-----written in Quake era-----
HUD: as of quakeworld 2.0,
the status-bar is see through and subsequently less obstrusive
Observer: in quakeworld, players can opt to become an observer and watch the game without fighting
Quakeworld: project started by Carmack (John) late
in 1996 when many high ping modem users complained of lag in internet games.
quakeworld first used the paradigm of qw masters, where every qw
server was hooked up to an official
qw master server. the master tabulated rank and skill based
on frags and other criteria. since id's master coughed up
riblets and died quickly under the pressure, several
auxiliary masters went up. the ranking discouraged some
players, and encourged other llamas
to make fake accounts. the current quakeworld does not
tabulate rank or skill.
quakeworld attempts to compensate for lag by including the
qw supports skins, and now as of
April 1st release of qw, 25 players (32:)
the 8/9/97 release of quakeworld 2.0 adds features such as:
flood protection, better gl performance, colored lighting etc.
try QW central or
more qw info at the Guide...
dedicated quakeworld server. in the old quakeworld, the
master calculated (virtually) all of the ranks/skills of quakeworld players.
the master also gave out server lists of the real (non-master)
servers that handled game traffic. with the recent release of
new master/client, masters only contain server data.
in quakeworld, rockets impart more velocity
than classic quake rockets. a player can rocket juggle an
opponent by first firing a rocket at the opponent's feet.
The victim flies upward, then the player repeatedly fires
at the victim's future landing spot. the victim is "juggled"
since he doesn't touch the ground until he dies.
Quakeworld technology is built into Quake II.
-historian kolinahr, updated 97 dec 7