the History of... quakeworld
-----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 pushlatency command. 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...

Quakeworld master: 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.

Rocket juggling: 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