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Quake linux game was the first in id Software's successful series, following up on the success of Doom and Dooms.

Quake linux game was the first in id Software's successful series, following up on the success of Doom and Dooms. Played from a first-person perspective, the game's 3D engine was revolutionary and licensed for countless other games. The game was written in a code that allowed users to make extensive modifications, and basically ignited the creation of an entire online community.

The first version of Quake was released publicly on February 24, 1996, in the form of a program called "qtest". It was described as a technology demo, limited in maps, monsters, and other gameplay elements, but the game's multiplayer support caused Quake servers to spring up everywhere overnight.

The first official shareware version of Quake was released on June 24, 1996. The shareware contained the first of Quake's four "episodes", containing eight levels. The full version was released in August 1996, and the rest, as they say, is history.

From the orginal Quake manual:

You get the phone call at 4 a.m. By 5:30 you're in the secret installation. The commander explains tersely, "It's about the Slipgate device. Once we perfect these, we'll be able to use them to transport people and cargo from one place to another instantly.

"An enemy codenamed Quake, is using his own slipgates to insert death squads inside our bases to kill, steal, and kidnap...

"The hell of it is we have no idea where he's from. Our top scientists think Quake's not from Earth, but another dimension. They say Quake's preparing to unleash his real army, whatever that is.

"You're our best man. This is Operation Counterstrike and you're in charge. Find Quake, and stop him ... or it ... You have full authority to requisition anything you need. If the eggheads are right, all our lives are expendable.."

While scouting the neighborhood, you hear shots back at the base Damn, that Quake bastard works fast! He heard about Operation Counterstrike, and hit first. Racing back, you see the place is overrun. You are almost certainly the only survivor. Operation Counterstrike is over. Except for you.

You know that the heart of the installation holds a slipgate. Since Quake's killers came through, it is still set to his dimension. You can use it to get loose in his hometown. Maybe you can get to the asshole personally. You pump a round into your shotgun, and get moving.


Quake System Requirements

- IBM PC and Compatibles
- Pentium processor or better
- VGA Compatible Display or better
- 8MB RAM minimum, 16MB recommended (16 MB required for running under Win95)
- CD-ROM drive Required

FilePlanet FilePlanet has an entire section devoted to Quake files , so if you don't find what you're looking for here, be sure and check it out!

Links

http://www.idsoftware.com/games/quake/quake/

http://www.planetquake.com/quake1/

Quake II Linux game was the highly anticipated sequel to id Software's revolutionary Quake. As with the first game, a technology demo was released prior to the commercial release, on October 19, 1997, at an unannounced online IRC party. The demo contained the first set of levels from the single-player game, and contained no multiplayer support.

Quake II's game engine was once again far ahead of anything else commercially available, and the full version of the game was released to the public on December 9, 1997.

While a sequel in name, Quake II's story had little to do with the first game in the series. You play a space marine stranded on "Stroggos", an alien planet in the midst of attacking Earth.

From the Quake II manual:

Long shadows claw desperately away from your dusty combat boots, fueled by the relentless sun of a late Texas afternoon. Shading your eyes against the glare, you squint for the thousandth time at the line of soldiers ahead of you. It stretches on endlessly across the rubble, disappearing at last into the cool shadows of a troop carrier. Soon you'll walk up the ramp into the ship, climb into your one-man cocoon, tear through the interplanetary gateway, and smash down light-years away from the blowing sand and blasted ruins that surround the Dallas-Metro crater.

"What the hell is taking so long?!" you snarl, slamming the battered barrel of your side arm, the blaster, against your scarred palm. "I've waited long enough. Time to kick some Strogg ass."

Slightly rocking back and forth under the sweltering August sun, you spit out of the side of your mouth, rub your eyes, and think back to the day when the wretched creatures first attaced. Like flaming meteors, their crafts pounded into the Earth and unbelievably, these bio-mechanical aliens... these hideous cyborgs... swarmed out while their ships still sizzled with reentry heat. They killed or captured anything that lived. We figured that the Strogg were after our planet's resources: minerals, metals, and water: things like that. But their onboard storage facilities did little to disguise what they considered to be resources: fleshy limbs and organs for new cyborgs, and of course, food. The line moves. And moves again. Into the cool shadows at last. The assembled armies branch off into new lines divided by corps and unit.

"I can't deal with this shit - what's the friggin' hold-up?"

"Cool your jets, marine." Tokay mutters and smiles over his shoulder. "We'll all get a few Strogg heads to take home as souvenirs. I promise you that."

"Yo, soldier, 3585." The medtech's voice startles you. "You in or out?"

Competent hands guide you into the coffin-like opening of your Mark 9A drop pod: sleek, dark, and invisible to the Stroggos defense systems. One of the techs begins to drop the reinforced pod door. "Sleep tight, soldier. You'll see sunlight in less than six and a half hours. Not our sun, mind you." (SLAM)

Pitch black except for the mild glow of your video readout system in front of you. You've done this a dozen times in the sim classes. No sweat. Just a few short hours to sleep, recharge, and then the moment of glory. But this time it's for real.

It's also time to think. You recall your first official day of training, your unit commander discussing how these damn parasites made it to Earth and other nearby colonies in the first place. By employing our best satellites and long-range scanners, we learned how they traveled light years so quickly - the Strogg used these black hole-like gateways as their highway to heaven. We still don't know if they created these rips in the fabric of space and time, or if they simply discovered them by accident. Either way... it's just like opening the door to an all-you-can-eat restaurant for these bastards. In about two hours, we'll be entering the same interstellar portals, to hit 'em where it hurts... on their own turf. You close your eyes and relish this thought. Eventually, you nod off to the low hypnotic hum of the troop carrier.

*Crackle* ... *fzzzz* ... "Greetings to the people of the Coalition. This is Flag Admiral Crockett, speaking to you from the bridge deck of Phobos. We are entering the outer orbits of Stroggos, the alien's home system. As we had postulated, Stroggos' atmosphere is harsh but breathable. We expect to make planetfall soon. Now is the time to switch on your debriefing panel if ya need it."

"Boomer?" the voice crackles through every soldier's headset. "Drop X-ray squad in 30 on my mark. You copy?"

"Roger that!" In another pod, your sergeant snaps back. "OK boys and girls, you see the clock on your heads-up. Two demerits for anyone who up-chucks during bounce and roll!"

*Shthunk!!* Your drop pod is shot from the side of the carrier and hurtles downward. *Wheee-oooooo!* Incendiary atmosphere howls past the pod's rapidly heating shell. *Ka-WHUMP! * The pod wall suddenly buckles to your right, but stays intact. Another pod must have clipped yours on its way in. ECM didn't indicate enemy fire. Shit. Thrusters and stabilizing gyros are fading. Based on the pings, the other pods are pulling away. Below you, the large alien city roars into focus on the screen. But where are the other pods? They were there a minute ago.

Suddenly, distorted radio chatter lights up, "Mayday! Mayday! Lost all power... shielding failed... missed dz... some kind of EMP is... kzzzt... us out. We're dropping like fli... zzzzkkkzzzt". Silence.damn! If the Strogg have electromagnetic pulse defenses and we failed to detect them... all of us are in the shitter. That HUGE blip has to be the Big Gun. You do a slow dogleg left as your navcomp finds a place to land when all of a sudden retros kick in and propel you south.

"What the...?" Before you know it you skip across the lip of a crater and slam into a structure, a good distance away from your target. Dazed and bleeding from a head cut you toggle open the labeled arsenal bins and reach for where your gear ought to be stowed. Damn. Nothing but your sidearm.

Damn again.

You leap out the crushed pod door, alone, with blaster in hand, and tear off into the room with the bittersweet stench of vengeance coursing through your veins...

Links

http://www.idsoftware.com/games/quake/quake2/

http://www.planetquake.com/quake2/

FilePlanet

FilePlanet has an extensive Quake 2 linux game section -- if you don't find what you're looking for here, give it a try.

Quake II System Requirements

- Windows® 95 or NT 4.0 with 100% compatible computer system
- Pentium® 90 MHz Processor (133 MHz recommended)

Memory:
- Win 95 - 16 MB RAM Required (24 MB recommended)
- Win NT 4.0 - 24 MB RAM Required

- 100% Sound Blaster-compatible sound card
- Joystick and mouse-supported (3-button mouse recommended)
- Supports network and internet play via TCP/IP
- Minimum Install Additional Requirements (Play from CD-ROM)
- Quad-Speed CD-ROM drive (600k/sec. sustained transfer rate)
- Hard Disk drive with at least 25 MB of uncompressed space available
- Normal Install Additional Requirements (Play from Hard Disk)

The Q3A linux game Guide - Game Info

Quake III Arena is the latest linux game in id Software's successful Quake series. The game's primary focus is on deathmatching, whether against artificial deathmatch opponents -- "bots" -- or against live opponents.

As with the previous linux games in the series, a technology demo of the game was released to the public long before its commercial release. In this case, q3test was released for the Macintosh on April 24, 1999, and the Win32 version was release on May 10, 1999. The commercial version was released on December 3, 1999, contained 25 deathmatch maps, 4 CTF maps, and 30 bots to play against.

From the Quake III manual:

"Untold centuries ago the Vadrigar, the mysterious Arena Masters, constructed the Arena Eternal for their own infernal amusement. Virtually nothing is known of these beings except that they savor the carnage and clamor of battle. As such, they have stocked the arena with the greatest warriors of all time. And you have just joined their ranks."

"As a gladiator in the Arena Eternal, you must not only survive, but also win each and every battle against ever more powerful opponents. Don't worry overly much about getting "fragged." The Vadrigar won't be cheated of their favorite sport by a little thing like death. Those who fall are instantly restored to life and immediately thrust back into the battle, perhaps a little wiser for their misfortunes."

"When the dust, blood, and gibs settle, all warriors will have earned the right to battle again, providing further entertainment for the Vadrigar. But only the warrior who has fragged the most foes will be lauded as the winner. The victorious gladiator advances to a more challenging array of arenas, until, at last, he or she faces Xaero, Lord of the Final Arena."

In single-player mode, Quake III Arena is split into six tiers of four arenas each. In order to progress to the next tier, a gladiator has to beat all four arenas. Finishing second or third won't do-you must emerge as the clear winner.

While the rules are a little different in multiplayer (network or online) games, there is one important rule that sums up your life as a gladiator in the Arena Eternal:

FRAG EVERYTHING THAT ISN'T YOU.


Quake III Arena System Requirements

- 3D hardware accelerator with full Open GL support
- Pentium 233Mhz MMX processor with 8MB video card
or
- Pentium II 266 Mhz with 4MB video card
or
- AMD 350 Mhz K6-2 with 4MB video card
- 64MB RAM
- Windows 95/98/NT 4.0 operating system
- 25MB uncompressed hard drive space for game files; additional 45MB for Windows swap file
- Quad Speed CD-ROM
- Direct X 3.0 (or higher) compatible sound card
- Microsoft compatible mouse and driver

LINKS

http://www.planetquake.com/quake3/

http://www.idsoftware.com/games/quake/quake3-arena

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About Hugo Repetto

Ubuntu is a Linux distribution that offers an operating system predominantly focused on desktop computers but also provides support for servers. Based on Debian GNU / Linux, Ubuntu focuses on ease of use, freedom in usage restriction, regular releases (every 6 months) and ease of installation.
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