

It requires some preparation before it's actually workable. The Quake 3 sourcecode is also not the best set up package to download. The code is ANSI C, which is a third generation language, which means that compared to more modern (object oriented) programming languages such as Java, PHP and C#, it's all a bit rougher around the edges. Quake 3 is also old enough that it runs very smoothly on most people's computers.

There are still some hardcore mappers and modders out there.

Last but not least, Quake 3 is still relatively popular (even more so with Quake Live, although that won't do us much good when creating mods). Because of this, complex game rules and gameplay mechanisms don't obfuscate the code that's behind those rules. Additionally, Quake 3's rule set is pretty straight forward. it's all still relatively accessible whereas newer games like Doom 3 or Unreal Tournament 3 require quite a lot more work and technical knowledge to create simple things like textures or basic maps. Also, Quake 3 is probably one of the last games that have a low entry level of content creation. It took me some time to figure all the stuff that's in here out and writing it down is a good way to remember it. So why am I still writing this tutorial? First, mostly for myself. After 11 years, interest in creating new mods for Quake 3 has dropped to an all time low and very few people are probably interested in creating Quake 3 mods. I'm writing a tutorial about making your first mod for Quake 3. Almost 11 years after Quake 3 was first released.
