
Early Quake Champions builds had a match browser for replays, according to former id Software developer Adam "SyncError" Pyle. Servers recorded demos and sent them to backend storage, where players could find and watch recorded matches. Pyle said the system needed a major rework after the team moved movement processing from clients to the server.
Pyle also said the team had planned mod support if the game did well enough to sustain its early level of development. By the time CTF arrived, he said, the team had shrunk. He pointed to the work of building a pool of good symmetrical maps as one of the reasons proper CTF support took more than adding flag mechanics.
Plus Forward collected these details from a stream discussion, along with Pyle's recollections of experimental modes and why he considered champion movement and passive abilities central to how players approached Quake.
Sources: Plus Forward's stream recap