Setting new viewangles in a process via approaching so it looks smooth CStrike event: single shot (useful if encountered a window) In addition to your points there are also the following points on my to-do list: Gave the product (which is a package) a name: CzyBot opening doors, using hostages and bomb plant) Stuck recognition (needs to be extended): If detected the bot performs random movement (forward, backwards, left, right) to change the situation Tunnel recognition (needs to be improved): If detected the bot ducks to access the tunnel Now it gets really interesting and funny for me. Since today the bot is not only a walkbot anymore, it's now a player-bot consisting of four components. I have also updated it today, but now I need a break, some chilling and then some sleep.
Despite the Quake series often having singleplayer story modes, Quake III decides to forgo this and instead focus and improve upon the multiplayer aspect of Quake II.
Quake III was a multiplayer-focused arena shooter developed by id Software for the PC. Numerous communities have been made around strafe-jumping such as DeFrag or Trickjumping where players strafe-jump over a player designed obstacle course. It has become such an integral part of the game that it is kept in and numerous variations of it can be seen in games that share the Quake engine.
It is performed by strafing after jumping while simultaneously looking at the direction in which you strafed.
Strafe Jumping is a technique in which the player abuses a bug in the Q3 code in order to go faster than the movement speed cap set by the game.
While a lot of FPS titles can be considered arena shooters, the most popular and perhaps most classic of these were Quake III and Unreal Tournament. If you shoot the rocket launcher at your feet as you jump, the resulting impact will push you up higher than a normal jump would allowing you to reach higher locations with ease. Take for example the Rocket Launcher, perhaps the most iconic gun in the history of arena shooters. The arena shooter's arsenal include a variety of different guns that behave in different ways and can also be used for a variety of other things instead of merely killing other players. Arguably, arena shooters can also be described by its projectile weapons as opposed to 'hit-scan' weapons seen in today's FPS games.