Challenge ProMode Arena

Gameplay design leads Andrew "revelation" Wise Richard "Swelt" Jacques Adam "ix" Sibson Programming – CPMA lead Kevin "arQon" Blenkinsopp Programming – CPM Jens "Khaile" Bergensten Bartlomiej "HighlandeR" Rychtarski Andrew "D!ABLO" Ryder Art / modeling lead Challenge ProMode Arena (CPMA, formerly Challenge ProMode [CPM], unofficially Promode) is a freeware modification for id Software's first-person shooter computer game Quake III Arena (Q3A).

It also supports the unmodified vanilla Quake III (VQ3) physics, multi-view GameTV and demos, enhanced bots artificial intelligence, new maps, highly customisable HUD and many other features.

[4] The Challenge ProMode project was created by Richard "Hoony" Sandlant in May 1999, following the release of Q3Test, the beta version of Quake III Arena.

[5] John Carmack, lead programmer of Q3A, suggested a more challenging version of the game might be better for professional gamers: If there were a small set of professional rules that I agree with in theory but have chosen not to pursue because they conflict with more common play, then an official "pro mode" might make sense.Before the design team began their work the CPM team asked the community to brainstorm a list of possible changes.

The designers used these suggestions in a process of tweaking and testing to develop the Challenge ProMode gameplay.

On August 28, 2000, the final version, 1.0, was released which was followed in December 2000 by the project changing its name to Challenge ProMode Arena to reflected the added multi-arena capability as Kevin "arQon" Blenkinsopp became the lead programmer.

Among typical Quake III Arena modes—Free for All (FFA), Team Deathmatch (TDM), Tournament (DM\1v1), Capture the Flag (CTF)—CPMA features new game modes: HoonyMode (HM), Not Team Fortress (NTF), arQmode (APM), Clan Arena (CA), Freeze Tag (FTAG/FT), and Capture Strike (CTFS/CS).