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Quake Live Open Beta

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#401
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QUOTE
In an attempt to allow all of you a greater ability to plan your play schedules - particularly those of you running and playing in external events, ladders, leagues, etc. - we're going to begin updating QUAKE LIVE exclusively on Tuesdays. This does not mean that every Tuesday we will have an update, just simply that if we do have an update planned, it will occur on a Tuesday. We'll try to alert you the week before an update is planned both through the forums and through a Tweet. This does not include any emergency maintenance or patches that may be required, but those are very rare.

With this new policy now in place, we'd also like to let you know that we have a fairly large update planned for next Tuesday (July 14). We are currently planning to take the site down in the late morning (U.S. Central Time) and be down for 3-4 hours. As always, you can get instant site status notifications by following us on Twitter. We'll post a complete list of changes, additions, and other information with the update.

Thanks for playing.

According to a few people "in the know", this is going to be quite a big update with the possibility of it including private servers and the extended clan functions.

#402
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Sound good. Glad they have sorted out a regular update time. Btw what do you think of Quarantine?
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#403
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QUOTE (rugmonkey @ Jul 11 2009, 04:28 AM) <{POST_SNAPBACK}>
Btw what do you think of Quarantine?

I haven't played it terribley much because I dont CA a whole lot, but genereally in terms of Clan Arena playability I find that the actual CA maps (qzca1/2/3) work a lot better then the standard Quake3 maps, except perhaps dm6; but everyone loves dm6.

#404
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QUOTE (Prancing Pony @ Jul 11 2009, 01:11 AM) <{POST_SNAPBACK}>
I haven't played it terribley much because I dont CA a whole lot, but genereally in terms of Clan Arena playability I find that the actual CA maps (qzca1/2/3) work a lot better then the standard Quake3 maps, except perhaps dm6; but everyone loves dm6.


Yeah, I don't play much CA at all either. I've got nothing against it, I just prefer CTF really. But yeah, DM6 is surprisingly good for CA.

#405
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Dammit I just had a really good screenshot where i got 50 for 15 in ffa but it didnt come out dam.
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#406
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Quakecon releases the maps being used for there QuakeLive 1v1 and CTF tournaments, odd picks ensue:
QUOTE
While a formal announcement with the exact structure and complete rule-sets for this year's official QuakeCon tournaments is right around the corner, we wanted to provide the selected map lists so players can start practicing for the competitions.

* 1v1 map pool

Campgrounds (qzdm6)
Lost World (qzdm13)
Vertical Vengeance (qztourney4)
Furious Heights (qztourney7)
House of Decay (qztourney9)
Bloodrun (ztntourney1)
Trinity (qzca2)

* CTF map pool

Troubled Waters (qzctf2)
Iron Works (qzctf7)
Siberia (qzctf8)
Bloodlust CTF (qzctf9)
Courtyard Conundrum (qzctf10)


Map selection will be handled in a new way this year where each player or team will have the opportunity to select a map within the first two rounds of play - before any maps are discarded. Complete tournament details, format, rules and prize money will be announced on Monday.


#407
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QUOTE (Prancing Pony @ Jul 14 2009, 03:13 AM) <{POST_SNAPBACK}>
Quakecon releases the maps being used for there QuakeLive 1v1 and CTF tournaments, odd picks ensue:


Not too shocking, really, but there are one or two in there that made me scratch my head a bit.

#408
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CA2 and T9 should be taken off the list, or if they just want more maps one should atleast be replaced by T6. CTF9 should be replaced with CTF3.

#409
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CTF3 - That's Stronghold right? If so, yeah that should definitely be on the list. I've seen some really epic professional matches on that map.

#410
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QUOTE (j type @ Jul 14 2009, 02:02 PM) <{POST_SNAPBACK}>
CTF3 - That's Stronghold right? If so, yeah that should definitely be on the list. I've seen some really epic professional matches on that map.

Yup.

#411
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QUOTE (Prancing Pony @ Jul 14 2009, 03:35 AM) <{POST_SNAPBACK}>
CA2 and T9 should be taken off the list, or if they just want more maps one should atleast be replaced by T6. CTF9 should be replaced with CTF3.

That is odd I thought T6 would be in the 1v1 map pool for sure.
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#412
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HUEG UPDATE IS HUEG

QUOTE
Code Changes:

* Competition features (calling timeouts, locking teams, referees) available in private servers
* Wood footsteps (present on QZCA3 - Quarantine).
* Raw mouse mode performance optimizations.
* Added cl_mouseSensCap (default 0/disabled) to cap the mouse speed if you are using acceleration. Pass it an equivalent sensitivity with no acceleration value, and the acceleration code will not go beyond that.
* The game can't start right away after a map change, in order to let everyone get in and participate in votes (g_warmupDelay).
* CTF requires 2v2 before starting.
* cg_marks no longer disables cg_shadows.
* handicap in instagib is now disabled.
* r_subdivisions limited to either 4 or 80.
* Flag capture time is reported with milliseconds.
* Flag items are no longer predicted (fixes ghost pickup sounds).
* pro TDM config MG start ammo at 50
* cg_forceEnemyModel/cg_forceTeamModel now honored while spectating a player
* cg_forceBlueTeamModel/cg_forceRedTeamModel added (For shoutcasters, cmds override cg_forceEnemyModel/cg_forceTeamModel)
* spec command:
spec fc - follow/cycle through flag carriers
spec blue - follow/cycle through blue team
spec red - follow/cycle through red team
(more options on the way)
* cg_followPowerup now supports a value of 2, which will not switch to a lesser power-up if already following a flag carrier
* cg_followKiller issue in Clan Arena fixed
* fixes for several possible flag dupe cases in CTF
* spwin/splose/testgun cmds removed (exploit/griefing)
* callvote VO fixed (vote now/vote passed vo played in unison)
* Bitterman drowning sound added/fixed

Web Changes:

* The plugin upgrade and installation has been revamped, and you should no longer need to restart your browser during an update (some IE issues still being worked out).
* 24 awards are making a comeback and will start being awarded again!
* The match detail tooltips have been revamped, now allowing you to sort the list by each field. In addition it should be easier to toggle "Quitters / Switchers" now.
* All matches in the server browser will now show the country flag and corresponding city name for the location where the server is running.
* Dropdown menus have been added to the top-level navigation bar, allowing easy access to many parts of the site.
* A new option to "Show Private Matches" has been added to the Server Browser "Customize" pane. This option will toggle back and forth between showing only public or only private matches.
* While the player is in-game various features on the website will go into "sleep mode" in order to reduce the amount of resources used. This change is to help certain players who were having problems with the game stuttering while playing due to website activity.
* Created a new prompt system is used for all fatal errors and other cases where info needs to be presented to the player.
* Match tooltips will now show server name, allowing you to see where the server is located from your friends list.
* You can now toggle whether to show chat timestamps in your "Edit My Profile" page
* Added an icon that is now stamped onto matches in a player's profile when they have won a particular game.
* Fixed a number of problems with cvars and binds not being saved or restored. Players should no longer need to use an autoexec.cfg to have their settings persist.
* Fixed a problem that was preventing the "Link to this match" button from working in IE8.
* Fixed a problem where clicking on a model icon on your friends list would take you to an undefined profile.
* Fixed a problem where the player could be stuck on the "Quake Live is Loading" screen when an error occurs during the initial site load.
* Fixed a problem where many pages were missing page titles.


WIN UPDATE IS WIN

#413
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Flag items are no longer predicted (fixes ghost pickup sounds).

Bout time, this was starting to piss me off... Team locking stuff sounds awesome too.

#414
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Excellent news! I'm really glad that they've improved the player configs; mine kept on resetting itself.

#415
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QUOTE (j type @ Feb 25 2009, 12:10 PM) <{POST_SNAPBACK}>
OK, I just signed up for the beta today and played a few rounds.

Seems to be very good so far, runs very smoothly - only one or two connection dropouts in about 1.5 hours (which is not too bad, considering there were some high ping players online, it's in beta, and I was DL'ing torrents at the time).

Matchmaking - Pretty good. I don't know what level they placed me at specifically, or if it is possible to know this at all, but it was reasonably challenging. If I focused properly, then I could generally get on top of the scoreboard quickly, but if I started noobing out at all, I would drop off rapidly too. So, that seems to suit me well so far.

I've never really played Quake games at all. I always favored more 'real' FPS games, like DoD:S or OP:Flash, for example. With this in mind then, I have been really surprised at how engaging this game really is. The achievements roll in thick and fast, so it gives you a lot to feel good about and to aim for.

Overall, very enjoyable. icon_smile.gif

Anyone else got any thoughts on the game so far?

ps - sorry if this has been threaded already. I ran a quick search and couldn't find anything specifically on the Open Beta, so, here we are...



I liked it and i am huge quake fan but i found it had way to many bugs. and still does like the one with anti cheat, it kicks ramdom people sometimes.


so really they have major improvements to do

#416
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QUOTE (MadeMaster @ Jul 15 2009, 08:01 PM) <{POST_SNAPBACK}>
I liked it and i am huge quake fan but i found it had way to many bugs. and still does like the one with anti cheat, it kicks ramdom people sometimes.


Really? Have you played it recently? There have been a ton of updates over the last month or so, well, ever since the beta launched really. I haven't really come across many bugs and I haven't been kicked at all.

What do you mean about the anti-cheat, by the way? That it doesn't work properly, or what?

Edited by j type, 15 July 2009 - 02:08 PM.


#417
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I haven't played it since winter icon_razz.gif I just can't get into it for more than 30 minutes when I'm not playing with friends.
And like that, he was gone.

#418
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#419
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QUOTE (Prancing Pony @ Jul 16 2009, 06:26 AM) <{POST_SNAPBACK}>

Pretty decent. It is the most done air rocket though.
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#420
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Quakecon has announced it's official tournament list:
QUOTE
* The Intel® QUAKE LIVE Masters Championship

There is no more definitive measure of gaming skill than the 1 vs. 1 duel, and for the first time ever, QuakeCon will feature known professionals and top QUAKE LIVE competitors in their own exclusive tournament. 64 of the world’s best QUAKE LIVE players will face-off for more than $25,000 in a double elimination bracket, with each match played in a best-of-three-games format. With two players left standing, thousands will gather at the QuakeCon Main Stage on Saturday night to watch as the survivors go toe-to-toe in a single elimination, best-of-five-games blow-out with $14,000 for the champion.

* The Intel QUAKE LIVE Open Tournament

Available exclusively for up to 128 amateurs and up-and-coming competitors, the Intel QUAKE LIVE Open will offer players a taste of the excitement and pressure of professional gaming. Battling for a $2,500 prize purse, including $1,500 for the champion, players will compete in a single elimination bracket, with each match played in a best-of-three-games format.

* The QUAKE LIVE Capture the Flag Championship, Sponsored by id Software

Simple, classic and thrilling to watch, the Capture the Flag Championship will feature 4 vs. 4 competitions for up to 32 teams battling it out in a single elimination bracket and best-of three-games format using five arenas. Those who come out on top will share in a $22,000 prize purse, including $12,000 for this year’s team of champions.

Fuck 4v4 btw. So shit...




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