[mediafire]Quake 4
Quake 4 is the fourth title in the series of Quake first-person shooter computer games. The game was developed by Raven Software and distributed by Activision. Raven Software has collaborated with id Software, the creators and historical developers of preceding Quake games. In this case, id Software supervised the development of the game as well as providing the Doom 3 engine, now referred to as 'id Tech 4', upon which it was built. Quake 4 went gold in early October 2005 and was released on October 18, 2005 for the PC, and later for the Xbox 360 and the Macintosh. A special DVD Collectors Edition also exists, including promotional material and the game Quake II with its expansions, The Reckoning and Ground Zero. The Xbox 360 version of Quake 4 is based on the Special Collectors Edition, and therefore also includes Quake II.
Plotwise, the game is a sequel to Quake II and takes place during the same war as Enemy Territory: Quake Wars. Quake II, Quake 4, or Enemy Territory: Quake Wars do not share story lines with Quake or Quake III Arena; their only relation is their names and logos. Compared to other titles in the Quake series, Quake 4 has an increased emphasis on the single-player portion of the game, however Quake 4 has a multiplayer mode as well.
GAMEPLAY
Multiplayer
Multiplayer modes are Deathmatch, Team Deathmatch, Tourney, Capture the Flag, Arena CTF and DeadZone. Players at QuakeCon reported the multiplayer gameplay to include elements similar to those in previous Quake games such as Strafe-jumping or Rocket jumping. Notable new additions to play are the ability to send shots through the teleporters and the advancement of the game physics provided by the new technology including the ability to bounce grenades and napalm fire off of jump-pads.
Like the previous Quake games the multiplayer has a client-server architecture. The network code has been altered from Doom 3, allowing for larger numbers of players on each server (Doom 3 has a four player restriction, whereas Quake 4 has a standard 16 player limit).
One of the changes to the network code is a move from the per-polygon hit detection system used in Doom 3 back to using hit-box system like most other online first-person shooters such as other Quake games and Half-Life. In the 1.4.x point release, these 'axis aligned bounding boxes' were replaced with axis aligned octagonal 'cylinder', to make the hit-boxes more representative of the model shape.
Movement
The movement of Quake 4 is similar to Quake III Arena and Quake Live, but with the additions of ramp jumping and crouch slides. Crouch slides give players the ability to maintain speed by sliding around corners[15]. Ramp Jumps allow players to gain extra height from jumping as they reach the top of an inclined object, which while present in the original Quake, was not included in Quake 2 or Quake III Arena, although mods such as DeFRaG added it.
In the 1.3 point release, there is an increased amount of air acceleration in multiplayer mode, making the game feel faster than the original release. In the 1.4.1 / 1.4.2 releases, there were further changes related to the way sliding on angled surfaces worked, with the introduction of the new 'power slide' code, which makes the game feel even faster.
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