Halloween is coming close and as usual the Quake Live dev team has created a gamemode specially made for this holiday. The gametype is called Infected and is based off Red Rover. One player will spawn as the Infected Mastermind, carrying a plasmagun. The rest of the players are survivors and will only carry a shotgun and machinegun. Once fragged a survivor will respawn as an infected. These respawned infected players run faster than survivors but they only carry a gauntlet that will instagib players. How long do you think you can survive? Try it out!
5 new maps are included in the premium pak of which 3 were sent in to the Quake 3 Maverick mapping contest. CTF players will be happy to see a new map made by cityy, while duel players can start working with 2 new maps.
This new CTF map by cityy is definately a fun map, with a lot of edges to cut corners that make it possible to travel fast from base to base. All these edges and ledges allow you to change route without losing too much speed, and some nice little trickjumps to get to RA or away from base via the YA make the whole map a pleasure to play. The water with the medkit reminded me of ctf2, while the flag area with jumppad somehow made me think of q3wcp14. Another plus is that in the few minutes that I tried the map, I already started to know my way around. With powerups in the center, rail and shaft available I can say it’s quite enjoyable. We’ll have to wait and see what the rest of the community thinks of this map.
Silent Fright (TEAM):
This map was designed for the Infected game mode and is based on Overlord, the huge CTF map. One base has been replaced with a graveyard. According to Id the map is also suitable for large FFA matches, but that is something that you’ll have to find out.
A map made for Domination and TDM, this one has an industrial setting and has a fair size. If don’t have picmip maxed you will notice a lot of brick walls and a sewer feel on the lower level, as the theme of the map is a water treatment plant. A quad is spawned in the lower part of the map, while a MH is nearby, however on the upper level. You can easily grab it and make your way down to the quad fairly quickly. The RA area has 3 exits, 2 on the upper level and 1 where you drop down not far from the quad. This drop down can also be used as a way up to the RA with a well placed RJ. It’s possible to go from RA to MH or vice versa in less that 5 seconds, and then again from either of these items to quad in another few seconds. Items on the lower level, such as the RG and YA are placed in shallow water, as well as a passage with the PG. The water isn’t deep enough to slow you down but of course, it gives away your position. In short, RA, MH, RG and Quad are place fairly close to eachother, while the other side of the map gives you 2 YA, the RL, GL and PG. We’ll see how this one turns out.
Sinister is a collaboration between Yellack and akm. It features 3 levels and some clever item placement. The RA seems to be the most dangerous item, as it is placed on the highest level, on an extended platform with a low ceiling and smaller adjacent wall. This makes it prone to rocket splash damage. From across the room is a window with bars where the RG spawns on the 2nd level, making it fairly easy to rail across the map and surprise anyone going for the RA. Behing the RG on the 1st level is the RL which also leads to the MH. The MH is placed in shallow water, again to give away players who decide to wait in the item early. Moving along the MH is a jumppad that will take you from the 1st level to the 3rd and not far from the RA. Near the RL is also a teleport that will take you straight to the upper level near the RA so you will be able to travel fairly quickly across the map. The lower portal is placed in water to give away position. Away from the portal on the other side is a passage that will give you access to either the RL and MH on the right, or the LG and the RA on the left. The size of the map is pretty ok, but the 3 levels make it feel bigger than it is.
This map is set in space, but don’t be afraid, there are no voids to fall into. Id describes the map as teleporters and curved hallways. And that’s pretty much it. I’ve noticed 3 one-way portals, where 1 leads to the YA, 1 to RA and the 3rd leads to the RL. The RL is placed on a ledge with a floor through which you can shoot. The RA and YA are placed on ledges in corners to give it the necessary risk factor. The portal entries and exits are not far from eachother and provide quick access to the upper floor. You can quickly drop down to the portal again to confuse your enemy. The RG is placed on one of the higher levels and from there on you can quickly get to the MH on one side of the map or the RA on the other side. Even though the map is placed in a space environment there are some patches of water spread throughout the map. The LG is placed in water and near the MH is also some water to be found, although that one can be avoided. The LG and RL are placed in corridors on the lower levels, with 2 access points from the top. These can also be used to jump away from any danger, should the situation get hairy.
Other updates then. Something that we’ve all whined about: the removal of the post-match vote, which now can be removed when starting a match with a pro account. Server spawners and ops can now always callvotes, even when callvotes are not enabled on the server. Timeouts have been doubled from 30 to 60 seconds, something that come quite in handy when you are calling tactical timeouts, or of course when you are having issues. When spawning with multiple weapons you can now specify which weapon you prefer to spawn with by using cg_preferredStartingWeapons. Finally, simple items can be made to bob with cg_simpleItemsBob, so they will wobble around like normal items do. I have tried it for a few seconds, but the false feeling or being able to pickup an item when jumping over it quickly made me switch back to the non-bob simple items. Perhaps it’s just a matter of habit.
Some other issues were resolved and mapleaks were fixed and that concludes this update.
Read the changelog on quakelive.com.
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