QUAKE LIVE Update #23 brings four new arenas, two new announcers (plus other miscellaneous VO tweaks) and five new medals to the game. Much discussed changes are also featured such as single weapon loadouts and the option to use autohop in all gamemodes (toggled with cg_autohop), as well as an admin/OP UI for server management.
Elder
Deep from within the bowels of the Nameless City lies Elder, a nostalgic Quake 1 inspired arena. This small and simple dreary place is home to more than just it's combatants, for Elder beings lie dormant in waiting, feeding off the pain and torment of it's captives. Locked away within lies 1xRA, 2xYA, 1xMH, and a 1x50hp for players to control, and after two minutes of gameplay two heavy stone doors reveal access to a railgun previously inaccessible. However beware, on Elder more than the usual is up for grabs as one shiny gold key lingers in it's halls for one and only one player to control; control the key and control the map. Designed by Adam 'SyncError' Pyle for Duel, Elder is also available for small FFA and 2v2 TDM matches.
Electrocution
Created by Colin 'Q50' Dodd, Electrocution is a new to Quake Live Capture the Flag arena made with speed and fast tactics in mind. The most daring players can take their chance with short cuts over the maps walls, but watch out for the lasers, what might be a fast escape can quickly turn into a horrible death.
Lost Paradise
Face your foes in the ruins of Lost Paradise, a CTF arena created by Chad 'Despair' Younger. Hidden for centuries by the thick jungle, these massive opposing temples were once the site of ancient and bloody battles waged by those seeking to prove their superiority through victory. Multiple paths are available for attack, including a secret underwater entrance that leads to the middle of your opponent's base, as well as a trek through crumbling hallways. Seek out the Mega Health and Health Regen pickups to aid you in your battle.
Servitude
Brought to us by Todd 'Mr.Clean' Rose, these once-majestic gardens are now forgotten and decayed. Battle through the lost courtyards, halls, and walkways of this twisting arena, where your opponent could come from around any corner. A Mega Health lies in darkened hallways, while the Red Armor awaits on the top floor. Designed for CA and FFA.
Renovated Arenas:
Pulp Friction
Industrial Accident by Jason 'Cornelius' Gill has been reworked to improve the gameplay experience. One side of the arena has now been flipped so that base entrances and layouts are the same on each side. Other major changes include a new smaller mid with more cover with an easier to reach Quad, the railguns have been relocated further way from mid to reduce railing, an easier to attack base, and a new gothic theme. But watch out, just because the Quad is easier to reach now, doesn't necessarily make it safer. A large smasher can be triggered above, leaving power-up hungry players into a pile of pulp.
Keys
Keys are available for pickup immediately on match start and once picked never respawn until the key holder dies. Kill the key holder and then retrieve the key to gain passage through the locked gold door. Elder introduces this concept with the gold key and door, and we've added support for future maps to also posses silver and master keys. The silver, gold, and master key models were crafted by Jochum 'Hipshot' Skoglund.
Single State (Unary) Switches
Buttons and triggers now exist that allow you to activate a door or platform causing the mover to move once and remain in place for the remainder of the map, allowing maps to dynamically alter over the course of a match. Extending the ramps or opening the Obelisk Courtyard on Elder will create new means to move about the arena.
Accuracy: Finish a round with over 50% accuracy. First Frag: Score the first frag in a match. Headshot: Frag an enemy with a Railgun shot to the head. Perfect: Win a round without taking any damage. Quad God: Frag 10 enemies on a single Quad Damage spree.
-Changed the Loadout menu into a Starting Weapons menu. Only one additional starting weapon is now select-able, and we have removed the Grenade Launcher from the loadout options.
-Enabled autoHop in all modes. Clients may disable with cg_autoHop 0 if they do not like the behavior.
-Added an Admin UI menu for server admins and ops.
-Weapon Config changes are now more responsive, and are applied immediately upon selecting a new weapon.
-Added s_killbeepVolume since some of those sounds are too quiet.
-In team modes, teams are no longer preserved after map changes. All players are now prompted the Join Team menu.
-Added "You Win" and "You Lose" VO at the end of FFA, Duel, Race, and RR matches.
-Added New High Score VO for Race
-Added Overtime VO (on first overtime only).
-Added Battlesuit VO
-Re-added Lead Tied and Teams are Tied VO, due to feedback.
-Added Blue / Red Flag Taken VO for spectators (free and first)
-Replaced cg_playTeamVO with cg_announcerLastStandingVO, cg_announcerLeadsVO, and cg_announcerTiesVO.
-Removed deprecated headshot plums, in light of the new headshot medals.
-Removed headshot hitsounds, in light of the new headshot medals.
-Added CVAR_REPLICATED to archived sound cvars.
-Specified a sort order on liquids/glass/flares/lightbeams shaders; Simple items and similar transparent objects should correctly sort over them now (in most cases).
-Fixed a buffer overflow in the Announcer VO sound queue, fixing the FIGHT VO bug (as well as other issues caused by the overflow).
-Fixed splash damage being incorrectly awarded instead of direct damage when a projectile hits a player.
-Fixed cg_allowTaunt so that it once again prevents taunt animations in addition to taunt sounds.
-Fixed missing impact sparks on RL, GL, and BFG hits.
-Fixed missing impact sparks on SG kills.
-Fixed EV_MISSLE_MISS being triggered on projectile kills instead of EV_MISSILE_HIT.
-Fixed several cases of that would cause UI elements to become discolored.
-Fixed Lead Lost / Lead Taken VO that wasn't playing in TDM when the teams were tied and someone killed themselves.
-Fixed the headshot detection code. Can now shoot down through the head and correctly receive headshots.
Removed the MG from the following CTF maps:
- Beyond Reality
- Camper Crossings
- Future Crossings
- Gospel Crossings
- Fluorescent (Reverted MG to SG)
- Troubled Waters (Reverted MG to GL)
Infinity
-Added crates to the previously one-way flag entrance.
-Converted base YA to GA
-Moved lg further into the perimeter
-Removed mid SG
-Moved PG to MH room.
-Replaced old PG with a SG.
-Railgun moved to mid water
-Medkit moved to old railgun position
-Added a SG to the upper side hall.
-Removed water from lower hall to flag room, added trims.
-Changed red floor tiles from blue to red
Satanic
-Fixed nodrop fog at quad
-Replace Quad with MH in Duel
Stonekeep
-Fixed race spawns
-RA back to normal time, and MH increased to 60s
Additional minor map fixes
(Thanks to all those who reported issues)
QUAKE LIVE Update 22 is now online. This update features Steam Trading Cards, 9 new arenas, 1 returning renovated arena, unlocked map rotation, 1 new in-game medal, announcer VO updates and volume controls, and subscriber map voting.
Steam Trading Cards (artwork album)
The Quake Live Steam Trading Card set has been released, featuring 11 beautifully crafted cards -- including 10 new character portraits by John Mueller, the artist behind the official Quake III Arena Visor painting! Collect trading cards just for playing Quake Live on Steam. Trading cards may be traded, sold, or collected. Completed card sets may be crafted into special game badges. Crafting game badges earns you cool new Steam items like emoticons, profile backgrounds, and coupons!
New Map Rotations
We are retiring our Monthly Standard Map Rotation system, all maps are now free for all users at all times. All maps (with the exclusion of Small CA and large Terra maps) are available on public servers, including newly released arenas, and come up for vote in the end-game subscriber voting portal. Small CA and Terra maps are not included due to their sizes, but these maps remain available for selection by pro users via Create Match.
New Arenas Added
Bitter Embrace
Set in the stone ruins of an ancient temple, battle in the sand and beneath a golden sky in Bitter Embrace, a map that comes from Todd 'Mr. Clean' Rose. Designed for Free For All, but also plays exceptionally well in Clan Arena, Freeze Tag, and Team Deathmatch.
Castle Deathstalker
In the valley of a mountain pass lies a large, foreboding keep with protective walls surrounding its halls and courtyards. Designed by H. Scott 'Deathstalker' Maclean for Clan Arena, Castle Deathstalker became famous in Rocket Arena 3 for its open courtyards which allow players to explore the castle walls and roof with ease.
Death or Glory
This Small CA map from David 'SgtGhost' Levesque (Overkill, Dead and Gone, Revolver) leaves players fighting for cover as they launch themselves atop the wicked compass rose bridge structure.
Drunken Mummy
Risen from the grave by popular demand comes this RA3 legend so good even your Mum will love it. Servants of Thunderstruck, be prepared to get wrapped up in an all new arena to test the might of your lightning. Designed by Till Merker (Evolution, Hen House, Thunderstruck, Theatre of Pain). Tested and proven through the years for Small CA.
Industrial Revolution
Industrial Revolution hearkens back to the days when CTF was played in strange factories that specialized in slime and conveyor belts. The layout is tuned for fast but tactical gameplay. The architecture is built for three-dimensional combat. And the revolution will not be televised. Designed for CTF by author Joel 'Johnny Law' Baxter, this iron fortress is also available in Race.
Ragnarok
In a time past coexistance, the mythical cycle is coming to an end and the doom of the gods is percipiated by the fierce battle of hallowed elements. Sacred nordic grounds that once formed the home of the gods' children are now desecrated by a curse of frost and seclusion. Ragnarok, from authors Ferdinand 'cityy' List and Timo 'frs' Laakso, brings the fire and ice to competetive deathmatch. Designed for TDM, as well as Free For All, Race, Domination, Clan Arena and Freeze Tag the arena provides for intense combat and a journey to the norse world.
Refinery
Long abandoned and forgotten, Refinery is a series of complex levels and pathways. Battle from the factory's highest catwalks to its lowest pools of toxic waste. Keep your senses sharp and your reflexes primed, as danger can come from any direction in this new map from Justin 'StormShadow' Ingels. Designed for Duel, it provides an exciting challenge in Free For All
Satanic
A throwback to the 90's with it's over-the-top demonic presence comes Satanic, from Justin 'StormShadow' Ingels (Devilish, Cold War). Fight the forces of evil for the freedom of your soul in this cathedral of pain and lava. Fun family-friendly entertainment in Free For All, Clan Arena, and Freeze Tag.
Solarium
Powered and fed by the cool winds, this greenhouse habitat by Tom 'Phantazm11' Perryman (Battleforged, Black Cathedral, Corrosion) comes alive as plants sprout throughout its vertically winding halls as they reach for the light above. Available in both Duel and FFA.
Renovated Arenas:
Sorrow
Remastered with a new layout, Sorrow, by Pawel 'ShadoW' Chrapka, now sports a more open and connected Red Armor room and lower lightning gun dungeon area for more exciting and visceral play. Fight to maintain control of the high ground and be rewarded with Mega Health and Yellow Armor, but not without losing sight of the lower halls where the crucial Red Armor, Lightning Gun, and Railgun lie.
In-game Medals:
- Added new 'Perforated' in-game medal, earned by telefragging an enemy.
- Reduce max time between weapon shots for COMBOKILL from 3s to 1.5s.
'First Frag' award extended to all appropriate gametypes, now earn it in team games as well as FFA/Duel!
Updated VO for the "Fight!", "two frags left", and "one frag left" voice-overs.
Added an independent volume control for the Announcer VO (s_announcerVolume).
Added a sound buffer to properly queue the Announcer VO and remove overlapping VO sounds.
Moved non VO sounds out of the announcer sound channel and into the local sound channel, to allow for the announcer volume controls, as well as fix some odd delays between flag returned sound and flag returned VO.
Updated "lead taken" and "lead lost" VO behavior.
Removed "Teams are Tied" VO to reduce VO clutter.
Removed Round Draws from Freeze Tag, now using number of living players and/or health to determine a round winner if round time limit elapses.
Added player obituaries to all scoreboards (race excluded), this fixes the delayed obituary messages.
Fixed the obituary icon fading, the weapon icons now fade out.
Double stack obituaries for players killed at the same time.
Show all obituaries for 1.5s, instead of cutting them short when a new one occurs on a following frame.
Hide the Join Red | Join Blue buttons when the match is in progress, as those are actually treated as Join Auto buttons.
Disallow choosing specific teams while joining during the countdown (in favor of auto-join).
Added an overtime indicator on the HUD.
Added Win/Loss music at the endgame scoreboard (Win/Loss background music controlled with s_musicVolume).
Fixed swapped flag returned sounds.
Fixed the missing/broken 'Round in Progress' spectator message when joining an elimination based game in progress.
Restored the alignment of the timer on the comp HUD.
No longer issue 1 & 5 Minute Warnings to players who join after that event should have occurred.
Disable taunt animation with cg_allowTaunt 0.
Added premium icons to the FFA and RR scoreboards.
Added some padding between the CA alive icons and the team names in the comp spec hud scorebox.
Fixed aspect ratio of caster respawn timers.
Fixed the scores misalignment on the comphud.
Fixed "Sudden Death" message for roundlimit 0 matches.
Fixed incorrect ratio on Red Rover obituaries on default HUD.
Fixed missing Red Rover obituaries on large HUD.
Asylum
Base Siege
Chemical Reaction
Cold War
Corrosion
Cure
Dead and Gone
Dredwerkz
Hidden Fortress
Rebound
Repent
Retribution
Seams and Bolts
Sinister
Space Chamber
Terminatria
Theatre of Pain
The Edge
Three Story
Thunderstruck
Use and Abuse
Campgrounds Intel:
Hot on this morning's QuakeCon news of Intel's sponsorship of the Quake Live Duel Masters Invitational Championship, we're pleased to introduce players to a special time limited offering made possible thanks to the generosity of Intel. For the next three months, Campgrounds: Intel Edition will have a place in our standard arena rotation for everyone to enjoy. This newly built and themed version of our beloved Campgrounds is adorned with bits of tech and a fun intel blue and white color palette. We hope you enjoy their gift in the months leading up to QuakeCon 2014.
Arkinholm:
Designed by the TDM all-star, Richard 'noctis' Gansterer, and detailed by Chad 'Despair' Younger, Arkinholm is a brand new arena, set in a sprawling gothic medieval village. Players will find themselves winding through alleys and corridors through the various outdoor market areas holding not only fresh fruits and vegetables, but also weapons and items. A Quad Damage is available, but only for those travelling into the seedy underworld, suspended in the middle of a swamp. Arkinholm is also great for Free For All, and Clan Arena matches.
Dead and Gone:
From author David 'SgtGhost' Levesque comes 'Dead and Gone', one of Rocket Arena 3's most recently widely requested small Clan Arena levels. Taking place in one open room, players will find themselves going for the high ground. Be aware of the middle of the arena, however, because a lone jumpad will expose your backside to those creeping along the ledges. Dead and Gone is also available for small Free For All matches.
Hen House:
Rocket Arena 3 mapping legend Till Merker, author of Theatre of Pain, Evolution, and Thunderstruck, has graced us with another of his works. From his ra3map12 collection 'Frag Like an Egyptian' comes a new treat for large CA fans, Hen House. Don't expect to be cooped up in this arena, however, as the rooms are large and open, rewarding those who can rocket jump and strafe jump through its hallways. Players experienced with the railgun will find themselves an easier time here, as there are plenty of opportune sniping spots. Hen House also plays great in Domination.
McSarges:
Ferdinand 'cityy' List, creator of Cure and Silence, brings us another Duel arena for our enjoyment. This alternate-reality western mining town is where Sarge has took up shop to fund an escalating war between the locals. McSarge's is a very tall arena with a lot of nooks and crannies to navigate through. You'll want to control most of the major items, found along the bottom floors of the arena, especially the very potent Lightning Gun, Yellow Armor, and Mega Health area. Otherwise, run on over and grab the Red Armor, Rocket Launcher, and Green Armor, also within easy reach. McSarge's also plays great in Free For All.
New Cerberon:
Straight from the pages of the Mapping Corner forum, we're pleased to bring you 'New Cerberon'. From the up and coming designer EmeraldTiger, New Cerberon heralds the first look at the Strogg's recreation of their fallen capital following the vicious war between the Strogg and the Global Defense Forces. Their knack for oddly symmetrical designs happens to work out great for gladiators teleported in for Capture the Flag action, with a classic base design that can be attacked in different low, medium, and high routes. Between the bases lies an open area holding various smaller items, and a Rocket Launcher, although plenty of angles exist for players who have grabbed the Railgun.
Added new server admin commands: Mute and Unmute
Remaining time on dropped power-ups will now decay when the "/droppowerup" command is used.
CTF flags no longer auto-return when a carrier uses "/kill".
Added options for Respawn Timers on the competition spec HUD, So that casters can disable yellow armor timing in team games.
Added 144Hz and 240Hz display refresh options to the menu.
Fixed a logic bug that allowed some players who did not have the desired privileges to call "/timein".
Round countdowns increased from 7 to 10 seconds.
Dynamic lights are no longer disabled with "r_vertexLight 1". Toggle dynamic lights with "r_dynamicLight".
Limit cointoss parameters to heads or tails (or blank).
Server join passwords no longer write to configs.
Custom values of "r_lodBias" now save to config.
Fixed some non-power-of-two textures reported on Intervention that would pop & distort at certain distances.
Updated Premium Icon for in-game premium scoreboards.
Fixed Xaero's skin; the body was improperly lit.
QUAKE LIVE Premium Pak 20 is now online. This update features four new Premium arenas, including content originating from Rocket Arena 3 and Threewave CTF.
Monastery:
From Mike 'g1zm0' Burbidge's Rocket Arena 3 creations Three Story and Cannery, comes a new arena Monastery. Set in the bowels of broken hallowed grounds, Monastery possesses two outside courtyards and a slew of tattered structures surrounding a tall broken tower. Designed for large Clan Arena matches, Monastery also comes brewed with Free for All and Freeze Tag support.
Shaken Not Stirred:
Making its long awaited return from Rocket Arena 3 comes Shaken Not Stirred. Designed by Adam Bellefeuil, author of the Liquid Blue RA3 quadrilogy (Electric Head, Somewhat Damaged, Window Pain, and Shaken Not Stirred), this abandoned mountainous spring water base expands upon our smaller CA arena, Seams and Bolts, making it better suited for large Clan Arena matches (4v4 & up). Shaken Not Stirred was also forged with support for Free For All, Freeze Tag, as well as a checkpoint Race course.
City Crossings:
Making its way to QUAKE LIVE from Threewave CTF, City Crossings follows on the success of author Dan "Scancode" Gold's acclaimed works Spider Crossings and Future Crossings. City Crossings winds through the interior of a tall futuristic cityscape. The flag base sits below a tall rooftop perch where defenders can protect their carrier. The two cities come to a dramatic clash lacking a true middle ground. Players must protect both the tight choke point in mid as well as their perimeter Regen room if they wish to keep their base safe. City Crossings is available in all flag-based gametypes, and Race.
Divine Intermission:
A fun aside to play between the more competitive matches, Divine Intermission reminds us that this is all just fun and games. Inside this cathedral two teams will spawn armed with only shotguns and grenades. and clear view of the enemy's flag. See who can race between the spray of pellets and 'nades to be ordained victorious. Divine Intermission is available in all flag-based gametypes, and Race.
Future Crossings:
Making its way to QUAKE LIVE from Quake 3 Arena, Future Crossings makes its debut from author Dan "Scancode" Gold. As the name implies, Future Crossings takes place in a futuristic space base. The flag sits alone in the middle of the base on the mid-level, surrounded by both higher and lower ground, making for unpredictable escape routes. Teams will fight for the Quad Damage in the middle, with armor serving as a sniper roost for people wishing to ply their Railgun skills. Future Crossings is now available for play in all flag-based gametypes and Race.
Gospel Crossings:
Gospel Crossings is a Capture the Flag arena that takes the fight to multiple levels of a gothic cathedral. Created by Dan "Scancode" Gold, Gospel Crossings is another classic CTF arena returning to QUAKE LIVE. Defenders will find a multitude of ways in and out that they have to defend, especially the jumppad leading from the bottom level behind the flag. A Quad Damage is up for grabs in the middle, but a fog pit is the only thing waiting to greet players. Gospel Crossings is available in all flag-based gametypes, Domination, and Race.
Railyard:
Railyard has been rebuilt from the ground up, new exclusively for QUAKE LIVE. Formerly known as Silly Railings by Dan "Scancode" Gold, Railyard is a small Capture the Flag arena where all the action takes place in one room. Stacks of crates are available for cover, with jumppads behind them for popping up and railing. Nothing but some abandoned railroad tracks separates the two teams. Railyard is available in all flag-based gametypes, Race, and definitely excels for small One Flag CTF matches.
We are now hosting public premium servers for the Domination and Attack & Defend game modes, making these game modes readily available to our Premium players.
Direct hits from projectile weapons will no longer be sometimes incorrectly detected as 0 distance splash damage hits.
Fixed a force model bug with Orbb that would cause him to not scale properly.
Fixed a crash that occurred when attempting to play the optional training skill test.
Improved tracking of g_startingHealthBonus and g_weaponRespawnTime when callvoting between rulesets.
Added timeout/pause support to RACE.
Fixed "in in" typo in the race finish message.
Death POI icons now scale according to cg_drawFriendMaxWidth and cg_drawFriendMinWidth.
Network cvar changes:
- 'rate' now defaults to '25000' and is a latched cvar, requiring a game restart before a new value can take effect.
- 'cl_maxpackets' now defaults to '125' and is a latched cvar, requiring a game restart before a new value can take effect.
Delirium:
- Added 3 x 25 hp
- Added 2 extra spawns for duel, and another 2 more for TDM/FFA
- Added elevator to lower YA area
- Fixed LG->RA teleporter not working in TDM
- Replaced stairs with elevators at RA and MH areas
- Opened up lower RA area
- 2-way teleporter at RA changed to 1-way
- Lower YA teleporter now exits at upper MH
- New teleporter in mid which exits at the old YA teleporter exit
- Some areas re-made for a cleaner / different look
- Weapon clip added to bumpy ground to increase effectiveness of rocket splash damage
- Lots of small tweaks to make the map faster and more fluid
Eye to Eye:
- Increased spawncount to prevent server crashes in large team games.
Repent:
- Fixed shader file that was breaking Repent's item decals.
Terminatria:
- Multiple texture and clipping fixes
- Performance improved
- Duel mode made smaller, with item layout changes to suit
Brand new to QUAKE LIVE is the Race gametype, which puts a non-combat spin on Quake. Players race against the clock and each other to earn the fastest time. Race takes place on both deathmatch and CTF arenas, challenging players to race from checkpoint to checkpoint taking the most efficient route. Players spawn using PQL physics, which allows for enhanced air control, and a wider variety of movement, topped with higher speed potential. A Rocket Launcher and Plasma Gun are also made available to navigate the tricky bends and turns. Matches end when the timelimit is reached, and the player with the shortest run is declared the winner.
In addition, we are running Standard Race matches, available to both free and paid QUAKE LIVE players. These matches will be running all 43 arenas currently supported by the Race mode, and can be voted to at will. Standard players joining these matches will be able to try the mode and practice running through the courses, however they will not be able to record times or complete matches. This will not count against the Standard player's stats, and being invited to a Pro Race match will work as usual. We hope players enjoy Race, and can't wait to see the videos and tricks everyone discovers!
Delirium:
Created by Terminatria author Russell "bst" Vint, Delirium is a Duel arena set in a futuristic facility. The arena consists of three levels, connecting through large, curvacious hallways. Delirium is larger than the typical Duel arena, benefiting players that can navigate through rooms quickly, and cutting off your opponent to prevent them from grabbing Yellow and Red Armors. Best suited for 2 to 6 players, Delirium is also playable in small Clan Arena and FFA matches.
Fuse:
Fuse, created by Ferdinand "cityy" List is a Duel arena new to QUAKE LIVE. A mixture of outdoor and indoor areas, the action in Fuse takes place primarily in three different rooms, connected on multiple levels. Duelers will find themselves attempting to control a Yellow Armor, Red Armor, and Mega Health. Fuse features a lot of thin ledges, useful for trickjumping or ambushing opponents below. Fuse also plays great in FFA, 2v2 TDM, and Clan Arena modes for matches between 2 and 6 players.
Golgotha Core:
Golgotha Core is a large Free For All arena, featuring a health and armor generator for players looking for a quick boost. Large rooms built with long lines of sight favors those who love the Railgun. A power-up heavy arena, you'll want to control either the cycling Haste/Invisibility, and Quad Damage, both located in the bottom of the space. Made for 4 to 12 players, Golgotha Core is also playable in Clan Arena, Freeze Tag, Domination, and Red Rover modes.
Pillbox:
Pillbox is a brand new Capture the Flag arena with fast captures and fast action. Defenders have a couple of tricks at their disposal, including a pressure plate to activate a crusher to stop camping enemies, and a bridge that drops into the lava that also houses a Mega Health. Attackers can take the rear route into the base, and pop a few grenades down a hatch that routes to the flag. A power-up in the midfield ensures the defense can't play too far back. Designed for 4v4 play, Pillbox can be played with 2-5 players per team, and also supports One Flag, Harvester, Domination, and Attack & Defend.
The new Invite Monitor, accessible from above the friends-list while connected to a match, is a more transparent way to handle invites to Premium and Pro matches. Players can see at a glance which invites are currently active for the match, and are given the ability to revoke invites. Match owners will be able to see who invited everybody, and revoke others' invites at their own discretion. Standard guests are also shown, allowing players to see who is currently on through an invite. Finally, a manual invite button at the bottom allows players to invite other players by name.
In addition to the new Invite Monitor, we have changed the invite system so that revoking an invite to a Standard player on a Premium match will cause them to be removed from the match after the end of the current match. The length invitations are active has been lengthened from 15 minutes to three hours, after which you will have to re-invite players.
Team Overhead Icons Updates - The friendly triangles now change from yellow to orange when a teammate takes damage, and from orange to red when a teammate dies. You may control how long the red triangle marker remains at the place of their death with cg_drawDeadFriendTime (0-5000 ms)
New CA Round Won messages note how many players were on the winning team, or if only one player was left standing, notes how much health they had remaining.
Round Draw Tie Breaker options for CA: Draws by Health, Draws by Living options in Start a Match under Gametype Settings.
Fixed the pause or timeout admin commands in round-based gametypes when used during round countdowns.
Spawn Code Changes to reduce telefrags on match starts, resolving issues on maps with too few spawn points.
Added CA and FT support to our CTF arenas. While these arenas will not appear in public match arena pools, they are now optional via Start a Match.
Userinfo flood protection is now enabled again.
Added align support to CG_PLAYER_SCORE, CG_1STPLACE, and CG_2NDPLACE HUD elements, and fixed their alignment behavior within our HUD files. Adjustments may need to be made to custom HUDs utilizing these ownerdraw elements, see our three official huds for examples.
Added two new HUD elements added for RACE, CG_RACE_STATUS and CG_RACE_TIMES, see our three official huds for examples.
Updated all gametype icons (in-game and web), added in-game race icon. Minor tweaks to others. TDM goes back to the classic QL TDM icon.
Cure
- Updated spawns: 12 spawns, 6 initial.
- Fixed a missing clip allowing players to hide at the 50 HP bubble staircase.
- Fixed a clipping issue in the low hallway between MH and RA.
- Replaced the lightning ammo box above RA with shells.
- Clipped hiding spot above the GA near PG.
Lost World
- Fixed exploitative clip above LG.
Phrantic
- Fixed reversed 1x1 ad.
Repent
- Fixed HOM at the Great Hall circle window sill.
- Added two ad spots.
Sinister
- Removed low RA spawn.
- New one-way teleporter.
- Removed 60sec RG spawn + Gong.
- Swapped MH - RG.
- Added Pillar @ RA.
- Replaced GA with another YA (different location).
Quake Live Premium Pack 18 will be released soon and id software offered a sneak peek view at the things to come. Update includes some new maps for different game modes and a brand new gametype: Race.
Brand new to QUAKE LIVE is the Race gametype, which puts a non-combat spin on Quake. Players race against the clock and each other to earn the fastest time. Race takes place on both deathmatch and CTF arenas, challenging players to race from checkpoint to checkpoint taking the most efficient route. Players spawn using PQL physics, which allows for enhanced air control, and a wider variety of movement, topped with higher speed potential. A Rocket Launcher and Plasma Gun are also made available to navigate the tricky bends and turns. Matches end when the timelimit is reached, and the player with the shortest run is declared the winner.
Created by Terminatria author Russell "bst" Vint, Delirium is a Duel arena set in a futuristic facility. The arena consists of three levels, connecting through large, curvacious hallways. Delirium is larger than the typical Duel arena, benefitting players that can navigate through rooms quickly, and cutting off your opponent to prevent them from grabbing Yellow and Red Armors. Best suited for 2 to 6 players, Delirium is also playable in small Clan Arena and FFA matches.
Fuse, created by Ferdinand "cityy" List is a Duel arena new to QUAKE LIVE. A mixture of outdoor and indoor areas, the action in Fuse takes place primarily in three different rooms, connected on multiple levels. Duellers will find themselves attempting to control a Yellow Armor, Red Armor, and Mega Health. Fuse features a lot of thin ledges, useful for trickjumping or ambushing opponents below. Fuse also plays great in FFA and Clan Arena modes for matches between 2 and 6 players.
Golgotha Core is a large Free For All arena, featuring a health and armor generator for players looking for a quick boost. Large rooms built with long lines of sight favors those who love the Railgun. A powerup heavy arena, you'll want to control either the cycling Haste/Invisibility, and Quad Damage, both located in the bottom of the space. Made for 4 to 12 players, Golgotha Core is also playable in Clan Arena, Freeze Tag, and Red Rover modes.
Pillbox is a brand new Capture the Flag arena with fast captures and fast action. Defenders have a couple of tricks at their disposal, including a pressure plate to activate a crusher to stop camping enemies, and a bridge that drops into the lava that also houses a Mega Health. Attackers can take the rear route into the base, and pop a few grenades down a hatch that routes to the flag. A powerup in the midfield ensures the defense can't play too far back. Pillbox is best played from 2v2 to 4v4, and also supports One Flag, Harvester, and Attack & Defend.
Edited by kk-super_koziol.pl at 11:24 CDT, 8 October 2013 - 49423 Hits
QUAKE LIVE Premium Pak 16 is now online. This update features three new arenas hailing from the QUAKE 3 Arena community, and play great under both our PQL and regular rulesets.
Foolish Legacy
More than just a fan favorite, Foolish Legacy, by Richard 'swelt' Jacques, is often considered the pinnacle of Team Deathmatch design. Buttons, traps, lava, crates, water pools, and two powerups fill this TDM arena. Originally optimized for the QUAKE III Arena mod Challenge ProMode Arena, the arena formerly known in CPMA as 'cpm21' plays masterfully under both the standard and PQL rulesets, and rewards teamwork. Two major paths between power-ups are buttonized traps, requiring teammates to assist keeping the route viable as their comrades traverse them.
Foolish Legacy joins the fray in QUAKE LIVE, and is accessible in Free For All, Team DeathMatch, Clan Arena, Freeze Tag, Domination, and Red Rover.
Use and Abuse
Created by FxR|jude (50chickens), Use and Abuse was inspired by the classic QUAKE 1 arena, The Bad Place. After its debut into the QUAKE III Arena mod Challenge ProMode Arena as 'cpm3a', Use and Abuse quickly became the most iconic battleground for CPM Duel players, and often featured in CPM frag videos such as 'CPMA Done by Vo0'. This two atrium arena features open high ceilings, leading to breathtaking lightning pins and successive mid-air rocket hits in the hands of adept combatants.
Use and Abuse is supported in both standard and PQL rulesets, but excels in PQL Duel.
Wicked
In January of 2000, FxR|jude (50chickens), released a small Duel arena based on some of his previous QUAKE 2 Free For All designs. Over the course of the next year the map grew in popularity, was refined, and made it's first appearance in Challenge ProMode Arena as 'cpm1a': the first official duel map in the CPM map pool. Over the past 13 years, Wicked acted as the first arena most combatants battled on as they were first introduced to CPM Duel gameplay.
Everyone on the QUAKE LIVE team would like to thank FxR|jude for allowing us the privilege of bringing Wicked to QUAKE LIVE, and know that it here too will be a treat for many players who wish to take up the challenge of PQL Duel.
Match Summary Details will now reflect if the match was either Infected or Quad Hog.
Match Browser server modifications list will now note if a Red Rover match is running Infected.
Resolved an issue with the in-game ad system that was causing a delay on join.
Resolved an issue where players could switch teams when the imbalance would be created after the switch.
Resolved an issue where clients were being sent extraneous information during Duel matches.
Instagib demos generated by the AutoAction feature are now prefixed with an "i" before the game type abbreviation.
Aerowalk
- Ceiling lights are now non-solid.
- Removed an exploitative wall clip that could be stood on.
Sinister
- New weapon layout, including a second Rocket Launcher.
- Rebuilt Yellow Armor room.
- Added stairs and teleporter to Red Armor.
- Added ramps to stairs for silent walking.
- Read more about these changes.
Warehouse
- Fixed a wall clip that players could get stuck on, in the upper portion of the GA room.
There's more than the season to be jolly around here at the QUAKE LIVE World Headquarters, this season also marks the 15th anniversary of Quake II. What better time than now, and with the 15th Premium Pak no less, to celebrate the release of Quake II with the Quake II themed Premium Pak. We've got both seasons in mind with these new arenas: two deathmatch arenas from the original Quake II, a brand new TDM arena with a Strogg theme, and finally a brand new CTF arena set in the snow.
We are also launching public PQL Clan Arena servers available to both Premium and Pro players. These are now available in most locations in tiered and unrestricted variations.
Built for the new year is QUAKE LIVE's new version of The Edge. This version has been built off the original Quake II source, providing an authentic Edge-xperience, with a Strogg-inspired theme new to QUAKE LIVE. While the gameplay remains largely similar, elimination based game modes feature a teleporter inspired by the Quake 1 version of the arena: a two way portal in between the catwalks near the Rocket Launcher, and the Railgun room, to discourage those looking to wait out the around in solitude. The Edge takes the place of Winter's Edge, and will be available through the new year.
Warehouse:
Also making its QUAKE LIVE debut is Quake II's Warehouse. The Strogg have seen fit to retrofit a recently taken military warehouse to process and manufacture Stroyent for the Strogg war machine. A hidden Battle Suit at the end of the conveyor belt awaits those up along the top of the facility, but be careful of being crushed, and recently installed decontaminating lasers. A few new tricks and spaces have been opened up since this warehouse was last visited, creating new routes for combat veterans who have fought here before. Warehouse is also available through the new year.
Left Behind:
Left Behind is a new Strogg-themed Team Deathmatch arena created by Ferdinand 'cityy' List. Left Behind offers lot of nooks and jumps to skip around areas to best fit your strategy. The central area features a large rock hanging over lava, so some caution is required when speeding around the rooms, especially when playing with PQL. Left Behind is also more than suitable for Clan Arena modes.
Cold Cathode (CTF):
Rounding out this update is a new Capture the Flag arena, created by cityy and Phantazm11. Cold Cathode is certainly a cool looking map, both literally due to the snow, and also from the fluorescent light beams that wrap around the arena. Defenders have a Yellow Armor, Megahealth, and Red Armor well within their reach, but will have to lose sight of their flag in order to grab them. Flag carriers have ample opportunity to run, and outmaneuver chasing defenders by switching routes. Teams will want to defend the alternating Regeneration and Quad Damage between the bases to most effectively aid their offense.
QUAKE LIVE's Premium Pak 14, is now online. This update adds new Holiday content, including the Infected gametype modifier, which is also freely available for all players through Halloween as well as permanently available for our Pro Start-a-Match users. Accompanied with the update is the addition of five new arenas, including a brand new Duel arena making it's debut and three highly acclaimed Maverick Server Mapping contest winners.
Infected
Infected is based off of Red Rover, but instead of swapping teams, you're running away from the infected horde. The Infected Mastermind, the deadly source of the infection spawns in the arena with a Plasma Gun. All players start out as survivors, armed with only their trusty Shotgun, and Machine Gun, and have to survive as long as they can. Once fragged, players will respawn as one of the Infected, who are quicker than the survivors, but only carry an Instagib Gauntlet.
Corrosion (TEAM):
By Tom 'Phantazm11' Perryman, Corrosion is the 2nd place prize winner of the Summer 2010 Quake 3 Maverick Mapping Contest, and was built for Domination and Team Deathmatch matches. The arena is set in an old water treatment plant. Pipes, moving machinery, industrial fans, hanging wires, and concrete culverts were utilized to bring the theme to life.
Fluorescent (CTF):
By Ferdinand 'cityy' List, Fluorescent is the 1st place prize winner of the Summer 2011 Quake 3 Maverick Mapping Contest. A Capture the Flag arena, Fluorescent's notable feature is the fluorescent lights throughout the bases. A unique look for a QUAKE LIVE arena, and a blast to play!
Silent Fright (TEAM):
Holiday variant of Overlord, designed for Red Rover: Infected. Overlord has been taken over by the Infected horde. They've also done some terraforming, with some extra paths to try and cut off those pesky survivors, and a graveyard replacing where the other base once was. In addition to Infected, Overlord is great for large FFA matches. Silent Fright will also be available in the Standard arena cycle for the remainder of the cycle.
Sinister (DUEL):
Making its debut, Sinister is a brand new arena by Mike 'Yellack' Schreiber and Gary 'akm' Turner (creators of Purgatory and Limbus). In Sinister, verticality is key, as there is ample opportunity to quite literally get the jump on your opponent. With relatively wide open areas, you'll have plenty of opportunity to test your rail skills.
Terminatria (DUEL):
By Russell 'bst' Vint, Terminatria is the 3rd place prize winner of the Summer 2011 Quake 3 Maverick Mapping Contest. Set in an abandoned space station orbiting around Mars, Terminatria is a Duel map that will send players running through teleporters and curved hallways to control the items. Even though Terminatria is set in space, there's no worry about falling into the void, as the arena is enclosed.
Added the ability to disable the Post-Match Arena Voting and Callvote Ruleset in Start-a-Match.
Server owners and operators may now issue callvotes, even when public callvoting is disabled on their server.
New Weapon Selection Code will now spawn you with a better starting weapon, if one is present in your inventory. Subscribers may customize their preference list of which weapons they would wish to spawn with using the new cvar, cg_preferredStartingWeapons. The cvar accepts a space-delimited list of both weapon numbers or weapon abbreviations. (Ex: cg_preferredStartingWeapons "rl lg rg sg pg mg gl g")
Duel players now have 2 minutes to ready up, once one of the players is marked as ready. Failing to ready-up will move you out of the Duel Play Queue, making room for a new opponent to challenge. This feature, and its time duration is customizable in Start-a-Match.
The timeout pause length now defaults to 60 seconds (increased from 30s).
Added the ability to set a "Protected Spawn Time" in Start-a-Match for Freeze Tag. Players who are fragged within this amount of time from their spawn due to a poor spawn location, will be fragged and immediately respawn to a new location rather than becoming frozen.
The PQL ruleset no longer has a custom WalkFriction (it will now use the default 6 intead of 7, which means circle jumps will gain more speed).
Added new options for simpleitems, including bobbing simpleitems via cg_simpleItemsBob <0-2> and a slightly larger max simpleItemRadius (22->24).
We're pleased to announce the release of QUAKE LIVE Premium Pak 13. This release contains five new arenas from popular community authors, new player character skins, and a change to our Premium subscription model. Starting today, we will be regularly cycling the Standard arena pool. On the first Monday of each month, 21 arenas will be selected as playable for Standard-level matches. Newly released arenas will remain exclusive for at least three months, but every other arena is eligible to be included in the cycle.
In addition to this change, we are also introducing a new arena voting system to increase the variety of arenas played. Players playing on Standard-level matches will now have a choice between three arenas at the end of each match. The arena voted on will be the next match played. Premium matches will continue to have access to the entire arena pool, and matches created by our Pro players will continue to have the option to change arenas at any point.
Rounding out this update are new "Bright" and "Sport" skin variations for every model on the roster, to allow players to be any character in the game, but still remain highly visible. We also have a few updates to our new Start a Match to help manage matches. We've seen a tremendous increase in Start a Match activity in recent months, and we love seeing what modifications our players have come up with so far! Without further ado, here’s what’s new:
Infinity (CTF) by Ferdinand ‘cityy’ List - website, video
After the hazardous materials make their way through the facilities in Reflux, the water-based byproducts end up here in Infinity. This Capture the Flag arena was converted from its industrial uses after being abandoned years ago by the original owners. Long lines of sight down the center create opportunities to rail outgoing flag runners, who may choose to take a dip into the slower, but safer, water paths. A Quad Damage spawns in the middle every two minutes, so coordinate your attacks wisely!
Limbus (TDM) by Mike ‘Yellack’ Schreiber and Gary ‘akm’ turner - video
A Team Deathmatch arena made by the team of Yellack and akm, Limbus also plays great in our Domination mode. The Quad Damage room offers interesting possibilities for fights, offering a route that requires some dexterity while jumping across high, exposed platforms. Don’t forget about the underground areas; Limbus is larger than it appears on first inspection.
Silence (Duel) by Ferdinand ‘cityy’ List - website
A Duel arena that has you surrounded by—thankfully contained — corrosive material, the action in Silence is anything but. Silence is pretty tall as far as Duel arenas go, so you’ll have to be aware of your vertical surroundings. The Red Armor is placed for maximum grab-and-run potential, but you may want to keep an eye out for Railgun-toting opponents before you leap. Silence is a great addition to the Duel arena pool, and is also fun for small Free for All and Clan Arena matches.
Terminus (TDM) by FRS and Gary ‘akm’ turner - video
Taking place in a sprawling base, Terminus is a very large Team Deathmatch arena with lots of room for tricks and advanced movement. Teams will vie for control for the Battle Suit and Quad Damage rooms, taking care to not get knocked into the fog, or knocked off the Quad platform, making any player who drops down easy fragbait. Terminus is also available for Domination play.
Windsong Keep (Duel) by Tom ‘Phantazm11’ Perryman - website, Q3 version on LvL
The author of Black Cathedral is back with a third arena: a Duel arena taking place in a stunning castle. Windsong Keep is nothing short of an artistic masterpiece in the QUAKE LIVE engine. Expect heavy combat around the ruined tower which holds the Red Armor. A Mega Health is located in another central room, but with ample room for ambush. Try not to get distracted by the beautiful visuals while running through the hallways. Windsong Keep definitely plays as well as it looks.
Post-Match Arena Voting: Voting for the next arena is now done during the end game scoreboard. You are able to switch your votes as many times as you want, every 2.5 seconds. Selecting an arena will mark you as ready, and the time spent at the scoreboard is now a fixed time.
Start a Match Presets: A Preset Manager is now available under Advanced Settings: give your presets a name, and store your favorite Start a Match settings locally. Loading presets can be done in as little as two clicks. If you're not sure what preset to choose, preview the changes before loading them!
New Match Management Options: Three requested options have been added to Match Management: Inactivity Kick Length to enable the idle kick seen on public matches, Enable Automatic Shuffle which will automatically shuffle teams when enough players are in warmup, and Shuffle Behavior to allow changing shuffles from default Skill Based option to Random. Server owners are automatically excluded from being kicked due to inactivity.
Clan Search: Search through all current clans by clan tag, or by clan name. Click on search results to view the clan's profile page.
Arena Statistics Graph: A pie graph of the player's top 15 arenas, sorted by games played, is available for Premium users on the Arenas tab.
* Resolved several instances where certain characters in clan names would cause the names to not be rendered correctly.
* Resolved an issue where a user could have a Premium-level arena in a Standard-level match, resulting in an error when starting the match.
* Resolved an issue where player models were not rendering properly in the Friend Earned Award popup.
* Resolved an issue where certain characters in match names were not being decoded correctly.
* Scoreboard will no longer count players that haven't fired a weapon in the team accuracy totals.
* Resolved an issue that may cause accuracy values on the scoreboard to be incorrect if you rejoined a match in progress.
* Server owners can no longer be callvote kicked from their own matches.
* Resolved an issue where votes could be called after a previous vote has already passed, but before the vote action was taken.
* Domination point captured/loss VO will only be played if cg_playTeamVO is enabled.
* Resolved an issue where Railgun rails would predict firing while chatting.
* Callvote menu is updated properly when “callvote map” is disabled.
* Item heights are now taller in PQL. Like flags, items cannot be easily jumped over.
* Added the ability to hold crouch at the top of jumppads to catch the ledge, instead of either a normal drop or a rampjump.
* Increased vertical knockback for more vertical popup from splash damage, without breaking self-splash or rocket jumps.
* Increase Plasma Gun splash radius from 20 to 32
* Increase Plasma Gun knockback from 1.10 to 1.25
* Increase Rocket Launcher knockback from 1.00 to 1.10
* Increase maximum knockback from 120 to 160
* Swim speed increased from 160ups to 190ups.
Bloodlust: Fixed blue’s offset flagbase. Devilish: The Quad Damage no longer spawns in Duel. Hidden Fortress: Fixed clipping in curve near 50hp and teleporter. Reflux: The Red Armor respawn time has been increased from 25 to 60 seconds. Reflux: Optimizations for performance, including the portals in base have been changed to teleporters (cannot see through them). Stonekeep: The Red Armor respawn time has been increased from 25 to 60 seconds. Toxicity: Optimizations for performance.
QUAKE LIVE's biggest update yet, Premium Pak 12, will shortly be online. This update brings five new gametypes for our Pro Start-a-Match players, led by a first for QUAKE, the command point teamplay of Domination. This is accompanied by a brand new Start a Match interface, built from the ground up to offer players the most in-depth match customization options out of any other shooter out there. With over 200 customization settings, our Pro players can get down to individual weapon tweaks. Rounding out this package are four new arenas including the popular Camper Crossings, and two arenas from the Xbox 360 version, Quake Arena Arcade.
- Domination
A first for the QUAKE series, Domination is a team-based gamemode centered around a series of command points which your team must attack and hold to score points. Similar to Clan Arena, players spawn with all weapons, and all pickups have been removed from the level. Regenerating health and armor has been enabled to allow players a chance to return to full strength after combat.
- Attack & Defend
This Capture the Flag variant features teams alternating between offensive and defensive roles, with one life to live, and all weapons. Teams can score points by grabbing the flag from the base, capturing the flag, or killing the enemy team. Be careful, though, if you kill the team before anyone touches the flag, you'll lose out on an extra point. Play as a team, assault the enemy base, and maneuver your way out with flag in hand.
- Red Rover
A mix between team-based games and Free For All, players compete against each other. When you frag someone, they switch to your team and respawn. These teammates make loose allies, however, since they will still be eager to frag steal and bump you off of ledges whenever possible. The round ends when all players are on the same team. The player with the highest score at the end of 10 rounds of play is the winner!
- 1-Flag CTF
A neutral flag spawns in the middle of the arena, and teams fight to run it into the enemy base. To spice things up a bit, players have the ability to throw the flag over the heads of enemies and to teammates to help move it further ahead. We've also embedded a small microchip inside the flag, which allows the flag to activate jump pads and teleporters, which is sure to make playing on Space CTF an interesting experience.
- Harvester
Two teams face off, and each frag spawns a skull in the middle of the arena. Players must then collect those skulls and bring them into the enemy base, without losing their own head. The ability to destroy your own team's skulls by picking them up allows players to deny the enemy the rewards of a hard earned frag. Make sure to go target whoever is running around the arena with a long tail of skulls!
Start a Match has been rewritten from scratch to support over 200 configurable server options, including:
- Customizable Weapons: Disable spawning, adjust damage, reload times, railjumping, and more for every weapon.
- Customizable Physics: Air Control, Air Accel, Ramp Jumping, Ground Accel, Ground Friction, and more.
- Gametype modifiers: Quad Hog, Drop Damaged Health, Vampiric Damage, Regenative Health, Infinite Ammo, Weapon Switch Speed, Weapon Stay, Allow Self-Kills, Spawn Protection, and more.
The new interface also features the ability to import and export your favorite settings to share on websites, forums, and with friends.
Similar to our last update, the three new arenas will be available FREE for all players, for the first week, after which they will return to Premium status. Everyone is invited to hop on and check out the new content!
- Camper Crossings (CTF/A&D/1-Flag/Harvester/Domination):
Inspired by perennial favorite Campgrounds, Camper Crossings is a three-storied CTF level created by Dan "Scancode" Gold. The middle ground features the iconic jump pad taking you from bottom to top in an instant. Once you move into the bases things start to look a little less familiar, with three hallways to bring you into the flag room. Attackers will find themselves either dropping down or jumping up to reach the flag, with a hallway behind the stand that can be taken advantage of by both teams. An acceleration pad in the base allows attackers to fly across the flag room, or to be used as clay pigeons and be railed out of the air.
- Cliffside (FFA/Domination):
First seen in Quake Arena Arcade, Cliffside takes place on a mountaintop above the clouds. Combining Gothic themes with the open areas seen in maps like Longest Yard, Cliffside is definitely one of the most gorgeous maps in QUAKE LIVE to date. A castle featuring a smattering of rooms faces an island that holds the Railgun. Keep an eye out when indoors for the Quad Damage; you'll need to do a slight rocket jump to reach it. The island also features an Invulnerability sphere, which can be deployed most humorously while midair in a jumpad, to send people, including yourself, falling to their death.
- Jumpwerkz (CTF/A&D/1-Flag/Harvester/Domination):
Also debuting in QUAKE LIVE from Quake Arena Arcade, Jumpwerkz is a fast CTF arena with an open flag room. The highlight of the arena is the two tunnels in the middle, built into a large concrete structure. These acceleration pads provide a super fast path to propel players onto the top decks of the bases, while a slower, more manual route is available by dropping down and taking the low route. Jumpwerkz is a pretty simple design, leaving a lot of room to maneuver around the space.
- Space Camp (FFA/CA):
Included as a bonus, is the April Fool's 2011 arena, Space Camp. This is a version of the popular Campgrounds arena mirrored, and set in space, with a new weapon layout.
In addition to the brand new Clan Arena Premium scoreboard, we've also updated the CTF scoreboards to show kills and deaths. Premium scoreboard support has been added to Domination, Attack & Defend, One Flag CTF, and Harvester
- PQL is now ranked.
- Resolved an issue in player movement related code that would result in the game feeling "laggy" and cause weapon switching when callvoting to and from PQL.
- Walk Friction lowered from 8 to 7 to improve circle jumping.
Changes & Additions:
- Pro players can now invite 5 Standard level users to a Premium match.
- Invitations sent to an online player will now appear as a chat IM to the invitee, with a link to join instead of the Invite Monitor.
- Hovering over the wrench icon on the browser will show more detailed server modification info.
- Last Match and Time played are now counted for Unranked matches.
- Hovering over Time Played will distinguish between time spent on Ranked and Unranked matches.
- Updated browser to sort populated Start a Match servers and premium matches to the top of the list.
Resolved Issues:
- Sending multiple invitations to the same standard level guest will no longer take up multiple guest slots (Maximum number of non-premium guests reached.) If multiple people invite the same player, it will use the guest slot of the last person to send an invite.
- Many inconsistent uses of timezones have been corrected on the Profile pages.
- Browser filters are disabled while looking at invited matches.
- Corrected Recent Competitors not always showing the most recent match with that player.
- Improved sorting of Quake Live Chat, should now alphabetize players that are online.
- If teamsize is greater than maxclients, browser will show whichever is smaller.
- Some minor formatting on Quake Live Chat to make unread IMs more visible.
- Match Stats are now viewable when a full team or player quits.
- Match Stats will now properly show if the match was InstaGib.
- A Not Found error is no longer generated when linking directly to a match stats page.
- Website key binding and game settings have been removed in favor of in-game options.
- Creating a clan will now automatically activate it.
- Fixed instances where a player leaving a clan is still shown with the tag.
- Joining an invited match with a password will now show the password screen before connecting.
- Resolved one case where the friends list would not appear until an action occurs.
- The tooltip for Freeze Tag matches in the browser now shows Round Limit instead of Frag Limit.
- Game Guide and FAQ updated with more current information.
- Fixed improper usage of "Reticulating Splines" on loading screen.
Changes & Additions:
- New Point of Interest (POI) system. This is an enhanced version of the original Team Locators, extended to show gametype objectives, and your team's flag carrier in flag-based game modes. POIs are also more visible when players are at a distance, no longer disappearing or shrinking.
- Added 'Flag Style' for premium users to choose between the default cloth flag and the new holographic flag in CTF based gametypes. (CTF, 1FCTF, A&D).
- Added handicap displays on the scoreboard on all scoreboards (except Premium Duel).
- Added cg_drawRewardsRow.
- Changed the ready up behavior at the end of matches such that you can only move from 'not ready' to 'ready' once. You may no longer toggle back and forth. (This was leading to userinfo flooding).
- Changed the 'Auto Join Team' behavior such that it will now randomly choose a team if both teams are tied and have the same number of players (instead of always choosing blue).
- Changed Clan Arena damage scoring such that overkill damage no longer counts toward total damage dealt or score.
- Changed the in-game options menu to reflect the correct default FOV value of 100.
- Added "Last Man Standing" voiceover to accompany announcement.
- Bonus health will no longer tick down during round countdowns.
- Enabled Team Force Balance by default on public matches. This prevents players from switching teams mid-match if the switch would result in a 2 player imbalance.
- Small/Large CA and Large CTF servers have been removed. Callvoting teamsize and map on a Premium CA and CTF, in addition to Start a Match settings can be used to create matches of a desired size.
Resolved Issues:
- Optimized bandwidth usage by reducing frequency of team count updates. This will improve one of the most commonly seen cases of "Server Command Overflow" errors when clients are not experiencing connection issues.
- Under specific conditions, cylinder collisions could be miscalculated. Hitscan hit detection has been greatly improved.
- Players disconnected from a server and are sitting at the menu will no longer appear to friends as in-game.
- If a match is not able to start, more detailed messages are displayed with the reason.
- Resolved memory corruption caused by enabling r_fastsky.
- Dead or recently joined players would sometimes be moved to spectator if Follow Powerups was enabled.
- The "One" voiceover is no longer played twice during the match countdown in non-round based gametypes.
- Resolved one condition that caused the "<player> dropped for flooding" error between matches.
- The Duel Premium Scoreboard would sometimes appear to change the ready status of the wrong player.
- Resolved an issue where third person was incorrectly enabled in online matches.
- Players will no longer get stuck on terrain in certain conditions while using Flight.
- Bots will no longer improperly use the func_bobbing on Beyond Reality.
- dropflag, droppowerup, and dropweapon can no longer be used during a pause or timeout.
- The callvote menu was not listing the appropriate map list for FreezeTag.
- The callvote map preview shot would be out of date, after selecting a map, closing the menu, and then re-opening the callvote menu.
- The UI code would attempting to play ROQ cinematics of maps selected in the callvote menus.
- The winning player's weapon model was not being displayed on the scoreboard in InstaGib FFA and InstaGib Duel matches.
- Resolved an issue where the player capturing a flag would sometimes hear the capture sound twice if Draw Rewards was enabled.
- Resolved an issue that would cause the "Round Begins in" VO to not play during the first round countdown in FreezeTag.
- Disabled teleport sound effect and shader effect when players are sitting at the post-game scoreboard.
- Renamed the 'Doubler' rune to 'Damage' rune to better reflect the 1.5x damage multiplier.
- Removed the bonus starting armor from pre-game warmup. A player will now spawn with the same amount of armor that they will spawn with during the match.
- Removed team switch cooldown when changing to specator. Players do not have to wait when switching from spectator to a team.
- Resolved an issue that could cause callvote teamsize checks in elimination based gametypes to be wrong if mid-game voting was allowed and a vote was initiated mid-round while some players were eliminated.
- Removed deprecated '/team scoreboard' command.
- Flags can no longer be grabbed after the timelimit but before the end-game scoreboard appears.
- Scores will no longer increment after the timelimit but before the end-game scoreboard appears.
- Resolved improper player model orientation and scaling of the winning player on the Duel Premium Scoreboard.
- Resolved an issue that prevented damage dealt in instagib from being tracked. It is now tracked in-game and will show in the website stats.
- Resolved an issue that caused visual jitters when using cl_timenudge while spectating.
- Resolved a shader sort issue that caused blue teleportals to draw on top of other surfaces.
- Drop Damaged Health would drop health when receiving falling damage when no self damage was enabled.
- Resolved multipliers on items picked up both immediately before and after respawning by clearing pickup history on respawn.
- Negative values would display on the DrawTeamPickups area of the premium scoreboards for one second before data was retrieved.
- Resolved an issue where Mac (and potentially some Linux configurations) users would constantly reconnect to the Friends network.
- Improved behavior when running under Windows 7 with Internet Explorer as a limited user.
Today's winter holiday update, QUAKE LIVE Premium Pak 11, brings us the the often requested CTF map Spider Crossings in addition to the traditional holiday arena pack, a new CTF Premium Scoreboard, a new modified physics ruleset for Pro users to use in Start a Match and a lot of smaller additions and fixes that you can read about in the changelog below.
As part of the Christmas update, both premium maps will be available FREE for all players, for the first week, after which they will return to Premium status. Everyone is invited to hop on and check out the new content!
Spider Crossings (CTF - q3wcp9):
This arena, created by Dan "Scancode" Gold originally for Quake III Arena, is a classic CTF arena suitable for 4 on 4 play. Bases have entrances on two levels. Once inside, attackers have no less than six paths to take. Taking the low middle route can result in a Regeneration and a Mega Health pickup, but this puts you in a tactically disadvantageous spot against the flag defense, and being unable to take the same path out without damage means you will have to rethink your escape plans. Spider Crossings makes a great addition to the QUAKE LIVE CTF list of arenas, and as mentioned will be free for all for the first week.
Electric Head (Small CA, Small FFA - ra3map2):
Electric Head is a small arena created by Adam Bellefeuil, centered around a high area and a low area. Controlling your enemy's movement is the key to victory; knocking them into the middle, or forcing them to move to the low side of the arena. Accomplishing either of these will result in a vast positional advantage, giving you the freedom to control the pace of the game. Electric Head is also available for free for the first week of play.
Winter's Edge (Holiday Map - q2dm1):
Making its second appearance as our annual Holiday Arena is the perennial favorite, Winter's Edge. A port of Quake II's The Edge, which last week saw it's 14th year passing since release, this year we are allowing the ability to play this arena across all gamemodes that support it. Along with The Edge, also return the most important part, the decorations! With a dimmer tree in the center of the map, we hope there will be less reports of temporary blindness as players run out into the iconic center area of the map.
Silent Night (Holiday Map - mpterra2):
Making it's third appearance is the terrain-based CTF arena, Silent Night. Otherwise known as Distant Screams, Silent Night is a fast-paced map taking place in a nameless tundra. Bases are peppered with (my personal favorite) jetpack style Flight powerup, along with the self-damage reducing Scout rune. Combine the two, and a bit of skill, and you're able to achieve breakneck speed. There's not much else to say about Silent Night, just hop on and play!
- Premium CTF Scoreboard now available, includes different stats more tailed to CTF games.
- Added support for Regeneration, Haste, and Invisibility power-ups in TDM Team Pickup Stats.
- Pickup Stats are now dynamically generated upon item pickup, so that items such as the GA will not show on the scoreboard if it is not present in the map.
- Added new country flag images, double the resolution of the old images.
- Added subscriber status icon to premium TDM and CTF scoreboards.
- Added PQL Ruleset. The PQL ruleset is a series of settings that modify player physics and some weapon characteristics, giving players the ability to ramp jump, increased air control, and a tiered armor system similar to Quake 1. It is an unranked option only available on Pro servers.
- Added 'Air Control' option. Allows a player to move in the direction they look, while airborn.
When holding only a single movement key while airborn, mouse look will dictate the direction you move.
Alternatively, if you hold a forward or back plus a strafe key (+moveleft or +moveright) while airborn, the player will benefit from the speed and distance normally gained with strafe jumping.
If you have forward momentum, you can use the strafe keys (without the use of +forward) and small mouse movements to perform a bunny hop.
- Added 'Tiered Armor' option. Tiered armors offer increasingly stronger levels of protection, based off of Quake 1's armor system. Green armors absorb the least damage, and red armors absorb the most damage. You will not pick up an armor if it is weaker than what you currently are wearing.
- Added Weapon Configs for Premium Users, available through the Advanced Settings UI. Setup per-weapon preferences that are automatically triggered when you switch weapons.
- Unranked server settings available via Start-a-Match will now appear on the map loading screen so that players can be aware of what custom settings are in-use on the server.
- Added unranked server settings to the 'About' menu in-game so players can reference custom server settings while in-game.
- Added improved feedback when 'callvote' is issued without parameters. It will now report back properly what what voting options are allowed by the server.
- Added callvotes for 'cointoss', 'random', and 'ruleset'
- Hide callvote shuffle from menu in non-team games.
- Players are unable to call votes for the first 20 seconds of a map load.
- Players can now only call 3 votes per map, to prevent players from vote spamming.
- 'cv' shorthand added as an alternative to typing 'callvote' in the console.
- CTF matches with no timelimit will no longer have increased player spawn times.
- Added Flag Captured vs Flag Held time distinction, "Captured in x:xx" for a continuous flag run, or "Held for x:xx" for a relayed flag cap.
- Free For All servers are now 8 players each, with 8 spectator slots available.
- Battle Suit now protects 1/3rd instead of 1/4th in CTF. (Reflux)
- Changed the default for cg_quadKillCounter to 1.
- Added Use Item Messages (cg_useItemMessage <0|1|2>) and Use Item Warning (g_useItemWarning <0|1|2>) in advance options menu.
- Added cl_demoRecordMessage 2, a small subtle notification that a recording is being made as an alternative to the large verbose message.
- Changed Clan Names & Clan Tags in teamgames, such that they will now only be used if the team has at least 2 players.
- Fix for Clan Names & Clan Tags changing as players die in Clan Arena.
- Fix to prevent server crashes caused by hitscans bouncing off of invulnerability spheres.
- Fix for issuing the "team follow1" or "team follow2" command when too few players are in the match.
- Fix to prevent demos from being lost due to a cg_autoAction error. When this error occurs, the demo now will save with a default demo####.dm_73 filename, rather than the verbose autoAction filename.
- Fixed rare case when a recently gibbed player can thaw a teammate if they were standing within thawing distance before gibbing.
- Max Aliases increased to 256.
- Correct player is now highlighted on scoreboards.
- FreezeTag thawtime has been decreased by 1 second to 2 seconds.
- FreezeTag spawncode now uses the TDM spawn code and spawns players closer to their teammates.
Base Siege
- Fixed missing blue player respawn
- Fixed orientation of a blue base spawn
- Fixed local of blue base spawn
- Minor geometry/texture fixes.
Battleforged
- removed gl ammo from non-Duel gametypes
Devilish
-Slightly brighter lighting.
- Fixed two HOMs near MH.
- Removed an unnecessary playerclip near entrance to LG hall.
Dreadful Place
- Fixed clipping in doorway between YA and 50hp
Dredwerkz
- Fixed 'hole' in trigger hurt fog below RA
Hero's Keep
- Fixed incorrect team location info
- Moved spawn near RG to match spawn location near LG
Intervention
- Fixed texture alignments on two lights.
Proving Grounds
- Altered layout, removed cg, added sg
- Trigger hurt lowered, attempt to fix some minor issues with it not triggering at times.
Purgatory
- Fix for trigger_hurt near RL in FreezeTag
- Fix for trigger_hurt near BS in FreezeTag
Reflux
- Flipped brick texture at shard hall
- Raised curved clip at base pipes
- Fixed z-fighting at top of base pipes
- Resized base pipes to best fit at caps
- Changed railing on RA/RG room lifts
- Clipped supports in archway from base to 50hp hall
- Backlit base fan
Stonekeep
- Added trim (currently unclipped) around entrance to medkit cave.
- Fixed lighting
- Fixed patch alignments
- Fixed sunken sg ammo
- Raised GA small ledge for improved chainjumping.
- Vertical Vengeance - MH is now 35 secs in FFA