Edited by Teen Queen at 16:03 CST, 17 January 2018 - 3636 Hits
It’s almost time to return to the Arenas, so dust off your rocket jumping and Railgun skills – sign-ups for the highly anticipated Closed Beta for Quake Champions are now open on the game’s new official site. The Closed Beta is expected to begin in the coming weeks, and if you’re going to be attending PAX East this weekend at the Boston Convention Center, Quake Champions will be playable at the Bethesda Booth.You may signup for the closed beta.
The new website is loaded up with details on many of the Arenas, weapons and Champions you’ll be able to check out when the game enters Closed Beta. Also, keep an eye out this week for more info and gameplay videos. On Wednesday, we’ll start our Champion profiles with a new trailer focused on Nyx, and on Thursday we’ll showcase the first Arena, Blood Covenant.
To celebrate the Closed Beta, we have a brand-new gameplay trailer, showing off all the frantic, skill-based fragging and intense speed players can expect from the next great Quake multiplayer game.
We've implemented mutators which add a bit of fun to the game for more casual players. We've also retired the old arena game modes and pulled across arena mode as a mutator.
-Implemented sv_startmutators, callvote mutators
-Implemented sv_allowcallvotemutators so server admins can deny clients changing mutators
added sv_allowcallvotemutators and sv_startmutators to dedicatedserver_default.cfg (with comment)
-Implemented vampire mutator: removes all health pickups, non-self pre-armor damage awards health based off gconst_mutator_vampire_health_for_1damage
-Implemented instagib mutator: no pickups, one shot kills, bolt + melee awarded on spawn, unlimited ammo
-Implemented melee only mutator: no weapon/ammo pickups, melee only,
-Implemented handicap mutator: gives extra health/armor to trailing player, added on TOP of spawned health (i.e. stacks with warmup mutator), clamped at 200/200
-Implemented warmup mutator: always awards warmup values of gconst_player_spawn_health_warmup / gconst_player_spawn_armor_warmup + all weapons on spawn
-Implemented mutator: big head modee - on gibs, on ragdolls, on players
-Implemented mutator: low gravity - half world, grenade, stake gravity
-Migrated arena game modes to mutator system
-Added mutator icons to scoreboard
We've implemented addon support which allows you to share your widgets and game mods over the workshop. There's a lot of cool widgets out there that people have made, making it easier to get and keep them up to date should really allow people to use them more.
Addon supports asset overriding, so you can bundle custom jump sounds etc in addons too!
-Implemented addon backend
-Watches filesystem for change in base/addons folder and reparses disk on notification (rather than only polling disk on install/uninstall) - this allows people to drag new addons in while reflex is running, and reflex sees it.
-Triggers steam-requery after assets on disk change
-Added "New assets found, restart required" message
-Added quick grouping of widgets into addons in widget list on UI (like a treeview but always expanded), hopefully will help organise addons
The custom widgets are a great feature for Reflex, but they also allow you to really assist yourself in game. What exactly to allow/dissallow is not an easy thing to decide. For example I think everyone would agree there isn't much gain with custom jump sounds (depends how elitist we go i guess), while I think everyone would agree having a custom armor pickup sound of 25 seconds definately crosses the line.
So what we have done is provided servers with a list of the custom modifications each client has. This isn't easily visible and is only really going to be used by cheat detection people organising competitions. The intent is that some competitions may allow some mods, while others won't.
"Main" gameplay update
-Burstgun exp integrated into main game
-Shotgun exp integrated into main game
-Grenades exp integrated into main game
-Bolt rifle ammo exp integrated into main game
"Experimental" gameplay updates
-Grenades now point trace (no collision radius)
-Plasma ammo changes: low = 40, max = 150, weapon pickup = 75, ammo pickup = 50
-Plasma kb now 0.425
-Rocket splash radius now 112
-Ioncannon: kb now 1.7, damage = 6, reload = 46ms (= total 130dps)
-Ioncannon ammo changes: ammo pickup = 50
-New "Experimental Plus" gameplay testing for select users. **See "Experimental Plus" section for more details.**
So we've had an experimental ruleset for a few patches now. We work with a small group of advanced players which take part in assisting us in determining which way to adjust the ruleset. It's been brought up that the turn around time for this process is too slow. So what we're doing is providing a new "Experimental_Plus" ruleset to this group which allows them to tweak gameplay on their own build. We're keeping this to just them for now because the goal isn't to have crazy mod servers out there, but to have intellegent subtle tweaks made to improve the gameplay. With the ultimate goal that we can more quickly finesse the gameplay.
I wanted to make this known so people know about it, and also because you guys are all able to connect to these servers and see what they have been doing. I believe the up-coming League will be using this ruleset, for more perhaps talk to @Qualx
-Increased steam VAC timeout max retry count from 10 to 1000
-Added patch for old protocol versions loaded in .replay files to update gamemode indices so things are nicely in order again (now that arena gamemodes are gone)
-Weapon restrictor now uses desired weapon selection rather than reading from player state. (this fixes issue where it would pop down & back up, this also fixes selection where it wasn't correctly picking the best desired weapon on spawn - specifically it occured in instagib)
-Physx gravity now matched to world gravity
-Exposed addon table to lua
-Asset (re)loader now caches state of failed assets / queried assets. So if an asset goes missing the game doesn't drop to ~5fps polling all 3000+ assets while it tries to load the missing one
-Fixed crash bug which would occur if steam API was not initialised
re_setentityproperty should now work on large string properties also
-Secret surprise dev
-Fixed download % on addon dialog to correctly scale 0->100 (isntead of 0->1)
-Save & restore menu status on luastate reload (caused when any lua file uploads)
-Added staff pick filters on AddonPicker.lua & MatchPicker.lua
-Renamed Sort By -> Filter By on AddonPicker.lua & MatchPicker.lua
-Provided addonName field on widget to lua
-Added new bolt rifle model + effects
-Added new plasma gun + effects
-Added new melee: cleaver
-Added new melee: baseball bat
-Added new melee: supporter khopesh
-Added new head: juggs
-Added new head: hostile hoodie
-Fixed shotgun crouch anims (aim + attack)
-Added 'bullet' collision hitbox to players to address pop-up issues. With the capsule you can land a rocket right underneath the player standing on the ground and have him knock up (towards!) you
-Removed team damage in team games with arena mutator
-Fixed stakelauncher colours after new bolt rifle weapon was introduced
-Fixed issue where when you first install an addon it wouldn't be detected until a reflex.exe restart
-Fixed issue where addon picker showed steamids instead of names
-Removed "Local Changes" messages from addon UI as it wasn't being detected properly
-Player hitbox uses new bullet shape
-Max splash damage a rocket can now do is 85 (direct is still 100)
-Added gconsts: gconst_armor50_faratten, gconst_armor100_faratten, gconst_armor150_faratten, gconst_mega_faratten, gconst_ioncannon_hum, gconst_boltrifle_hum, gconst_ioncannon_hum_faratten, gconst_boltrifle_hum_faratten
-All the explus_gconst values are now synced server->client
-Added gconsts: gconst_grenade_damage_splashmult, gconst_cell_damage_splashmult, gconst_rocket_damage_splashmult - these allow us to reduce splash damage effectively giving direct hits more damage
-Added gconst: gconst_player_isbullet
-added wallclipping, enabled in all experimental rulesets
-explosed player.inventoryHead, player.inventoryLegs, player.inventoryArms, player.inventoryTorso variables
-Rockets, cells, pellets, bolt, grenades now all have separate trace vs world/entities. The idea is we can make hitting the player slightly easier/harder without having projectiles hit corners you wouldn't expect
-Added gconsts gconst_burstgun_startammo, gconst_shotgun_pellet_trace_radius_world, gconst_shotgun_pellet_trace_radius_entities, gconst_grenade_trace_radius_world, gconst_grenade_trace_radius_entities, gconst_cell_trace_radius_world, gconst_cell_trace_radius_entities, gconst_rocket_trace_radius_world, gconst_rocket_trace_radius_entities, gconst_beam_trace_radius_entities, gconst_beam_trace_radius_world, gconst_bolt_trace_radius_entities, gconst_bolt_trace_radius_world
-Fixed bug: IC turret didn't use to reload (just fired every frame! :))
-Fixed bug: ChatLog.lua error when localplayer == nil (happened on connect)
-Removed www.reflexfiles.com loadscreen tooltip
-Updated www.reflexfps.net/forums loadscreen tooltip
-"Competitive Arena FPS"
-Described as "challenge", "rush", "fast"
-Class based, different players have different abilities
-Bethesda to support tournaments beyond QuakeCon
-Developed in partnership with Saber Interactive
-Multiplayer only? No mention of campaign.
-120hz, uncapped framerate gameplay
-Campgrounds a playable map?
-Visor has wallhax?
-Ranger can teleport?
-Grunt/Scalebearer has some kind of dash/charge move?
-Mynx/Nyx has glowing hair, dodge move?
-Rocket launcher looks like classic Q3 style model
-Machinegun looks different than Q3 style model
-Lightning gun, rail gun, shotgun, gauntlet
"Do The Astral Plane" by Flying Lotus
Maverick|MSG (as always!)
Any map within the official CPMA map pack! For the official map pack, go HERE.
You have 30 to 60 seconds to showcase your movement skills and style. We encourage participants to be as creative as possible. While the difficulty and novelty of tricks will garner more points, please also consider the "flow" of your demos. The idea is to showcase not only your own movement skills and style, but also what CPM movement is capable of.
A panel of judges will rate your demo based on the following criteria (from 0-10, with 10 being the best!):
1) Difficulty: The more difficult the tricks/moves, the higher the points!
2) Execution: Few or no mistakes present in the demo equals more points!
3) Usefulness: Tricks that can be very useful in an actual match will receive more points!
4) Transitioning: The smooth transition of each trick to subsequent tricks will receive more points!
More to be announced. Please contact us if you're interested in judging!
1. Participant must submit a single demo between 30 seconds and 60 seconds in length.
2. All submissions must be done using the CPMA mod. Demos recorded in defrag will not be accepted.
3. Demo must be on an "official" CPMA map (i.e., any map included in the CPMA map pack). For the official map pack, go HERE.
4. Weapons are allowed. Self-damage and fall-damage can be turned off.
5. No scripts, no bots, no timescaling, no demo cutting, no aliasing, et cetera.. Your movement should be entirely unassisted.
6. All demos should be submitted to firstname.lastname@example.org before March 2, 2014 12:00AM GMT.
7. Only ONE (1) demo per participant. Please contact admins if you need to replace your demo with another.
Can I use weapons?
Yes, use whatever weapons you want!
Can self-damage and fall-damage be turned off?
Yes, it can be turned off.
Can judges submit demos?
Yes, but judges will not be allowed to judge their own demos.
What if I submit a demo that is shorter than 30 seconds or longer than 60 seconds? Am I disqualified or is there a penalty?
For every FULL second short of 30 seconds or longer than 60 seconds, points will be deducted from the demo's ratings. However, allowance will be given in the event a demo is 29.5 seconds or 60.5 seconds (i.e., no points will be deducted). You may want to use myT's UDT cutting tool (here) or QLDT (here) to trim your demo to the exact length/segment you want to submit.
Are Threewave maps allowed?
No, they are excluded. However, we might consider holding a second competition with a different map pool!
Can I submit multiple demos?
No, just one per participant. Also, aliasers will be disqualified if they attempt to avoid this rule.
What if I submit a demo and then decide I want to replace it with another demo, can I?
Yes, but please include in your email that the new submission is your FINAL submission. Your previous submission will be deleted prior to being reviewed by the panel of judges.
Can the demo include frags?
Yes, but they will not count towards the demo's rating.
#promode @ QuakeNet.org
#cpmpickup @ QuakeNet.org
#uscpmpickup @ QuakeNet.org
1st: Mew ($50USD)
2nd: Dez ($35USD)
3rd: Hydro ($15USD)
"Stealing Fat" by The Dust Brothers
"Trot Out the Dead" by Hammers of Misfortune
"Divinations" by Mastodon
"Heaven's Black Sea" by Ishahn
Length: 9 minutes, 17 seconds
-Multiplayer will be a big part of game (not just tacked on)
-Not ready to unveil multiplayer until it's ready
-Rage is not an RPG, no character stats
-id Tech 5 designed to be cross platform from bottom-up
-Focus on making game fun, not tedious (monitoring quests)
-Various weapons but also various ammo for each weapon
-Weapons/vehicles are upgradeable, persist with you through entire game
-Rage due for release "sometime next year" on PC/Xbox360/PS3
Do you like QuakeWorld, pretty girls and ice-hockey? If you've replied "yes" thrice, this is just what you've been looking for.
Goblin powered up by nuff-nuff are the crack team responsible for a new QuakeWorld movie. This has been a rarity in our community, so it is a great pleasure to proudly present nuff-nuff's very first attempt at QW cinematics!!
Enjoy Goblin Frag eXtreme!!
"Despite Xbox LIVE and PlayStation, the online platform that remains the most accessible and robust is the PC."
The first will be the first of the Warsow series of tournaments. Inspired by those who gather their power at #Warsow.Pickup
This will be held with in the first two weeks of February. Date is not final yet!
The second and finally here, as still the main event and reason for this address being here: Quake 3 CPMA 4v4 CTF!
So now, the scramble for teams to gather and leaders to be born or reawaken begins!
TourneyCPM CTF Mini Promo (Save first for best results)
"what you meant they are did play strong game..."
"so interesting mutchup.."
"peoples live like they never will die - and die like thay never lived... "
"you wainting? and what how many points for that post - hey brain and honor of our age "
"stuff by cypher like usa team on olympic in basketball"
"Cypher must have the Nobel peace prize - that he send his agression in quake"
"cypher maniac like joker from dakr knight "
"with that cpma shaft what let him to kill all opponent's intellegent things"
"imho now fatality in q3 - nothing... "
"dont worry about overrated russians... they can to play only vs each other in russia... on nothing lans"
"what you meant"
"Based on the research, it's obvious that the gaming market has outgrown many commonly held stereotypes about the relative homogeneity of video gamers," said Adam Wright, Director of Research for Ipsos MediaCT. "Today's gamers represent a wide variety of demographic groups: men and women, kids, parents and grandparents, younger and older consumers. All this underscores the fact that gaming has become a mainstream medium in this country that appeals to people from all walks of life."Full story can be found on their website.
Challengers Seeds - Greek Gods
"PALE, overweight couch potatoes. That's the stereotype of avid online computer gamers, but these joystick junkies are actually in better than average physical condition, a new US survey suggests, although they may be less healthy mentally."
"In one WCG, a player I knew took amphetamines an hour before his match to boost his reflexes. His team ended up losing the match, although it certainly had an impact - his performance helped his team to win one map out of three - it kind of hits home that only the really talented will come out on top in the end."The rest of the interview can be viewed here gameplayer.com.
"Unlike most mods, though, Q3F caught the attention of id Software -- a company intimately familiar with its modding scene -- after the team managed to attract worldwide fansites very early on. They were invited out to QuakeCon in 2000, the annual gathering for id fans and mod makers in id's hometown of Mesquite, Texas, and given their own demonstration area. They presented their work to anyone who'd look, but most importantly to id themselves."