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 of features to improve Vanilla Quake 3 as well as our own breed of gameplay that is being continuously tweaked and evolved.

Features include MultiView Demos, MultiArena, vastly improved netcode, http downloading and tons of bugfixes.

We are currently working towards creating our own Creative Commons licensed assets in order to release CPMA as a free, standalone game.

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Pickup Mappack for CPMA

Pickup Mappack for CPMA

Multiplayer Map 1 comment

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...

Mappack for CPMA

Mappack for CPMA

Multiplayer Map

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 1.48 (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.

Comments
Z1N
Z1N

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

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

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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Z1N
Z1N

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

The bots are incredibly stupid btw.

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Z1N
Z1N

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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