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250 FPS S6 starts Sunday; fire_bot replaces baksteen (No comments)
Posted by Demiurge @ 14:30 UTC, 22 October 2026 - iMsg

250 FPS Quake Live League Season 6 Division 1 begins on Sunday, 25 October, with fire_bot replacing baksteen in the 12-player field.

fire_bot finished runner-up in the second and fourth qualifiers. The final lineup is cYpheR, AGENT, ash, pavel, k1llsen, cherepoff, Spart1e, H3LLDOWN, ARSENY, Fog, Nitrino and fire_bot.

The organisers are also assembling Division 2, which will have a $300 prize pool and additional prizes supplied by Redragon.

Sources: Plus Forward, citing the Quake250FPS announcement.

Edited by Demiurge at 21:53 UTC, 22 October 2026 - 388 Hits
proZaC and baksteen discuss Quake's future (1 comment)
Posted by Demiurge @ 14:30 UTC, 22 October 2026 - iMsg

Frontier Gaming has interviewed proZaC and baksteen ahead of its first Quake Live One Map Cup, with both discussing the format and the difficulty of bringing new players into arena FPS.

proZaC sees the short preparation window as a test of creativity and adaptation, but doubts that a new format can revive Quake Live given its demanding learning curve. His advice to newcomers is to find someone of similar ability, improve together and watch demos.

baksteen sees the cup as a chance to test maps for use in other leagues. He expects preparation time and the ability to learn quickly to decide the winners. On Quake's future, he argues that classic gameplay can still work with modern presentation, proper tutorials and matchmaking.

Both interviews were published on 21 October. Frontier One Map Cup #1 takes place on 24 October, with all matches played on Tortured - Frontier Edition.

Sources: proZaC, baksteen.

Edited by Demiurge at 21:53 UTC, 22 October 2026 - 599 Hits
phaze beats Keltz twice to win EGB QC Cup #12 (1 comment)
Posted by Demiurge @ 14:30 UTC, 22 October 2026 - iMsg

phaze won EGB QC Cup #12 in Quake Champions on 18 October, beating Keltz 3-0 in the grand final. The $75 prize pool paid $60 to phaze and $15 to Keltz.

phaze defeated k1llsen 2-1 and Yup 2-1 on the way to the winners final, where he beat Keltz 2-1. Keltz returned through the lower final with a 2-0 win over k1llsen, but could not take a map in the title rematch.

k1llsen finished third and Yup fourth in the 19-player online tournament.

Sources: results and bracket, Plus Forward report.

Edited by Demiurge at 21:53 UTC, 22 October 2026 - 258 Hits
k1llsen gets revenge on ash in EGB Cup #72 (No comments)
Posted by Demiurge @ 14:29 UTC, 22 October 2026 - iMsg

k1llsen won EGB Cup #72 in Quake Live on 17 October, returning from the lower bracket to beat ash 3-1 in the grand final.

ash had won their winners-final meeting 2-0. k1llsen then beat AGENT 2-1 in the lower final before taking the rematch against ash. AGENT finished third, with pavel fourth.

It is k1llsen's first victory in the regular EGB Quake Live duel series since Cup #51 on 2 May.

Sources: Plus Forward report and bracket.

Edited by Demiurge at 21:53 UTC, 22 October 2026 - 196 Hits
Serious Sam: The Third Encounter announced (No comments)
Posted by Demiurge @ 14:29 UTC, 22 October 2026 - iMsg

Croteam and Devolver Digital have announced Serious Sam: The Third Encounter for PC, continuing directly from the events of The Second Encounter.

The new game sends Sam into Mental's forces across alien worlds, with returning weapons, new additions to the arsenal and large enemy hordes. Players can tackle it alone or in co-op; the Steam listing includes online co-op and shared/split-screen support.

The project is in early development. No release date has been announced, and wishlisting is available on Steam.

Sources: official Steam page, announcement coverage and teaser.

Edited by Demiurge at 21:53 UTC, 22 October 2026 - 210 Hits
FURIA wins Thunderpick with 3-2 victory over BetBoom (No comments)
Posted by Demiurge @ 14:29 UTC, 22 October 2026 - iMsg

FURIA won the Thunderpick World Championship 2026 in Counter-Strike 2, defeating BetBoom 3-2 in the grand final on 18 October.

The eight-team event ran from 14 to 18 October at the BLAST Studio in Malta, with a $1 million combined player and club prize pool.

FURIA reached the final with a 2-0 semifinal win over Aurora. BetBoom beat Falcons 2-1 in the other semifinal, while Aurora took third place by defeating Falcons 2-1.

Sources: BLAST tournament results, Pichau Arena.

Edited by Demiurge at 21:53 UTC, 22 October 2026 - 202 Hits
Site summary for week ending 16 Oct (No comments)
Posted by ESReality @ 23:00 UTC, 18 October 2026 - iMsg
213 Hits
TF2 shortens Holyhell rounds and buffs Zombie Pyro (No comments)
Posted by Demiurge @ 13:44 UTC, 17 October 2026 - iMsg

Valve's 16 October Team Fortress 2 update changes Holyhell and six Zombie Infection maps. The patch installs automatically when the game is restarted.

Holyhell's round timer is reduced to five minutes, with shorter respawn waves. The team that loses the middle point gains respawning spells on its side, while gargoyles now spawn near middle. The map also receives visual fixes and optimisation work.

Zombie Pyro's melee damage rises from 45 to 65. Sticky Spew applies a 20% movement slow, with another 20% while standing in its enlarged puddles. Pyro's death explosion now deals 50 damage and causes afterburn.

Zombie Sniper's Spit cooldown falls from nine seconds to six. Other fixes address invisible player models in DirectX 8, Zombie Engineer beacon placement, excessive Zombie Spy damage and slow movement after using abilities.

Source: Valve patch notes.

390 Hits
ESIC replaces 2xplayN suspension with lifetime ban (No comments)
Posted by Demiurge @ 13:44 UTC, 17 October 2026 - iMsg

ESIC announced on 16 October that Palkovics "2xplayN" Tamas is banned for life from covered ESIC and member competitions in any capacity, replacing the three-year suspension imposed in the NOMERCY match-manipulation case.

The revised sanction follows public posts showing apparent cash alongside comments about the findings, betting payouts and a return to competition. ESIC found that his conduct during suspension constituted further integrity breaches. The lifetime ban removes his previously scheduled April 2029 return, with no cooperation-based reduction applied to the new sanction.

ESIC explicitly stated that the photographs alone do not establish that the money shown came from match-fixing. The commission also said it would refer the sanctioned conduct to Valve, government agencies and law enforcement.

Source: ESIC.

490 Hits
Steam beta separates DLC and seasonal achievements (No comments)
Posted by Demiurge @ 13:36 UTC, 17 October 2026 - iMsg

Valve has introduced achievement sets in the Steam client beta, allowing developers to group achievements for a game's base campaign, DLC, seasons or other content separately.

Each set tracks its own completion progress. In games that adopt the feature, additional DLC or seasonal achievements can sit outside the base-game set, so players can retain that set's 100% completion without earning every later addition.

The redesigned achievements page brings progress information together and allows direct comparisons with up to three friends at once. Support depends on developers organising their games' achievements into sets; the change does not automatically separate every game's existing list.

The feature is currently available through the Steam client beta.

Sources: Valve announcements, PC Gamer.

358 Hits
Bloodrun adds Slash with Crouch Slide and Plasma Trail (No comments)
Posted by Demiurge @ 13:36 UTC, 17 October 2026 - iMsg

Bloodrun's 16 October build adds Slash as a playable gladiator, bringing Crouch Slide and Plasma Trail from her Quake Champions counterpart.

Holding crouch on landing starts a slide that preserves movement speed. Her active ability lays a damaging plasma trail, with three seconds to place it and another three seconds to trigger its explosion. Bots can also use both abilities.

The update refreshes four arenas and adds a HUD arc near the crosshair to show ability information, including Slash's slide charge and Angel's countdown to invisibility. A new Setup > Gladiators section provides ability effect settings.

Existing players can install the build through the Bloodrun launcher.

Sources: Bloodrun changelog, Plus Forward.

338 Hits
Strongsage wins Estoty #222 for his 14th title (No comments)
Posted by Demiurge @ 13:36 UTC, 17 October 2026 - iMsg
United States of AmericaStrongsage won Estoty Duel Tournament #222 in Quake Champions on 16 October, beating Germanyk1llsen 3-1 in the grand final. It is his 14th title in the series and his first since #219.

Strongsage beat RussiabaSe 2-0 in the upper semifinals, then defeated k1llsen 2-0 in the winners final. k1llsen returned to the final with a 2-0 win over baSe, who finished third, but lost the rematch against Strongsage.

Strongsage remains fourth on the series' all-time winners list, behind baSe with 70 titles, RAISY with 47 and Keltz with 33.

Source: plusforwardPlus Forward.
319 Hits
QuakeWorld one-day 2v2 cup set for October 24 (1 comment)
Posted by Demiurge @ 00:24 UTC, 16 October 2026 - iMsg

The US Doom and Quake Community will host a one-day QuakeWorld 2v2 tournament on Saturday, 24 October.

The format is double elimination, with best-of-one matches and a best-of-three grand final to keep the cup within one evening. Maps are assigned by round. The pool is Ultrav, ZTNDM3, Aerowalk, Bravado and DM2.

Signups are through the community's Discord; see the organiser's announcement for the signup link.

Source: US Doom and Quake Community announcement.

447 Hits
Church of Quake hosts Sacrifice cup on October 24 (No comments)
Posted by Demiurge @ 00:24 UTC, 16 October 2026 - iMsg

Church of Quake will run an online Quake Champions 4v4 Sacrifice Tournament Edition cup on Saturday, 24 October. Players sign up individually, then captains select teams through a snake draft. The advertised prize pool is $150.

The first 32 signups are guaranteed places, making eight teams. Further signups go on reserve unless the field reaches 64, allowing sixteen teams.

The bracket is double elimination. Upper-bracket matches and the lower final are best of three, other lower-bracket matches best of one, and the grand final best of five.

Players must join the Church of Quake Discord. Coverage is planned on the community's Twitch channel, and other casters are welcome to contact the organisers.

Links: Sign up, Twitch.

Source: Church of Quake, including Discord and current signup links.

333 Hits
k1llsen wins fifth EGB QC duel title at Cup #11 (2 comments)
Posted by Demiurge @ 00:24 UTC, 16 October 2026 - iMsg
Germanyk1llsen won EGB QC Cup #11 on 11 October, beating United States of AmericadramiS 3-2 in the grand final. Sixteen players took part in the online Quake Champions tournament. The $75 pool paid $60 to k1llsen and $15 to dramiS.

k1llsen did not lose a series. He beat creeep_06487 2-0, NRAV 2-0 and RussiaSt0n3 2-1 before taking the winners final against dramiS 2-0. dramiS returned through the lower final with a 2-1 win over BelaruscYpheR, then lost the rematch. cYpheR finished third and ArgentinaYup fourth.

It is k1llsen's fifth title in the EGB Quake Champions duel series. SwedenKeltz and United States of AmericaStrongsage have three each.

Source: plusforward Plus Forward results, report.
470 Hits
Frontier reveals Tortured for $500 One Map Cup (No comments)
Posted by Demiurge @ 00:24 UTC, 16 October 2026 - iMsg

Update, 22 October: Frontier has revealed Tortured - Frontier Edition as the map for One Map Cup #1 and confirmed a $500 prize pool. The Quake Live duel tournament takes place on Saturday, 24 October, with the event scheduled for 11:00-16:00 UTC.

Every match will be played on the same map. It was revealed on 19 October, giving entrants five days to prepare. Tortured - Frontier Edition adapts thefury's Quake III Arena map Tortured, originally released in 2010.

Download the map from the Steam Workshop.

Registration is open on the Frontier website. The tournament format will depend on the number of registered players. Cyber, Input and Steemorol are organising the event, with coverage planned on cyb3rway's Twitch channel.

Links: Registration, Twitch, Frontier Telegram.

Sources: Plus Forward map reveal, 250FPS.

Edited by Demiurge at 21:53 UTC, 22 October 2026 - 462 Hits
Steam improves startup and adds Big Picture options (No comments)
Posted by Demiurge @ 21:43 UTC, 15 October 2026 - iMsg

Valve released a Steam client update on 13 October with improved startup performance and new options for Big Picture mode. The update downloads automatically.

Big Art Mode adds a larger artwork presentation to the home screen and can be enabled under Settings > Home. The Recommended tab also gains the Personal Calendar.

Big Picture now supports screensavers under Settings > Customization. The default slideshow can display artwork from recently played games and recent screenshots. A bouncing Steam logo is the other built-in option, and custom screensavers are supported too.

The update also changes startup behaviour so the Steam main window avoids taking focus if another window was activated during startup or login, and fixes the onscreen keyboard failing to work on its first desktop invocation.

Sources: Valve - Steam Client Update, October 13, PC Gamer.

Edited by Demiurge at 23:28 UTC, 15 October 2026 - 415 Hits
Thunderpick opens in Malta; Falcons reach playoffs (No comments)
Posted by Demiurge @ 21:43 UTC, 15 October 2026 - iMsg

The Thunderpick World Championship 2026 began in Malta on 14 October, with eight CS2 teams competing for a $1 million combined player and club prize pool. The event runs through 18 October.

All four opening series ended 2-0: 9z beat Aurora, Falcons beat Ninjas in Pyjamas, Legacy beat PARIVISION and FURIA beat BETBOOM.

On 15 October, Falcons beat 9z 2-1 to secure a playoff place. Aurora stayed alive by beating NIP 2-0, eliminating the Swedish organisation's team from the event.

The group stage uses two four-team double-elimination groups, with two teams from each advancing. Group matches and playoff semifinals are best of three; the grand final is best of five. The winners receive $500,000, split equally between player prize money and the club share.

Sources: HLTV event guide, opening-day results, Falcons qualify, NIP eliminated, Liquipedia, PR Newswire.

Edited by Demiurge at 23:28 UTC, 15 October 2026 - 305 Hits
Modern Warfare 4 skips Game Pass at launch (No comments)
Posted by Demiurge @ 21:43 UTC, 15 October 2026 - iMsg

Call of Duty: Modern Warfare 4 launches on 23 October as a separate purchase and will not be included with Game Pass at launch. Activision confirmed on 15 October that Game Pass availability is planned for Holiday 2027.

Digital pre-orders include campaign early access from 16 October and DMZ early access from 20 October. Existing Call of Duty titles, including Black Ops 7, Black Ops 6 and Modern Warfare III, remain available to Game Pass Ultimate subscribers.

Sources: Activision, GamesRadar.

Edited by Demiurge at 23:28 UTC, 15 October 2026 - 300 Hits
Epic launches Linux preview, plans Fortnite support (No comments)
Posted by Demiurge @ 21:42 UTC, 15 October 2026 - iMsg

Epic released a preview of its rebuilt Epic Games Launcher on 14 October for Windows, macOS and, for the first time, Linux. It includes a redesigned library, connections to other PC game libraries and more detailed download management.

Epic describes the client as "vibe coded" and claims a cold start to the store is 46% faster than Steam. That is Epic's comparison, not an independent benchmark here. The client is still a preview with a limited feature set.

Fortnite is not available on Linux yet. Epic is rebuilding its anti-cheat implementation as EAC Linux v2 and working with distribution maintainers before bringing the game over. Fortnite will be the first pilot, with support for other developers to follow after validation.

The requirements include TPM 2.0, Secure Boot and signed kernels and modules. EAC Linux v2 uses existing kernel security features, eBPF and a service active during protected games, rather than installing its own kernel module. Steam Deck does not currently meet the requirements; Epic says it is talking with Valve about future support.

Sources: Epic Games Store, Epic Online Services, PC Gamer.

Edited by Demiurge at 23:28 UTC, 15 October 2026 - 353 Hits
Richard "Levelord" Gray has died (No comments)
Posted by Demiurge @ 21:42 UTC, 15 October 2026 - iMsg

Richard "Levelord" Gray, the level designer known for Duke Nukem 3D, Quake: Scourge of Armagon and SiN, has died. Apogee Entertainment announced his death on 13 October.

Gray joined the Duke Nukem 3D team after making Doom maps. After Duke shipped in 1996, he co-founded Hipnotic Interactive, later renamed Ritual Entertainment. His subsequent credits included Star Trek: Elite Force II and Counter-Strike: Condition Zero.

Apogee founder Scott Miller recalled hiring Gray after seeing his Doom levels, and paid tribute to his talent, dedication and willingness to help other designers. John Romero was among the developers who also paid tribute.

Sources: Apogee Entertainment, PC Gamer.

Edited by Demiurge at 23:28 UTC, 15 October 2026 - 337 Hits
LG Train - lightning gun tracking trainer for ioquake3 (No comments)
Posted by grinya @ 10:43 UTC, 14 October 2026 - iMsg
Rules
- Lightning gun only, infinite ammo, no pickups.
- Hits heat the target instead of damaging it. At full heat the target gibs. Default: 20 consecutive hits (~1 s).
- Heat drains quickly once the beam is off.
- Heat is shown as a shell on the target and a bar under the crosshair.
- Tuning: g_heatPerHit, g_heatCoolDelay, g_heatCoolRate.

Play
ioquake3 +set fs_game lgtrain +map q3dm6 +addbot sarge 2

Requires ioquake3 and retail Quake 3 data.
Download: github.com/amaslakov/lgtrain/releases
Source: github.com/amaslakov/lgtrain

Online play works, but there is no lag compensation.
Based on rx-mikkel's instagib fork. Feedback welcome.
375 Hits
Quake3e #3 (No comments)
Posted by Cyrax @ 08:13 UTC, 14 October 2026 - iMsg
Download Link

This is a modern Quake 3 engine to play and host Quake III Arena mods, delivering fixes and updates over years.

Key features:
* Countless usability, netcode, security, performance, memory usage improvements
* Optimized OpenGL renderer
* Optimized Vulkan renderer
* Unified physics between 32 and 64-bit systems, minimized mispredictions with original VQ3
* SOTA-level fast and secure QVM implementation for x86/x86_64, armv7l/aarch64, powerpc64 platforms
* Best-performer from legacy hardware to modern systems with Vulkan support
* No fake frames, No RT, no DLSS and similar disrupting and performance tanking stuff
* Can still run on Win98, widest possible OS compatibility is an explicit intent

I wouldn't bother to do even brief listing of hundreds of changes being made since last announcement, just visit download link and leave your questions/suggestions/code, as usual.

Support Ukraine
318 Hits
Ai Bot (11 comments)
Posted by cloned @ 21:44 UTC, 13 October 2026 - iMsg
Not sure where else to go with that stupid idea but,

@elonmusk DeepMind beat StarCraft and Quake 3 CTF, but nobody has ever dared to build an AI for the ultimate 1v1 psychological chess match: Quake Duel. Limit Grok's aim and reaction time to human pro levels and let it face @liquidrapha on Blood Run / Campgrounds. As an OG Quake player yourself – can xAI solve 1v1 Arena FPS?“

Like I would definitely watch that match. Also feel free to adjust the message.
482 Hits
Site summary for week ending 09 Oct (No comments)
Posted by ESReality @ 23:00 UTC, 11 October 2026 - iMsg
272 Hits
AMD says FSR 4 reaches laptops and handhelds in 2026 (No comments)
Posted by Demiurge @ 19:21 UTC, 11 October 2026 - iMsg

AMD says FSR 4 will reach APUs, gaming laptops, and handhelds by the end of 2026. Jack Huynh, who runs the company's computing and graphics group, told Korean press, including The Elec, that the machine-learning upscaler is moving off discrete cards and onto the rest of the lineup.

The plan is two tracks. Existing APUs get a lighter model built for integrated graphics. New APUs, still not named, are meant to run FSR 4 natively. Huynh said the light model is aimed at image quality and low latency on chips that cannot carry the desktop version.

FSR 4 launched on RDNA 4 desktop cards. RDNA 3 desktop cards picked it up later. Official support for RDNA 2 desktop cards, the same generation as the Steam Deck, was already set for 2027, and this briefing did not say that date moved. Valve has talked about FSR 4 on the Steam Machine. It has not committed the Steam Deck.

Source: The Verge

Edited by Demiurge at 19:36 UTC, 11 October 2026 - 741 Hits
Squadron 42 opens Steam wishlists for Q2 2027 (1 comment)
Posted by Demiurge @ 19:21 UTC, 11 October 2026 - iMsg

Cloud Imperium Games put Squadron 42 on Steam on 10 October. Wishlists are open. The page lists a planned release of Q2 2027, and no price. Chris Roberts moved the target out of late 2026 so the single-player game would not land in the same window as Grand Theft Auto VI.

It is a standalone story in the Star Citizen setting, year 2945, on StarEngine. You enlist as a rookie in the UEE Navy, live on a capital ship, and the brief is space combat, fighting on foot, stealth, and time with the crew. The cast, on performance capture, includes Mark Hamill, Gary Oldman, Gillian Anderson, Henry Cavill, Ben Mendelsohn, and Andy Serkis. The game has been in development for more than a decade.

The Steam minimum is Windows 11, a quad-core back to an Intel Sandy Bridge i7 or an AMD Bulldozer, 16 GB of RAM, a DirectX 11.1 card with 8 GB of VRAM, and 150 GB of disk. The recommended column only says a 64-bit processor and operating system.

Source: Steam and Eurogamer

Edited by Demiurge at 19:36 UTC, 11 October 2026 - 774 Hits
Garriott takes the Ultima copyrights back in 2027 (No comments)
Posted by Demiurge @ 19:21 UTC, 11 October 2026 - iMsg

Richard Garriott says the Ultima copyrights return to him in 2027. He sold Origin Systems, and the series with it, to Electronic Arts in 1992. The last mainline game was Ultima IX in 1999.

US copyright law lets an author terminate a transfer 35 years later. No money changes hands. The author has to give a year's notice. Garriott says he wrote to EA in April and told them he was taking the copyrights back. They wrote back that they know the law and will act accordingly. He says the two sides are now in active talks about whether there is anything to do together before the date.

What he says he could do, once the copyrights are his, is re-release the earlier Ultimas or make a sequel. Neither is a project yet. He has most of a year to decide what the return actually means.

Source: VGC

Photo: Richard Garriott at the 2018 Game Developers Conference, by Game Developers Conference, CC BY 2.5, resized. Wikimedia Commons.

Edited by Demiurge at 19:35 UTC, 11 October 2026 - 622 Hits
GTA 6 leaker threatens a full playable build (No comments)
Posted by Demiurge @ 19:21 UTC, 11 October 2026 - iMsg

A full playable build of Grand Theft Auto VI is not public. The person or group posting as Cyberleek says that can change.

On 10 October they posted an offer. If a memecoin tied to the name hits a $30 million market cap, "the build goes out - full story mode, played to the end, credits and all." Take-Two can stop it, the post says, with physical discs and a public apology. No outlet has the file, and Rockstar and Take-Two have not answered this one.

Footage under the same name has been out since 18 August. Rockstar called those clips heartbreaking on 26 August and kept the 19 November release. This week the account was credited with about 25 minutes more, including first-person driving and mission scenes. Rockstar has not said that newer cut is theirs.

The disc demand is aimed at a decision Rockstar already made. Boxed copies ship with a download code, not a disc. Strauss Zelnick has compared discs for a game this size to vinyl. Standard is $80, Ultimate is $100, on PlayStation 5 and Xbox Series X|S. Preload starts 12 November.

Take-Two subpoenaed Microsoft, Discord, Google, and X in August while it looked for who had the footage.

Source: Forbes and GamesIndustry.biz

Edited by Demiurge at 19:35 UTC, 11 October 2026 - 723 Hits
k1llsen wins Estoty #221 from the lower bracket (No comments)
Posted by Demiurge @ 19:04 UTC, 11 October 2026 - iMsg
Germany k1llsen won Estoty Duel Tournament #221 on 9 October, beating Russia baSe 3-2 in the grand final. 18 players, online. The $100 pool paid $40 to k1llsen, $25 to baSe, $15 to Sweden Keltz, $10 to Argentina maxter, and $5 each to Russia St0n3 and Czech Republic Thri11er.

Double elimination: best of three up top, best of one in the lower bracket, best of five in the final. The map pool was Awoken, Blood Covenant, Blood Run, Corrupted Keep, Ruins of Sarnath, The Molten Falls and Vale of Pnath.

k1llsen beat Kazakhstan 1eroy 2-0. His winners-bracket match against baSe is scored -1:0. From the lower bracket he beat Russia PepCo 1-0, Russia Artemka 1-0, St0n3 1-0 and maxter 1-0, then beat Keltz 2-1 in the lower final.

baSe reached the final without a series loss, including a 2-1 over maxter and a 2-0 over Keltz, and started the grand final a map ahead. k1llsen won three of the four maps played and took the series 3-2. It is his fifth Estoty title. baSe still leads that list with 70. Keltz finished third, maxter fourth.

United States of America Strongsage came in as the top seed, rated 2441, and finished 13th. His matches against Russia Coffee by Tomo and PepCo are both scored -1.

Source: Toornament
531 Hits
Keltz wins NAQCL #76 for a 14th title (No comments)
Posted by Demiurge @ 19:04 UTC, 11 October 2026 - iMsg
Sweden Keltz won NAQCL Duel Tournament #76 on 10 October, beating Argentina maxter 3-0 in the grand final. 12 players, online, ping uncapped. The $100 pool paid $50 to Keltz, $30 to maxter and $20 to United States of America dramiS.

Double elimination: best of three, best of one in the lower bracket, best of five in the final.

klyb's winners-bracket opener is scored 0:-1. Keltz then beat Argentina Yup 2-1 and dramiS 2-0, and closed the final in three maps.

maxter beat Germany Rohm 2-0 and lost the winners semi 0-2 to dramiS. His lower-bracket matches against Czech Republic Thri11er and Yup are both scored -1. He beat dramiS 2-1 in the lower final and lost the rematch 0-3. dramiS finished third. Yup was fourth. Russia St0n3 and Thri11er were joint fifth.

The title is Keltz's 14th, and his fourth win in the last five. He won #72, #73 and #74. United States of America Strongsage ended that run at #75 on 3 October, 3-0 in the final. dramiS still leads the series with 32 titles. Strongsage has 11, and was absent from the #76 field.

Source: Church of Quake
186 Hits
AGENT beats ash, wins EGB Cup #71 (No comments)
Posted by Demiurge @ 19:04 UTC, 11 October 2026 - iMsg
Russia AGENT won EGB Cup #71 on 10 October, beating Russia ash 3-1 in the grand final. 12 players, online. The pool paid $55: $44 to AGENT, $11 to ash.

Double elimination. Upper-bracket matches were best of three, lower-bracket matches best of one. The final went to four maps.

AGENT did not drop a series. He beat Russia rell 2-0, Germany k1llsen 2-0 and Belarus cYpheR 2-0, then took the final 3-1.

ash beat Russia pavel 2-0 and lost the winners semi 0-2 to cYpheR. From the lower bracket he beat Russia cherepoff 1-0 and k1llsen 1-0, then beat cYpheR 2-0 in the lower final. cYpheR finished third, k1llsen fourth. cherepoff and Russia dazator were joint fifth. pavel and rell were joint seventh.

The map pool was Aerowalk, Battleforged, Bloodrun, Delirium, Furious Heights, House of Decay, Silence, Sinister and Toxicity.

This is AGENT's second cup in a row, and his fifth win in the last six regular Quake Live duel cups. He won #65, #66, #67 and #70. cYpheR won #68. Cup #69 was TDM 2v2, won by pavel and Nitrino.

Source: EGB
261 Hits
Fog takes third 250 FPS S6 qualifier (No comments)
Posted by Demiurge @ 19:04 UTC, 11 October 2026 - iMsg
Belarus Fog won 250 FPS Season 6 Qualifier 3 on 11 October, beating Russia dazator 3-0 in the grand final. The prize is a Division 1 slot, the third of four.

17 players, online. Double elimination: best of one in the lower bracket, best of three in the upper bracket, best of five in the final. The map pool was Aerowalk, Battleforged, Bloodrun, Cure, Delirium, Furious Heights, Hektik, Lost World, Silence, Sinister and Toxicity.

Fog did not drop a map. He beat Belarus BLR_BY 2-0, Ukraine Radist_dk 2-0, Lithuania fire_bot 2-0 and dazator 2-0, then closed the final 3-0.

dazator beat Poland STING 2-0, Russia St0n3 2-0 and Russia rell 2-1, lost the winners final, and beat fire_bot 2-1 in the lower final. The rematch was over in three maps. fire_bot finished third. rell was fourth: 2-1 down to dazator in the winners semi, then 0-1 to fire_bot on the way back.

Fog missed the Season 5 top eight. He went out 9th-12th in qualifier 1 on 27 September and finished third in qualifier 2 on 4 October, where Russia ARSENY beat him 2-1 in the winners final.

Eleven of the twelve Division 1 places are filled. Fog joins Russia H3LLDOWN, ARSENY and the eight invites: Russia AGENT, Belarus cYpheR, Germany k1llsen, Russia cherepoff, Russia pavel, Russia ash, baksteen and Sweden Spart1e. Qualifier 4 is on 18 October.

Source: EGB
220 Hits
Dark Ages adds free Slaughter Mode in November (1 comment)
Posted by Demiurge @ 16:38 UTC, 6 October 2026 - iMsg

id Software will add a free Slaughter Mode to DOOM: The Dark Ages - Revelations in November. Game director Hugo Martin announced it on the 1 October Slayers Club Live. There is still no day inside the month. It is free for Revelations owners, and it is not in the base game.

A run is endless and single-player. Rounds escalate, and the demons, bosses, and arenas are randomized. The mode keeps a personal best by score and by round reached. id said it has no backend, so there is no global leaderboard.

Every ten rounds is a checkpoint, where you cash in skulls earned on the way there. Cosmetics unlock as you go, and weekly challenges add another score to chase. The stream pitched it as a place to keep using the Revelations combat, Chain Spear included, past a campaign replay or an Ultra Nightmare and Pandemonium run.

The base game already has the Ripatorium, the arena where you pick the demons yourself. Slaughter Mode deals the fight, and the run has no set end.

Source: Slayers Club Live (IGN)

Edited by Demiurge at 19:15 UTC, 11 October 2026 - 1010 Hits
ARSENY takes second 250 FPS S6 qualifier (No comments)
Posted by Demiurge @ 16:38 UTC, 6 October 2026 - iMsg
Russia ARSENY won 250 FPS Season 6 Qualifier 2 on 4 October, beating fire_bot 3-0 in the grand final.
15 players. The prize is a Division 1 slot.
He did not drop a series: 2-0 WPHK1991, 2-0 rell, 2-0 Radist_dk, then 2-1 Fog in the winners final.
fire_bot lost 0-2 to Fog and came back through the lower bracket.

Ten of the twelve Division 1 places are filled.
He joins Russia H3LLDOWN and the eight invites: Russia AGENT, Belarus cYpheR, Germany k1llsen, cherepoff, Russia pavel, Russia ash, baksteen and Sweden Spart1e.
The last two qualifiers are 11 October and 18 October.

250 FPS put him 5th in the EGB ranking, with 3 wins in Season 5.

Source: 250 FPS
463 Hits
Germany wins the QL European Nations Cup (No comments)
Posted by Demiurge @ 16:38 UTC, 6 October 2026 - iMsg
Germany won the QL European Nations Cup after the TDM leg on 4 October.
Three online Sundays: CTF on 20 September, duel on 27 September, TDM on 4 October.

Russia Russia won TDM and beat Germany Germany 2-0 in the grand final.
Germany were second, the United Kingdom UK third, Sweden Sweden #1 fourth.
Russia went 12-0 on maps.

Germany finish on 24 (CTF 7, duel 10, TDM 7).
Russia are second on 16 (1, 5, 10). The UK are third, also on 16 (10, 1, 5).
Sweden #1 are on 10.
Benelux Benelux 6, Slovenia Slovenia 4, Denmark Denmark 3.
Poland Poland, France France, the Czech Republic Czech Republic and Sweden #2 are on 1.
Spain Spain finished on 0.

A different nation won each leg: the UK in CTF, Germany in duel, Russia in TDM.

The community pool is 500 euro.
Germany take 250 (200 for the title, 50 for the duel).
Russia take 150 (100 for second, 50 for TDM).
The UK take 100 (50 for third, 50 for CTF).

Source: House of Quake
498 Hits
Astralis win Stake Ranked, first LAN since 2019 (No comments)
Posted by Demiurge @ 16:38 UTC, 6 October 2026 - iMsg
Astralis beat Nemiga 3-1 in the grand final of Stake Ranked Episode 4 on 4 October in Barcelona.
The pool is $100,000. First is $25,000. Nemiga take $17,500.
Mirage 13-6, Ancient 10-13, Nuke 13-5, Cache 13-7.

They lost the opener 1-2 to Alliance, then won five straight: FaZe 2-1, BIG 2-1, fnatic 2-0, Luminosity 2-1, Nemiga 3-1.

It is the first LAN title since the BLAST Pro Series Global Final in 2019 in Bahrain.
A different roster won Copenhagen Gaming Week in January 2024, a showmatch.

Denmark Staehr was 66-49 in the final (1.41), the series high, and 1.27 for the event.
Denmark jabbi posted 2.30 on Mirage.
Staehr was 2.02 on Nuke and took an ace clutch on Cache.
It feels nice to finally lift a trophy.
Poland NEO, to HLTV. He took the coach job in the summer.

HLTV has Astralis back in the top 10 for the first time since June.

Source: HLTV
1067 Hits
Site summary for week ending 02 Oct (No comments)
Posted by ESReality @ 23:00 UTC, 4 October 2026 - iMsg
494 Hits
250 FPS adds a QL Season 6 Division 2 (No comments)
Posted by Demiurge @ 15:47 UTC, 3 October 2026 - iMsg

250 FPS will run a 10-player Division 2 next to Season 6 Division 1. The field is the best qualifier finishers who miss a Division 1 slot and can play. Round robin, five matches played each week, then the top six in a double-elimination playoff.

The playoff pays $300: $120 / $80 / $60 / $40. First and second also get a Division 1 invite for next season. Division 1 stays at 12: eight invited from Season 5, four from the qualifiers. H3LLDOWN took the first. The other qualifiers are 4, 11 and 18 October. No group-stage start date.

Source: 250 FPS

616 Hits
phaze and rapha win EGB Cup 2v2 #4 (No comments)
Posted by Demiurge @ 15:47 UTC, 3 October 2026 - iMsg
phaze and United States of America rapha won EGB Cup 2v2 #4 on 27 September, beating DesiRo and Thri11er 3-1 in the grand final. They did not lose a series. $100: $70 / $30. dramiS and Strongsage finished third.

Upper bracket: 2-0 bukster and GaRpY, 2-0 anger and labur, 2-0 dramiS and Strongsage. DesiRo and Thri11er lost 1-2 to dramiS and Strongsage, beat them 2-0 in the losers final, and lost the rematch 1-3.

rapha's third straight EGB 2v2 title, each with a different teammate: Germany k1llsen in #2, Argentina maxter in #3, phaze in #4.

Source: EGB
531 Hits
maxter wins Estoty #220 for a tenth title (1 comment)
Posted by Demiurge @ 15:47 UTC, 3 October 2026 - iMsg
Argentina maxter won Estoty Duel Tournament #220 on 2 October without losing a series, beating Sweden Keltz 3-1 in the grand final. Tenth title, one behind ZenAkU. Keltz, third all-time with 33, finished second. $100: $40 / $25 / $15 / $10 / $5. Strongsage finished third, St0n3 fourth. 1eroy and Thri11er tied fifth.

Upper bracket: 2-1 Coffee by Tomo, 2-0 St0n3, 2-1 Strongsage, 2-1 Keltz. Keltz beat Strongsage 2-0 in the losers final and lost the rematch 1-3.

Source: Estoty
1110 Hits
AGENT beats k1llsen twice, wins EGB Cup #70 (No comments)
Posted by Demiurge @ 15:47 UTC, 3 October 2026 - iMsg
Russia AGENT won EGB Cup #70 on 3 October without losing a series. He beat Germany k1llsen 2-1 in the winners final and 3-0 in the grand final. $50: $40 / $10. Russia ash finished third.

Upper bracket: 2-1 Russia rell, 2-0 ARSENY, 2-1 k1llsen. k1llsen beat Sweden Spart1e 2-0 and ash 2-0, lost the winners final, then beat ash 2-1 in the losers final and lost the rematch 0-3.

Source: EGB
716 Hits
[Looking beta testers] Dinoblast — defrag in your browser (4 comments)
Posted by Poliakov @ 14:32 UTC, 2 October 2026 - iMsg
Hi everyone,

I'm building Dinoblast, a movement game in the spirit of Quake and defrag: strafe jumping, bunny hopping, double jumps, rocket jumps... except you play as a dinosaur. It runs straight in the browser, nothing to install:
https://dinoblast.net

A short early gameplay clip: gameplay.mp4

What the game is about today: racing (runs)
- Timed maps: straight line, slalom, ramps, circle, gaps, mazes...
- Ghosts of the best times, so you can see the lines other players take.
- A world leaderboard per map, with an auto-generated nickname (you can change it).
- Configurable keys, sensitivity and FOV, AZERTY friendly.

Work in progress
- FFA against bots: weapons to pick up (rocket launcher, railgun, lightning gun, poison grenades...), health and armor.
- Online duel.
- And, if there are enough players, TDM and CTF.

What I'm looking for
- Feedback on how the movement feels: speed, jumps, air control, rocket jumps.
- Bugs and performance issues (please mention your GPU / CPU and browser).
- Anything confusing or frustrating in your first minute of play.
- Ideas for race maps.

Under the hood
The engine is written in Rust compiled to WebAssembly, with a home-made WebGL2 renderer and a deterministic simulation at 125 Hz (replays and ghosts play back the exact same run). Optimization is a design goal, not an
afterthought
: a stable 60 fps on an Intel iGPU at 1080p, 144 fps on a mid-range GPU at 1440p, and the whole game stays under 20 MB downloaded. Every texture and model has a budget, and anything over it is refused. A good share of the
assets (textures, dinosaur models, sounds) comes out of a local generation pipeline: image, image-to-3D and audio models running on my own machine, then touched up by hand.

Feedback on Discord: https://discord.gg/dr5cJX36B

Thanks in advance, and happy running! 🦖
Edited by Poliakov at 14:36 UTC, 2 October 2026 - 2043 Hits
The Trickster Cult Presents: Sessions - Episode X (No comments)
Posted by TheTricksterCult @ 01:43 UTC, 2 October 2026 - iMsg



0 1 2 3 4 5 6 7 8 9 10
Rating: - (0 votes)
A diligent exhibit. Quake III Arena: DeFRaG freestyle compilation. Episode 10 is out now!

531 Hits
1.6 Competitive 5V5 Matchmaking + FFA (No comments)
Posted by keenplify @ 22:16 UTC, 30 September 2026 - iMsg
If you miss and want to play Counter Strike 1.6 5V5, I have built a matchmaking/launcher! I am aiming to compete with Fastcup at this point.

We have a pretty new set of servers with pretty new faces who do it for the love of oldschool CS. This is compatible with whatever and wherever you get your CS 1.6.

Please try 1.6 Competitive
https://www.papamo.dev/16competitive

We have servers North America, SEA, India, and Europe East!

See you in game!
569 Hits
Dinoblast, a free fast FPS that runs in the browser (2 comments)
Posted by Poliakov @ 08:33 UTC, 30 September 2026 - iMsg

Dinoblast

I've been working on Dinoblast, a fast FPS that runs in the browser: no install, no account. dinoblast.net

Movement

  • Movement inspired by QuakeWorld-style strafe jumping and bunny hopping
  • Physics at a fixed 125 Hz, independent of your framerate
  • An in-game bunny hop tutorial takes new players from 300 to 1500 u/s

Race mode (the current focus)

  • Trackmania-style: you race against your own ghost and the ghosts of the top 5 players on each map
  • World leaderboard per map, and every run is replayed on the server from its inputs before it's accepted, so there are no spoofed times
  • 8 race maps so far, including a maze

Coming next

  • More maze maps, each adding one twist: multiple floors, traps, water, teleporters
  • New race map mechanics: moving platforms, swimming, laser gates, and a track along the back of a giant diplodocus
  • Bots and FFA
  • Online duel, if enough people are interested

It's a solo project, still rough around the edges. I'm looking for feedback from people who know how movement should feel: acceleration, air control, anything that feels off.

Discord link is on the site.

Edited by Demiurge at 15:08 UTC, 3 October 2026 - 1154 Hits
Walmart sends four RTX 5070 Ti cards for one (No comments)
Posted by Demiurge @ 13:43 UTC, 28 September 2026 - iMsg

Reddit user deadmanwonderland_23 says a $1,099 Walmart order for one MSI GeForce RTX 5070 Ti 16GB arrived as four. They are the Frieren edition, listed at $1,259 on MSI's own store, so the four boxes are a bit over $5,000. The post shows four identical cartons. Walmart has not confirmed the shipment, and the buyer has not said whether the extra three were reported.

Source: Reddit

960 Hits
GTA 2 gets path tracing, 27 years late (No comments)
Posted by Demiurge @ 13:43 UTC, 28 September 2026 - iMsg

Modder gebdag has put path tracing on Grand Theft Auto 2, the 1999 top-down game. GTA2 RTX Remix, on Nvidia's RTX Remix, lets fires, explosions and gunfire cast light, adds a day-night cycle and 16:9, and aims frame generation at 60 fps. GTA 2 does not speak DirectX 9, so two DLLs translate. A copy of the game is still required. Rockstar gave version 9.6 away in 2004. Any GeForce RTX card can run it. A 4070 or faster is the suggestion.

Source: Tom's Hardware

498 Hits
Nvidia trailer thieves get 40,000 pounds of sand (No comments)
Posted by Demiurge @ 13:43 UTC, 28 September 2026 - iMsg

Thieves in Fremont, California took two PlusAI trailers because they had Nvidia logos on them. They got about half a mile, then opened the doors. Each trailer held 20,000 pounds of sand, 40,000 pounds in all. PlusAI packs the trailers that way so its Nvidia-backed autonomous trucks can practice hauling freight. The computers were in the cabs, which stayed in the warehouse. Police recovered both trailers with the sand still in them. No arrests.

Source: Wired

624 Hits
pavel and Nitrino win EGB Cup #69 (No comments)
Posted by Demiurge @ 13:30 UTC, 28 September 2026 - iMsg
Russia pavel and Nitrino won EGB Cup #69 on 26 September, the first QL TDM 2v2 under the pairing ban. They did not lose a series and beat Germany k1llsen and Sweden Spart1e 3-1 in the grand final. $100: $70 / $30. Belarus cYpheR and Russia rell finished third.

Upper bracket: 2-1 k1llsen and Spart1e in the winners semi, 2-1 cYpheR and rell in the winners final. k1llsen and Spart1e came back through the losers over ash and koMnoT, Russia AGENT and KAK_AGENT, then cYpheR and rell, and lost the rematch 1-3.

Source: EGB
419 Hits
H3LLDOWN takes first 250 FPS S6 qualifier (No comments)
Posted by Demiurge @ 13:30 UTC, 28 September 2026 - iMsg
Russia H3LLDOWN won 250 FPS Season 6 Qualifier 1 on 27 September, beating sCoopY_ 3-1 in the grand final. He did not lose a series: 2-1 sCoopY_ in the opener, then 2-0 Troolz, ARSENY and Radist_dk. sCoopY_ came back through the lower bracket and lost the rematch 1-3.

The win is the first Division 1 spot. Nine of the twelve places are filled. He joins Russia AGENT, Belarus cYpheR, Germany k1llsen, Russia cherepoff, Russia pavel, Russia ash, Netherlands baksteen and Sweden Spart1e. The other qualifiers are 4, 11 and 18 October. The group stage has no start date.

Source: EGB
650 Hits
Germany wins QL Nations Cup duel, leads by 6 (2 comments)
Posted by Demiurge @ 13:30 UTC, 28 September 2026 - iMsg
Germany Germany won the QL Duel Nations Cup on 27 September. Germany k1llsen did not lose a series. He 2-0'd Slovenia, Sweden Sweden and Russia Russia in the upper bracket, then beat Sweden Spart1e 2-1 in the grand final. Silence was the only map he dropped: Bloodrun 3-2, Silence 3-11, Sinister 5-4.

Russia Russia, Russia ash and Russia pavel, finished third. They lost the winners final 0-2 to Germany, then the lower final 0-1 to Sweden.

Germany has 17 points after two legs (7 from second in CTF, 10 from this duel). The United Kingdom UK is second on 11. Sweden has 7. Benelux Benelux and Russia have 6. 4v4 TDM is 4 October. Germany takes the overall title with third or better there, whatever the UK does. The UK is the only team that can still pass them.

Source: House of Quake
746 Hits
Site summary for week ending 25 Sep (No comments)
Posted by ESReality @ 23:00 UTC, 27 September 2026 - iMsg
354 Hits

<< Comment #1 @ 09:32 UTC, 24 February 2014 >>
By Poland PYTON 
I knew that day will come. ;)
<< Comment #2 @ 11:34 UTC, 24 February 2014 >>
By Italy exp! 
CTFFA \o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/















uhm no.
<< Comment #3 @ 17:21 UTC, 24 February 2014 >>
By United Kingdom Q50 
All credit to Perpetualwar for putting this up for a vote imo :) was really pleased to see this.

I've heard several people on here mentioning the return of 5on5 again on ESR before and while I rarely post on here, I always agree with it these days. The problem is that from a purely competitive standpoint, 4 vs 4 is a more skilled/aim heavy and competitive mod without any doubt at all, but is it much fun?

The 4 vs 4 "thing" was generally something that was really "pushed" in the early days by EO, who were very much the standout/strongest CTF team of that era, so naturally they wanted it to be as competitive/skilled as possible and for a long time I agreed with it and I was generally quite downbeat over the thought of 5on5, as i felt it was more "noob friendly", therefore perhaps worse? but lately I've been thinking about this a lot........

In recent years I have seen 4 vs 4 "evolve" more and more into this horrific 0 def , 1 mid (the defender), 3 attack with just continued pressure until something happens and caps can be created. It just plays really horribly and is surely now something that is barely even what traditionalists would call "proper" CTF anymore.

You also have the fact that 5on5 is far far more welcoming to newer players, where they can participate without a problem and be "carried" far easier without any problems to the overall flow of the game. In 4v4's you tend to find that pretty much all newer players who add to pickup games a few times tend to soon vanish.

This is pretty much my thinking process on it all...

-----------------------------------------------------------------------------------------
Is 5on5 more skilled than 4v4 for competitive play? no.

Is 5on5 more lotto? yep, naturally it will be, with more potential for spawns + chaos, but isn't that what CTF used to be about?

Is 5on5 overall more fun/exciting to play for the majority? again imo yes

Is 5on5 something that newer players could add to and start helping the scene grow again? quite possibly.

Is 5on5 one of the reasons that public CTF is doing so well, yet pickup is not? very likely yes!

Does 5on5 potentially open up new map options again, such as stonekeep and several others? yes, for sure.

Would I have wanted to play 5on5 CTF 2-3 years ago? No, i just didn't see the damage it was probably doing to the lower/middle areas of the clan community.

Would 5on5 actually personally make me want to start playing CTF again now and just have some relaxing fun, without all the super serious BS? Yes, totally.

Pretty much nobody wants to play clan games where they can barely even cross mid, with 2-3 people sat in their base, and the opposition defender as the lone mid guy, often purely as a result of them having just slightly weaker aims than the opposition.

-----------------------------------------------------------------------------------------

How many others feel a similar way? :) hope I'm not alone!

I'm hoping to push for another 5on5 day in #ctfpickup sometime very soon to see how that goes also.
Edited by Q50 at 17:25 UTC, 24 February 2014
<< Comment #6 @ 19:21 UTC, 24 February 2014 >>
By Spain lokaria  - Reply to #3
Thats it, and i would say that 5v5 is more teambased/tactical than 4v4
<< Comment #9 @ 09:48 UTC, 25 February 2014 >>
By djogedj h8m3  - Reply to #3
I don't see how 5v5 is more lotto... In fact the less players you have is the more lotto in CTF. If you ever played some 2v2 or 3v3. Those are where respawns and lucky path selections really matter. Yes, individual skill matters more the less players are playing but at the same time the more players make it much less random to make a cap. As for competitive play the team difference gonna increase even more, I cant see anyone being lucky to make a cap when there's one more winz or someone playing vs you. You'll vice versa have even lower chances overall being tdmed and spawnraped
Edited by h8m3 at 09:48 UTC, 25 February 2014
<< Comment #13 @ 10:37 UTC, 25 February 2014 >>
By United Kingdom Q50  - Reply to #9
"when there's one more winz"

Don't be ridiculous! There will only ever be one Winz.

;)

I'm not fussed what 2on2/3on3 CTF is like tbh, but there is a massive difference in flow between 4on4 and 5on5.

In 5on5, aim is far less important than in 4on4. The mid area is no longer anywhere near as controllable for vast amounts of the game and in most cases, you'll find the defender actually has to actually defend, rather than just being the mid guy with the other 3 teammates just fighting through mid + solidly attacking.
<< Comment #14 @ 12:18 UTC, 25 February 2014 >>
By djogedj h8m3  - Reply to #13
It always amazes me when someone thinks it's really 4v4's fault and not the nowadays raised level of aim/general play. It's just as dull as comparing TDM or duel to what it was 5-10 years ago. And format didn't even change in any of those.
Lmao at 'aim being less important'. This is fucking FPS and it's just as important in 1v1 as it is important in 10v10. The competitive game is all about positional pressure and map control nowadays and in 5v5 it would be just as hard to get the mid control back or just pass it when there's one more aimer controlling and spawnraping you. I.e. you wont even be able to get rail on maps like c2 when enemy gets mid control. Why do you think that it's gonna be a constant def and not 2 mids 3 offs? With own teammates more frequently spawning at own base to stop occasional attacks it's not really gonna be a big difference about def, it's just the most efficient way to play nowadays ;o
The only good thing about 5v5 is that powerups and items overall are less important and that there's less armor/hp per player on the map to gain stack while control, but at the same time as I already said I believe positionally it's not gonna be any different from 4v4 whereas lucky/organised caps are gonna happen less often and overall stronger aimers are gonna dominate even more
<< Comment #35 @ 20:10 UTC, 25 February 2014 >>
By United Kingdom Q50  - Reply to #14
Its like you really believe that quake players aims have significantly improved in CTF in the past 5-6 years that Quakelive has been out :p which just aint true at all...! people were hitting 40% lg 60% rail in 2008 and there were far far far more genuine div1 players around then than you will find currently, maybe even 10 times more, and the mid was just not holdable in a way that it is now because of all the chaos that 5on5 creates.

People's aim's in quake used to improve with better hardware but throughout the whole period of Quakelive, practically everyone has had max fps, great mice, max hz, etc etc.

I have to say I don't actually even remember a h8m3 during the early 5on5 Quakelive CTF era at all, so it sounds a bit to me like you are just speculating on how you "think" it'll play, rather than speaking from any actual extensive experience with 5on5 Quakelive CTF, but who knows.

Anyway, I've voted, you've voted..! no point me replying any more.
Edited by Q50 at 20:11 UTC, 25 February 2014
<< Comment #36 @ 22:06 UTC, 25 February 2014 >>
By France me  - Reply to #14
the nowadays raised level of aim/general play.

Personally, I think that the level was higher during the Q3 days.

Nowadays you can find some games where every player hit more than 60% RG, sure, but it's not about personal skill, it's about netcode.
<< Comment #42 @ 12:24 UTC, 26 February 2014 >>
By Belize 26547879743  - Reply to #36
its also about improved hardware and connections, not just the netcode.
<< Comment #12 @ 10:24 UTC, 25 February 2014 >>
By Sweden corvu  - Reply to #3
I agree one hundred percent.
Edited by corvu at 10:33 UTC, 25 February 2014
<< Comment #121 @ 14:57 UTC, 2 March 2014 >>
By anonymous Anonymous (95.154.43.166)  - Reply to #3
The boring 0-0 all mid playing style is a result of increased overall player aim, combined with maps that have hardly changed in style since 10 years ago.

Hell, even cpm which is way faster than QL which should theoretically give an advantage to the attackers, ended up being all mid once players wanted to win.

I mean, honestly, 0-0 games in Q3 where apparent literally 10 years ago, once the CTF clans started recruiting a few tdm players with superior aim. 0-0 and 1-0 games became the norm very early in clanbase's history.

The boring playstyle has nothing particular to do with 4v4 or 5v5. It's the maps' fault, combined with an inherent flaw in CTF favouring "safe" tactics more than offensive tactics.

If anything, CTFS (roundbased ctf where teams switch between attacking and defending) is a superior flag based game mode.
<< Comment #4 @ 17:29 UTC, 24 February 2014 >>
By zerg esdf 
edit:

fuck it, not gonna leave a troll comment after all.

My points against 5v5:
- loss of ironworks, infinity (don't even like it, but still) and pillbox (great new map) cause they're too small.
- map pool reverts to 3w maps where new players need years of experience to catch up with old ones
- less competitive

My points for 5v5:
- a lot more fun than 4v4
- 5v5 pubs > 4v4 pickups
- we get to play stonekeep and finnegans if pickup & league admins finally remove their heads from their asses

I personally prefer 4v4, gives for a newer map pool and better competition. I don't want to play 5v5 and travel back a decade and play all the maps everyone but few new people have 10+ years head start on.
Edited by esdf at 17:44 UTC, 24 February 2014
<< Comment #5 @ 18:19 UTC, 24 February 2014 >>
By PerpetualWar PerpetualWar  - Reply to #4
Stonekeep <3
<< Comment #11 @ 09:51 UTC, 25 February 2014 >>
By djogedj h8m3  - Reply to #4
This, 4v4 is kinda competable atm, some teams may cap once or twice vs unknown, with 5v5 noone is ever gonna do that
<< Comment #7 @ 21:07 UTC, 24 February 2014 >>
By zerg esdf 
seems like all 20 active ctfers have voted. you can organise 5x5 now.
<< Comment #8 @ 05:31 UTC, 25 February 2014 >>
By Colour: black nsx0r  - Reply to #7
Nah sorry I misclicked, I don't even.
<< Comment #10 @ 09:49 UTC, 25 February 2014 >>
By fishy [eXodus] 
Great idea, so many people playing CTF it should be no problem getting an extra player on every team.
<< Comment #15 @ 13:54 UTC, 25 February 2014 >>
By zerg esdf 
people not even playing ctf or quake voting in this thread. just great.
<< Comment #16 @ 14:47 UTC, 25 February 2014 >>
By ql ogdiabz 
It wouldn't be so disparaging if there were some new 5v5 maps besides Stonekeep.
<< Comment #17 @ 15:03 UTC, 25 February 2014 >>
By Belgium dem0n 
CTF 5v5 worked great both competitively and for publics when it had /kill enabled.

I think people will not be able to realize how much fun and balanced ctf 5V5 can be if we add /kill to it.

I say if we have to end up with a 4v4 mode, fine, no /kill, keep it as it has always been. But if we have to try 5v5 again, don't ruin it by not adding /kill.

My two cents
Edited by dem0n at 15:04 UTC, 25 February 2014
<< Comment #18 @ 15:13 UTC, 25 February 2014 >>
By Sweden corvu  - Reply to #17
!Yes
<< Comment #19 @ 15:29 UTC, 25 February 2014 >>
By Spain lokaria  - Reply to #17
Is it available in QL?
<< Comment #20 @ 16:01 UTC, 25 February 2014 >>
By zerg esdf  - Reply to #19
yes, kill is a server setting in ql
<< Comment #37 @ 22:09 UTC, 25 February 2014 >>
By France me  - Reply to #20
Does it still return the flag? :/
<< Comment #45 @ 13:34 UTC, 26 February 2014 >>
By zerg esdf  - Reply to #37
No idea, sorry. I know it used to, don't know if id changed anything.
<< Comment #132 @ 21:01 UTC, 3 March 2014 >>
By France pz  - Reply to #37
yep it does ;)
<< Comment #144 @ 18:25 UTC, 6 March 2014 >>
By France me  - Reply to #132
Well, it's a small team, blah blah blah ;)

Hopefully it is on the 2015 to-do list!
<< Comment #123 @ 21:35 UTC, 2 March 2014 >>
No. /kill was pathetic. It required literally no skill whatsoever. You got a bad respawn? Press /kill bind for instant reroll. Fucking skill there...

Yet it could gain you a huge advantage in intercept situations among others. You respawn in your own base, pressing /kill is a no brainer, and you might get lucky and respawn in mid, fragging the efc.

This is fucking retarded, and doesn't fix the underlying problem.

The problem is the lack of player control over your respawn position. It wouldn't be too difficult to code that pressing forward when respawning puts you at one of the forward locations, and pressing back puts you at one of the rear locations.

But the respawn problems get even more apparent because of the terrible respawn locations on some maps like q3wcp1 (hello respawning at ENEMY pu) and q3w3 (hello respawning high in ENEMY base) q3wcp5 (hello 234234234 respawns low, only 2 high) there are probably other/newer maps with similar problems.

In conclusion, /kill was a crappy band aid, and it didn't solve the underlying problem. It still doesn't.
<< Comment #125 @ 22:05 UTC, 2 March 2014 >>
By Belgium dem0n  - Reply to #123
Even if you killed yourself it was time wasted. You could very well spawn 3 times in a bad spot and then that's so much time you could've initially spent finding a weapon and beeing at mid already... What you're saying is that killing yourself ALWAYS gave you a better spawn which is just wrong.
<< Comment #133 @ 23:01 UTC, 3 March 2014 >>
No, what I'm saying is that it didn't take much skill to determine whether to use /kill or not after respawning.

There was a lengthy discussion at the old cpm forums about /kill. Some players wanted to remove the situation where you /kill and respawn in the same spot or a spot close by. It was of course denied, because it's a clumsy "solution".

What you - and those players in the past - wish for, is more control over your respawn in CTF. This issue is taken care of in TDM/1v1 because respawns are dependant on enemy positions etc. But CTF is still random. And Spawn Furthest wouldn't even make sense in CTF because it's not enemy positions that matter, it's the positions of the two flags.

Like I said earlier: It wouldn't be too difficult to code that pressing forward when respawning puts you at one of the forward locations, and pressing back puts you at one of the rear locations.
<< Comment #126 @ 22:25 UTC, 2 March 2014 >>
By Sweden corvu  - Reply to #123
Those spawns you dislike on p1, w3 and p5 are great. All spawns at home base is what is most problematic about newer maps - ironworks, siberia, reflux, infinity, flourescent - the list goes on. Hail to p1, p9 and w3 for excellent spawns.

edit: example, if the garden spawns didn't exist on p1, teams would go full p9 mode - both defenders out on mid.
Edited by corvu at 22:30 UTC, 2 March 2014
<< Comment #124 @ 21:49 UTC, 2 March 2014 >>
Also, TDM and Duels have taken many measures to reduce the randomness of respawns, such as spawn furthest, thus increasing the skill of those modes.

CTF respawns are still full random. /kill is a pathetic "solution".
<< Comment #127 @ 23:29 UTC, 2 March 2014 >>
By Russia pecka_  - Reply to #124
tdm and ctf have same spawn system
<< Comment #139 @ 18:33 UTC, 5 March 2014 >>
By France headz  - Reply to #17
You can enable ./kill on server when you create a server. Fucking noob.
<< Comment #140 @ 18:39 UTC, 5 March 2014 >>
By Belgium dem0n  - Reply to #139
I know ?

Fucking english noob :
<< Comment #21 @ 16:17 UTC, 25 February 2014 >>
By Quake 3 PAINEE 
since ctf is a teammode i prefer 5on5 because more teamplay and coordination is involved. and its indeed way easier to carry lower skilled players (aka new players we desperatly need) who dont aim that well and therefor have lower damage. /kill should be enabled ye, makes it more dynamic.

4on4 just ends up beeing a massive aimfest with tdm like features.

and seeing the current state of the ctf scene it cant get any worse anyway. so theres nothing to lose tbh.

ps: sucks to see people voting for 4on4 who didnt play any ctf for month or even years. if you like 4on4 that much why arent you playing anymore? stop fucking up that poll

edit: the last 5on5 pickupday was the most active pickupday we had for quite a long time. that should mean something too.
Edited by PAINEE at 16:20 UTC, 25 February 2014
<< Comment #22 @ 16:23 UTC, 25 February 2014 >>
By fishy [eXodus]  - Reply to #21
what about the people voting 5v5 that haven't played in months or years, that's fine right?
<< Comment #23 @ 16:26 UTC, 25 February 2014 >>
By Quake 3 PAINEE  - Reply to #22
well, these guys might just stopped playing ctf cause they dont like 4on4 and now voted 5on5 to get back into the game. thats a valid reason, but voting 4on4 and not playing is not.
<< Comment #24 @ 16:28 UTC, 25 February 2014 >>
By fishy [eXodus]  - Reply to #23
What if they're voting 4v4 but aren't playing cos there is nothing to play? Or are we using physic guessing skills that have absolutely no value? Don't be a hypocrit.
<< Comment #25 @ 16:39 UTC, 25 February 2014 >>
By Quake 3 PAINEE  - Reply to #24
there are things to play: there is pickup to play. and the last esh cup was 4on4 too. thats like 2 weeks ago and we had 5! teams attending (at least 3 of them mixes). still those guys are nowhere to be seen.

so lets just give it a try, we still can change back if things are getting worse than they are at the moment (which is hardly possible)
Edited by PAINEE at 16:40 UTC, 25 February 2014
<< Comment #27 @ 16:58 UTC, 25 February 2014 >>
By fishy [eXodus]  - Reply to #25
Things can only get worse really, 5v5 won't make a change for the better as i said before every team will have to get another player which is close to impossible with the current state of the scene.

As proven by both duel and TDM the problem isn't the teamsize, the problem is the lack of new maps. Not the amount of new maps available but the number actually picked in cups. When admins start picking courtyard, troubled waters and shining forces over infinity, pillbox and cold cathode there's really no point.
<< Comment #28 @ 17:12 UTC, 25 February 2014 >>
By ql ogdiabz 
something that could help is having a draft-type league where teams are picked by draft captains (kinda like pickup) instead of the mode now where its about getting all the best players in one team. theres no hope for newcomers to compete with unknown and such while there's no lower teams to create enough divisions
<< Comment #29 @ 17:29 UTC, 25 February 2014 >>
By PerpetualWar PerpetualWar  - Reply to #28
I understand what you saying balance-wise, but aim of this league is also to force forming of teams as well, and to force clan wars. We have pickups for drafts and their own cups and we also had draft cups on ESH just before.

The idea for this is to fill the gap where there is no more actual clans/teams playing among themselves, all of it is draft nowadays.

Ofc, divisions will be introduced.
<< Comment #26 @ 16:53 UTC, 25 February 2014 >>
By zthor sign by mic zoot 
5on5 coz then we can make dota teams as well
<< Comment #31 @ 18:13 UTC, 25 February 2014 >>
By djogedj h8m3  - Reply to #26
too bad I cant rename guild into International one :(

Edited by h8m3 at 18:13 UTC, 25 February 2014
<< Comment #32 @ 18:18 UTC, 25 February 2014 >>
By zthor sign by mic zoot  - Reply to #31
I'm in the same team as Agent! woo
<< Comment #33 @ 18:20 UTC, 25 February 2014 >>
By djogedj h8m3  - Reply to #32
and ash and pavel and Latrommi and cas and many more!
<< Comment #34 @ 18:20 UTC, 25 February 2014 >>
By zthor sign by mic zoot  - Reply to #33
but Agent!!!
<< Comment #30 @ 17:59 UTC, 25 February 2014 >>
By England CMSS 
4v4
<< Comment #40 @ 12:21 UTC, 26 February 2014 >>
By Belize 26547879743  - Reply to #30
do you even play the mode? fo!
<< Comment #38 @ 22:16 UTC, 25 February 2014 >>
By yesh its SEAN CONNERY! megaman3 
Why not, at least once.
<< Comment #39 @ 22:40 UTC, 25 February 2014 >>
By France me 
IMO 4v4 is more tdmish, in a sense that if you frag everyone and grab the flag, you've done more than half of the job. It's not rare to see the FC returning to his base without seeing a single enemy. Frags and damage shouldn't be such a deciding factor in a CTF game.

5v5 is a different story. It's more newb-friendly but it also require more teamplay, I'd say. You need at least a bit of help from your teammates if you wanna cap, even if you hit 48% LG and 70% RG.

An attacker (not necessarily a newb) who don't care at all about fragging enemies/making damage and just constantly rush the enemy base will get flamed in a 4v4 game (and righfully), whereas he could be the MVP (by far) in a 5v5 game.

eXodus is probably right, though.
<< Comment #44 @ 12:48 UTC, 26 February 2014 >>
By Unset user38662  - Reply to #39
So true!
<< Comment #41 @ 12:21 UTC, 26 February 2014 >>
5vs5!
<< Comment #43 @ 12:47 UTC, 26 February 2014 >>
By Unset user38662 
Definitely 5v5. And it's not lotto at all.
<< Comment #46 @ 14:14 UTC, 26 February 2014 >>
By Spain lokaria 
Vertex voted 5v5

Close thread :D
<< Comment #47 @ 14:26 UTC, 26 February 2014 >>
By zerg esdf  - Reply to #46
Sti just wants for 5v5 to camouflage his lack of skill in his 30s :D
<< Comment #48 @ 14:32 UTC, 26 February 2014 >>
By Spain lokaria  - Reply to #47
i prefer 5v5, but only becuase it hides my lack of skill better (C) Shire
<< Comment #49 @ 14:34 UTC, 26 February 2014 >>
By nin sophia 
as a noob (but slowly getting better!) i have always felt 4v4 feels more professional but that is probably because mistakes will show more and there is more pressure on each person to play their best. more players there are, more likely it is someone else will hit that rail you missed!

i don't know which better for cups and streams or whatever so maybe i shouldn't vote but as a casual public only player i prefer 5v5.
<< Comment #50 @ 11:25 UTC, 27 February 2014 >>
By zerg esdf 
SyncError  ESH CTF Spring Cup to be played in 5v5 ?  CTF 5v5
<< Comment #51 @ 11:54 UTC, 27 February 2014 >>
By Netherlands BlaD3 
ALL THESE COMPELLING ARGUMENTS.

Small maps: 4v4
Big maps: 5v5

Beginning of Quake Live was only relatively small CTF maps, so 4v4 fitted better for competitive play.

Now you have some bigger maps, you can try 5v5 and see how it plays out.

I wouldn't want to 5v5 a map like Ironworks or Troubled Waters with current accuracy levels though.

Experienced and high skilled players will still have the upper hand in bigger maps, doesn't matter how you'll try to twist it. Especially if people adopt a 2 att 2 mid 1 def style again.

Just try it out and see if you can fill up a league/cup with teams willing to play 5v5 with a mappool that supports that format. It's not like people are still willing to practice like mad to win a QL cup anymore.
Edited by BlaD3 at 11:58 UTC, 27 February 2014
<< Comment #70 @ 17:16 UTC, 28 February 2014 >>
By PerpetualWar PerpetualWar  - Reply to #51
ye Ironworks would need to be thrown out in 5v5,... dunno about troubled waters ? probably the same.
<< Comment #71 @ 17:23 UTC, 28 February 2014 >>
By Germany spenzer  - Reply to #70
And Pillbox and Infinity
<< Comment #52 @ 18:29 UTC, 27 February 2014 >>
<< Comment #53 @ 19:56 UTC, 27 February 2014 >>
By RI-US ia 
A better solution is 4v4 leagues and 5v5 pickups. Pickups are less serious, so why not let more people play? Leagues and scrims have a higher skill level 4v4, for consistency tdm is also 4v4, and it's easier to field teams without needing 2 extra players.

Stonekeep, w2, finnegans, and other big maps are fine for 4s. Comparing the average skill level to 10 years ago (netcode, fps, movement skill, mice, etc), 8 players can easily make a map seem as crowded as 10 did in the past.
Edited by ia at 20:03 UTC, 27 February 2014
<< Comment #54 @ 22:28 UTC, 27 February 2014 >>
By Germany spenzer 
Lol like 5on5 would open CTF up for new players, that's just wishful thinking. New players would be quenched by the same thing as now, the ctf-scene. The amount of whine, rage and egoism in there is just not the fertile ground you need to attract new ppl to play it. I still think it is the coolest mod out there if you got the right ppl around but its not like that, so I switched over to TDM and just comparing the pickups it is such a big difference. In TDM the only time I see some whine is when I whine myself just because its so hard to get this CTF behaviour out of your system :P
<< Comment #55 @ 01:07 UTC, 28 February 2014 >>
By fishy [eXodus]  - Reply to #54
Says the guy who puts in the 10 year old relic courtyard over infinity.
<< Comment #56 @ 10:08 UTC, 28 February 2014 >>
By Germany spenzer  - Reply to #55
A guy like you is the perfect proof for what I wrote. Already banned cause raging and misbehaviour almost everywhere.
<< Comment #57 @ 10:22 UTC, 28 February 2014 >>
By fishy [eXodus]  - Reply to #56
lol'd
<< Comment #61 @ 12:20 UTC, 28 February 2014 >>
By Unset user38662  - Reply to #54
Yes I stopped playing CTFpickups only because people were flaming me there :( (unskilled). I still have a positive win/loss ratio there but I don't like to play in a bad atmosphere...
<< Comment #66 @ 14:24 UTC, 28 February 2014 >>
By France winz  - Reply to #61
If anyone flames you there, you are encouraged to talk to an admin. Mindless trashtalk isn't tolerated.

Instead of being bullied away by some individuals from the mode you like, don't hesitate to come to us and we will deal with whatever problem there is.
<< Comment #110 @ 12:12 UTC, 1 March 2014 >>
By Spain lokaria  - Reply to #66
10min ban for those things is a joke tho
<< Comment #113 @ 12:41 UTC, 1 March 2014 >>
By France winz  - Reply to #110
Can't talk for other admins but I never banned someone for as little as 10mins.
<< Comment #88 @ 19:53 UTC, 28 February 2014 >>
By Netherlands bolus major  - Reply to #61
I think you should develop a thicker skin and keep playing pickups. In my experience, a skilled player receives more flame than a low skilled. You should try to learn techniques and tactics that experienced players use, this will pay back in any game (especially pub) threefold. Consider whine a strange way of saying you should learn some ctf basics( the stuff that you don't learn in pubs). I was only getting this kind of talk when I just started playing pickups. I'm still noob now, but at least I 'kinda' know what to do.

I haven't played for some months, got a big quake boner right now. See you soon pickup nerds 8 -)
Edited by bolus major at 20:46 UTC, 28 February 2014
<< Comment #58 @ 10:58 UTC, 28 February 2014 >>
By Hungary s7ry 
I wonder how do you think making 5v5 PCWs will be more easy to do than 4v4s. I love to see high skilled players voting for 4v4 (like myself), and the public players voting for 5v5.

I agree with someone who said it should be map-related.
<< Comment #59 @ 11:57 UTC, 28 February 2014 >>
By Spain lokaria  - Reply to #58
ROFL
<< Comment #60 @ 12:04 UTC, 28 February 2014 >>
By Hungary s7ry  - Reply to #59
Which part you disagree with?
<< Comment #62 @ 12:50 UTC, 28 February 2014 >>
By Spain lokaria  - Reply to #60
Many, paine, vertex, q50, makie, esdf, me... Voted 5v5 and are skilled enough :)
<< Comment #64 @ 13:28 UTC, 28 February 2014 >>
By Hungary s7ry  - Reply to #62
People I meant were phoenx, funnyb, abso, dem0n. Those are pros in my eyes, and sorry but noone from your list. Ofc skilled enough is true.

I still don't understand how would 5v5 be easier to handle than 4v4. Ever seen ctfpickup lately? If we can't even add up for a 4v4, how will things look like at 5v5?
Edited by s7ry at 13:29 UTC, 28 February 2014
<< Comment #65 @ 14:22 UTC, 28 February 2014 >>
By Spain lokaria  - Reply to #64
I can't see many differences between the players I listed with your list. Also dem0n said he is in favour of 5v5 if /kill is added.
CTF has been 5v5 for a decade. When noone was playing Q3 (apart from cpm), Q3CTF was still active with cups running, and it was hard to move ctfers to QL.

We should compare how many 4v4 and 5v5 games are being played in the same period of time.
Its true that the playerbase is smaller than 4 years ago, but CB CTF had 9 divisions when it was 5v5, now its basically dead.

Dunno if 5v5 will bring more players, but there's nothing more to do to try to increase the playerbase.
<< Comment #67 @ 16:11 UTC, 28 February 2014 >>
By Sweden corvu  - Reply to #65
difference is that you listed ctf players - he said funnyb :D
<< Comment #73 @ 17:37 UTC, 28 February 2014 >>
By Hungary s7ry  - Reply to #65
Hm, doesn't really matter... I think what matters most is exactly the teamsize. I ask again: if you cannot find any ctf practice with 4 people, why do you think it will get better with +2 players? it will be even harder to organise, plan, and play. I've been clanleader multiple times, and I know this will be a very bad idea :\
<< Comment #75 @ 17:47 UTC, 28 February 2014 >>
By PerpetualWar PerpetualWar  - Reply to #73
well, following your logic, lets just make ctf 3v3. or better 2v2. heck, lets go with 1v1, wouldn't that be nice ?
<< Comment #76 @ 17:52 UTC, 28 February 2014 >>
By PerpetualWar PerpetualWar  - Reply to #73
ctf is dead mode and need some form of ressurection. if 5v5 is what it takes to even give slightest of glimpses, then I would say its worth a shot.
<< Comment #85 @ 19:12 UTC, 28 February 2014 >>
By Hungary s7ry  - Reply to #76
Hehe :) yeah... It is worth a shot, I'm curious. Never thought CTF is dead because it's not 5v5 though, interesting idea :)
<< Comment #95 @ 07:58 UTC, 1 March 2014 >>
By PerpetualWar PerpetualWar  - Reply to #85
I didn't say its dead BECAUSE of it. But it can be a positive change that is needed.
<< Comment #98 @ 11:22 UTC, 1 March 2014 >>
By zerg esdf  - Reply to #64
demon voted 5v5, funnyb is not even playing qlctf.

also i don't see why it has to be "pros" to vote for something. this ain't about who's more or less skilled, it's about what's more fun and what else can we try to live up the ctf scene which has been dead as fuck for almost a year now.
<< Comment #106 @ 11:50 UTC, 1 March 2014 >>
By Hungary s7ry  - Reply to #98
Nope, demon voted 4v4, check it up :) I have more respect for pros than guys who play only on public 5v5 servers only, but this doesn't really matter, I have to agree.

On other side, more players are playing on public ctf servers (5v5), than at the pickup (4v4), but I think that is because you have to PAY for a premium membership. For Quake3 you only had to pay once.

Imo that's the reason why ctf is dead nowadays, not the size of the teams. But then why is everybody playing TDMpickup literally 24/7?
That is 4v4 also.

This is a very serious and annoyng problem in my eyes. Why is CS so popular? It's fps like quake, yet 100x more people play it. We need much more drastic steps than just changing the teamsize. I don't know how could quake community become as huge as CS's. We need to do more LANs, prize competitions? Anybody has an idea?
<< Comment #109 @ 12:05 UTC, 1 March 2014 >>
By zerg esdf  - Reply to #106
i don't think ctfpickup problem is paying for quake. in my opinion there are too many restrictive rules and too many bullshit stuff you can get banned or locked for (like getting a sub if you don't like the map). admins seem uninterested and don't pay attention to what's going on (aside from winz who has been a lot more active lately). on top of that all, some of the admins have bigger ego problems and trolling desire than most of players that got labeled as the shitmakers. oh yeah, map pool. the archaic map pool. why is there even a map pool? are we competing in eurocup that we have to have only 5-6 maps to pick from?

tl;dr expectations of pickup don't meet reality. people who want to have fun in pickups don't have fun because there's people flaming and insulting everyone. people who want to get some decent games in form of teamplay and people sticking to their positions also get disappointed because there's always a few guys whose ego is too big to play their position or play for the team.

as far as cs goes... it's because cs has a more modern concept of gameplay than quake + cs is a TEAM game while quake (ql especially) was promoted as the premier 1v1 game + cs:go actually had valve backing the game.

while you might have more respect for people that play leagues & pickups you should also understand that they're minority of ctf players.
<< Comment #128 @ 00:07 UTC, 3 March 2014 >>
By Russia pecka_  - Reply to #106
On other side, more players are playing on public ctf servers (5v5), than at the pickup (4v4), but I think that is because you have to PAY for a premium membership.
may be most of them just dont know what pickup is?
But then why is everybody playing TDMpickup literally 24/7?
tdm is easier to start play than ctf. "friendly" ctf community.
I don't know how could quake community become as huge as CS's. We need to do more LANs, prize competitions? Anybody has an idea?
first of all ql needs more than 1,5 developers to make any kind of matchmaking for duel, tdm, cfg. pickup's using IRC (mostly ugly default mIRC or webchat) is stone age.
<< Comment #131 @ 14:20 UTC, 3 March 2014 >>
By Hungary s7ry  - Reply to #128
Nope, they know there is a pickup, but when I asked them to come and add, they said no, because it's too serious and some people there are lamers.. or something like that, can't remember.

5v5 ctf in public is pure FFA, it's much more serious and coordinated when it is 4v4 rarely.

I don't understand why tdm is easier to start. :o

IRC is stoneage? Let's compare what and how CS communiy does! It's bigger and harder to do than just changing 4v4 and 5v5, but you know what? Quality improvements need more time.
Edited by s7ry at 14:21 UTC, 3 March 2014
<< Comment #69 @ 17:05 UTC, 28 February 2014 >>
By PerpetualWar PerpetualWar  - Reply to #58
Why do you wonder? Isn't ctf clan war scene completely dead for so long ? Change can only help, there is no down from this point. Wouldn't you agree ?
<< Comment #72 @ 17:30 UTC, 28 February 2014 >>
By Germany spenzer  - Reply to #69
You already got a small scene with no motivation for pickups and also the last CB Opencup was pretty empty. Not even the Div 1 final got played in the end because they didn't cared.
And now you want to change to 5on5 which needs 2 more players and makes most of the new maps not playable anymore? That is a step into the wrong direction imo.
<< Comment #74 @ 17:46 UTC, 28 February 2014 >>
By PerpetualWar PerpetualWar  - Reply to #72
You didn't answer my question.
<< Comment #77 @ 18:20 UTC, 28 February 2014 >>
By Germany spenzer  - Reply to #74
No I wouldn't agree. Yes a change is needed but I don't think changing to 5 on 5 will solve any of the problems CTF has.
Edited by spenzer at 18:21 UTC, 28 February 2014
<< Comment #78 @ 18:22 UTC, 28 February 2014 >>
By PerpetualWar PerpetualWar  - Reply to #77
Fine. However, it's irrelevant.
<< Comment #79 @ 18:26 UTC, 28 February 2014 >>
By Germany spenzer  - Reply to #78
Lol why u ask then?
<< Comment #80 @ 18:37 UTC, 28 February 2014 >>
By PerpetualWar PerpetualWar  - Reply to #79
I like to know what ppl think, no matter how much they are clueless.
<< Comment #81 @ 18:47 UTC, 28 February 2014 >>
By Germany spenzer  - Reply to #80
Lol u don't even play yourself and call me clueless, you are funny. don't bother to ask for help again dude
<< Comment #82 @ 18:48 UTC, 28 February 2014 >>
By PerpetualWar PerpetualWar  - Reply to #81
butthurt much ?
<< Comment #83 @ 18:53 UTC, 28 February 2014 >>
By Germany spenzer  - Reply to #82
If you think arrogance is the right answer just don't bother asking me again
Edited by spenzer at 18:54 UTC, 28 February 2014
<< Comment #84 @ 19:06 UTC, 28 February 2014 >>
By PerpetualWar PerpetualWar  - Reply to #83
Ask you what ? This thread is made to see opinion of most ppl who play quake, ctf primarily. Different opinions exist, but you feel butt hurt when I say your opinion is irrelevant in this case. As it is.

I already know what cup Im gonna run.

But the real problem is this:

You and half of others who voted 4v4 will not play 5v5 out of spite. Now you tell me who's arrogant here. Instead, all of you should play 5v5 cup again and give it a chance and make it work. Make some new ppl want to try it. But we all know that's not gonna happen.

So good riddance CTF, was nice knowing you.

And you just arguing for the sake of it, or you really don't have a clue.
<< Comment #86 @ 19:22 UTC, 28 February 2014 >>
By Germany spenzer  - Reply to #84
I feel offended cause of the way you chose to reply. Saying "your opinion is irrelevant" and "you are clueless" is just a poor way to answer me just giving my opinion.

And now you even think you know what I and others will do. Thats just ridiculous. I will play every cup and league out there with my team like I did the last 2 years, aslong we get enough players which now could be problem smart ass.
<< Comment #87 @ 19:50 UTC, 28 February 2014 >>
By PerpetualWar PerpetualWar  - Reply to #86
I don't know how to answer this without offending you again, but if you really think problem with 5v5 is getting 2 more players, I got nothing more to say to you.
<< Comment #89 @ 19:57 UTC, 28 February 2014 >>
By Germany spenzer  - Reply to #87
1. Look at your last 4on4 cup you made, 6 teams added, 24 players were already hard to motivate. Now tell me getting more player isn't a problem
2. I never said it is the only problem like you are able to read in other posts here....
<< Comment #97 @ 08:16 UTC, 1 March 2014 >>
By PerpetualWar PerpetualWar  - Reply to #89
1. Hard to motivate because its dead mode and need resurrection. Hence, the change. Now I know for a fact there are players who would play in a 5v5 cup, that just won't bother playing in 4v4. So, no it's not a problem and you are missing the point completely.

2. Well so far I see from you and few others that it is the only problem, or at least that's your main argument in this thread. Feel free to tell me other problems with 5v5 besides 2 more players.
<< Comment #102 @ 11:32 UTC, 1 March 2014 >>
By Germany spenzer  - Reply to #97
- The same amount of players the might come back to play 5v5 will also stop because of 5v5. So I dont see the amount of players increasing.
- You can't play 5v5 on most of the new maps so you can forget Pillbox, Infinity, Cold Cathode and also Ironworks. Therefore you could play Finnegans, Stonekeep again but that is just a step back imo.
- And I don't know see a reason why 5v5 should attract more new people then 4v4 because like I mentioned before newer players don't get scared away by 4v4 being to difficult but by the amount of rager and flamers in the community
<< Comment #105 @ 11:38 UTC, 1 March 2014 >>
By Sweden corvu  - Reply to #102
infinity and cold cathode will probably play better 5v5 imo
<< Comment #108 @ 12:01 UTC, 1 March 2014 >>
By PerpetualWar PerpetualWar  - Reply to #102
Well that's your opinion and you are completely entitled to it. However, denying change based on your own asumptions (or anyone elses for that matter) does not justify dropping 5v5 idea completely, considering the state of ctf at the moment.

Simple as that.
<< Comment #112 @ 12:36 UTC, 1 March 2014 >>
By Germany spenzer  - Reply to #108
Who said i would deny it? I said will play CTF leagues no matter what . I just game my opinion because of the negative aspects I see that is all.
<< Comment #63 @ 12:59 UTC, 28 February 2014 >>
By Germany spenzer 
I really wonder why people think 5on5 will change anything about the current state of CTF? You might be able to pull back some old players that stopped playing cause of 4on4 but I think the same amout might also quit cause of 5on5.
I mean I bet 8/10 players that tried out ctf-pickup for example stopped because of the flame and hate and not because it is to difficult. If people still think it's the right choice to threat new players like shit in such a small scene then CTF deserves to die, as simple as it is.
Edited by spenzer at 14:10 UTC, 28 February 2014
<< Comment #68 @ 16:36 UTC, 28 February 2014 >>
By Germany - Bayern abso 
Wasn't there an attempt to swtich to CTF 5v5 a few years ago for a similar reason? I stopped playing at that time, so maybe someone could enlighten me why it didnt work out back then.
<< Comment #99 @ 11:24 UTC, 1 March 2014 >>
By zerg esdf  - Reply to #68
afaik during that time only 5v5 maps that were available were japan, troubled waters and stonekeep, and rest of the maps were useless in the mode.
<< Comment #101 @ 11:27 UTC, 1 March 2014 >>
By Sweden corvu  - Reply to #99
out of curiosity, how was siberia? i hate it in 4v4, but would like to try it in 5v5
<< Comment #104 @ 11:36 UTC, 1 March 2014 >>
By zerg esdf  - Reply to #101
tbh seeing how japan just got in to ql at that time, 90% of the games were p1 :D

i don't really think the times we voted siberia went into 2 digits. but yeah, my guess is siberia is as horrible in 5v5 as in 4v4.
<< Comment #114 @ 13:10 UTC, 1 March 2014 >>
By Sweden ani  - Reply to #104
Siberia ftw. Most fun map to attack on.
<< Comment #90 @ 21:08 UTC, 28 February 2014 >>
By United Kingdom Q50 
Come on guys :) lets try not to be hostile towards each other and instead try to focus on the positives of what we all believe would be the best way forward, rather than trying to just attack other peoples opinions.......

A friend of mine left me an offline message a few days ago, naming all the old clans that used to compete, along with names of the players in them teams, and it just made me realise just how much the scene has deteriorated since then :( its really sad to see

I'd absolutely love to see the scene build itself into something even close to this again one day, but if we are to see anything even close to that, we all need to work together imo, whether its 4v4 or 5v5.
Edited by Q50 at 21:09 UTC, 28 February 2014
<< Comment #91 @ 21:17 UTC, 28 February 2014 >>
By Sweden ani  - Reply to #90
Yea well.. fuck you and your opinion!
<< Comment #92 @ 21:58 UTC, 28 February 2014 >>
By djogedj h8m3  - Reply to #90
yeah let's make TDM 5v5 aswell since it's just as dead. Both have been dying being played 4v4 which must be the cause!
<< Comment #96 @ 07:59 UTC, 1 March 2014 >>
By PerpetualWar PerpetualWar  - Reply to #92
why would you, in gods name, mention TDM in this thread ? That's just weak argument right there and has nothing to do with what's discussed here.
Edited by PerpetualWar at 08:00 UTC, 1 March 2014
<< Comment #100 @ 11:27 UTC, 1 March 2014 >>
By United Kingdom Q50  - Reply to #92
all i see is blah blah blah blah :)
<< Comment #103 @ 11:33 UTC, 1 March 2014 >>
By Germany spenzer  - Reply to #100
And all I see is "CTF gonna magically become more active because of 5v5" :/
<< Comment #107 @ 11:57 UTC, 1 March 2014 >>
By United Kingdom Q50  - Reply to #103
The biggest proof that 4v4 CTF is not working and is probably never going to work again is that you haven't been able to get a pcw in an evening for nearly 2 years.

What is there to lose by trying 5on5, really? :)
Edited by Q50 at 11:58 UTC, 1 March 2014
<< Comment #111 @ 12:25 UTC, 1 March 2014 >>
By Germany spenzer  - Reply to #107
So your proof is you cant get a prac going because there is obviously a lack of players and you think when you change the amount of players you need that will change anything? You prolly get lets say 12 old players back to playing CTF that stopped, what would mean maybe 2 more teams and that is already pretty optimistic. Don't you think the same amount of players that were at least competing in leagues and cups only on 4v4 is pissed and will stop playing? I mean you have the change the mappool, the gamedynamic, the tactics and so the guys who quitted and now might be coming back even got an advantage. So actually for ppl who started on 4v4 and kept playing, this will be a big piece of crap
<< Comment #116 @ 03:47 UTC, 2 March 2014 >>
By zthor sign by mic zoot  - Reply to #107
Agreeing with you.

Going to 5on5 can't make things worse than they are now.

spenzer is arguing for the sake of arguing
<< Comment #117 @ 11:22 UTC, 2 March 2014 >>
By Germany spenzer  - Reply to #116
Seems like you understood nothing Zoot, no suprise
<< Comment #118 @ 12:55 UTC, 2 March 2014 >>
By zthor sign by mic zoot  - Reply to #117
Considering competition and the general CTF scene is dead at the moment, keeping 4v4 for the sake of teams not having to sacrifice the skills you've acquired over your training period - kinda meaningless when you have no one to compete against. If you were any good at CTF then you'd adapt to 5on5 in little to no time.

I guess you understand nothing to no surprise either? Oo
<< Comment #119 @ 14:08 UTC, 2 March 2014 >>
By Germany spenzer  - Reply to #118
When I started a CTF tourney a while ago and considered making it 5v5 because I wanted to try out some things teams whined at me that they wont compete in that case aso. Now it seems everybody assumes a load of players will come back if you switch back to 5v5.
This is not duel, its not all about competition. If you want to get a team mode vital again its not about stepping back a few years. But ye go on and go back to 5v5 so maybe a handful former div 1 players come back so you might a halfway stacked Div 1 while everything below decays. Get back all the guys that gave up on CTF, that will lead to a much more active scene pretty sure.
<< Comment #120 @ 14:55 UTC, 2 March 2014 >>
By Sweden corvu  - Reply to #119
this is exactly what happened with 4v4, 4v4 is a div 1 thing which killled of div 2-4

edit: a combination of factors contributed, teamsize is only part of the problem ofc
Edited by corvu at 14:56 UTC, 2 March 2014
<< Comment #93 @ 23:44 UTC, 28 February 2014 >>
By Turkey ynam 
Once you turn to 5v5, CTF will revive. I mean, we have played Q3 CTF for re or less 10 years and even when QL came out, we had enough cups running in Q3 with enough teams. And not to mention #spontanctf where we had games all day long.

Now, look at 4v4 CTF. It is obvious that a change is needed.
<< Comment #94 @ 00:09 UTC, 1 March 2014 >>
By Germany spenzer  - Reply to #93
sure, change to 5on5 and ppl will magically appear and play ctf again....
<< Comment #115 @ 17:47 UTC, 1 March 2014 >>
By Hungary s7ry  - Reply to #94
magically :DDDD
<< Comment #122 @ 18:46 UTC, 2 March 2014 >>
By Hungary s7ry 
Ok, time is money... 4v4 in this vote can't win, so when do we apply the changes?
<< Comment #129 @ 13:25 UTC, 3 March 2014 >>
By Germany - Bayern abso 
while we are on it; why not add space ctf maps to the rotation? Should also give a huge boost considering how many love to play them on public.
<< Comment #130 @ 14:14 UTC, 3 March 2014 >>
By Hungary s7ry  - Reply to #129
:DDD
<< Comment #134 @ 23:49 UTC, 3 March 2014 >>
By SC_Zerg [mash] 
Do VQ3 CTF games still end 1-0 after two overtimes?
<< Comment #136 @ 10:19 UTC, 4 March 2014 >>
By Spain lokaria  - Reply to #134
No, pickup games end 8-0 because 4v4 its so unbalanced when a nonctf player adds. Competitively it doesnt matter because there are no games.
<< Comment #135 @ 01:12 UTC, 4 March 2014 >>
By zerg esdf 
5x5 won
throw the cup already so we see if something can change or we're left for dead (no pun intended).
<< Comment #137 @ 14:23 UTC, 5 March 2014 >>
By Belgium dem0n 
Can't believe I had mistakenly voted for 4v4 and none told me before today.

Fegs really.
Edited by dem0n at 14:23 UTC, 5 March 2014
<< Comment #138 @ 14:39 UTC, 5 March 2014 >>
By United Kingdom Q50  - Reply to #137
What a noob :))
<< Comment #141 @ 19:00 UTC, 5 March 2014 >>
By ql ogdiabz 
5v5 is way more fun and allows for more pure ctf gameplay; its way more accessible for newer players as well, which will be most visible with pickups.
<< Comment #142 @ 02:50 UTC, 6 March 2014 >>
By Argentina V1R7U4L 
5vs5 is all defense and is more easy to play since there's 1 more player to do the work and a lot of the ctf maps are balanced for 4vs4, adding 2 more players will be like tdm (1 min waiting for a gun)
4vs4 > 5vs5
<< Comment #143 @ 10:48 UTC, 6 March 2014 >>
lol
<< Comment #148 @ 17:44 UTC, 10 March 2014 >>
By yesh its SEAN CONNERY! megaman3  - Reply to #142
The map pool will have to change (no ironworks for example) but that's it really.
<< Comment #145 @ 21:25 UTC, 6 March 2014 >>
By United States of America T1E 
How would 3v3 ctf look on the comp. maps? More time for movement, but also more time to defend vs. a single attacker? More stacked players in attack, better way to synchronize attacks?
<< Comment #146 @ 22:20 UTC, 6 March 2014 >>
By Spain lokaria 
maps wxs1 and ctf1 and its fun to p lay 3v3 :DD
<< Comment #147 @ 17:31 UTC, 10 March 2014 >>
By France Fulgor3 
Hi,

I was lazy to read every post, some were very long but i could read the Q50"s post ... and from what i've tested yesterday evening, i can say that 5V5 is funnier than 4V4.
We played 3 games in pickup with makie/mastermind/pyton/flame/esdf and it was really funny !
There was a long time ago that i didn't play with that level of fun, and it was because of the 5V5 format :)

So, for people (like me) who don't have an impressing aim, we can take advantage of 5V5 and play with a real teamplay !
And btw Q50, playing 5V5 or 4V4, if you have a strong aim vs you, i swear that you have no chance to win ... like Mobach's or oMg or S? team who had good railers.

So, i push it for 5V5 !!!!
<< Comment #149 @ 12:35 UTC, 12 March 2014 >>
By Q3 PsY^ 
Never done 5on5 so can't say.

I do enjoy the 4on4 mode though, it does not allow you to slack, because of a smaller team :)
<< Comment #150 @ 22:39 UTC, 14 March 2014 >>
Hey fellas calm down. All the whiners, djeeez....
5v5 is the ultimate CTF mode and always has been for years.
Hey fellas, its protime
Edited by Mastermind-QL at 22:39 UTC, 14 March 2014
<< Comment #151 @ 07:47 UTC, 19 March 2014 >>
By Russia pecka_ 
so as result we have ctf5v5 replaced by ca2v2?

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