The complete guide · 6 min read
Quake 3 Server Hosting Explained: A Complete Guide
This guide covers running a Quake III Arena server in 2026: game types and their numbers, the settings that shape a match, slots and bots, custom maps and pure servers, mods, admin and the classic duel or clan setups.
By Matthew Griffin, Owner, Gaming DeluxePublished · Updated
In this guide
- Quake III Arena, Still on Its Own Servers
- Game Types and the g_gametype Numbers
- The Settings That Shape a Match
- Slots, Reserved Places and Bots
- Custom Maps, pk3 Files and Pure Servers
- Mods and the fs_game Folder
- Admin, rcon and Keeping Order
- Setting Up a Duel Server or a Clan Server
- What to Compare Before Renting a Quake 3 Server
- Quake 3 Server Glossary
- Quake 3 Server Help and Next Steps
Quake III Arena, Still on Its Own Servers
id Software released Quake III Arena in December 1999, and its Steam store page still sells it, today published by Bethesda Softworks. The store page calls it a multiplayer-focused arena shooter with thirty-five arenas, bots for offline play and four classic modes: free for all, team deathmatch, one-on-one tournament and capture the flag. The Steam version includes the Team Arena expansion with its own modes and twenty more arenas.
What keeps the game alive is that players run the servers. There is no matchmaking to retire. A server is simply a program that hosts the arena, and as long as one is online with the right maps, people can play. id later published the engine's source code under the GNU General Public License, which is why its server settings are so well documented: every default value quoted in this guide comes from that code.
Running one at home means leaving a PC on, opening router ports and sharing your upload with everyone in the house. A hosted server avoids all of it, and because the engine is so light, it costs very little per month.
Game Types and the g_gametype Numbers
The server's mode is a single number in the g_gametype setting. It defaults to 0, free for all, and it is latched, so a change applies when the next map loads.
| g_gametype | Mode | Good for |
|---|---|---|
| 0 | Free for all | Classic public deathmatch |
| 1 | Tournament | One-on-one duels, others spectate |
| 2 | Single player | The offline ladder, not a server mode |
| 3 | Team deathmatch | Red against blue, frags count for the team |
| 4 | Capture the flag | Objective play on CTF maps |
| 5 to 7 | Team Arena modes | One-flag CTF, Overload and Harvester, with Team Arena content |
Pair the mode with maps built for it. A capture the flag map has two bases and flags; a tournament map is usually small and tight. Loading the wrong kind of map for the mode is the most common reason a new server feels broken.
The Settings That Shape a Match
A Quake III server is configured with set lines, usually kept in a config file the server runs at start-up. These are the ones most admins change first, with their defaults from id's game code.
| Setting | Default | What it does |
|---|---|---|
| sv_hostname | noname | The name shown in the server browser |
| fraglimit | 20 | Frags that end a deathmatch round |
| timelimit | 0 | Minutes per map; 0 means no limit |
| capturelimit | 8 | Captures that end a CTF map |
| g_doWarmup and g_warmup | 0 and 20 | Turn on a warmup and set its length in seconds |
| g_friendlyFire | 0 | Whether teammates can hurt each other |
| g_teamForceBalance | 0 | Stops players joining the bigger team |
| g_allowVote | 1 | Lets players call votes, such as a map change |
| g_motd | empty | A message of the day for players who join |
Change one thing at a time and keep a copy of the config that worked. A Backup Manager snapshot before a big change means you can always go back.
Slots, Reserved Places and Bots
sv_maxclients sets the player limit. id's code defaults it to 8 and defines 64 as the absolute maximum, which is our largest plan. The store page describes multiplayer for up to 16 players, our smallest plan, and plenty of arenas play best around that size.
To keep places free for regulars, set sv_privateClients to the number of reserved slots and give your regulars the sv_privatePassword. Those slots stay open even when the public ones are full.
Quiet hours are where bots help. With bot_minplayers set, the server checks every ten seconds and adds or removes bots to keep that many players in the game, balancing red and blue separately in team modes. For a single opponent, the addbot command takes a bot name and a skill from 1 to 5.
Custom Maps, pk3 Files and Pure Servers
Everything Quake III loads, from maps to textures, lives in .pk3 files inside baseq3. id's code explains that a .pk3 is a zip archive renamed so that nobody unzips it by accident, and that when two archives contain the same file, the later one in alphabetical order wins.
- Upload the map's .pk3 into baseq3 with SFTP or the File Manager.
- Switch to the map by name from the Web Console, or add it to your rotation.
- Turn on sv_allowDownload, off by default, so visitors without the map can fetch it on connect.
sv_pure is on by default. A pure server tells each player's game to load nothing from .pk3 files the server does not have, which keeps everybody on identical data and blocks altered files. Leave it on unless a mod's instructions say otherwise.
Mods and the fs_game Folder
Mods are why Quake III communities differ so much, from competitive rule sets to completely new games. Technically, a mod is a folder that sits beside baseq3 and holds its own .pk3 files.
- Upload the mod's folder next to baseq3, keeping its structure from the download.
- Add +set fs_game followed by the folder name to the launch line in the Commandline Manager.
- Restart the server and check the console for errors.
- Players do not need to change anything: id's code switches their game to the server's mod folder when they connect, as long as they have the mod files.
Mods are made by the community, not by id Software, so follow the mod's own instructions and take a snapshot first. Our support team can help if a mod refuses to load.
Admin, rcon and Keeping Order
Quake III's built-in remote admin is rcon. It is controlled by rconPassword, which is empty by default, and with no password remote commands are simply refused. If you set one, make it long and unique, because anyone who has it controls the server.
Many admins skip rcon entirely and use our Web Console, which needs no password in the game at all. sv_floodProtect, on by default, throttles players who flood the server with commands, and g_inactivity can remove idle players after a set number of seconds; its default of 0 turns it off. Sub-users give trusted admins panel access without sharing your account.
Setting Up a Duel Server or a Clan Server
Two setups cover most Quake III communities. A duel server runs tournament mode for one-on-one matches; a clan or public server runs free for all, team deathmatch or capture the flag for a crowd.
| Choice | Duel server | Clan or public server |
|---|---|---|
| g_gametype | 1, tournament | 0, 3 or 4 |
| Slots | 16, so others can watch and queue | 16 or 32, 64 for events |
| Warmup | g_doWarmup 1 so both players ready up | Optional |
| Maps | Small, tight arenas | Larger maps that suit the mode |
| Access | Often open to anyone wanting a game | g_password for scrims, reserved slots for regulars |
Many communities run both. With 5GB of RAM on every plan, a second 16 slot server for duels costs little next to a main public, and both sit under the same panel login.
What to Compare Before Renting a Quake 3 Server
Quake III needs little hardware, so the differences between hosts are mostly in access and network.
- Real file accessMaps, mods and configs need SFTP and a file manager, not only a settings form.
- Single-core speedServer frames run on one core. A fast clock matters more than many cores.
- Ping to your playersRun a ping test from where your community plays before choosing a location.
- ProtectionPopular servers attract floods. Check DDoS protection is included.
- Fair pricingA light engine should not come with expensive extras. Check what memory is included.
Quake 3 Server Glossary
- baseq3
- The base game folder that holds Quake III Arena's .pk3 files.
- .pk3
- A zip archive with a different extension, used for maps and other game data.
- g_gametype
- The setting that picks the mode: 0 FFA, 1 tournament, 3 team deathmatch, 4 CTF.
- sv_maxclients
- The player limit, up to the engine's absolute maximum of 64.
- sv_pure
- Makes players load only .pk3 data the server also has.
- fs_game
- Selects a mod folder that sits beside baseq3.
- rcon
- Remote console commands, enabled by setting rconPassword.
- Latched
- A setting that only takes effect when the next map loads.
Quake 3 Server Help and Next Steps
Useful links for running your arena.
About this guide: based on the Quake III Arena Steam store page and the engine and game source code id Software published under the GPL, which is where every default value comes from, drafted with AI assistance, checked against our live order form for every plan, price and location, and reviewed by Matthew Griffin before it went live. Found something outdated? Let us know.
Sources, checked 22 October 2026:
- Quake III Arena on Steam (app 2200)
- Quake III Arena source code (GPL), id Software on GitHub
- q_shared.h (MAX_CLIENTS 64), id Software
- bg_public.h (game types), id Software
- g_main.c (game settings and defaults), id Software
- g_bot.c (bot_minplayers, addbot), id Software
- sv_init.c (server settings and defaults), id Software
- files.c (pk3 files, pure servers, fs_game), id Software
- Gaming Deluxe order form, Quake 3 Dedicated Server