Uber Arena is a mod that takes the standard gameplay of Quake 3 and attempts to build upon and revitalize it with new gameplay mechanics and items. It has NO loadouts, NO abilities, NO champions, NO item timers, NO mechanics that use random number generators, and NO on-spawn inequality. All mechanics were designed around Quake's core principles such as on-spawn equality, item control, positioning, and movement, with the intention of enhancing these critical gameplay elements and introducing more skill without undermining the foundations of the game itself.
This is version 0.3 of Uber Arena. Includes 2 new maps, uberweapons for the gauntlet and machinegun, major uberweapon mechanic changes in Duel, and more.
- Added 2 new maps:
- Tarnished Steel (ua_bal3dm4)
Original Author: Benoit "Bal" Stordeur
NOTE: Item layout based on the OSP version (ospdm3)
- Tyrant Twilight (ua_tyrant)
Original Author: Tim "spirit" Schäfer
- Added uberweapons for the gauntlet and machinegun. Only two pickups of these weapons are needed to acquire them.
- Vampire Gauntlet: Damage inflicted by this weapon is given back to the player as health / armor. 1.3x increased speed and 25% damage resistance.
- Piercing Machinegun: Does full damage regardless of armor (while still damaging armor); zero spread.
- Changed how uberweapons work in duel. Every time the player obtains an uberweapon, a limited amount of "ubered" ammo is provided to them. This can be viewed through a separate ammo counter at the bottom-right corner of the ammo icon next to the regular ammo counter. Once a player uses up all of their ubered ammo, the weapon reverts back to normal.
The intention behind this change was to address a potentially serious balance issue for uberweapons in duel, making them far less likely to result in runaway victories. Before, the only way to lose an uberweapon was to die. If the uberweapon user kept armor and health control then the chances of the out-of-control player making a comeback would be very thin as there would be nothing they could do about the uberweapon. With ubered ammo, the uberweapon user not only has to use their shots wisely, but after they use them - whether successfully or not - they go back to having a standard weapon and thus no longer carry the permanent advantage of an uberweapon in previous versions. That being said, uberweapons should still be seen as a viable alternative to armor and health in terms of map control, as a way to fight against an in-control player with a high stack. The out-of-control player simply needs to be careful with their shots and if they succeed in regaining control this way then depending on how much uber ammo they used they will either have a slight advantage after the other player respawns, or both will be back on equal ground in terms of weapon control.
- Added the Tyrant medal, awarded for obtaining 2 uberweapons in a single life and for every uberweapon picked up afterwards.
- Power-up initial spawns are no longer random; they are now always guaranteed to spawn 45 seconds after the match begins. The 120-second respawn time is still in effect.
- If the player has 3+ copies of a weapon (in other words, they have an uberweapon), any additional copies they pickup won't count towards their weapon limit, and they can continue to pick that weapon up even if they have reached their limit. Suggested by CannerZ45 at ModDB: Moddb.com
- In previous versions, only players that were first hit and poisoned by the Toxic Railgun, then were fragged afterwards, would lose a frag. Now, players fragged by the Toxic Railgun will always lose a frag, whether it is immediate or after being poisoned.
- Weapon quantity / uberweapon indicators now present in the weapon selection bar. Silver squares with "2" for weapons the player owns 2 copies of, and gold squares with "3" for uberweapons.
- Super Ammo Crate colors revamped - now cycles through multiple colors instead of a single rainbow-colored texture. Icon remains the same. In vertex lighting the box will be gray.
- Uberweapon names now appear on the weapon selection bar (intended from the beginning, but accidentally left out due to a qvm-related issue).
- Fixed a bug where dropped items that received knockback would respawn at the map origin instead of disappearing. Thanks to Martinus for bringing this to my attention.
- Fixed a bug that caused rockets to try to fly towards previously fired homing rockets if only one player was present.
- Fixed a bug in which an item that shared a spawn with another item(s) could cause the next item in the team chain to spawn early, instead of having the knocked item return to its original location. Such items would either be stuck in their new positions post-knockback or even be removed from the map entirely after pickup.