Quake Champions: Doom Edition. A single player, coop and deathmatch mod for GZdoom and Zandronum, fully compatible with D-Touch.
**UPDATED TO v2.7** "QC: Doom Edition" is a mod that brings the weapons from the fantastic id software "Quake Champions", into Doom, with delicious pixelated flavor. More than just weapons, it also brings the "Champions" mechanic -- different player classes, each one with unique status, speed, active and passive abilities Massive credits to id Software and the entire Quake Champions team for developing the game from which this mod borrows assets, like concepts, sounds, and HUD elements.
This is the full version, updated to v2.7
CHANGELOG
---------------------------------------------------------------------
V2.7 (May 16 2020)
Highlights
- New Champion: The Intruder
- QCDEmaps: New map "Fusillade", ported from Dusk
- QCDEmaps: New map "Battleforged", ported from Quake Live
- QCDEmaps: New map "Helix", ported from Doom 2016
- New PvP gamemode: Unholy Trinity. Unlimited Rocket, Rail and LG
- New PvP gamemode: Lightning Storm. All Lightning Gun, all day
- New PvP gamemode: Random Loadout. Each life gives you random weapons
Balance
- Caleb's new active ability reworked: Voodoo Doll
- Buffed Kane's armor shards generated by PvE slidekick
- Kane's active ability fully removes Postal and Zedek's abilities DoT
- Lucienne's ability reduces lenght of Postal and Zedek's abilities DoT
- Eradicator's movement is a bit faster
- Major's PvE ability Rockets have extra damage when they're a "direct hit" on a target
- Nerfed Terminator rockets damage, since they're harder to dodge now
Bugfixes
- Fixed warning in PvP modes related to PowerupFactory
- Fixed Quake 2 Tank Commander being unkillable
- Fixed Quake 2 blaster sounds constantly cutting off
- Fixed Quake 4's monster spawners (Makron & Dropper) getting stuck
- QCDEmaps: Fixed some texture misalignment on Vale of Pnath
- QCDEmaps: Fixed some hinding spots on Awoken
- Fixed Kane's slide being blocked by players in PvE
- Fixed bots sometimes taunting when killed
- Fixed "Controlled Rocket" movement imprecisions
- Fixed Hunter's skull attacking teammates in PvP
- Fixed being able to pick multiple armors at the same time regardless if armor would be filled
- Fixed some issues with coop keycard pickup messages
- Fixed Q2 and Q4 Makron's 2nd phase not spawning if under a door
- Fixed GZDoom showing "unknown" in theme picker menu
- Fixed startup warnings for stealth monsters
- Fixed startup warning for double defninition of SilverKey
- Fixed Sam's active ability having unlimited ammo in some gamemodes
- Fixed some script error messages in some QCDE maps
- Fixed "DORMANT" flag not being applied for QCDE monsters
- Fixed Sarge not picking hourglasses in single player
Quality of Life
- Zscript-fueled fattyslims implemented: All player classes have standard size, to avoid breaking maps (GZDoom only)
- Optimized sprites for small filesize reduction
- BJ Blazkowicz active ability respects options for recoil and weapon flash
- Inquisitor bots will only rarely use the ability's 2nd stage
- Map placed "stealth monsters" are replaced by non-stealth
Misc
- Extra Health and Extra armor reliquaries are no longer limited to 2 each
- Bots use defensive abilities sooner
- Assigned "Electric" damage to LG and it's altfires
---------------------------------------------------------------------
V2.6.1 (Feb 14 2020)
Bugfixes
- Fixed "qc_shufflemode 0" (per-monster randomization) not working
- Fixed many "p-code 130" when running in GZDoom
- Fixed powerups spawning on duels
- Fixed first monster on invasion having the wrong theme
- Fixed powerup spawn-spot indicator not showing sometimes
- Fixed typo on Eradicator's Champion Help Screen
- Fixed some champions leaving the incorrect after-image when affected by Hunter's passive
- QCDEmaps: Silence. Fixed wrong wall acting as teleporter
- QCDEmaps: Zenith. Fixed some tiny ledges on pillars at the bottom not triggering insta-death
Misc
- Disabled "Your team has the quad" announcer in coop
- In "Skirmish Rogue" you get 3 random upgrades to any weapon when map starts
---------------------------------------------------------------------
V2.6 (Feb 07 2020)
Highlights
- QCDEmaps: New map "Gibel Complex", original map
- QCDEmaps: New map "Excavation", ported from Doom 2016
- QCDEmaps: New map "Delirium", ported from Quake Live
- QCDEmaps: New map "Silence", ported from Quake Live
- QCDEmaps: New map "Zenith", original
- QCDEmaps: New map "The Edge", ported from Quake 2
Balance
- QCDEmaps: Matched Quake Champions Lockbox's item placement
- QCDEmaps: Matched Quake Champions Blood Run's item placement
- QCDEmaps: Matched Quake Champion's powerup spawn timings (1:30, then 2 minutes afterwards)
- Freeman can no longer attack while ability is in progress in PvP and PvP
- Freeman can no longer blast players away with his active ability in PvP
- Freeman's PvP blast deals 15dmg at close range, has slighly longer time-window in which it blasts projectiles away
- Freeman's PvE blast radius increased
- Freeman active ability charges +2
- Freeman gains more armor from LG and coil pickups
- Major's ability explosion radius and knockback reduced by 25%
- Major's ability explosion damage increased to 70 with less falloff
- Major's ability markers (where explosion will happen) can no longer be 100% nullified by Freeman's ability
- Major's climbing lasts much longer
- Menelkir's Maulotaur no longer dies if Menelkir dies
- Menelkir's Maulotaur produces hitbeeps and death notification on his master
- Menelkir's Maulotaur health nerfed to 200, and overall damage slightly reduced
- Added a system to prevent Menelkir's Maulotaur from being excessively good against bots
- Menelkir's PvP Cooldown increased by 5 seconds
- Lucienne health increased to 100, armor reduced to 50
- Lucienne ability charges reduced to 4, each fireball heals 20hp
- Doomslayer's mid-air jump speed gain and height reduced
- Doomslayer's PvP Cooldown increased by 10 seconds
- Postal PvP cowhead stays in-world active 33% less time
- Hunter's ability fireballs are much worse at homing on targets
- Buffed Nyx's speed after doing a walljump for a more natural feeling
- Eradicator's armor gain from Health Pickups has been buffed
- Eleena's Doppleganger can be blasted away by Freeman's ability
- Kane's crouchslide rebalance: much shorter, slower, but speed gained depends on the turn-angle rate (closer to that of Q4/QC)
- Sarge no longer can pick hourglasses in PvE (stop hoarding, Sarge!)
- Terminator's ability rockets can no longer be completely dodged by crouching
- Vormatur's acidic blood dissolves harmlessly when underwater
- Painkiller in PvP drops Quad/Protection when morphing into demon
- Painkiller Demon Morph last 5 seconds more (PvP and PvE)
- Heavy Machinegun: Matched firerate and (PvP) DPS to that of Quake Champions; slight buff to unzoomed accuracy
- Machinegun: Slight buff to accuracy (same as HMG)
- Super Shotgun's "Dragon Breath" upgrade damage buffed
- Reduced volume and how far away the LG and RG "hum" sounds can be heard
Quality of Life
- Caleb's outlines are thicker to match the other champions better
- Kane's outlines are thicker to match the other champions better
- Inquisitor's "thrust dodge" can be performed while holding another movement key
- Inquisitor can only perform "thrust dodge" while airborne
- Spectators in duel now hear the frag SFX when a frag happens
- PvE "Delayed powerups" will not trigger if the "next map" has no monsters, instead gets carried over to the next map
- Added a system to give player (in PvE) the Tribolt if he's not acquired it in several maps
- Sam's minigun ammo capacity is affected by lootbox "ammo cap increased"
- Quake 1 monsters made brighter for slighly improved visibility
- Freeman no longer blast away his own and other player's projectiles in PvE
- Zedek and Postal's ability FX are colored to match the team's color in teamgames
Bugfixes
- Fixed some weapons not being selectable when using the "Bind Weapon Key" section under QCDE options
- Fixed one of Duke's taunts being almost inaudible
- Fixed Doom2016's Nazi not dropping ammo
- Fixed Painkiller's demon form not removing "Alt fire mode active" message in PvE
- Fixed some texture offsets on Molten Falls
- Fixed Painkiller's weapon projectile making the weapon stuck if it hit something that had +DONTRIP flag
- Fixed gibblets spawning way too many blood particles when underwater
- Fixed ice chunks never disappearing when underwater
- Fixed health bubbles having their sounds mixed: Now they use their (unused) QC's (QL-based) version of the sounds
- Fixed RL's controlled rockets not respecting the Hitbeep nor Hitmarker options
- Fixed Bloodrun's HMG jumppad playing sounds when player would jump over it as opposed to "when landing"
- Fixed Menelkir's Maulotaur not spawning if player was summoning at certain horizontal angles
- Fixed Menelkir's Maulotaur in PvP not attacking unless attacked first
- Fixed very rare bug where picking up hourglasses and using ability at the same time could lock it up
- Fixed multiple instances of GZDoom terminating screen FX early
- Fixed long-standing issue where champions could thaw from Duke's ability if they had used their own at the right time
- Fixed wall detail geometry in Almost Lost by Heavy Armor, which could get player stuck
- Fixed Maulotaur's ally marker bugging out sometimes
- Fixed Zedek "poisoning" himself if the ability was used too close to a wall or object
- Fixed Durandal getting +50 max overstack from Heavy Armor instead of +75
- Fixed Blazkowicz "regen" sound looping on PvE when overstack became non-degenerating
- Fixed issues with Cooldown timer when switching to and from Sarge
- Fixed rare instances of players getting another player's ability weapon
Misc
- Added Abysswalker's new Doomslayer sprites (as seen in D4T), and updated his "lo-res" portrait
- Support for Invasion: Players get a lootbox at the start of each wave after the first one
- Support for Invasion: Show lives left in HUD, akin to how it is in Survival
- Support for Invasion: "One theme per map" shuffle option, shuffles per wave instead
- Support for Invasion: When using QCDEmus, music now actually works
- Support for Invasion: Added qcde_inv console command, which auto sets 8 waves
- Support for Invasion: Added qcde_inv_surv console command, which in addition sets 3 lives
- Support for Invasion: Disabled Boss health scalar
- New Reliquary reward: Better Hourglasses (improved cooldown reduction from hourglasses)
- New Reliquary reward: Better Healing pickups (improved healing from 25s, 50s and Megas)
- New Reliquary reward: Better Armor pickups (improved armor gained from Light and Heavy armors)
- Made QCDE's teleporter texture a bit brighter
- Fixed issue in Molten Falls where Nyx could survive falling into the lava after Ghostwalk ended
- Fixed issue in Molten Falls where player wouldn't be insta-killed by Rapha's Ledge
- Added console variable "sv_shufflebots" to periodically change the bots when sv_minplayers is being used
- "The longest Yard" map no longer belongs to the main FFA map rotation (instead became QCME01)
- "Toxicity" and "Blood Run" were moved from duel-only rotation to FFA (as QCDE02 and QCDE29 respectively)
- New skybox for Deck and Morpheus
- Added a lot of QC's bots and brand new ones along with more balanced bot-stats and randomized colors/botscripts
- Added new class "QCDE_MonsterTiny" for addon themes, for monsters that aren't meant to give death rewards (like Caleb's passive)
---------------------------------------------------------------------
V2.5.1 (Sept 05 2019)
Highlights
- New optional addon: PvP visiblity. Removes blood actors and further decreases opacity of
rocket explosion, trails and tribolt explosions (addon included in main download)
Balance
- Galen can no longer shoot after throwing totem for 0.8 sec
- Galen cooldown from 25 to 35 sec in PvP (from 40 to 35 in PvE)
- Kane can resume firing after injection sooner (from 1.5 to ~0.8sec)
- Grayson takes slighly longer to charge up thumper (1/7th of a second longer)
- Sam's minigun primary fire spin-up was pratically removed, making the weapon more responsive
- Inquisitor's ability mirrors that of QC: Duration 5 sec. Absorbs 50% damage (was 85%),
no damage penalty for itself (was 50%), change color palette of his ability to match
that of the actual shield
- Inquisitor lost invulnerability to Duke's FreezeThrower and Grayson's Thumper. He can still however
bounce said shots back with the 2nd phase shield
Quality of Life
- All weapons, health and armor height increased, to prevent jumping-over them
- Daniel's Tarot selection is now visible when spectating that player
- Vormatur's active ability is now visible when spectating a victim of "blindness"
- Decreased scale at which monsters would get additional health from the player count in the server
- Moved up "Last survivor" message in TLMS and FT to avoid it getting too much in the view
- Ability meters are now less opaque towards the center of the screen, for visibility
- Decreased size of LG beam particles when seen from the outside
- Added support for the addon mentioned above, to disable blood when shooting enemies, gibbing
them however, still bloody as always
Bugfixes
- Fixed some Cyberdemon/Mastermind classes taking explosive damage from non-specific explosives
- Fixed Railgun's "Overcharge Slugs" taking 2 ammo per shot
- Fixed Painkiller's "demon form" making some Doomguy noises
- Fixed Q4 Makron becoming "frozen" after summoning monsters
- Fixed BFG's "Argent Capacitor" taking ammo when sv_infiniteammo was active
- Fixed PvE world-spawned hourglasses messing up item count
- Fixed Painkiller being unable to use Tarot after morphing during selection
---------------------------------------------------------------------
V2.5 (Jul 19 2019)
Highlights
- New Champion: Painkiller (Daniel Garner)
- QCDEmaps: New map "Placebo Effect", based Quake 4's map by wviperw
- QCDEmaps: New map "Vale of Pnath", a port of Quake Champions' map
- QCDEmaps: New map "Quarantine", a port of Quake Live' map
- QCDEmaps: New map "Lh'owoken", a port of Quake Champions' "Awoken"
- QCDEmaps: New map "Molten Falls", a port of Quake Champions' map
Big Balance
- Huge PvE champion rebalance (see "QCDE PvE Rebalance.txt" for full list)
- Heavy Armor overstack limit increased from +50 to +75
- MegaHealth overstack limit increased from +50 to +75
- All light champions lost 25 points to max stack
- Levelled speed of ALL light champs to 0.91 (default value of light champs in 2.2); Menelkir is the exception at 0.9
- All heavy champions lost 25 points to max stack
- All heavy champions have -50 starting stack
- Increased speed of all heavy championss to 0.89 (used to be 0.875)
- Decreased hitbox size of all heavy champions
Balance
- Bitterman is now a heavy champion (as it was originally designed)
- Added alt fire for Sam's minigun. Double firerate (therefore double DPS and ammo spend speed), with huge spread. Make sure you've got ammo for it before trying to mow down crowds!
- Eradicator damage buff is gained sooner in PvP and PvE
- Sarge's new PvE-only passive: "Stacked". Health and armor overstack will not degenerate
- Sarge's armor gain from hourglasses from 8 to 12ap in PvP and PvE
- VorMatur's PvE-only passive adjustment: "Excess Matter": takes 20% less overall damage in PvE
- Kane's new PvE-only passive: "Slidekick". Crouchslide into enemies, stun them and shoot them for armor shards
- Kane's PvP cooldown from 45 to 40 seconds
- Lucienne stack set to 75HP/75AP
- (Indirect nerf) Due to the health stack change, self healing gives 15 rather than 25hp
- Lucienne has a max of 5 fireballs instead of 6
- Lucienne fireball "curse" makes the enemy take 20 instead of 15% additional damage
- Lucienne armor overstack from Heavy Armor from +75(like all other champs in v2.5) to +100ap
- Hunter's PvP skull (active ability) fireballs damage from 4 to 5
- Hunter's PvP cooldown from 30 to 35 seconds
- Caleb's PvP hearts (dropped by other players) healing increased from 15 to 20hp
- Caleb's PvP hearts overstack limit from +50 to +75hp
- Durandal's PvP Simulacra still deal 60dmg, but without falloff within the explosion radius
- Lo Wang's PvP sword damage per tick from 8 to 9
- Menelkir's PvP Maulotaur fanned fireballs damage from 10 to 12
- Menelkir's PvE chance to drop hourglases from 15 to 20%
- Nyx PvP cooldown from 40 to 35 seconds
- Eleena PvP cooldown from 35 to 30 seconds
- Postal's PvP cowhead gas posoning damage from 8 to 9 per tick
- Postal's PvP cowhead gas minimum amount of poison points from 8 to 9
- Postal's passive health overstack limit increased from +75 to +100
- Terminator's BFG ammo regen rate halved (takes twice as long)
- PvE hourglasses are a bit more rare
- Archvile, Baron, Mancubus and Arachnotron classes will scale health up based on upgrade (along with player count in coop)
- Shambler painchance decreased
- Elder's Soul: Carrier's stack degeneration speed decreased
- Elder's Soul: Every 10 frags, the carrier's stack will degenerate progressively faster
Quality of Life
- QCDEmaps: Sinister. Greatly reduced detail in Heavy Armor room for huge performance boost
- QCDEmaps: Sarnath Reduced detail throughout the map for a small performance boost
- QCDEmaps: Elder. Slight change in structure for easier jump from "high" tentacle to mega side
- QCDEmaps: Longest Yard and Chasm are spread in the MAPINFO maplist (lump names remain the same)
- QCDEmaps: Deck. Lifts are no longer 3d floors to simplify their functionality and to avoid players getting stuck in the slope
- QCDEmaps: Morpheus. Map has lower gravity. Juuuuump!
- Classpicker MP menu has a hint "Close menu with alt fire"
- Added cooldown information in the Champion Help Screen
- Coop Railgun no longer pushes players
- Freeman no longer blasts away other players in PvE
- Bitterman drops more armor shards in multiplayer PvE
- Galen's PvE totems have an "outer ring" with light healing and a smaller "inner ring" with heavier healing
- Survival mode: Players die on their last life will drop ALL their weapon upgrades
- Elder's Soul: Carrier's overhead FX has the soul icon for easier spotting
- Elder's Soul: Added hints regarding killing the carrier, suicide and "you have the soul" for easier understanding of the mode
Bugfixes
- Fixed ages-old bug of overhead indicators looking choppy on movement, which affected ability/powerup indicators for Caleb, Terminator, Kane, Grayson, Lucinenne, VorMatur, Quad, Protection, Invulnerability, Unlimited Ammo, etc.
- Fixed Eradicator's radar showing up if you died with the ability and respawned as diferent champion
- Fixed Postal's cowhead poison beeps being played on the wrong player's channels
- Fixed Maulotaur's enemy targetting system in PvP (may still have issues)
- Fixed some "boot" footsteps having a low humming sound
- Fixed Hunter not tracking Sam
- Fixed cluster rockets being bounced off by Inquisitor's shield in PvE
- Fixed Eleena being able to "Crouch drop" while affected by Grayson's thumper
- Fixed Eleena's clone using weapons that aren't present in the current gamemode (like using non-RG in instagib)
- Fixed long-standing bug where bots would't backfill in the middle of the match according to sv_minplayers
- QCDEmaps: Lockbox. Fixed a door generating it's sounds in a different part of the map
- QCDEmaps: Lockbox. Fixed the same door that could get 100% stuck on very rare ocasions
- QCDEmaps: Almost Lost. Fixed blind spots of jumppads
- QCDEmaps: Fixed/Adjusted jumppads in all maps so that bots aren't thrown way higher than players
- QCDEmaps: Lh'owon of Ice and Fire, fixed player being able to get inside the "water pipe" section
- QCDEnaos; Fixed Hexen trees billboarding oddly
- Fixed Q4 and Q1 monster nails looking too small
- Fixed Q4 Machinegunner being too strong
- Fixed some startup warnings
Misc
- Added option to display health/armor bars in HUD as flat lines rather than blocks
- Health and armor that go over 300, will show as flat lines
- Added subtitles to all taunts. Campaign only. Can be disabled through menu
- Added startup message (you can see it in the console)
- Changed poisoned-by-cow HUD indicator
- QCDEmaps: OST music will not play during countdowns (for duels, or TLMS)
- QCDEmaps: Increased MIDI volume for some tracks that were too low
- Health bubble sprites improved
- Micro ammo pickups (dropped by Terminator) color adjusted to match the other pickups
- "Pick starting weapon" prompt's graphics improved
- Removed invalid MS Word characters from lore
- Fixed some lowercase entries in MENUDEF that would look odd in GZD 4.x
Older changelogs found in Changelog.txt
AAAAAAH IVE BEEN WAITING 4 EVER
The wait is almost over!
strange, the only files in the zip i'm getting from this link are:
QCDE Changelog.txt
QCDE FAQ.txt
QCDE Full Guide.rtf
QCDEv1.0.2.pk3
QuickGuide.txt
either way, i got it working, i forgot to edit the wad load sequence in my .ini
however, now i don't see anmy option for multiplayer in the menu, and/or a way to access the map paks here, even though i've written them in the wad load sequence.
Sorry it took me forever to reply. The latest version does have the missing .bat files
Not working in doom touch
Hey download new open touch from play store it work with new version like gzdoom 3.6.0 try it now and forgot paid $ for the
App and have fun
ve pero no sé puede para d-touch lo intente y se sale :( ayuda me por favor este es mi mod favorito de Doom
Well, I've got a new language game to get (past, it's this mod) (p.s. I'm calling it a game because from the amount of content it seems to be bringing)
Hahaha. Well, it still requires doom, so it's still a mod :P
You guys should really think about making it standalone game
VAMOS!
8 hours ****!!!!
I ******* waited for the modification from the moment it was shown
I want it!!!!
OMG!!!! IM WAITING FOR THIS!!!! FOR SO LONG!!!!! HYPE IS REAL!!! IM HAPPY AND SATISIFIED
0 hours!!!! Im waiting for this!!!!
Here before the release horaaaa
Will the mod work with Freedoom? Or do I have to own Doom 2?
10 minutes
WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!
QUAKE CHAMPIONS ON MOBILE AND ON ZANDRONUM AWWWW YAD
PRIMERA DESCARGA PAPUH! TODOS USTEDES SE DURMIERON
finally!!!
yessa
Hell yeah! Time to frag some bots! Thanks DBThanatos, will you release updates for this mod?
Awesome! Would it be alright with you if I created an unofficial QCDE campaign? I already have some maps just lying around, so I'd might as well make use of them. :)
Good, it is out and i dont know how to play online ;-;
can somebody help??
Downloading asap
**** YEAH!
Great game!! i like it!! Thank you very mucch!!
i try to play with bots but when i write addbot on console appear this: "couldn't spawn bot; no bot left in bots.cfg" What can i do?
How do i do solo deathmatch with bots?
Nevermind, new problem... I can't add bots, it says that theres no bots in cfg
What do i do to fix this issue?
it seems that with the new 1.0.1 release. the zombiemen don't drop ammo for your starting weapons. that sounds like a bug or something. but it is gonna make things a bit harder ammo wise
OH WOW !!
you loose alot of your ammo in next level in the current version like last one
awesome, but how to access the multiplayer feature? i'm only able to enter vanilla doom maps.
.bat files are still missing :(
Great mod ! Thx guys you rock !
"Added outlines for blue/red teams in team games."
This is what I was needed!
amazing!
Thanks for made THIS AWESOME MOD, greetings from BOLIVIA, we play THIS game in my LAN with pentium D computers. RUNNING 100% not lag. JALLALLA QC-DE ;)
for those who do not know how to play deathmatch do the following:
open "QCDE-Aeon + QCDEmaps.bat"
in the game menu:
ALL OPTIONS / Multiplayer Options / Offline Skirmish. and there they have to configure the game as you like.
LEVEL: use the maps: aeon01-33, qcde01-07.
GAME MODE: deathmatch-team deathmatch.
and finally BOT SETUP: to add the number of bots.
is the ammo being reduced after couple maps fixed?
Hail to the king baby
1 of the best mod of 2018 i guest XD
Thank you :D
there seems to be a bug with the latest version. you can't look at the stats of the characters
This is specific to Gzdoom. It still works in zandronum. We're trying to figure it out
Seems not working on my tablet
GZDoom's incompatibility was patched for in v1.5.0, now you can.