The hardest thing for people catching onto Cpma is that it's always changing version..you have to stay pretty attentive to the site/forums to keep up to date with it. I started in 2002 with Cpma version 0.99w then kept up with 0.99z3 then 1.0, 1.1 then 1.4, 1.46 then now the current one is 1.47 now. I was playing offline for like 4 years, so it didn't really matter that much, where I was doing more testing than playing. People that don't really know much about Q3 editing are to overwhelmed with trying to figure out Cpma..it's confusing at first to most of them..so, then they end up not liking it. Osp is also like that to alot of people that have no idea how to create an autoexec.cfg file. Most people are just game players and have no idea of what kind of game that Q3A is..there's no other game that comes anywhere near what Q3A offers.
When I first transfered from playing the Dreamcast version for like a year and a half just playing the in-game maps, it got somewhat boring, but when I switched over I went onto Osp 1.0, which that version lasted like 5 years I think, and I learned everything about cvar adjusting, key binding, vstr scripts, and setting up servers..the game started to make more sense. When I switched over to Cpma it was pretty easy for me to figure it out. It's pretty difficult for a newb to realize how cool it is, cause it takes a little studying.
vQ3'rs are pretty stuck to map ztn3dm1 & ztn3tourney1, 6++, 7++, overkill, and Cpma players are stuck on cpm1(a) and cpm3(a). If you have those maps it's not usually hard to find a server playing custom maps. Most mods are lost these days anyways. I played excessive back on pr.1.16n, there isn't much gameplay in it, and it takes little skill to figure it out. I played instagib for a long time..practically all though my Dreamcast time , and pr.1.30 and 1.31. It's good for Dial-Up players, because it doesn't have projectiles. Who is faster than who at aiming, while circled footwork..I just liked the frag explosion.
