With ladders it'd help though QuakeLive would have to enforce a certain map pool (like SC2) and maybe once ingame people could callvote a different one once
Dont worry, you'll get everything you want, time after time, month after month. My estimation is that it will take around 20 months for finally get the final product, CPMA live.
I could be wrong but it looks like a sort of slight "double jumping" where you can climb stairs really fast. Try T7 for exemple. It might have some others applications
I couldn't notice any double jumps or anything in the limited time that I played, but movement did feel a bit more accelerated and move in favor of vq3 (dunno though)
Heres the changelog btw for those who cant dl right away or wait for the news :
Code Updates:
* Added Chat Tokens for Subscribers. Works on online servers when used in 'Team Say' messages:
o #h - Current health value
o #a - Current armor value
o #w - Current weapon & ammo count
o ## - To print the character '#'
* Added Chain Jumping (Small acceleration boosts gained by performing closely timed sequences of jumps).
* Added 'Thaws' to the in-game and end-game scoreboard in FreezeTag
* Added AutoThaw in FreezeTag, frozen players now auto-thaw after 120 seconds.
* Added thaw tick sound in FreezeTag.
* Added cg_drawCrosshairTeamHealthSize upon request, to allow you to set the font size (between 0.10f and 0.26f) of the teammate health/armor read-out on teammate crosshair hovers.
* Added 'find' command to substring (case-sensitive) search the console history
* Changed FreezeTag such that Quad & Battle Suit power-ups do not persist across FT rounds.
* Changed the nailgun to now fire 10 nails @ 12 damage each (instead of 15nails x 8dmg).
* Changed the nailgun spread from 500 to 400.
* Changed the nail speed from 900 to 1000.
* Changed Flight power-up into a holdable jetpack, hold the 'use' key to boost.
* Changed Quad factor from 4x to 3x.
* Changed Spectator CompHud Scoreboard highlight color, it (yellow) proved illegible on most streams and projections for Duel. I've kept the use of cg_team_colorized in team gametypes, but now use a higher contrast gray in non-team gametypes.
* Changed Stepheight from 18 to 22.
* Changed the default 'rate' value from 8000 to 16000, now restrict its range from 8000 to 25000.
* Fixed hitching that would occur when connection was lost to the XMPP network.
* Fix for telefrags not killing spawn protected players in instagib (which resulted in them becoming invulnerable, instead of telefragged).
* Fix for double countdown in FreezeTag.
* Fixed alias command string limit getting truncated to 64 instead of the full 256 characters.
* Fixed cg_forceEnemyModel defaults to now properly load "keel/bright".
* Fixed old qzdm3 demos to now properly redirect to 'hearth' instead of 'arenaofdeath'
* Fixed bot item knowledge, bots should better time items.
* Added Chain Jumping (Small acceleration boosts gained by performing closely timed sequences of jumps).
* Changed Flight power-up into a holdable jetpack, hold the 'use' key to boost.
Ok, some shit I've noticed. You come out of teleporters alot faster, I nearly flew past the ledge on Aerowalk. You can jump higher(or something) because on DM13 it's now possible to just hop up the ledge by upper YA(the one by plasma) instead of jumping off the pillar. Some wierd shot going on with stairs, I can zip up them mofo's like no ones business.