[nb 1] It aims at providing a platform for self-training, competition, online tricking, machinima making, and trickjumping.
The DeFRaG modification completely removes violence (except for the ability of the player to explode into bloody chunks) from the otherwise visceral first-person shooter.
While the Doom series was heavily criticized for its gory content,[11] the problem with Q3A was seen to be its focus on deathmatch, because in this discipline the ultimate objective is to kill ("frag"), as many other players as possible.
[12][15] By following the argumentation of Stanford historian of science and technology Henry Lowood,[12] DeFRaG can be called an instance of transformative high-performance play.
For instance, the freestyle trickjumping movie Tricking iT2 by Jethro Brewin "jrb" won five Golden Llamas Awards in 2004.
[16] In the following year, the trick-stunt movie Reaching Aural Nirvana by "mrks" won a Golden Llamas Award in the category Best Audio.
Level mode is similar to run, but the map provides a number of alternative ways of reaching the finish line.
Bunny-hopping is the most basic method of fast movement where the player is jumping repeatedly instead of running in order to move faster.
It is only possible because of a specificity of the game's physics unintentionally allowing moving vectors to add up to greater acceleration.
Basically, no matter if the player's character is moving on the ground (running) or is airborne (jumping), the game engine always strives to limit its speed.
However, already in the original Quake, it was discovered that by non-trivial timed sequences of striking the direction keys (involving moving sideways, "strafing" in gamer language) and movements of the mouse, this limitation of speed could be overcome.
[nb 6] The DeFRaG mod includes a helping tool, the Camping Gaz Head-Up Display (CGazHUD), that provides conveniently graphically formatted real-time feedback on acceleration and angles involved.
The damage of the resulting blast delivers momentum to the player's character and propels him/her higher into the air than possible by regular jumping.
Rocket-jumping (RJ) is the only tricking technique using a weapon that can commonly be observed in Q3A professional deathmatch competition—in spite of the resulting cost in health with self-inflicting splash damage enabled in this game mode.
Depending on the size and topography of the map and proper synchronization, two or larger number of rockets can be timed to impact on the same spot a fraction of a second after the player arrives there.
Thus the player can capitalize on the added momentum furnished by the detonation of multiple projectiles, accelerate substantially and travel long distances airborne.
Grenade-jumping (GJ) is a technique which demands more exacting timing, because the grenade-launcher's projectile ricochets after it is launched, and its detonation is delayed.
Combining more than one grenade in order to make GJ is also possible, but may require extra players due to detonation delay.
BFG-jumping is a technique kin to rocket-jumping, and only insofar different as the BFG has a higher rate of fire and does more splash damage.
Techniques exploiting bugs capitalize on flaws in the game engine which in some maps lend special qualities to certain locations resulting in Q3A physics anomalies.
The player then can "unstick" from the wall by firing a splash damage weapon into it, and subsequently will move with the speed gained "on the spot".