Generations Arena Overview
One of the greatest qualities of games like QuakeIIIArena is their open-ended architecture that lets anyone with sufficient coding and artistic talent add on to and expand the game. These modifications, or "mods," can take a game above and beyond its original gameplay.
Generations Arena is a class-based modification. The warriors of Quake3 are divided into five classes, or generations. Each class has their own strengths and weaknesses, such as running speed, weaponry, armor, and physics. Players select one class and fight against other players, who may be using totally different classes.
Generations Arena, at first glance, appears to be a typical class-based mod. But the similarities end at choosing a "class". While every gun is unique to every class, the other generations may have a similar weapon that works better or worse in certain situations. Ranger's Rocket Launcher may outperform Grunt's in almost every category, but his Super Nailgun is no match for Grunt's massive Chaingun.
Every generation spawns with only its basic weaponry; often no more than a pistol, small machinegun, or simple shotgun. To get to the big guns, players must do what they've done since the beginning of deathmatch: hunt them down. The weapons in the arenas alter themselves to fit their user's preferences; where Grunt sees his beloved HyperBlaster, Doom sees a freshly loaded Plasma Rifle. Of course, if Sarge gets there first, he'll likely grab his trusty Flamethrower to start up a barbecue. If Doom manages to defeat Sarge, he'll pry his Plasma Rifle from Sarge's dead grasp.
Even the powerups in the Arena have changed due to the generation gap. Invisibility, for example, is now a hotly contested item. Arena Gladiators such as Visor gain a Predator-style cloaking; Grunt and the Strogg Troopers turn completely invisible... except for their weapon. Ranger's Slipgaters pull a Ring-Of-Shadows disappearing act, leaving behind only a pair of floating eyeballs. Doom Warriors pull some real shadow fragging, becoming nothing more than a Blur. Sarge and the rest of the Earth Soldiers try for total invisibility, but tend to flicker back into existence every few seconds.
There also exist some new powerups. The Bezerker provides a super-adrenaline rush, restoring a player's health to full, and giving them amazing strength. Doom's mighty left hook, Sarge's knife slash, and Ranger's axe to grind become fearsome tools when they go Bezerk. The new Pentagram gives players 30 seconds of total invulnerability; however, Doom players watch their entire screen invert (and turn completely white if they're not careful.)
With all the options for each generation, players inevitably ask which generation is the best. Thankfully, in Generations Arena, the answer is a resounding "ALL of them." Each class has their own strengths and weaknesses, both by themselves and against other classes. While a generation fighting against itself provides a fight as close as possible to the classic gameplay that generation is known for, each generation can defeat each other generation, simply by selecting a correct fighting style and strategy.
With over 45 different weapons, five unique generations, near-infinite combat possibilites, full skin and multiple model support for each generation (in an upcoming release), support for all modes of play from DM to CTF, and arenas that will remind you of your first deathmatch, only better than ever, Generations Arena is quite simply a mod that has to be played to be experienced.

Introduction - Intro - Overview - Features - Story Info/About - Game Modes - Console Commands - Server Setup - Coming Soon The Classes - Earth Soldiers - Doom Warriors - Slipgaters - Strogg Troopers - Arena Gladiators Credits/Thanks - The Team - Special Thanks

Site Design and Artwork by Darrin "Nirrad" Michelson.
Site Content by Lee "Lee'Mon" Montgomery.
The Quake series and all related properties are owned by id Software, Inc.
Site Copyright (c)2001 by WireHead Studios.
All Rights Reserved.