Quake Champions Classic


"The vault ghouls whisper that the death-maze of sharp angles could only have been hewn from the solid granite by Koth, the Never-Seen Sleeper In Stone."

A new champion, a new arena, a new weapon, new music, significant gameplay changes, and a new boss enemy can all be found in Quake Champions Classic Version 12!

Within the depths of the Netherworld lies a metal maze, a twisting shrine to the madness that is the Elder God Ithagnal. Verticality is a foe all its own when navigating the dance between light and darkness that is the the Vale of Pnath. Supports Deathmatch, Horde Mode, and bots, and also features the new music track "The Netherworld", a cover of Andrew Hulshult's "Ithagnal" from Quake Champions. This is a map and song I've been wanting to do adaptations of for a long time, and I'm really excited to finally finish and share them.

The Heavy Machine Gun finally makes it to the retro Arena Eternal. With it come significant changes to the weapons system to bring it more in line with the official Quake Champions.

Ithagnal arrives as the latest Elder God boss enemy. She possesses several abilities that can make her fatal to even the hardest of rangers: triple vore balls, corrosive vomit, telekinesis... Watch out for those legs! She isn't currently placed in-game, but is available via the included FGD for enterprising mappers.

"They're waiting for you, Gordon. In the Arena Eternaaaaal."

A resonance cascade brings a long awaited champion to Quake! Put on your hazard suit and grab your crowbar as Gordon Freeman. With the long jump module still installed from his trip to Xen, out maneuver your opponents by spanning incredible distances in a flash. When user death seems imminent, make your escape by tapping into the Resonance Cascade. Be careful though: while it's not a random jump, you may not always be sure where you'll warp to.

Check the included documentation's change log for more details!

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Additions
  • Updated deathmatch mode control. Now all you have to do is use the required impulse commands. I may make this a menu for Remaster in the future.
Bug Fixes
  • Actually fixed Horde Mode weapons respawn. Turns out I was forgetting to set the "isHordeMode" variable used everywhere.
  • Changing Deathmatch modes now disables / enables powerups depending upon whether you're entering or leaving Duel Mode.
Known Issues
  • Bots will attack team mates, even though they can't harm them.
  • Big John can sometimes be unable to get out of the water in certain areas on certain maps.
  • Bots playing as Big John can still get stuck in a pseudo Big Barrage state, causing them to jump in place unable to move after using their ability.
  • Bounce pads can be a little finicky. To more reliably bounce on diagonal bounce pads, stop holding your movement inputs just before stepping or jumping onto the bounce pad.
Rocket jumping should no longer send you to the Moon.
A pretty game breaking bug was introduced in Version 11 that prevented players from completing frag limit deathmatches. Took the time to mess around with some things to better control the new deathmatch modes.

Additions
  • Added "impulse 40" to help update the current deathmatch mode.
  • Updated manual to include section on Deathmatch Modes.
  • Bots will now choose either Red or Blue team when switching to Team Deathmatch or Capture the Flag.
  • Shotgun, Grenade Launcher, Rocket Launcher, and Railgun pickups now only give 1 ammo if ammo is equal or more than 10.
Changes
  • Renamed "pak0.pak" to "pakx.pak". The pak file needs to be renamed regardless and the mod doesn't work without the other pak files.
  • Ranger Dire Orb throw animation is significantly faster, allowing him to warp much more quickly. Should make it easier to use.
Bug Fixes
  • Horde Mode weapons respawn again, based on Deathmatch rules.
  • Fixed Deathmatch Frag Limit bug. In Ironwail, the default Deathmatch value is 1, while in the Remaster it's 3. This was causing the match to assume it was in Team Deathmatch, causing issues with proper scoring. Team Scoring has been reworked to avoid these issues and Team Deathmatch is now "deathmatch 4". Both "deathmatch 1" and "deathmatch 3" correspond to Free For All / Normal Deathmatch.
  • Team mates can no longer directly harm each other in team modes.
  • Gib models now display correct skins.
  • Ammo will no longer exceed max limits.
Known Issues
  • Bots will attack team mates, even though they can't harm them.
  • Big John can sometimes be unable to get out of the water in certain areas on certain maps.
  • Bots playing as Big John can still get stuck in a pseudo Big Barrage state, causing them to jump in place unable to move after using their ability.
  • Bounce pads can be a little finicky. To more reliably bounce on diagonal bounce pads, stop holding your movement inputs just before stepping or jumping onto the bounce pad.

"I shall never sleep calmly again when I think of the horrors that lurk ceaselessly behind life in time and in space, and of those unhallowed blasphemies from elder stars which dream beneath the sea…"

Two new champions, a new arena, new music, and the long-awaited offline documentation arrive as Quake Champions Classic reaches Version 11!

A hidden castle lays atop the Realm of Black Magic. Frag your enemies in tribute to the Elder God Volkerh beneath the hallowed twilight of "Insomnia" then bathe in the hall of blood in the lower depths to mend your wounds. Supports Deathmatch and bots, and features the new music track "He Who Walks in Blood", a cover of Chris Vrenna's "Volkerh" from Quake Champions.

Deny the release of death to your allies as the unholy paladin Galena with health totems. Gather three at once and overstack yourself and your allies, or lay them as traps for unsuspecting enemies. Ready your totems more quickly with the collection of health kits.

He lives again! Caleb from BLOOD rises within the Arena Eternal. Light a bundle of dynamite and barbecue your enemies on contact, or let the fuse run as you create an area of denial with multiple bundles at once. After you've made giblets of the poor lambs, rejuvenate yourself by feasting on their life essence.

Check the included documentation's change log for more details!

Bug Fixes

  • Big John can exit the water now. The fix required making his hitbox slightly shorter, matching the same height as Scalebearer and Sorlag. Removed water checks for slow champs in the QCC Pre/Post Think functions since they were meant to try to fix this issue.
  • Added a condition for the Big John bots that will hopefully fix their ability useage.
  • Big John now only calls out his own name when you swap to him at the start of a match.
  • Cleaned up Big John Big Gun view model animation.
Quake Champions Classic reaches Version 10, featuring two new champions, a new arena, a new music track, and more!

Located within the Dimension of the Doomed, realm of Goroth, this arena is ready to incinerate any who lapse in their environmental awareness. Supports Deathmatch, Horde Mode and bots, and features the new music track "Sire of Embers", a cover of Chris Vrenna's "Goroth" from Quake Champions.

Bring on the fireworks with the cyborg demolitionist Keel. Launch special multi-grenades that burst into a shower of mini-grenades over your enemies. Quickly restock your grenades by collecting ammo boxes to keep the explosions coming.

Channel your inner-Austrian might with Big John, a hardened soldier endlessly seeking a warrior's death. Unleash a big barrage of big bullets with Big John's Big Gun and send your foes scattering as they fire ineffectually at you. Ready the Big Gun more quickly by ending your onslaught early to conserve ammunition or reload with the ammo boxes around the map.

For the full list of updates, please see the Change Log on GitHub.
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Quake Champions Classic Version 9 is here, and with it 2 more champions, a complete documentation overhaul, and plenty of fixes.

Take control of the air as the cyborg hoverboarder Anarki. Use your Injection for a quick boost to get you through the fight.

Get low and slide through as the nimble Slash. Dazzle your opponents with a brilliant display of your Plasma Trail as it consumes the Arena around them.

For a full list of changes, see the Change Log on GitHub.
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QUAKE CHAMPIONS CLASSIC VERSION 8
  • Added Scalebearer.
  • Added Sorlag.
  • Added Dissolution of Eternity support. Use xpax.bat for ease of copying over the required data.
  • Added Linux shell script "xpax.sh" written by Slipseer community member plague_spreader
  • Players now drop their possessed powerups when they die (Quad, Pentagram, and Ring only).
  • Quad, Pentagram, and Ring now have 90 second delays before their first spawn in Deathmatch, then 120 seconds between spawns afterward.
  • Added flag to allow Quad <-> Pentagram respawn swaps when collected (collect Quad, respawns as Pent, collect Pent, respawns as Quad).
  • Pentagram no longer provides invulnerability; instead it reduces damage by 2/3rds.
  • Horde Mode: Added 5% Horn of Conjuring, 10% Empathy Shield, 10% Power Shield, 5% Anti-Gravity Belt chances to Powerup Drop.
  • Horde Mode: Changed Pentagram drop rate from 25% to 30%. Quad drop rate lowered from 75% to 40%.
  • Lightning Gun now does 13 * cell ammo when fired in the water. It's technically less damage, but still almost 2000.
  • Nyx Invis time lowered to roughly 3 seconds (mistakenly set higher).
  • Doom Slayer Berserk time lowered to roughly 5 seconds (mistakenly set higher).
  • Doom Slayer Berserk movement speed increased to 500 UPS.
  • Commander Keen's Pogo Stick is a bit easier to navigate with.
  • Added black bearded Intruder skin.
  • Added gib skins for Intruder. Gibs now correspond with current player model skin.
  • Fix: Reworked Obituary cross-engine compatibility, setting appropriate .killstring, and .deathtype fields based on extension support.

Now requires both Scourge of Armagon and Dissolution of Eternity installed. Use xpax.bat to copy the required pak files into the QCC folder. See the readme for details!
  • Fix: Running out of ammo with Commander Keen should no longer throw a runaway loop.
  • Fix: Gremlins shouldn't be able to steal Champion Abilities. They couldn't use them anyway, but better safe than sorry.