Do you think this has potential?
Built for the new year is QUAKE LIVE's new version of The Edge. This version has been built off the original Quake II source, providing an authentic Edge-xperience, with a Strogg-inspired theme new to QUAKE LIVE. While the gameplay remains largely similar, elimination based game modes feature a teleporter inspired by the Quake 1 version of the arena: a two way portal in between the catwalks near the Rocket Launcher, and the Railgun room, to discourage those looking to wait out the around in solitude. The Edge takes the place of Winter's Edge, and will be available through the new year.
Also making its QUAKE LIVE debut is Quake II's Warehouse. The Strogg have seen fit to retrofit a recently taken military warehouse to process and manufacture Stroyent for the Strogg war machine. A hidden Battle Suit at the end of the conveyor belt awaits those up along the top of the facility, but be careful of being crushed, and recently installed decontaminating lasers. A few new tricks and spaces have been opened up since this warehouse was last visited, creating new routes for combat veterans who have fought here before. Warehouse is also available through the new year.
Left Behind is a new Strogg-themed Team Deathmatch arena created by Ferdinand 'cityy' List. Left Behind offers lot of nooks and jumps to skip around areas to best fit your strategy. The central area features a large rock hanging over lava, so some caution is required when speeding around the rooms, especially when playing with PQL. Left Behind is also more than suitable for Clan Arena modes.
Rounding out this update is a new Capture the Flag arena, created by cityy and Phantazm11. Cold Cathode is certainly a cool looking map, both literally due to the snow, and also from the fluorescent light beams that wrap around the arena. Defenders have a Yellow Armor, Megahealth, and Red Armor well within their reach, but will have to lose sight of their flag in order to grab them. Flag carriers have ample opportunity to run, and outmaneuver chasing defenders by switching routes. Teams will want to defend the alternating Regeneration and Quad Damage between the bases to most effectively aid their offense.
Resolved an issue with sliders in Start a Match that would cause the hash to update under recent versions of Firefox
New Red Rover Gamemode Variant:
Infected is based off of Red Rover, but instead of swapping teams, you're running away from the infected horde. The Infected Mastermind, the deadly source of the infection spawns in the arena with a Plasma Gun. All players start out as survivors, armed with only their trusty Shotgun, and Machine Gun, and have to survive as long as they can. Once fragged, players will respawn as one of the Infected, who are quicker than the survivors, but only carry an Instagib Gauntlet.
Premium Arenas Added:
By Tom 'Phantazm11' Perryman, Corrosion is the 2nd place prize winner of the Summer 2010 Quake 3 Maverick Mapping Contest, and was built for Domination and Team Deathmatch matches. The arena is set in an old water treatment plant. Pipes, moving machinery, industrial fans, hanging wires, and concrete culverts were utilized to bring the theme to life.
By Ferdinand 'cityy' List, Fluorescent is the 1st place prize winner of the Summer 2011 Quake 3 Maverick Mapping Contest. A Capture the Flag arena, Fluorescent's notable feature is the fluorescent lights throughout the bases. A unique look for a QUAKE LIVE arena, and a blast to play!
Holiday variant of Overlord, designed for Red Rover: Infected. Overlord has been taken over by the Infected horde. They've also done some terraforming, with some extra paths to try and cut off those pesky survivors, and a graveyard replacing where the other base once was. In addition to Infected, Overlord is great for large FFA matches. Silent Fright will also be available in the Standard arena cycle for the remainder of the cycle.
Making its debut, Sinister is a brand new arena by Mike 'Yellack' Schreiber and Gary 'akm' Turner (creators of Purgatory and Limbus). In Sinister, verticality is key, as there is ample opportunity to quite literally get the jump on your opponent. With relatively wide open areas, you'll have plenty of opportunity to test your rail skills.
By Russell 'bst' Vint, Terminatria is the 3rd place prize winner of the Summer 2011 Quake 3 Maverick Mapping Contest. Set in an abandoned space station orbiting around Mars, Terminatria is a Duel map that will send players running through teleporters and curved hallways to control the items. Even though Terminatria is set in space, there's no worry about falling into the void, as the arena is enclosed.
Premium Awards Added:
Added 22 new awards, including:
16 Premium Awards
5 Trophy Case Awards
1 Holiday Award.
- Fixed leak, and did a major cleanup pass.
- HOM fixed in Mega Health room.
Added the ability to disable the Post-Match Arena Voting and Callvote Ruleset in Start-a-Match.
Server owners and operators may now issue callvotes, even when public callvoting is disabled on their server.
New Weapon Selection Code will now spawn you with a better starting weapon, if one is present in your inventory. Subscribers may customize their preference list of which weapons they would wish to spawn with using the new cvar, cg_preferredStartingWeapons. The cvar accepts a space-delimited list of both weapon numbers or weapon abbreviations. (Ex: cg_preferredStartingWeapons "rl lg rg sg pg mg gl g")
Duel players now have 2 minutes to ready up, once one of the players is marked as ready. Failing to ready-up will move you out of the Duel Play Queue, making room for a new opponent to challenge. This feature, and its time duration is customizable in Start-a-Match.
The timeout pause length now defaults to 60 seconds (increased from 30s).
Added the ability to set a "Protected Spawn Time" in Start-a-Match for Freeze Tag. Players who are fragged within this amount of time from their spawn due to a poor spawn location, will be fragged and immediately respawn to a new location rather than becoming frozen.
The PQL ruleset no longer has a custom WalkFriction (it will now use the default 6 intead of 7, which means circle jumps will gain more speed).
Added new options for simpleitems, including bobbing simpleitems via cg_simpleItemsBob <0-2> and a slightly larger max simpleItemRadius (22->24).
Fixed 'Most Accurate' Premium Scoreboard award in Clan Arena (it would display the incorrect player name).
HUD scorebox correctly increments after earning CA Damage, RR Damage, or Infected Survivor Score Bonuses.
Fixed Round Draw in Red Rover, it was broken/missing from all RR variants.
Fixed Red Rover's forfeit conditions.
Fixed popping sound at the beginning and end of the armor pickup sound effect