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Site summary for week ending 30 Oct (No comments)
Posted by ESReality @ 23:00 UTC, 1 November 2026 - iMsg
64 Hits
The Trickster Cult Presents: Sessions - Episode XI (No comments)
Posted by TheTricksterCult @ 15:08 UTC, 1 November 2026 - iMsg



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Rating: - (0 votes)
A Quake III Arena: DeFRaG showcase of DFWC themed runs.

74 Hits
St0n3 wins Red October as Bloodrun updates two arenas (No comments)
Posted by Demiurge @ 20:31 UTC, 30 October 2026 - iMsg

St0n3 won Blood Run: Red October on 25 October, recovering from a 0-2 winners-final loss to WiseGenie to beat him 3-2 in the grand final. St0n3 reached the rematch by defeating Keltz 2-0 in the lower final. Keltz placed third and PepCo fourth.

The rivalry has become a fixture: St0n3 and WiseGenie have met in four consecutive Blood Run finals and won two titles each. WiseGenie has reached the final at five straight events.

Arena and gameplay update

The tournament used the Bloodrun update released earlier that day, including revised versions of Tech Zone and Acid Base.

Tech Zone has wider routes around Mega Health and Lightning Gun, a higher ceiling above Mega Health, rebalanced lighting and a flatter teleporter corridor. Its remaining Quake III Arena sounds and jumppad assets have also been replaced.

Acid Base gets redesigned teleporters, more visible column detail, ambient sounds and acid in place of the neutral liquid. Players can no longer place totems above Red Armor. Both arenas also lose wall logos and receive texture adjustments.

Beyond the maps, Plasma Gun knockback drops from 100 to 75 ups. The UI adds support for password-protected servers and a vertical mouse-inversion option; resetting pitch now preserves inversion.

Sources: Results | Update details | Bloodrun PTS | Red October

262 Hits
maxter beats Keltz again to win NAQCL #78 (No comments)
Posted by Demiurge @ 20:31 UTC, 30 October 2026 - iMsg

maxter won NAQCL Duel Tournament #78 in Quake Champions on 25 October, beating Keltz 3-1 in the grand final. Thri11er finished third and Yup fourth.

It was a familiar ending: maxter had beaten Keltz 2-1 in the winners final, then repeated the same two scorelines from their Estoty #223 meetings two days earlier. Keltz had won their earlier NAQCL #76 final 3-0, so this was a useful turnaround for maxter.

Before the finals, maxter beat St0n3 and dramiS 2-0. Thri11er's lower-bracket run included wins over klyb, dramiS and Yup before Keltz stopped him 2-0 in the lower final.

The $100 prize pool was split $50 for maxter, $30 for Keltz and $20 for Thri11er.

Sources: Plus Forward | Bracket | NAQCL

197 Hits
250 FPS S6 Division 2 lineup set, prize pool reaches $400 (No comments)
Posted by Demiurge @ 20:31 UTC, 30 October 2026 - iMsg

250 FPS Quake Live League Season 6 has confirmed its ten-player Division 2 lineup and increased the prize pool from $300 to $400.

The field is st0n3, rell, swex, dem0n, el1k, sCoopY, mijkeee, Radist, WiseGenie and dazat0r. This is the league's first season with a second division.

The winner receives $200, the runner-up $100, and third and fourth place $50 each. The announcement also provisionally lists invitations to Season 7 Division 1 for the top two finishers; that promotion detail is still preliminary.

Players will arrange their matches individually rather than following Division 1's fixed match-day schedule. Opening pairings include st0n3 vs sCoopY, dem0n vs el1k, swex vs Radist, dem0n vs WiseGenie and el1k vs dazat0r.

Sources: 250 FPS | Plus Forward | Tournament | 250 FPS

220 Hits
k1llsen wins EGB Three Map QL Cup #1 (No comments)
Posted by Demiurge @ 20:31 UTC, 30 October 2026 - iMsg

k1llsen won EGB Three Map QL Cup #1 on 29 October without dropping a map, beating cherepoff 2-0 in both the winners final and grand final. He takes $40 of the $50 prize pool, with $10 going to cherepoff. dazator finished third and H3LLDOWN fourth.

The bigger surprises came earlier. cherepoff sent AGENT into the lower bracket, where a win over overqill bought him one more round before dazator ended his run in 7th-8th place. cYpheR lost to ARSENY and then H3LLDOWN, finishing 9th-11th.

k1llsen's route included wins over imijkeee and ARSENY before the two meetings with cherepoff. Meanwhile, cherepoff had to survive a 2-1 lower-final win over dazator to earn another shot at the title.

Sources: Plus Forward | Bracket | EGB

124 Hits
Hello from Normandy - new member working on a tactical FPS (No comments)
Posted by MetinSaygin @ 15:11 UTC, 30 October 2026 - iMsg
Hi everyone, I'm Metin, from Normandy (France). I work in cybersecurity by day and I'm starting to build a tactical FPS inspired by Counter-Strike as a side project. I'm here to learn, follow what you're doing and share progress later. Glad to join!
174 Hits
Site summary for week ending 23 Oct (No comments)
Posted by ESReality @ 23:00 UTC, 25 October 2026 - iMsg
425 Hits
maxter wins 11th Estoty title at Duel Tournament #223 (2 comments)
Posted by Demiurge @ 20:41 UTC, 25 October 2026 - iMsg

maxter won Estoty Duel Tournament #223 in Quake Champions on 23 October, beating Keltz 3-1 in the grand final. It is his 11th title in the series, putting him level with ZenAkU on the all-time winners list.

maxter beat Karwik 2-0 and Coffee by Tomo 2-0 before defeating Keltz 2-1 in the winners final. Keltz returned through the lower final with a 2-0 win over St0n3, but lost the rematch for the title.

St0n3 finished third after a lower-bracket run that ended with a win over Thri11er, who placed fourth. The event had a $100 prize pool.

This is maxter's second Estoty victory in four tournaments, following his win at #220.

Sources: Plus Forward report, results.

709 Hits
AGENT wins Frontier One Map Cup #1 (No comments)
Posted by Demiurge @ 20:41 UTC, 25 October 2026 - iMsg

AGENT won the first Frontier One Map Cup in Quake Live on 24 October, coming through the lower bracket to beat k1llsen 2-0 in the grand final. ash finished third and dazator fourth.

ash sent AGENT down with a 2-1 win in the upper semifinals. AGENT then beat ARSENY and dazator before winning the rematch against ash 2-0 in the lower final. k1llsen had reached the final without losing a series, including 2-0 victories over dazator and ash, but lost both maps against AGENT.

The $500 prize pool paid $200 to AGENT, $100 to k1llsen and $60 to ash. The event began with groups followed by a double-elimination playoff, with every match played on Tortured - Frontier Edition. Players had five days to prepare after the map reveal.

Frontier's website also provides match replays and detailed statistics, including weapon use, item pickups and damage, alongside a 2D replay showing player movement around the arena.

Source: Plus Forward report and bracket.

537 Hits
A few Steam updates (No comments)
Posted by Demiurge @ 20:13 UTC, 25 October 2026 - iMsg

Valve has rolled out a batch of updates across the Steam store, Remote Play and SteamOS. Personal Calendar has left Steam Labs, HDR streaming is getting more controls in the client beta, and SteamOS 3.9 is now on the stable channel.

Personal Calendar leaves Labs

Steam's Personal Calendar became a full store feature on 23 October, following its introduction as a Labs experiment in October 2025. It is available from the store homepage and the Personal Calendar page.

The calendar recommends recently released and upcoming games across an eight-week horizon. It uses the games you spend the most time playing to find players with similar habits, then looks at what those players have been playing or wishlisting. Briefly trying a game should have little effect; putting substantial time into a new favourite can change the recommendations.

The system is retrained daily. Filters and display options cover wishlisted games, Early Access titles and DLC, while developers can supply planned Early Access-to-1.0 dates. Valve says calendar placements are algorithmic and cannot be purchased.

Remote Play HDR overhaul in beta

The 22 October Steam client beta adds an advanced HDR setting with Automatic, On and Off options. Automatic follows whether HDR content is enabled; On keeps HDR active and allows increased brightness for SDR content. A brightness slider has also been added to the streaming overlay.

HDR capture now supports desktop Linux through PipeWire and streaming from macOS, alongside existing game and Windows desktop support. HDR streaming is enabled again on Steam Deck OLED, and Android phones running Android 15 or newer can use it through the beta Steam Link app.

These are Remote Play streaming changes in the beta client. Android users also need the Steam Link beta for the new HDR support.

SteamOS 3.9 reaches stable

Valve released build 3.9.5 to all users on 23 October. The release updates the Arch Linux base, moves Desktop Mode from KDE Plasma 6.4.3 to 6.7.3 and rebases the kernel on Linux 7.2.

For Steam Deck owners, Valve lists reduced idle power consumption when no audio is playing. Other fixes address hidden Wi-Fi networks failing to connect on the first attempt, the Disable Frame Limiter toggle failing with VRR enabled, and frame limits producing lower-than-intended FPS on some external displays.

The update improves Steam Frame wireless-adapter support and fixes Remote Play on Steam Machine when booting without an external display. It also revokes compromised eMudhra certificate-authority certificates.

Preliminary hibernation support is included, but is not exposed in Game Mode and remains disabled on Steam Deck because of an outstanding driver bug.

Sources: Steam News, Steam client beta, SteamOS release notes, Steam.

576 Hits
AGENT, Fog and k1llsen sweep 250 FPS S6 opening day (1 comment)
Posted by Demiurge @ 14:30 UTC, 22 October 2026 - iMsg

Update, 25 October: AGENT, Fog and k1llsen each won both of their matches on the opening day of 250 FPS Quake Live League Season 6 Division 1.

AGENT opened with a 2-0 win over fire_bot, then beat Nitrino 2-1. Fog also defeated fire_bot and Nitrino, both by 2-1 scores. k1llsen closed the day with a 2-0 win over cherepoff and a 2-1 victory over cYpheR.

Opening-day results

  • AGENT 2-0 fire_bot
  • Nitrino 1-2 AGENT
  • Fog 2-1 fire_bot
  • Nitrino 1-2 Fog
  • k1llsen 2-0 cherepoff
  • cYpheR 1-2 k1llsen

Match VODs are available through the tournament page, with English coverage from ShaftasticTV.

The 12-player Division 1 field is cYpheR, AGENT, ash, pavel, k1llsen, cherepoff, Spart1e, H3LLDOWN, ARSENY, Fog, Nitrino and fire_bot. fire_bot replaced baksteen after finishing runner-up in the second and fourth qualifiers.

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

Sources: results and VODs, opening schedule, lineup announcement.

Edited by Demiurge at 20:41 UTC, 25 October 2026 - 1165 Hits
proZaC and baksteen discuss Quake's future (2 comments)
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 - 1614 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 - 870 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 - 617 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 - 667 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 - 708 Hits
Site summary for week ending 16 Oct (No comments)
Posted by ESReality @ 23:00 UTC, 18 October 2026 - iMsg
425 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.

674 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.

906 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.

657 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.

625 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.
435 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.

554 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.

544 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.
826 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 - 752 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 - 697 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 - 506 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 - 509 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 - 634 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 - 621 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.
722 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
422 Hits
Ai Bot (13 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.
1063 Hits
Site summary for week ending 09 Oct (No comments)
Posted by ESReality @ 23:00 UTC, 11 October 2026 - iMsg
450 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 - 1167 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 - 1108 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 - 1000 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 - 1139 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
711 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
214 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
336 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
253 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 - 1169 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
488 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
556 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
1296 Hits

<< Comment #1 @ 21:23 UTC, 18 September 2009 >>
By Poland Carmac 
DM13 is not really good enough with time limit 10. DM6 is even worse, though. You could end up being screwed for the entire game after one failed 50-50 move.
<< Comment #2 @ 21:26 UTC, 18 September 2009 >>
By Finland Kaide  - Reply to #1
I wonder the ra tele was changed back to its original place , could it make it more playable?
in dm13 that is
Edited by Kaide at 21:26 UTC, 18 September 2009
<< Comment #4 @ 21:28 UTC, 18 September 2009 >>
By Poland Carmac  - Reply to #2
It has more to do with the time limit and the number of windows of opportunity that you can get against a very turtled up player. One or maximum two 50-50 chances after you got control is not enough to show who the better player is imo.
<< Comment #130 @ 19:22 UTC, 28 September 2009 >>
By United Kingdom Squirrel09  - Reply to #4
Fair point!
<< Comment #142 @ 01:27 UTC, 3 October 2009 >>
By couple JayDee_  - Reply to #4
You are very wrong about dm13. Like noctis said, the down player has a lot of options and items to choose from. The up player can't just turtle because he'll be faced with a ~200/200 opponent very quickly. dm13 is awesome if you really know it. Lots of strategy and in close fighting.

We need hub ( I can't believe id hasn't made it yet) and perhaps a new 1v1 map contract from ztn.
<< Comment #145 @ 03:49 UTC, 3 October 2009 >>
By Poland Carmac  - Reply to #142
I agree the map is great. But how long does it take you to safely travel from an item like MH / RA to one of the YAs?

It's hard to really quickly and safely get to places on DM13 (so hard to be offensive). It's much easier to run around quickly while searching for an opponent and much harder to stop a charging player who's stacked on all other maps: DM6, ZTN, T4, T7 (won't talk T9 because I haven't played it enough).

On DM13 the player "out of control" still has a lot of items to play with and has some really nasty locations to defend from. One mistake while attacking and you either have to leave your prey or really risk losing RA / MH... and control.

With more time that problem is fixed because you can afford to be more patient and put the opponent on the move before you decide to beat the crap out of him.
Edited by Carmac at 03:50 UTC, 3 October 2009
<< Comment #156 @ 08:15 UTC, 6 October 2009 >>
By 1337 fs technics  - Reply to #145
3 seconds? rocketjump is your friend :)
<< Comment #7 @ 21:49 UTC, 18 September 2009 >>
By clawo ini  - Reply to #2
The tele exit is fine, it needs to be there to stop people just standing in the tele entrance until they are dropped on and then moving through and gaining the positional advantage.

Maybe if they removed the tele entrance room and put the tele in the doorway and the 50 below the RA you could move it back into the old position.
<< Comment #11 @ 23:32 UTC, 18 September 2009 >>
By QuakeLive.cz baron Railgun  - Reply to #7
or some lava close to the teleporters
<< Comment #35 @ 16:13 UTC, 20 September 2009 >>
By Beer! becks  - Reply to #7
just random thought I just had (might be extremely stupid):

How about making it a 2-way-teleporter?
<< Comment #36 @ 16:21 UTC, 20 September 2009 >>
By clawo ini  - Reply to #35
Could work.
<< Comment #162 @ 07:59 UTC, 19 November 2009 >>
By Jolly Roger Sa1cor  - Reply to #2
Hmm personnaly I think that tele is in better place now, it get's a bit harder to take
that ra, and you have to learn to time perfectly to get out of the tell( if his spaming
rockets) if plasma, well i just wait till it ends or just go trough it and take 40-60 dmg.

Oh and btw, is it worth to spam granades instead of rockets or plasma? Cuz i just
rembered how i owned tox1c with 2 air granades in warm up mode when his oponent
has left, so when i totaly owned him, he left like in 2 sec XD, (I know he would have
been left soon anyway)
<< Comment #3 @ 21:28 UTC, 18 September 2009 >>
By Austria noctis  - Reply to #1
I don't really think the timelimit is really a big issue on dm13, at least i didn't experience it as one in any of my games till now. (im obviously open to try 15 tho ^^)

And dm6 really needs some item changes to be playable again.
Edited by noctis at 21:30 UTC, 18 September 2009
<< Comment #5 @ 21:30 UTC, 18 September 2009 >>
By Poland Carmac  - Reply to #3
If the guy is turtled stermy-style, then you really need a lot of time to make sure your all in attack is a guaranteed kill, or at least to get him on the move so he makes mistakes. Otherwise you end up attacking in a situation which is not fully prepared, no?
Edited by Carmac at 21:48 UTC, 18 September 2009
<< Comment #8 @ 21:49 UTC, 18 September 2009 >>
By Austria noctis  - Reply to #5
Im having some trouble getting my thoughts into proper english sentences right now, but tbh, i don't really care if its 10 or 15, i don't have any problems with either.

Get rid of dm6 in its current form tho, thats smth im more annoyed about :P
<< Comment #45 @ 08:46 UTC, 21 September 2009 >>
By Sweden ArchaiK  - Reply to #8
Yeah dm6 doesn't work at all in its current form. Change to 15 min matches or replace/rework that map.
<< Comment #37 @ 16:47 UTC, 20 September 2009 >>
By United Kingdom ix  - Reply to #5
I can't remember the current dm13 item layout but if there is an issue then tweaks could surely help. The map needs more risk and possibly more items for the down player? This would increase the chances to retake control.
<< Comment #40 @ 18:31 UTC, 20 September 2009 >>
By Austria noctis  - Reply to #37
it seems more like the down player has too many items, and its a problem for the in control guy to kill him
<< Comment #42 @ 19:21 UTC, 20 September 2009 >>
By clawo ini  - Reply to #40
Yeah, the Q3 layout was never a problem in this regard.

I like the PG though, so keep that.
<< Comment #44 @ 08:40 UTC, 21 September 2009 >>
By Poland Carmac  - Reply to #40
Too many items AND very difficult spots to attack (also because a very minor slip of the attacker gives away RA / MH or control of upper areas for free).
<< Comment #55 @ 09:01 UTC, 22 September 2009 >>
By Serbia Eviili  - Reply to #44
Those entrances should be wider aswell,now its too difficult to attack mega through there and it makes it easier for opponent to camp those corners.I miss nodm9 it was perfect!! :(
<< Comment #102 @ 17:41 UTC, 24 September 2009 >>
By ql loveless  - Reply to #5
the epitome of turtle is watching b100.death on q3dm13
omfg, i had a hard time paying attention during those demos
<< Comment #108 @ 18:15 UTC, 24 September 2009 >>
By clawo ini  - Reply to #102
<3
<< Comment #112 @ 19:56 UTC, 24 September 2009 >>
By ql loveless  - Reply to #108
<33
<< Comment #166 @ 22:01 UTC, 24 February 2010 >>
By United Kingdom Thorin  - Reply to #5
Bearing in mind each map can be quite different in play dynamics from the other why not have different timelimits for those which don't work with 10?
<< Comment #169 @ 09:09 UTC, 25 February 2010 >>
By Poland Carmac  - Reply to #166
That's really an id Software issue. They believe 10 minutes is the best for public play (and I agree with them) and I think they don't want to split the community into 10 and 15 minuters.
<< Comment #170 @ 09:49 UTC, 25 February 2010 >>
By Germany leopold  - Reply to #169
Ye, when I play some soccer/football/whatever with friends we play straight 90 min, so we don't split its community.
<< Comment #6 @ 21:46 UTC, 18 September 2009 >>
By clawo ini  - Reply to #1
The problem with dm13 is the YA/LG/25/25/25 all being stuck together with only two entrances both of which are difficult to attack from.
<< Comment #28 @ 02:59 UTC, 20 September 2009 >>
By Netherlands Weird  - Reply to #1
don't go for 50-50 moves :>
<< Comment #32 @ 14:38 UTC, 20 September 2009 >>
By Poland Carmac  - Reply to #28
Then you may end up waiting to get control for too long to have a chance to get back, no?
<< Comment #33 @ 15:41 UTC, 20 September 2009 >>
By Netherlands Weird  - Reply to #32
hmmm only if you're behind, but you don't get behind if you don't go for fights where you are down... but ye in some situations you're forced to get into 50 - 50... or even worse fights.
But that usualy happens on the somewhat faster maps.
But dm13 for example, is a map where you should never go for 50 - 50 fights (well... unless you know no item at all will be up for a while)
<< Comment #34 @ 16:09 UTC, 20 September 2009 >>
By clawo ini  - Reply to #33
If you've been forced into a 50-50 fight then that's due to bad play by both players.
<< Comment #39 @ 18:27 UTC, 20 September 2009 >>
By Netherlands Weird  - Reply to #34
well some players really like 50 - 50 choices, because they believe that they are better overall players than all the opponents possible.
<< Comment #41 @ 19:20 UTC, 20 September 2009 >>
By clawo ini  - Reply to #39
That doesn't prevent the situation being bad decisions from both parties.

Not that it matters as there is rarely a true 50-50 event.
<< Comment #43 @ 19:39 UTC, 20 September 2009 >>
By Netherlands Weird  - Reply to #41
well there are a lot of situations where one player is a bit lower in armor, but is in a good to defend possition... you could label quite a lot of those 50 - 50 situations. (especialy if both have fairly long reload time weapons).
But pretty much all good players tend to not go in for those :>
<< Comment #88 @ 12:48 UTC, 24 September 2009 >>
By Pink Smiley Melachi dansen  - Reply to #39
then it wouldn't be a 50 50 situation now would it?
<< Comment #94 @ 13:59 UTC, 24 September 2009 >>
By United States of America Lo  - Reply to #88
no.

*edit*

err, i mean it's still a 50/50, even if the guy thinks he's cooller.
Edited by Lo at 14:16 UTC, 24 September 2009
<< Comment #97 @ 15:01 UTC, 24 September 2009 >>
By Netherlands Weird  - Reply to #88
well if a 'better player' makes a 50 - 50 choice, he thinks that if he gets out on top in that fight, he will have a bigger advantage then when the opponent gets out on top (because he can exploit him winning it better).
So the situation itself is 50 - 50, but rest of the game is then in favour of the better player. (sometimes it's even really good to die in a 50 - 50 fight and regain control from that)
<< Comment #100 @ 16:17 UTC, 24 September 2009 >>
By Pink Smiley Melachi dansen  - Reply to #97
admit you had to think a while befor coming up with that :D
<< Comment #111 @ 19:27 UTC, 24 September 2009 >>
By Netherlands Weird  - Reply to #100
not really :>
<< Comment #50 @ 10:02 UTC, 21 September 2009 >>
By Denmark amOKchen  - Reply to #1
Easy solution, give us back 15mins matches.
10mins are way to short for good comebacks :/
<< Comment #67 @ 11:18 UTC, 23 September 2009 >>
By Malaysia lolograde  - Reply to #1
Let us compromise and make the timelimit 12 minutes, 30 seconds.
<< Comment #74 @ 23:18 UTC, 23 September 2009 >>
By protoss micke  - Reply to #67
and aircontrol only to the left
<< Comment #76 @ 00:17 UTC, 24 September 2009 >>
By Malaysia lolograde  - Reply to #74
sounds perfect.

also, LG should do 7 - 0 - 7 damage.
<< Comment #78 @ 05:15 UTC, 24 September 2009 >>
By Beer! becks  - Reply to #76
and only half of the sg pellets on the outer ring should do damage. 110 each.
<< Comment #115 @ 10:32 UTC, 25 September 2009 >>
By ^__^ bl4ze  - Reply to #76
why not 0 - 0 - 7? it looks more beautiful to me..
<< Comment #120 @ 14:51 UTC, 25 September 2009 >>
By United Kingdom f0rk123  - Reply to #115
cos then it would have to be golden.
<< Comment #163 @ 19:40 UTC, 22 November 2009 >>
By Denmark Jalle  - Reply to #74
:D
<< Comment #129 @ 19:05 UTC, 28 September 2009 >>
By United Kingdom Squirrel09  - Reply to #1
i disagree, yes its the type of map you can stay hidden for long enough to hold out your lead but i think it suits 10 minute time limit tbh.
<< Comment #135 @ 11:49 UTC, 2 October 2009 >>
By Akira serak  - Reply to #1
Maybe right, but the same thing can be said about a lot of maps. Ten minutes just isnt enough for a strategic match up in any map. Like if you get control early on and manage to hang on to it for maybe five minutes, ( Which wasnt that unusual in a 15min match up ) then you should have established a lead of a couple of frags. By the time your opponent manages to get him self in the game you are already in a great position since he will have to "force" himself on you, there wont be enough time for him to wear you down and establish total map control. Ten minutes is just not enough time for a proper duel in any map. It seems to me rather that the time limit now forces duels into being a sort of CPMA like back and forth duel where players need to be on the top of their game aim wise if they want to stand a chance.
<< Comment #164 @ 22:56 UTC, 17 December 2009 >>
By Austria noctis  - Reply to #1
i changed my mind

tl 15 pls
<< Comment #9 @ 23:25 UTC, 18 September 2009 >>
By psychoxou xou 
Voted ztn first, because the brain! : )
<< Comment #12 @ 23:34 UTC, 18 September 2009 >>
By QuakeLive.cz baron Railgun  - Reply to #9
the +back brain sounds more appropriate :p
<< Comment #14 @ 01:47 UTC, 19 September 2009 >>
By psychoxou xou  - Reply to #12
get yourself a teeshirt : /
<< Comment #19 @ 11:26 UTC, 19 September 2009 >>
By QuakeLive.cz baron Railgun  - Reply to #14
only if michael jackson dies once again :D
<< Comment #21 @ 11:49 UTC, 19 September 2009 >>
By stermy bubble_ru  - Reply to #9
Be nice with Strenx please.
<< Comment #10 @ 23:29 UTC, 18 September 2009 >>
oh fuck and lol, I thought from 1 to 5 is the score on the 5 maps you chose
jeeez =))

fixed

voted 1st for t4 because it's the classical without RA no crucial MH and insane RG+RL action map and I wanna see more fazz in action =((
second - t6 because it's a new map 'qlive only' and action there is kinda crazy, even if it can be pretty much RG based -a smart RL user can turn this to his advantage, so on this map matches can be really interesting, the winner will usually be the guy able to adapt to his opponents style faster -it was one of the best maps @ qcon 2008, imo
classical dm6, the map of the champions
classical dm13, because it requires different approach compared to all other maps -this is the most 'mathematics required' map imo
and last hardcore t7 action reminds me of q4 matches and this map carry the ql signature on it, so it has to be in
-removed ztn because its infinite +back possibilities -yet most players did not realise this on ql
-removed t9 because players can look at each other from the sides of the map and say "hi"
Edited by ScarletJohansonsFather at 23:55 UTC, 18 September 2009
<< Comment #13 @ 23:42 UTC, 18 September 2009 >>
By aggnog_duck vicek 
haven't played ca2 and t6 but talking about other maps - dm6 is the worst, that's for sure :D
<< Comment #38 @ 18:13 UTC, 20 September 2009 >>
By Colour: black fws  - Reply to #13
I think that most players are a bit biased toward ca2. I mean when I heard it will be played in tournament I was like "are they out of their mind?", but after watching some matches on it I wanted to try it out myself. After few games I still dont like the ca style oversized rooms, but the gameplay is fine. I would definietly pick it over t4, t6 and t9.
Edited by fws at 18:15 UTC, 20 September 2009
<< Comment #15 @ 02:03 UTC, 19 September 2009 >>
By United States of America mastab 
t7
<< Comment #16 @ 04:53 UTC, 19 September 2009 >>
By United States of America erok 
with 10 minute time limit dm6 and dm13 are really bad. DM13 gameplay is way worse in QL than in cpma imo too. CA2 is meh, i haven't really played it enough to decide if I like it. T9 is meh too, but its new and decent...its just very easy to +back once you really learn the map. (im not great at it but i've seen good players do it with ease, ie rapha v spartie qcon final map)

what we REALLLLLLLYYYYYYY need is 2 new maps, so we can see something like ztn, t7, t4, new map, new map IMO. Then replace t4 with a new map. At least one of the new maps needs to not have a rail. Although realistically I know t9 won't leave the map poll now, so i'd say ztn, t7, t9, new map, new map
<< Comment #18 @ 10:53 UTC, 19 September 2009 >>
By clawo ini  - Reply to #16
t6 would be much better without the rail.
<< Comment #22 @ 11:51 UTC, 19 September 2009 >>
By stermy bubble_ru  - Reply to #18
Hum but how you catch the opponent lol, this map is big.
<< Comment #29 @ 03:05 UTC, 20 September 2009 >>
By United States of America Snip  - Reply to #18
t6 would still be terrible without the rail, the architecture and layout just make it too hard to push imo
<< Comment #103 @ 17:45 UTC, 24 September 2009 >>
By ql loveless  - Reply to #29
i dont see why people rag on t6 so hard, asides from it being rail heavy.
it has decent flow, item arrangement is quite nice, the spawns are a bit harder to force and run them over and over, on top of the sound bugs being fixed(ie, can't hear YA @ rl pick up from GL/YA area through walls)
id have to say i like it a lot more than t4, being that there's more emphasis on control as opposed to just position and rail, and there being only one item really being timed heavily, that being mega
<< Comment #17 @ 09:04 UTC, 19 September 2009 >>
By Aussie grimstar Tree_ 
dm13
t6
t7
ztn
ca2

But to be honest QL needs new duel maps, I would have said t9 just because it's new; only problem is it's horrid. And if there was another new to QL 1v1 map I would have picked that as well over dm13 or ztn.
<< Comment #20 @ 11:28 UTC, 19 September 2009 >>
I WANT A MAP WITHOUT LG AND RG
<< Comment #51 @ 10:08 UTC, 21 September 2009 >>
By Denmark amOKchen  - Reply to #20
play dm2 in quakeworld then :<
<< Comment #58 @ 12:47 UTC, 22 September 2009 >>
By nihil madbringer  - Reply to #51
Not in ql yet, tho. 8<
<< Comment #23 @ 12:02 UTC, 19 September 2009 >>
By Finland Kaide 
ztn
t7
dm6
t6
t4

:D!
<< Comment #24 @ 13:01 UTC, 19 September 2009 >>
By Unset Aaron 
get rid of dm6

jesus, why is it up there?

at least t4 has had a breath of fresh air due to the altered weapons

dm6 is fucking WANK still :(

(unless cooller is playing)
<< Comment #25 @ 13:05 UTC, 19 September 2009 >>
By Niue Grumx 
dm13 t7 t9 <shit> <shit>
<< Comment #26 @ 16:17 UTC, 19 September 2009 >>
Get DM6 the FUCK OUT OF TOURNAMENTS
<< Comment #31 @ 07:31 UTC, 20 September 2009 >>
By \0/ fragerr  - Reply to #26
fu :|
<< Comment #154 @ 20:56 UTC, 5 October 2009 >>
By Czech Republic [TA]STiNGS  - Reply to #26
yes please, it´s about time
<< Comment #27 @ 21:21 UTC, 19 September 2009 >>
By Bhutan frozen` 
T9 - bad map for Quake Live!
<< Comment #30 @ 03:24 UTC, 20 September 2009 >>
By United States of America Snip 
voted

1) ZTN: +back is not a lot of fun but I don't know of any other map that so consistently produces good games, that's what matters. Compare this and dm6, would you rather a map with usually 9+ minutes of amazing play at the price of an occasional "you can't catch me" end game, or one where half the time only two minutes actually matter.
2) T7: People have come around to this one, it's just really good
3) T4: Probably the most 'intelligent' map despite the high aim requirements, because if you make a mistake you don't get the chance to aim your way out of it. On other maps you can sometimes get away with bad execution of a good plan or perfect execution of an inferior plan, on t4 either is a gg. The weapon rebalance made it a lot more interesting and opened up many options as well, the map has more to give us now
4) T9: Only on the list with the assumption that at some point it will receive item rebalancing, there need to be fast paced maps and with some tweaks this could be a good one
5) DM13: Fine map, but tbh could use replacing with a really good new one, it's not actually that deep and it's getting a little stale

dm6 is unplayable, would rather have ca2
Edited by Snip at 03:25 UTC, 20 September 2009
<< Comment #46 @ 08:50 UTC, 21 September 2009 >>
By Sweden ArchaiK 
They should add in hub for QL, and switch out dm6.
<< Comment #47 @ 09:29 UTC, 21 September 2009 >>
By Colour: orange 1ecb61110 
If only the competitions would go back to 5 maps, cba to prac 7 maps.
<< Comment #48 @ 09:40 UTC, 21 September 2009 >>
By \0/ fragerr  - Reply to #47
do u rly think u can win smthng lol
<< Comment #49 @ 09:50 UTC, 21 September 2009 >>
By Colour: orange 1ecb61110  - Reply to #48
do u rly think smthng lol
<< Comment #52 @ 11:27 UTC, 21 September 2009 >>
By \0/ fragerr  - Reply to #49
i like when boys whine
<< Comment #54 @ 20:05 UTC, 21 September 2009 >>
By Poland Carmac  - Reply to #47
We do five, sir. With a map dropping system, so you can only practice four if you like!
<< Comment #57 @ 11:41 UTC, 22 September 2009 >>
By United States of America Lo  - Reply to #54
i really don't like that you can just throw out people's home maps with that system. i don't think maps should be removed until choosing the tiebreaker.
<< Comment #59 @ 12:48 UTC, 22 September 2009 >>
By nihil madbringer  - Reply to #57
It has it's merits, forces one-mappers to practice other stuff as well. Take away the advantage of a secure environment, and you can see how good a player really is.
<< Comment #64 @ 09:02 UTC, 23 September 2009 >>
By United States of America Lo  - Reply to #59
you've gotta practice other shit anyway because most tournaments are bo3. also, if the map elimination is for the tiebreaker, then theres always a chance you can play any of the 5 maps in the first 2 games, meaning you should practice all 5 maps.
<< Comment #66 @ 09:04 UTC, 23 September 2009 >>
By ql loveless  - Reply to #59
seeing matches where there's the possibility that neither player is strong on one or the other map makes for less interesting matches(as a whole) to watch, imo
<< Comment #68 @ 16:32 UTC, 23 September 2009 >>
By Poland Carmac  - Reply to #66
That argument is void. Look at the ESWC Masters of Athens event.
<< Comment #71 @ 22:45 UTC, 23 September 2009 >>
By ql loveless  - Reply to #68
CZM didn't win, your argument is invalid
<< Comment #72 @ 23:01 UTC, 23 September 2009 >>
By Austria noctis  - Reply to #71
czm wasn't there
<< Comment #77 @ 04:00 UTC, 24 September 2009 >>
By ql loveless  - Reply to #72
you're just giving me ammo, dude
btw, im growing my hair back out!
<< Comment #79 @ 07:52 UTC, 24 September 2009 >>
By Austria noctis  - Reply to #77
what good is ammo to you if you miss everything anyway :p
<< Comment #81 @ 08:35 UTC, 24 September 2009 >>
By ql loveless  - Reply to #79
im spammy anyways ;]
<< Comment #86 @ 10:17 UTC, 24 September 2009 >>
By nihil madbringer  - Reply to #66
Really? Huh, i always found those situations to amplify the quality of the match. It's not rare to know the result of a particular match-up simply based on what maps the participants picked. Of course, there are surprises, but isn't it more exciting to go into the game blind?

That being said, i have no personal bias towards either system, they both have their ups and downs.
<< Comment #98 @ 15:23 UTC, 24 September 2009 >>
By ql loveless  - Reply to #86
im just here for the chicks
<< Comment #61 @ 18:16 UTC, 22 September 2009 >>
By Poland Carmac  - Reply to #57
Makes the match outcome less random.
<< Comment #65 @ 09:02 UTC, 23 September 2009 >>
By United States of America Lo  - Reply to #61
how so?
<< Comment #69 @ 16:56 UTC, 23 September 2009 >>
By Poland Carmac  - Reply to #65
In a "pick map" system you choose a map based on where you're strong and where the opponent's weak. You will always want to screw the opponent as much as you possibly can to get as easy a match as possible.

On many occasions you actually WILL get that easy match. And your opponent may also get it against you. So you play two maps where you rape each other on your best maps and in reality the match is a "best of one", not best of 3.

It is FAIR but more random. Do you know what I mean?

Naturally, it will not always be the case, but with map dropping this is NEVER the case.
<< Comment #70 @ 17:03 UTC, 23 September 2009 >>
By Poland Carmac  - Reply to #65
Also, the map pick system does not help to determine who the overall better player is.

imagine a situation where Kevin beats John 8 times out of 10 on DM6, but John beats Kevin 6 times out of 10 on all other maps:

Kevin 8:2 John on DM6
Kevin 4:6 John on ZTN
Kevin 4:6 John on T7
Kevin 4:6 John on T9
Kevin 4:6 John on DM13

Math questions for you:

- What odds does Kevin have to beat John in two maps with a map pick system?
- What odds does Kevin have to beat John in two maps with a map drop system?

Guess which system favours the all-round weaker player?
<< Comment #80 @ 08:33 UTC, 24 September 2009 >>
By United States of America Lo  - Reply to #70
Kevin 8:2 John on DM6
Kevin 4:6 John on ZTN
Kevin 4:6 John on T7
Kevin 4:6 John on T9
Kevin 4:6 John on DM13


What odds does Kevin have to beat John in two maps with a map pick system?


32% chance that kevin wins 2-0
22.4% chance that kevin wins 2-1
33.6% chance that john wins 2-1
12% chance that john wins 2-0

kevin has a 54.4% chance of winning.

What odds does Kevin have to beat John in two maps with a map drop system?

16% chance that kevin wins 2-0
19.2% chance that kevin wins 2-1
28.8% chance that john wins 2-1
36% chance that john wins 2-0

kevin has a 35.2% chance of winning.

Guess which system favours the all-round weaker player?


the pick system gives kevin an additional 19.2% chance of winning. however, i think the map win ratios you presented don't accurately represent what things are like in reality. if john was BETTER on w/e map than kevin, then he wouldn't be losing 40% of the time on that map. they are essentially at the same skill level on ztn, t7, t9 and 13. if kevin has put in the effort to increase his strength on 6, then he should be able to use it to his advantage. john shouldn't be able to use it against kevin.

a more accurate representation would be:

Kevin 8:2 John on DM6
Kevin 2:8 John on ZTN
Kevin 2:8 John on T7
Kevin 2:8 John on T9
Kevin 2:8 John on DM13

or something around these statistical ranges.
<< Comment #83 @ 08:55 UTC, 24 September 2009 >>
By Poland Carmac  - Reply to #80
"i think the map win ratios you presented don't accurately represent what things are like in reality"

It's not common but it CAN be like that on occasion (happened to me, actually). Every system where things CAN go wrong is worse than one where it simply does not happen. That's besides the point.

In my opinion a tournament should be designed to find who the best player in the competition is on a given day. To me that would be the player with the most all-round skill set, able to apply different styles of play and adapt to different opponents, show different skills to achieve victory.

Allowing map picking will always promote one trick ponies (the math proves that). And it can make the matches more random in some cases (two one-sided "foregone conclusion" home map picks + a third even map). That goes against what I think is the main idea behind having a tournament.
<< Comment #85 @ 09:10 UTC, 24 September 2009 >>
By United States of America Lo  - Reply to #83
i can totally see the point that you're making, but i don't think that if a player IS BETTER than another on a map then he will only win ~60% of the time. you know what i mean? also, i think home maps are a part of a players style, but this isn't really an argument.
Edited by Lo at 09:11 UTC, 24 September 2009
<< Comment #147 @ 17:21 UTC, 4 October 2009 >>
By Scotland Something  - Reply to #85
CZM on hub and Cooller on Ztn eswc 2005? Hardly got beaten on their respective maps iirc....much better win rate than 60% i think.
<< Comment #118 @ 14:47 UTC, 25 September 2009 >>
By Denmark GEKKO-  - Reply to #83
Agree
<< Comment #125 @ 00:11 UTC, 28 September 2009 >>
By United States of America w0nk0  - Reply to #83
thinking up random combinations of numbers without any basis in reality isnt "math".
<< Comment #127 @ 09:40 UTC, 28 September 2009 >>
By Poland Carmac  - Reply to #125
Are you disagreeing with my thesis or how I tried to prove it? Feel free to disprove it by correctly applying math. I'm curious.
<< Comment #131 @ 00:23 UTC, 29 September 2009 >>
By United States of America w0nk0  - Reply to #127
no. im not commenting on ur original statement one way or the other. im just saying thinking up a specific combination of numbers and trying to prove a thesis by using that example, which btw uve made no attempt to say is a typical one in the first place, is not only not math, it isnt even logical.

but as to your original thesis, yes the drop pick system possibly does overcome the whole one map horses winning games problem but thats not really the only problem with a bo3 system is it. when it comes down to it the system is just bo3 and no matter which way u implement it there will always be specific types of players who give the system issues.
<< Comment #132 @ 08:46 UTC, 29 September 2009 >>
By Poland Carmac  - Reply to #131
I know I've given one specific example. When we're talking about tournament rules, one example when shit goes bad is enough because sooner or later it WILL happen. So when you have an alternative with no such downsides, then you go for it.

As for one-trick-ponies, you don't need math and numbers - it's pure logic that if you drop a guy's best map and he only has one, then your chances to win have just gone up sky high.
<< Comment #82 @ 08:49 UTC, 24 September 2009 >>
By United States of America Lo  - Reply to #70
Kevin 8:2 John on DM6
Kevin 4:6 John on ZTN
Kevin 4:6 John on T7
Kevin 4:6 John on T9
Kevin 4:6 John on DM13


=

Kevin 10:0 John on DM6
Kevin 5:5 John on ZTN
Kevin 5:5 John on T7
Kevin 5:5 John on T9
Kevin 5:5 John on DM13


when i put on my irl goggles.
<< Comment #89 @ 12:52 UTC, 24 September 2009 >>
By Beer! becks  - Reply to #82
what has that to do with irl?

I mean assuming one guy always wins on one single map, which also has the biggest spawn luck factor, while they are dead even on all other maps is as unrealistic as it gets.
<< Comment #90 @ 13:41 UTC, 24 September 2009 >>
By United States of America Lo  - Reply to #89
doesn't have anything to do with the maps. it's about the ratios he concocted.
<< Comment #91 @ 13:49 UTC, 24 September 2009 >>
By Beer! becks  - Reply to #90
even if you ignore the maps (and I only mentioned dm6 because it made it even more unlikely), those ratios are highly unlikely in reality.

In fact, I would say you couldn't find a single matchup with those ratios if you looked.
<< Comment #92 @ 13:51 UTC, 24 September 2009 >>
By United States of America Lo  - Reply to #91
you don't get it. 8:2 means one guy dominates the other on the map and it might as well be 10:0 and 4:6 means it might as well be a cointoss.
<< Comment #93 @ 13:58 UTC, 24 September 2009 >>
By Beer! becks  - Reply to #92
no, it's not.
e.g. a baseball team that wins 60% has a good chance of going to the playoffs. No such luck with 50%.

and even if it were as you say, the 'irl' still doesn't make any sense.
<< Comment #96 @ 14:16 UTC, 24 September 2009 >>
By United States of America Lo  - Reply to #93
ok, so say 2 guys have 10 practice sessions. each session they play each map once. they have stats like carmac described. afterward they have a showmatch. one guy will probably win 6 no doubt and the other 4 maps are cointosses. now you understand?
<< Comment #99 @ 15:30 UTC, 24 September 2009 >>
By Poland Carmac  - Reply to #96
I don't understand how one guy wins six and the other maps will be random (con tosses). That phrase does not describe a 60-40% win likelihood ratio, or I'm completely mis-reading it.

If on average they play 6:4 on a distance of 10 maps, then the bookies will predict a 60% - 40% win probability ratio. How does 60-40 equal a coin toss?
Edited by Carmac at 15:32 UTC, 24 September 2009
<< Comment #101 @ 16:24 UTC, 24 September 2009 >>
By Pink Smiley Melachi dansen  - Reply to #99
i think Lo is right

if you say he wins 6 out of 10 games, or 600 out of 1000. sure its 60%.
same as 8 out of ten is 80%.

and what Lo means, is that for statistical reasons only, you might aswell say one player 100% on one map, the other 50% on all the others. its just better numbers, be it realistic or not.

and those numbers have a better result, when trying to figure out what kind of tourney format is best, which was your original question.

edit: oh and what Lo meant by that sentence, is that one player wins 'DM6', not 'six', and the other maps are coin tosses, due to the 0.5ratio
Edited by dansen at 16:27 UTC, 24 September 2009
<< Comment #104 @ 17:54 UTC, 24 September 2009 >>
By United States of America Lo  - Reply to #101
heh thx for saving me time
<< Comment #107 @ 18:04 UTC, 24 September 2009 >>
By Beer! becks  - Reply to #101
no, it actually fucks the example up completely.

in the first scenario one player is better on one map, the other on four. (yes I think 60-40 is considered better by more people).
in the second scenario, the second player is better nowhere.

And if you really want to talk about statisticsyou should be aware that the seconds if called a "stochastic dominance", which is very different from scenario one, where no dominance exists.

I did see what he was trying. However, he was doing it wrong and using the term "irl" makes no sense.
<< Comment #124 @ 20:25 UTC, 27 September 2009 >>
Somewhat beside the point but...
is the the difference between 5:5 and 4:6 really that obvious to a player? They would have to play a lot to discern the difference and account for the variance.

Most would probably put a matchup on a specifc map in three categories, even(5:5), dominant(7:3) or blowout(10:0).
<< Comment #138 @ 15:01 UTC, 2 October 2009 >>
By Beer! becks  - Reply to #124
good question actually, I guess it really depends on the gametype, maybe even the maps.

See, for example in tdm a 3:2 ration in frags, would lead to a 150 - 100 game, which is quite decisive. On the other hand a 9-6 victory in duel can often be quite close.
So I guess asking people who play a lot is the only way to go.


But mathematically, I think it's important to see this:

In 5:5, the chances of each player to win 2 out of two matches is 25%.
In 6:4 the chances are 36% vs. 16%

Which is a big difference, imo.
<< Comment #105 @ 17:57 UTC, 24 September 2009 >>
By Beer! becks  - Reply to #96
no, I don't

it's not a cointoss.
<< Comment #106 @ 17:59 UTC, 24 September 2009 >>
By United States of America Lo  - Reply to #105
keke
<< Comment #53 @ 16:40 UTC, 21 September 2009 >>
By Swedish Shaft hazrd 
Error: Missing vote for position 1
Error: Missing vote for position 2
Error: Missing vote for position 3
Error: Missing vote for position 4
Error: Missing vote for position 5

Oh dear, just get rid of all the maps and give us new ones...
<< Comment #56 @ 10:11 UTC, 22 September 2009 >>
By Denmark amOKchen  - Reply to #53
sure, the day football ain't played on a footballfield anymore.
<< Comment #119 @ 14:49 UTC, 25 September 2009 >>
By Denmark GEKKO-  - Reply to #56
Arent you gonna start playing again soon? :)
<< Comment #60 @ 15:03 UTC, 22 September 2009 >>
By Sweden azmo 
I pretty much only like dm13, but its still flawed. Like others said, the entrances are too small and theres too much hp/armor@lg. If either of those things were fixed I think it would be a really great map, dont think both should be altered.

T7 is pretty good, but a bit too unbalanced spawn wise, both starting spawns and the fact that if you lose the mega fight you often spawn with RA/YA/RG.

T6 is just terrible terrible terrible.

Im no fan of ztn, it can be very fun though.

dm6 zzz.

T4 is good, new weapon balance makes it much more fun than cpma T4 - maybe the best suited map for QL, I voted dm13, t7, t4 cause thats how I like them though ;)

t9/ca2 I dont really know, didnt look so good @ qcon though. The rail heavyness of ca2 was pretty neat to spec but it would be beyond god awful to play.

Anyway, I think that the only thing that would make me care about 1on1 would be if they started useing that round based mode, honey mode or something.
<< Comment #84 @ 08:56 UTC, 24 September 2009 >>
By ql loveless  - Reply to #60
on dm13, can't forget the RA tele exit
<< Comment #62 @ 08:01 UTC, 23 September 2009 >>
By l0wfly funnyb 
more cpm1a, cpm22, cpm24 please. not biased.
<< Comment #63 @ 08:20 UTC, 23 September 2009 >>
By Austria noctis  - Reply to #62
agree with 1a and 22 \o/
<< Comment #73 @ 23:11 UTC, 23 September 2009 >>
By United Kingdom trippy  - Reply to #62
cpm3a idiot face
<< Comment #75 @ 23:25 UTC, 23 September 2009 >>
By l0wfly funnyb  - Reply to #73
i'd call you a cunt, but you lack both the depth and the warmth
<< Comment #117 @ 11:15 UTC, 25 September 2009 >>
By Iceland linkoo  - Reply to #62
cpm1a, originally q3jdm8a, a good map.
<< Comment #87 @ 12:33 UTC, 24 September 2009 >>
By pilgr1m_syn outlaw 
.
Edited by walter at 12:15 UTC, 25 September 2009
<< Comment #95 @ 14:09 UTC, 24 September 2009 >>
By aggnog_duck spyteman  - Reply to #87
I hear you lost a map to daryl :(

but you're still my hero <3 and t9/ca2 do suck indeed
<< Comment #109 @ 18:18 UTC, 24 September 2009 >>
So since T9 and DM6 are so close in the votes, can we just keep the top 4, kill off DM6, and put in T9?
<< Comment #110 @ 18:43 UTC, 24 September 2009 >>
By United States of America Lo  - Reply to #109
hub is the only map that deserves the honor of relieving dm6.
<< Comment #114 @ 07:13 UTC, 25 September 2009 >>
By Sweden blaze  - Reply to #109
we could always pull an ESL. Remove t4 and replace it with t9.
Fuck, even I have started to accept t4 as a map. It's better in QL than it ever was in Vq3 :)
<< Comment #136 @ 14:34 UTC, 2 October 2009 >>
By Uruguay gSTRUCTOR  - Reply to #109
"Pick your top 5 best maps for competitive QuakeLive duel"

Cheater
<< Comment #139 @ 15:07 UTC, 2 October 2009 >>
By Quake 4 oneroomdisco  - Reply to #136
DM6 is now #4, so I guess that's a no now =(
<< Comment #113 @ 01:36 UTC, 25 September 2009 >>
By Portugal - Z - 
Where is the "none" option? :/
Edited by - Z - at 01:37 UTC, 25 September 2009
<< Comment #159 @ 12:12 UTC, 12 October 2009 >>
By letter H H-A-R-M  - Reply to #113
I would also like to know.
<< Comment #116 @ 10:37 UTC, 25 September 2009 >>
By Finland juM8o 
I dont know about you, but i feel that fucked up spawnsystem makes every map almost unplayable vs higher tier players...

Possible ways to fix this:
1. Add possiblity to delay spawn for longer
2. Add possiblity to spawn instantly after death
3. Change the way spawnsystem works, make it completely random or even so that fresh player will spawn close to some important unpicked item.
4. Alter health / armor when spawning
5. Add more spawn points to each map

[edit] and all of these fix suggestions are only for duel gametype.
Edited by juM8o at 10:38 UTC, 25 September 2009
<< Comment #121 @ 16:26 UTC, 25 September 2009 >>
By France chuky 
I don't really like how Quake Live is dropping all the cool stuff from Quake 4, like the possibility to play several duels on the same server, the movements and also Quake 4 had good maps.

Galang and Placebo Effect would really play well on Quake Live. And maybe Lost Fleet too.
<< Comment #122 @ 23:38 UTC, 26 September 2009 >>
T7, ZTN, DM13 T4 and T9.

CA2: Hellz no, are you insane?
DM6: Peace out fossil.
<< Comment #123 @ 01:07 UTC, 27 September 2009 >>
By Unset xfoo 
2002 called and wants it's most played maps back
<< Comment #126 @ 07:15 UTC, 28 September 2009 >>
By Denmark amOKchen 
warms my chest to see t6 as the big loser.
<< Comment #128 @ 16:00 UTC, 28 September 2009 >>
By lolfly lol frs 
get rid of ztn jesus ;E
<< Comment #133 @ 10:14 UTC, 29 September 2009 >>
By Denmark amOKchen  - Reply to #128
like thats gonna happen :p

should be possible to see what maps are played most in duel, in quakelive, with all the logging they have.
Do that every few months, the top5 played maps are the winners.
<< Comment #144 @ 02:57 UTC, 3 October 2009 >>
By Yesh its sean connary rmplr  - Reply to #133
Jesus can do anything. I believe in Him. get rid of ztn jesus ;E
<< Comment #160 @ 06:25 UTC, 4 November 2009 >>
By Finland randomness666  - Reply to #144
jesus just CBA to
Edited by danskie at 06:25 UTC, 4 November 2009
<< Comment #134 @ 19:54 UTC, 30 September 2009 >>
By Belgium aBx|CRACK 
aBx|CRACK voted: [1] DM6, [2] ZTN, [3] T7, [4] T9, [5] T4

i really liked T6 but long time ago since i played it :)
DM13 i to small imo, i cant get speed if im going fast i always run into a wall or something :) (im low skilled)
<< Comment #137 @ 14:41 UTC, 2 October 2009 >>
By Uruguay gSTRUCTOR 
LOL at the DM6 whining, thats what a poll is for, seeing the big picture, not little haters and their poor intention of rejecting what IS. I mean *600 Votes \o/ noisy whiners /o\ DM6 stays, stop the whining bout it now and forever, youre doing no good to something you are supposed to like. Play more, incentive new players, do some guide, raise servers, help the cause, dont hate!
Edited by gSTRUCTOR at 19:22 UTC, 2 October 2009
<< Comment #140 @ 16:57 UTC, 2 October 2009 >>
By Austria noctis  - Reply to #137
600 votes
<< Comment #141 @ 19:21 UTC, 2 October 2009 >>
By Uruguay gSTRUCTOR  - Reply to #140
true true, still a lot! : )
<< Comment #155 @ 07:07 UTC, 6 October 2009 >>
By Germany leopold  - Reply to #137
dm6 is a good map and has delivered fantastic matches in the past, but it suffers horrible from QL's weaponrespawn 5 and ammosystem (and tl 15 maybe too). So for QL, it could as well be left out, if there were decent replacements.
Look at t4 and how changing (only) the RG respawn to 15 worked wonders.
<< Comment #157 @ 13:47 UTC, 6 October 2009 >>
By Uruguay gSTRUCTOR  - Reply to #155
I agree abou the weaponrespawn time, but its no dm6 fault. id should fix it.
<< Comment #143 @ 01:37 UTC, 3 October 2009 >>
By couple JayDee_ 
If anybody put CA2 in the top 3, please explain yourself :)
<< Comment #146 @ 09:23 UTC, 3 October 2009 >>
By Austria noctis  - Reply to #143
because its the better dm6 :D
<< Comment #165 @ 23:31 UTC, 17 December 2009 >>
By couple JayDee_  - Reply to #146
Whats the problem with dm6? I guess I don't duel enough to know how to exploit the map.
<< Comment #148 @ 10:44 UTC, 5 October 2009 >>
By Slovenia CAREEM 
t4 is piece of crap

t7&t9 ftw, and plx more new maps like this!
<< Comment #149 @ 14:22 UTC, 5 October 2009 >>
i have more fun losing on T9 than on dm6, so scrap dm6 :D
<< Comment #150 @ 15:44 UTC, 5 October 2009 >>
By United States of America StywoO 
T7 should be at the top of that list tbh.

-Its a new map
-Its a quality map
-Its the map that suffers the least from QLs fucked spawn system
<< Comment #151 @ 15:58 UTC, 5 October 2009 >>
By Austria noctis  - Reply to #150
-Its a new map
agree
-Its a quality map
partly agree
-Its the map that suffers the least from QLs fucked spawn system
disagree
<< Comment #152 @ 18:18 UTC, 5 October 2009 >>
By clawo ini  - Reply to #151
I've only played it once but during that one game I came to the conclusion that if I got a kill my opponent would probably get the RA+YA+RG before I could do anything.
<< Comment #153 @ 18:19 UTC, 5 October 2009 >>
By Austria noctis  - Reply to #152
yep
<< Comment #158 @ 08:34 UTC, 8 October 2009 >>
By Denmark amOKchen  - Reply to #150
It would be at the top of the list if people liked it more than ztn, but they don't.
<< Comment #161 @ 01:44 UTC, 8 November 2009 >>
By United States of America davis  - Reply to #150
Only if you get RA/YA/RG spawn - getting MH spawn fucking sucks. :D
<< Comment #167 @ 02:26 UTC, 25 February 2010 >>
I like all maps, and enjoy watching all maps.

Although. T4 is a very good map and my favourite to play, I don't know why though.

I just hope that in time it returns because it just doesn't deserve to be left out.

Hopefully they do hub/aero for QLive :)
<< Comment #168 @ 03:20 UTC, 25 February 2010 >>
By inuyasha8 sonic 
big willy map with willies in it
<< Comment #171 @ 02:48 UTC, 20 May 2010 >>
T7 best map, then DM13 and ZTN.
<< Comment #172 @ 19:48 UTC, 9 August 2010 >>
What are these situations 50-50? Give me an example summarized in ztn? Sorry, but I'm still trying to understand their slang.
<< Comment #173 @ 00:38 UTC, 4 November 2012 >>
By Ukraine Apheleo 
ZTN:

T7:

these are the only two maps in the whole game where the 2 players get fair initial spawns.
<< Comment #174 @ 01:56 UTC, 4 November 2012 >>
By boatclub palatka  - Reply to #173
those are the only 2 maps that have a neutral game, rest is played in control or out of control
<< Comment #175 @ 02:29 UTC, 2 August 2014 >>
By Brazil _agu 
ztn

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