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Nightdive Studios has released Quake Update 1.07 (PS5 Version 1.008), and this is for what the developers are calling Update 4! This brings new maps from the original mod, new improvements, Threewave Capture the Flag and more! Read on for the Quake August 18 patch notes.

Quake Update 1.07 Patch Notes | Quake Update 1.008 Patch Notes | Quake Update 4 Patch Notes | Patch Notes on August 18:

THREE WAVES CATCH THE FLAG (CTF)

The rules for Capture the Flag are similar to the backyard game: protect your flag, steal it from the enemy and return it to your own flag to score a point. Threewave CTF comes with some extras to this basic formula by adding power-up runes for teams to battle over, and the famous grappling hook!

For all those Scientific Rangers out there, here’s a brief history…
Threewave CTF was first released in October 1996 by Zoid Kirsch. The mod was simple at the time, remixing existing game content to create something new. Matches took place on the single player levels modified to create bases. Instead of flags, keys were used, and the grappling hook was an ax that fired a Vore ball. While a little imagination was needed, it didn’t hurt the mod’s reception at all. It immediately caught fire, building a large fan base of players looking for a deeper alternative to deathmatch.
Over the course of many updates, and eventually a QuakeWorld version, Threewave CTF would make Capture the Flag a household name in multiplayer game modes, even spawning websites that exclusively covered Capture the Flag modes in games. Threewave CTF would be officially released as part of Quake II, and the Quake III version of the mod would bring new flag-based game modes and maps that would later make their way to Quake Live. Quake multiplayer and Threewave CTF have always been intertwined, and now the mod that started it all is now available for free in the enhanced Quake re-release

This latest version of Quake has been improved, with an improved flag status display that shows if your flag is safe in the base, team scores, and a modern interface. The included maps have been updated with improved lighting and fog effects. All this is included for free in Update 4 and requires no additional download

Four power-up runes spawn randomly all over the map at the start of the match. Teams will compete for control of them, as they grant great benefits to their holders, staying with them to the death. They will fly out of the player upon death, so keep an eye out and grab them as soon as possible to possess their power. If no one eventually picks them up, they will respawn elsewhere. Holding these runes is essential to give your team the edge to win!

Rune of Earth Magic | Resistance

– Take half damage from all weapons

Rune of black magic | power

– All weapons deal double damage

Rune of Hell Magic | Hast

– Most weapons fire twice as fast and the speed of nail projectiles doubles

Rune of Elder Magic | regeneration

– Regenerate some lost health and armor every second, up to 150

The grappling hook, accessed through the weapon wheel or by pressing the key attached to the axe, is more useful than the weapon than most options in your arsenal. Holding the fire button will fire the hook, where it will fly straight ahead until it hits a wall. Once attached, the hook will pull you in at a very high speed. The hook can be attached to players to deal a steady stream of damage; however, this makes you vulnerable to the player you are attached to.
Switching weapons with the hook attached will allow you to hang from walls and fire, but you’ll be vulnerable as you won’t be able to move, giving you your best impression of a turret. Using this to ambush an attacker can be an effective tactic, but it should be used in moderation, as ambushes only work if they are unexpected!
Advanced players can shoot the hook at the ground and then immediately release it once the hook starts pulling you. This allows you to jump a bunny at a very high speed and become less predictable of a target as you make your way around the map

Our update includes nine of the maps from the original mod

Created by Zoid Kirsch

Two bases connected by bridges and an underwater route. An instant classic and the mod’s most iconic map

Created by Zoid Kirsch

The sequel to McKinley Base, with larger bases, a larger flag area and more routes. A classic, refined

Created by Dale Bertheola

Walkways and bridges overhanging lava and acid, with a wind tunnel to the flag room providing ample opportunities to overwhelm the defense for some skeet shooting practice

Created by Tim Willits

A CTF version of the classic E1M5: Gloom Keep. Two Gloom Keeps, face to face. The front door is the shortest route, but also the most risky. Lose the defense by taking the long way

Created by American McGee

The mouthful of a map returns, but now with flags! This time the bases are stacked on top of each other: the red team on top and the blue team below

Created by Dale Bertheola

Each flag is flanked by a hulking Quake Q, which overlooks three trails from the flag room and one-way wind tunnels

Created by Brent McLeod

With a warehouse in the middle, elevators and trains between bases provide plenty of gripping possibilities in cramped flag spaces

Created by Tim Willits

The infernal domain of Chthon has been converted into a base on our smallest map of the set, making for intense battles with nowhere to hide

Created by Matt Hooper

Catapult yourself across the canals in two traditional medieval castles and grab the flag from the throne room

  • Fixed Fiend arm that cuts into the floor upon death
  • Fixed auto-aim debug variables that could be used to cheat in multiplayer
  • Fix for loading light maps in huge levels like when users side loading “Tears of the False God” in Arcane Dimensions

Source: Steam