they just finished rolling out the latest update.
Today's update, QUAKE LIVE Premium Pak 6, introduces 3 new Premium Arenas to QUAKE LIVE, a resolution to the recent hitching that has occurred when leaving the game, improvements to the Duel experience (including persistent duel queues and scoreboard fixes), and adjustments to weapon balance within Team Deathmatch.
Premium Maps Added:
* Concrete Palace (Duel):
From the Pawel Chrapka, author of "Leviathan" and "Dreadful Place", comes a new creation inspired by one of his earlier works. Concrete Palace is a masterful midsized duel arena with one primary atrium connected to itself by a slew of teleporters and small halls.
* Dies Irae (TDM):
Aptly named for the thirteenth century Latin hymn (Day of Wrath) and also from Pawel Chrapka, Dies Irae is a superb Team Deathmatch, Clan Arena, and FreezeTag arena. The level encompasses a large central hub room that is home to Quad, a floating platform, and a teleporter exit that has been caged off prior to opening. Great fun, recommended for 8-10 players.
* Skyward (CTF):
Based on an original open-sourced design by the Q3 Community mapper 'ButterB', Skyward is a clean and stylish 'space map' set high up in the sky. There three elaborate floating platforms set the stage for a well-balanced mix of cover and open-air combat. With plenty of armor, rockets, and plasma at your disposal, the railgun plays a much smaller role in Skyward combat than typical for a space map, leading to more close range fighting while still having to worry about long range enemy sniper fire. Recommended for 4-8 players.
* Fixed the quit lag/delay: Hitching on Windows systems will no longer occur when leaving the game. Furthermore, fixes have been made to properly shutdown the games sound system prior to quitting so that looped sounds cannot occur when leaving the game.
* New Persistent Duel Play Queue:
The duel queue now persists properly across map changes. Your position in the queue is also shown on the scoreboard.
* Shotgun Pattern Calculation:
Shotgun now fires in a fixed pattern on the server, what little per-pellet spread used to exist is now purely a client-side visual effect. 'cg_trueShotgun' cvar, default 0, will show the pattern that the server uses for collision when enabled, while 0 will keep the original behavior.
* Minor Shotgun Balancing:
All pellets for the shotgun will now do 5 damage (still 20 pellets, now 100 dmg total) in most gametypes. Spread has been increased from 900 to 1000.
* Team Deathmatch Weapon Balancing:
Machineguns and Shotguns both now do 4 damage per bullet in Team Deathmatch to reduce their dominance.
* New Draw Item Pickup Multiplier:
When a series of items are picked up, such as shards or 5hp bubbles, the Draw Item Pickup notification will now include a multiplier. (Works on all items, except power-ups.)
* Fixed Player Head Bug:
The correct head skin will be displayed for players who's personal model was set to a non-default player skin.
* Fixed Team Balance Bug:
Matches won't start if teams are unbalanced by 2 players, instead of 3.
* Fixed UnnamedPlayer Exploit:
Addressed various conditions that could result in a player losing his name and becoming UnnamedPlayer. Players will also now be kicked if their name gets changed to UnnamedPlayer.
* Fixed Admin 'put' Command in Duel:
No longer allow admin cmds to 'put' players onto the red or blue team in Duel, allow the choice of free or spec in non-team gametypes.
* Fixed 'dropflag' Command During a Pause:
Players may no longer issue the 'dropflag' command while a match is paused or in a timeout.
* Added 'cg_itemFx' cvar:
Change how items are rendered in the world. Default 7. 1 = bounce, 2 = rotate, 4 = scale when spawning
* Added 'cg_simpleItemsRadius' cvar:
Scale size of the icons when Simple Items is enabled.
* Added 'cg_lightningImpactCap' cvar:
Change the size of the lightning impact effect when impact is closer than x units, default 96 units.
* Fixed Janet's Mipped Hair, the player model's hair will no longer improperly mip when picmip is used.
* Game no longer crashes when attempting to 'give' an invalid item.
* Slightly better flag positioning and image quality despite ignoring its proper aspect ratio.
* Improved flag images, no longer get scaled on scoreboard. (only a slight improvement)
* Fixed lightning stream bug that existed in third person while truelightning was enabled.
* Fixed Premium scoreboard display when a player goes into spectator, forfeiting the match.
* Reduced 'flag bounce' by half for dropped CTF flags.
* Various maps and other graphical assets have had textures optimized for filesize/bandwidth usage, resulting in a smaller download.
We've also added a few quick cvars that may be more of interest to movie makers:
* Added 'r_fastSkyColor' cvar:
Change the color of the sky when using fastsky (default 0x000000) This can be used in order to create a green screen to film against.
* Added 'cg_smokeRadius_dust' cvar:
Scale size of smoke plume in ground dust
* Added 'cg_smokeRadius_flight' cvar:
Scale size of smoke plume in flight trail
* Added 'cg_smokeRadius_haste' cvar:
Scale size of smoke plume in haste trail
* Premium spawns will spawn and will only cycle through premium maps. Standard maps can still be callvoted as normal.
* Changed sorting of server list, non-player launched premium servers should appear at the top.
* Added timeout length and timeout amount to Start a Match controls. These are available under the Advanced Configuration.
* Added frag limit, time limit, capture limit, and round limitto Start a Match controls. These are available under the Advanced Configuration.
* Double Impact: Additional clipping added to walls in RA room.
* Intervention: Teleporter trigger extended.
* Ironworks: Fixed clipping on curved wall between pg and medkit.
* Focal Point: Fixed unclipped ceiling, Fixed t-junction-like sparkles.
* Overlord: Fixed 3 50HP bubbles that were stuck in the ground.
Results 26 to 50 of 60
Thread: Keefy's Quake Live thread
Content update 02/02/2011
Quakelive premium servers are open for free to all so can play Freezetag and all premium maps for free until Tuesday.
QUAKE LIVE is back online, and we're running with free access to Premium servers from now until Tuesday
Lol. And my PC has packed in too. Ah well. It's looking like Wednesday or later that I get back online so I'll probably need to go Premium to get into Freezetag.
Is it possible to setup a 1v1 rail only?
Content update 15/03/2011
They will be rolling out a new update tomorrow which should be good.
Incoming Update, Tue. Mar 15th
We currently plan on performing a site update Tuesday, March 15th. We may experience some lengthy downtime while performing the update as we deploy some new infrastructure.
We will make a full changelog available early next week, but until then, here is a broad overview of what will be included in this premium update:
Premium Maps Added:
* Toxicity (Duel):
Created by Alexander Mader, Toxicity is an enclosed Duel map with a distinctive look. Twisting halls and teleporters provide ample escape, as long as you watch out for the namesake pools of toxic acid in the main rooms of this arena. Own the world, or at least your opponent, and spread disorder by knocking them around with some rockets. Bounce them well, and you can treat yourself to a Red Armor, while they suffer some unfortunate burns.
* Distant Screams (Large CTF):
Formerly known as the perennial favorite Silent Night, we've torn down the Christmas decorations as to not look like that weird house down the street lit up well into March. Thankfully, it hasn't warmed up enough to melt the ice that covers vast swathes of the level, allowing massive acceleration throughout the frozen tundra terrain. Everything else is still mostly as you remember it, from the grenade traps to the secret button that dispenses health. Wait, that's supposed to be a secret...
* Kill Beep for Premium players:
Enabling cg_killBeep will play a distinct sound when you score a kill in any mode.
* Increased size of hit cylinders:
Increased hittable region of players by 10% to more closely mimic the area of the old cuboid region.
* Improved arena download system:
Download size for Standard players reduced by about 50% by not downloading premium content until the player joins a server running the arena. This also means these maps will be unavailable in Practice mode for Standard users. Premium and Pro users will still download all content as they did before.
* Increased damage of Shotgun in Team Deathmatch:
Increased damage of Shotgun back to 100 to match the Shotgun in other modes after determining that the spread and damage change made in other gametypes was a sufficient adjustment.
* Facebook Screenshot uploading:
Visit Social Settings under the Settings menu to link your Facebook account with QUAKE LIVE. After binding a key from Social Settings, or manually binding a key to /socialScreenshot, you will be able to take an upload a screenshot directly to Facebook.
* Added tier display to player profiles:
All players can now view what tiers they are in by clicking the Statistics tab on their profile.
* Added Change Country Flag to Account Settings:
All players can change what country appears on their profile and in the in-game Premium scoreboards.
Dev pick "Quad Hog"
This sounds fun.
DevPick March 18-21: QuadHog
This weekend's DevPick is FFA with a twist. Instead of the typical everyone against everyone, QuadHog is all versus one: whoever holds the Quad Damage. The only way to score points is to either kill the Quad carrier, or get Quad kills yourself.
Work as a team to take down whoever holds the Quad, but as soon as he's taken down, it's a mad rush to pick up the quad and continue scoring.
QuadHog will be running all weekend, so definitely check it out this weekend and get a few of the oh-so-satisfying Quad Damage runs.
Live stream of me playing
- Join Date
- Jan 2008
- Rep Power
As a non quake player this was pretty awesome to watch.
Be in a movie with Fatal1ty & PUBMASTERS!
Be in a movie with Fatal1ty & PUBMASTERS!
Sound slike a cool fun event.
Are you sexy? Can you do awesome tricks? Do you like to mess around and still PWN noobs? Do you want to be in a BIG movie project!? YES?!? Well great!
My team PUBMASTERS is working on a big movie project and were looking for people who want to be part of it! Fatal1ty is on board and helping out as well, it is definitely not your typical quake movie
Here are a few pics to give you a taste of what we do besides pwn newbs...
You might remember the name PUBMASTERS from the very popular counter-strike 1.6 movies, which was my team back in the day. You can youtube that name and see our old movies. I am bringing that back to Quake Live and creating another blockbuster movie for the community, lots of "LOL's", funny glitches, organized tricks, and "WOW!" frags, and things never seen before.
Our team has been undercover for awhile, but I am working on a trailer, so I figured I would make a post. I want the community to be part of this big project! Share ideas, help out, etc. I already have roughly 300GB of awesome footage, but all ideas are welcome.
Anyways, TONIGHT... Some members of PUBMASTERS and Fatal1ty will hopefully be playing later in the evening and recording some stuff for the movie. If there are enough people on, I might host a server and do some more organized stuff. 16 man pummel battles in the dojo on jap castles, 16 man towers, head running races, etc... So if you would like to play with us, have some fun, help out with tricks, get your name in the movie, stop on by!
Feel free to add me on friends "SQU1RRELLY" and join us in our new ventrilo for future games.
IP: CA1.LeetVent.com Port: 4172
Thanks guys, and I will be releasing the trailer soon to give you a taste of what is yet to come
See you in game!
Last edited by keefy; 05-12-2011 at 23:39.
Quake Live content update
Was updated yesterday and a pretty big one too.
Today's update, QUAKE LIVE Premium Pak 8, introduces 2 new Premium Arenas to QUAKE LIVE, new Start-a-Match features for Pro Subscribers and FreezeTag players, new and improved mouse input code, a TeamKill complaint system, an overhauled more flexible InstaGib system, match forfeit options, and a great number of website, game, and server fixes to improve the gameplay experience.
Premium Maps Added:
Revolver (Small CA):
Crafted by Wiebo de Wit, designer of the highly popular 'Overkill' Clan Arena level of RA3 fame, Revolver is a small outdoor chamber with an overhanging grated walkway, a higher ground that holding can prove vital to victory.
Set in a foreboding dungeon, Sorrow is a brand new arena from Pawel Chrapka that is nicely suited for both Duel and small teamplay when a more strategic and paced style of play is preferred.
Start a Match: Numerous options added, including ability to spawn servers at your skill level (tier).
Start a Match: Options that are non-default, or will result in an unranked server will be hilighted
Start a Match: Resolved certain combinations of settings that would result in an unranked server despite all visible options set to their defaults
Match invites should now work more reliably, especially over map changes.
Server tool tip hovers now report if a server is Premium, allowing you to identify Premium servers when using the Friends List.
Accepting a friends request from a player who is actively online will now immediately show them on your friends list. Previously they would not show until their next time to come online.
Fixed the duplicate friend invite issue.
Fixed banned profile notices. Banned players will once again have a ban notice on their public profile.
Weekly match stats now report up to 500 matches, it was previously limited to reporting only the first 100 matches played in any given week.
Fixed site inactivity timeouts occurring during forum activity.
Fixed auto-login from failing following an account idle timeout.
Fixed issue preventing pro users with clan tags that began with a '+' from spinning Start-a-Match servers that others could join.
General Game Updates:
Added 'forfeit' command to allow for an early end to a match.
Available to the losing player in Duel
Available to the losing player in team gametypes, when one player is left remaining.
Will end match immediately, note the game is forfeited, and award the loser a 'Loss' instead of a 'Quit'.
Added a forfeit condition check to all team gametypes. If one team quits, the match will now forfeit and award a win to the remaining team.
Improved Intermission Delay, the delay has been reduced from 1000ms to 200ms to resolve many issues & complaints about what occurs in the last second of gameplay.
Added server-side variables that allows us to specify the amount of armor, health, or weapons a player has upon spawning (g_startingArmor, g_startingHealth, g_startingHealthBonus, g_startingWeapons).
Added the option of a simpler black frame fill rather than the white flash that occurs when teleporting (r_teleporterFlash 0).
Added an error message to clients when some commands, such as '/kill' are attempted to be used on servers that do not support them.
Colliding into a wall while running now places the player in a walking animation without footsteps, instead of running in place and producing footsteps. (This is an animation and footstep change only, no change to player speed, physics, or movement is made as a result of this).
We now disabled firing at the end of warmup during match countdown to raise awareness of the match state transition and reduce accidental movement caused activity during the match countdown.
Fixed the toggling of 'Next Match' at the end of the match such that spectators can no longer toggle the readyUp status of in-game players.
Fixed end-game command flooding of spectated clients.
The end-game scoreboard now has a minimum viewing time of 5 seconds and a maximum viewing time of 15 seconds, dependent on whether players choose to click the 'Next Match' button to minimize viewing time.
Fixed 3 Player Callvote logic that was allowing a single 'no vote' to make a vote fail.
Fixed an issue that could generate killbeeps from gibbing player corpses.
Fixed incorrectly defined FRAMETIME, which has accounted for various bugs or oddness in the game, especially in relation to our triggers (jumppads, movers, buttons, trigger hurts, trigger multiples).
Fixed floating point imprecision that caused glitching in snapshot rendering.
Fixed Battle Suit noise spam while wading in lava, sound event is now only triggered every second (damage is however still continuous).
Fixed starting weapon selection code to ensure that the selected weapon is a weapon that was granted on spawn
Fixed Default model/skin code. It will now attempt to use the model specified when a valid model but invalid skin is set and ensures that a teamskin is set when in team gametypes.
Fixed faulty spawnflag behavior issue for trigger_hurts.
Fixed an issue with railgun while using infinite ammo that prevented the rail trail from displaying.
Fixed an animation issue that would occur on servers running more than 24 hours that previously could not be resolved without shutting down and relaunching the server.
Fixed an infostring buffer overflow exploit.
Fixed an exploit found that could be caused by use of a local command.
Fixed references to server framerate to correctly account for timescale.
Fixed AGEN skip code in parse stage of rendering.
Fixed a typo in a Com_Error message "cientNum > 32" corrected to "clientNum >= 32".
Fixed fastSky behavior when r_fastSky was set to non-zero, non-one values.
Fixed Vertexlight issue in map compiling. We will over time be re-releasing the afflicted maps to resolve dark or off-colored vertexlighting issues.
Relaxed spawn system in Duel such that it now looks at 50% of the furthest away spawn choices with a minimum of 3 choices, instead of 40% with a minimum of 2 choices -- reducing the predictability of where a player may re-spawn.
Team Deathmatch Updates:
Added Teamkill Complaint system: When a player is teamkilled they will now be prompted as to whether or not they wish to file a complaint to the server versus the offending teammate. If you feel the TK was intentional, then file a complaint (F1). If it was accidental, then dismiss it (F2). If too many complaints are filed versus a player, the server will ban the player for the server for the remainder of the match.
Clients may disable the complain/dismiss vote prompt by setting cg_complaintWarning 0.
Fixed a warmup condition in TDM that allowed you to start a match when no players were present on one of the teams.
Fixed a warmup condition in TDM that allowed you to start a match with unbalanced teams.
Clan Arena Updates:
Fixed CA round behavior when roundtimelimit is set to 0, which will now disable the use of a roundtimelimit rather causing rounds to end immediately upon round start.
Capture the Flag Updates:
Fixed capturing the flag during the Intermission Delay bug, you can no longer capture in the last moments of the game after the time/scorelimit was hit.
Added 'droppowerup' command to allow you to drop a recently picked up power-up to a teammate. Like weapons and flags, the dropped powerup remains available for 10 seconds.
Added a server-side variable that allows us to configure what drop abilities are permitted (dropflag, droppowerup, dropweapon). (g_dropCmds)
We now use "You froze" centerprint in FT rather than "You fragged".
We no longer allow you to thaw teammates through walls.
Increased thaw radius from 64 units to 96 units.
Frozen ice blocks now shrink as a player is thawed.
Added Start-a-Match options for Pro Subscribers:
'Environmental Respawn Delay', allows you to force a time delay before a player who died from an environmental death (such as jumping into a void) from thawing and respawning.
'Reset Armor on Round', allows you to force a player's armor value to reset at the end of every round.
'Reset Health on Round', allows you to force a player's health value to reset at the end of every round.
'Reset Weapons on Round', allows you to force a player's weapon loadout to reset to the spawn loadout at the end of every round.
'Thaw Winning Team', allows you to prevent frozen members of the winning team to from instantly thawing at the end of the round, forcing the surviving winners to thaw their own frozen teammates.
'Thaw Tick', allows you to control the audible thaw sound such that it can be heard by only teammates, all players, or disabled.
'Enable Round Delay', allows the 4 second round delay to be disabled, allowing for a more action packed fast paced style of FT gameplay.
Thaw messages are now displayed for players who die due to an environmental death to denote when a player is back in action and no longer considered frozen.
Fixed Round Draws in FreezeTag. Announcer Voice is back and notifies you when there is a Round Draw. Neither team is awarded any points during a Round Draw, previously red was awarded a point during draws.
Better handling of telefragging both living and frozen players: If you telefrag a living player, you are awarded a kill, they freeze, and then auto-thaw with no delay. If you telefrag an already frozen player in FT, they will then auto-thaw with no delay.
Fixed zoomOutOnDeath code in FreezeTag; cannot zoom while frozen.
Added prediction to triggers for frozen players (smoother triggering of jumppads, teleporters, doors while sliding into them)
Fixed AutoThawTime behavior so that you may disable autothawing. Previously a g_freezeAutoThawTime 0 would result in an instant thaw upon freezing.
Any weapon present in InstaGib now triggers a frag (splash damage excluded).
Instagib is no longer is restricted to Railgun only, but now works with any weapon defined in g_startingWeapons. This allows us to introduce a great number of new InstaGib modes of play.
Instagib no longer relies on damage output of any weapon. If damage is received it will gib the player (railgun is no longer forced to 666 damage).
We now grant infinite ammo for all weapons present in InstaGib
Extensive overhaul of the InstaGib code to improve logic, performance, and reduce rare issues that could result in players not dying when hit.
Mouse Code Updates:
Fixed an issue with in_nograb not being properly defined, that resulted in mouse sensitivity issues and mouse focus issues.
Reworked mouse accel code to address outstanding issues such as: framerate dependency, a failure to preserve directionality, and misleading offset behavior. Now rather than offering two styles of mouse accel, one without these issue but fewer options and one with more options but known issues, we have now simplified it to one accel scheme that is highly customizable and reliable.
Added cl_mouseAccelPower // the power of the accel curve, 2 is the default traditional curve.
cl_mouseAccelOffset now defaults to 0.
Added optional/alternative sensitivity scheme: Added m_cpi to set mouse DPI so sensitivity can be measured in cm amount. Counts per Inch (CPI/DPI) of your mouse, defaulted off. When enabled (by setting m_cpi to the CPI/DPI of your mouse) it changes sensitivity from a immeasurable number into a precise degrees per cm, ie sensitivity 18 would move you 18 degrees per centimeter of mouse movement, performing a 360 turn in 20 centimeters. More info can be found in our recent DevBlog post.
Default sensitivity, pitch, and yaw all remain the same. If you do not set m_cpi no changes are necessary to your mouse or sensitivity settings. If you use accel, you no longer need to specify a style of accel. Set your cl_mouseAccel to the desired strength, optionally assign a cl_mouseAccelPower, cl_mouseAccelOffset, or cl_mouseSensCap.
Sensitivity, m_yaw, and m_filter cvars now replicate (get stored in repconfig.cfg and our database).
Callvotes now displays proper keybinds for 'vote yes' and 'vote no'.
Support for Infinite Ammo on weaponBar.
Support for non-railgun weapons in InstaGib
Changed frag obituaries to fade out
Fixed roundtimer display in FT on the official 'Large' HUD.
Fixed HUD ranks in Duel and FFA.
Reduced the size of the center print frag message in warmup, to both match the size utilized mid-game as well as prevent center print text from overlapping during warmup.
Added a 'Watch your fire!' warning to the center print frag message when you kill a teammate.
Fixed itemPickupTime between map_restarts: Pickup messages will be cleared from the screen on map_restarts and when transferring from Warmup to Match-in-Progress; Can no longer obtain x2 messages from picking up an item in warmup just before match start, and then picking up the same item type within 3 seconds.
Obituary frag messages are now cleared from the HUD on map_restart.
Improved the formatting of the low ammo warning centerprint; raised it higher to avoid some overlapping text in warmup.
Fixed weaponBar weapon registration, so that you no longer have to switch to a weapon before it appears on the weaponBar.
Fixed an erroneous low ammo warning sound when switching to weapons with infinite ammo.
Added support for infinite ammo on HUDs.
Added 'droppowerup' to controls menu.
Fixed the map order (in callvote menu), Hektik was out of abc order.
Small fix to scoreboard draw code.
Dev Console Updates:
Tab autocompleted cvars will now print their currently assigned value for easy setting lookup.
Added con_scale (defaults 1.0), lower values result in a smaller font scale being used in the console.
Cleanup, renamed more obscure cl_contimestamps to con_timestamp
Cleanup, renamed cl_noprint to con_noprint
Added 'bot_teamkill'; Activates teamkilling mode where bots disregard what team a player is on when selecting their targets.
Fixed BotChat_HitTalking MOD (a bot's knowledge of what they were hit with while they were chatting).
Fixed Bot Characteristic in BotChat_EnemySuicide.
Fixed actionFlag collision in botlib code.
Deprecated / Removed Code:
Removed deprecated cl_mouseAccelStyle.
Removed deprecated g_freeze cvar (unused).
Removed deprecated con_notifytime (unused).
Removed deprecated cl_conXOffset (unused).
Removed deprecated g_allWeapons, in favor of more versatile g_startingWeapons.
Removed deprecated g_ca_startingArmor and g_ca_startingHealth, in favor of the new gametype neutral g_startingArmor and g_startingHealth.
Removed deprecated g_weaponTeamRespawn, referenced only in Team DM, in favor of setting g_weaponRespawn.
Removed cg_startingammo_mg, we are in the progress of replacing it with a new weapon neutral g_startingAmmo system.
Courtyard - Fixed/balanced rg hall spawn points; lighting fixed in Vertexlight mode.
Japanese Castles - Fixed/balanced garden spawn points; lighting fixed in Vertexlight mode.
Ironworks - Lighting fixed in Vertexlight mode.
Tornado - Lighting fixed in Vertexlight mode.
Troubled Waters - Fixed/balanced base starting spawn points; lighting fixed in Vertexlight mode.
In celebration of Quakecon id has opened up access to all Quake Live premium arenas all weekend not only that they made Freeze Tag available to all players too, normally you would have to subscribe to play this game mode.
Freeze tag really is awesome fun.
Freeze Tag (FT):Shoot everyone on the other team! Fragging another player freezes them. Freeze all enemy team members to score a team point. Stand by frozen teammates for 3 seconds to thaw them.
Quake Live FREE Premium week.
We’re pleased to announce a content update for Pro and Premium subscribers to QUAKE LIVE, with the addition of the Premium Pak 12. With this update, Pro Start-a-Match players get five new game modes, 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 out of any shooter out there. With more than 200 customization settings, our Pro players can get down to individual weapon tweaks. Rounding out this package are four new premium arenas including the popular Camper Crossings, and two arenas from the Xbox 360 version, Quake Arena Arcade.
In addition, all QUAKE LIVE premium content will be free beginning today through Sunday, May 6th. During this Free Premium Week, new Premium and Pro subscribers will receive one or two free two-week Pro Subscription Tokens which can be redeemed to extend their subscription or gifted to a friend.
The Free Premium Week content includes:
• Over 50 Premium Arenas
• 6 Premium Game Modes
• All Premium in-game Features
• No payment or credit card required
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.
A mix between Clan Arena 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!
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.
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 2.0
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.
Premium Arenas Added
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.
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.
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.
Premium Awards Added
Over 14 new Premium Awards added to be unlocked while playing the new gametypes.
This thread brings back memories, especially the instagib game mode, thanks for reminding me that this existed, I'm gonna give it a shot, bored out of my mind at the moment.
Once more into the fray.
Into the last good fight I'll ever know.
Live and die on this day.
Live and die on this day.
Yea its free but you don't always get all maps to do so you have to pay but this weeks its all free.
Also I recomend usign QLprism as the game client (I use it) it stops the adverts from playign when joining servers.
Sent you an invite my user is "keefy"
keyboard mosue takes some getting used to, I was the same.
Live stream of "insta" CTF
I think the QL site is packed due to this free update week stuff is loading quite slow.
Just tried it, haven't played fast DM games since Quake 3, needless to say... i got owned
Once more into the fray.
Into the last good fight I'll ever know.
Live and die on this day.
Live and die on this day.
Oh dear id software what have you done?
They relesed an update with soem new maps, fixed bugs and added new things hooray but what they also did was to completely $#@! the game up at the same time.
Free users only get a pool of maps that id decide and this pool changes every month so the really popular maps like Bloodrun, house of decay, longest yard and many others are now cannot be played by free users but it also limits what the subscrbers play because the free users vastly out number the subbies.
Whats the point in paying if your paid experience depends on what maps the free users are able to play?
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:
New Premium Content
* Infinity by Ferdinand ‘cityy’ List: 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 by Mike ‘Yellack’ Schreiber and Gary ‘akm’ turner: 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 by Ferdinand ‘cityy’ List: 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 by FRS and Gary ‘akm’ turner: 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 by Tom ‘Phantazm11’ Perryman: 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.
Clearly, people aren't subbing up as much as they'd like so they're making things worse to try and force the issue. Not sure it will end well.
Hell, I just started playing again the other day - but if the maps are heavily limited I won't bother, will just play Tribes Ascend instead.
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