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quark 0.32.0

Everything that changed in this version, and why.

The full notes for this version are its short notes: that was all that was written then.

Every map reworked for gameplay

Each map now has its own layout idea and a centrepiece it's named after:

  • Crucible (duel): a molten moat around a central island, reached by four narrow bridges. The crucible hangs above the island. Knock your opponent into the moat.
  • Depot (bomb): three different lanes:
    • West runs through a roofed warehouse full of racks.
    • The middle crosses an open yard around a freight truck you can climb onto.
    • East drops into a sunken loading trench under a raised dock.
  • Summit (koth): the hill is a mountain peak, three terraces up with a beacon on top. There are crevasses in the corners and two mountain huts.
  • Railyard (payload): the track runs through a roofed tunnel, past a station platform with a canopy and under a footbridge. A steam locomotive waits on the siding.
  • Canal (neutral payload): water channels either side of the causeway; fall in and you're out. Each channel has three bridges. Lock gates stand at both ends, with houses on the banks.
  • Harbor (FFA):
    • The sea runs along the quay.
    • A freighter is moored there that you can board and walk through.
    • There are three piers and a lighthouse.
  • Bastion (all modes):
    • A keep stands on an island in a moat, with four drawbridges.
    • Raised bastions on the flanks.
    • Curtain walls with gates.
    • Battlements along the walls.
  • Foundry (all modes): a giant ladle pours into a casting pit, with molten runners leading off it. There are furnaces in the walls.
  • Colosseum (all modes): a gladiator statue in the middle and two open beast pits in the arena floor.
  • Ranked maps (all still point-symmetric):
    • Temple: reflecting pools and a pagoda shrine over a golden idol.
    • Furnace: glowing grates and molten trenches behind the inner walls.
    • Gantry: an open loading bay under the middle bridge, plus crane cabs with hanging containers.
    • Anvil: an anvil with horns, and two giant hammers.

New race map: Viaduct

A long course over a chasm. It starts on a bridge on stone arches, then goes:

  • up stepping stones,
  • through a covered lane and up a climb,
  • across a narrow beam (or grapple across the gap),
  • through a slalom and down more stones,
  • and home through the finish arch.

There are five checkpoints. If you fall, you restart from your last checkpoint.

Looks

  • Every map has distant scenery beyond its walls: a city skyline, mountains, smokestacks, harbour cranes, pagodas or ruins. It's unlit and costs almost nothing to draw.
  • Outdoor maps get yard-style walls with lamp posts. Bastion has battlements.
  • The payload is now an armoured ore cart: metal chassis on wheels, a team-coloured band and a glowing core, all in the map's colours.
  • Weapons take their colours from the map: metal bodies, with the map's glow on emitters, scopes and canisters.

Under the hood

  • New map setting void <y>: falling below that height kills. Pits use it, so you're out about a second after falling in, not after a 20 m drop.
  • New far material for distant scenery: no collision, no lightmap and not counted in the map's bounds. It's available in the editor.
  • Glow surfaces no longer take up lightmap space.
  • Bots:
    • They follow the shared edge between surfaces instead of cutting corners across holes.
    • On maps with pits, they brake at edges, even mid-hop.
  • New quark_tests playtest: bots play every map in its own mode and report kills, falls and objective progress.