Get started Playing DeFRaG!
DeFRaG is a modification of Quake III designed for doing timed runs in vanilla quake 3 and cpma physics along side trick jumping and even team trick jumping in over 15,000 community made maps. Similar to what speed runners do on a daily basis, but alot more hardcore. The original idea and the name defrag came from a user named Belzel and most of the programming was done by Cyril "cgg" Gantin. Two users made quiet an impact on the mod as well. A "hacker" CGAZ and Pianist w3sp 2337 (fast fingers) really pushed the games physics... and well... everything to its limits of human ability and even AI abilities. You can read more in the wikipedia page. You can also join the community Discord server at the official link Discord.me/DeFRaG and Official Steam Group. DeFRaG's home is q3df.org and there is usually a yearly cup called DFWC(defrag world cup). 2017's prize pool was over 5,000 usd! Even the mappers got money!
First download quake 3 and DeFRag. Then I would recommend using iDFe.exe instead of the default .exe's, place that in the same folder with the others. You can then either use /connect ip.address in console (~ key) and automatically play online and download maps or download maps to play here. The server list linked above(connect ip.address) has its own set of commands here. DeFRaG also allows custom content and skins which can be found here and also in the mods section of this site.
Better Default Settings
By default the game is not quiet setup right and configured for 1998, I'd recommend setting the following settings in console or make an autoexec.cfg in the defrag folder and copy/paste these into it. Alternately you can try Newbricts Online Config creator for DeFRaG
bind MOUSE2 "+moveup" //jumping with right click is a significant improvement over spacebar
Better HUDs by uglybunny / breaker
Making use of Snap-HUD and CGaZ-HUD
Looking on a map from above, a range of directions form the 24 "snapzones". They are coloured (e.g. cyan) and uncoloured in Snap-HUD and have a fixed "position", just like east or north. The transition between a coloured and an uncoloured snapzone is called "border" here. The Snap-HUD visualizes these zones from the perspective of a player.
The CGaZ-HUD shows a range of angles from the perspective of the player in which the crosshair can lie that causes the model to accelerate. The green line shows the minimum angle to place the crosshair in while pressing the correct keyboard buttons. The yellow line is the maximum angle and the area in between the desired area.
Acceleration can only occur if this condition is met:
-crosshair lies in the desired area of CGaz (the area between green and yellow line)
This is not sufficient in most situations.
The more specific condition for maximizing forward acceleration, utilizing Snap-HUD is:
-crosshair lies between the green line of CGaz and the border to the next snapzone (doesn't matter if coloured or uncoloured) = "In-Between-Condition"
-it doesn’t matter where exactly the crosshair lies as long as this condition is met
The AMOUNT of acceleration is determined by the DISTANCE between the green line of cgaz and the border to the next snapzone (the one that is approached over time due to the current movement direction change).
The smaller the distance, the higher the acceleration. At medium and high speeds and big distances, the accel can even be negative (you slow down).
This leads to an optimization technique called "vsnap", "vsnapping" or "snapping":
The vsnap-technique (doing a short aircontrol with the "W" key between strafes) changes the movement direction and thus the position of the green line of CGaz relative to the snapzones to put the player into advantageous movement directions, the "high accel zones" (when green CGaz line and the next snapzone border are quite close). This is especially important for high speeds (>2000 UPS) and most of the time essential after 1300 UPS to maximize time spent in high accel zones.
Vsnapping is useful between 2 strafes in the same direction, right before a switch from one strafe direction to the other and even DURING a switch from one strafe direction to the other. Each situation requires different techniques. Carefully spectate advanced strafers and try to do what they are doing.
Dealing with small snapzones:
When a small snapzone lies inside the CGaz-area and the crosshair points to it although an available big snapzone lies in front of it (minimum cgaz line lies in it), it will often yield a high accel when you are at low speeds, for example <800 ups. This accel has a high sideways component, though. It feels like the game pulls you to the sides. The small zones are especially important for circlejumps and <800 UPS but should be avoided to aim at if your minimum CGaz line is still in a big zone and your speeds are higher.
command list for a basic CGaZ-HUD and Snap-HUD:
Map Of DeFRaG Player Locations Over The Years