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
farmaterial 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.