diff options
Diffstat (limited to 'games-fps/quake3-cpma/metadata.xml')
-rw-r--r-- | games-fps/quake3-cpma/metadata.xml | 37 |
1 files changed, 0 insertions, 37 deletions
diff --git a/games-fps/quake3-cpma/metadata.xml b/games-fps/quake3-cpma/metadata.xml deleted file mode 100644 index a5a834212f58..000000000000 --- a/games-fps/quake3-cpma/metadata.xml +++ /dev/null @@ -1,37 +0,0 @@ -<?xml version="1.0" encoding="UTF-8"?> -<!DOCTYPE pkgmetadata SYSTEM "http://www.gentoo.org/dtd/metadata.dtd"> -<pkgmetadata> -<maintainer type="project"> - <email>games@gentoo.org</email> - <name>Gentoo Games Project</name> -</maintainer> -<longdescription> -The Challenge Pro Mode (CPM) project was created by Richard 'Hoony' Sandlant in May 1999 -(when the 'Q3test' was released) after he realised 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". -</longdescription> -</pkgmetadata> |