouldn't be a problem.
i mean why.. if you're going to compile a client, why not just cover all bases, what's the point of intentionally coding in such a seemingly stupid limitation?
very frustrating. i have to make a different hud for each character i want to play, and furthermore, the ******* attacker icon isn't realtime either, but that annoying cpma bot icon, and on top of that, there doesn't seem to be a way to load non cpma standard bots.
so i've got this awesome engine with very limited characteristics. it just doesn't make any sense.
is there a cpma movement based client that will allow me to have an actual working hud system instead of this bland crap that looks like something from red hat linux from 1998?

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iconodelpecado
iconodelpecado - - 2 comments

when the bots pick the plasmagun they get maniac and starts shooting anywhere

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Z1N
Z1N - - 38 comments

excuse my anger again..
found the command to show non cpma bots.
however, the attackericon in hud remains 2d even thought you've commanded it to be 3d, very annoying.
also, can only seem to get a 3d icon working as healthicon, however, it doesn't just show whatever player you're currently using, you ahve to specify the exact model. very stupid. there has to be a way to make it display whatever model you're currently using.

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Teck071
Teck071 - - 8 comments

The bots are incredibly stupid btw.

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Z1N
Z1N - - 38 comments

it may be possible to replace the botfiles, but so far what i've discovered is that cpma does this gay little thing where it'l only load cpma bots, in ******* green.

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Guest
Guest - - 689,674 comments

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