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-<?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>