Quake Champions: Doom Edition. A single player, coop and deathmatch mod for GZdoom and Zandronum, fully compatible with D-Touch.

Post news Report RSS QC:DE v2.5: New Maps & Roster Finished

Version v2.5 of the mod is upon us. Get ready for the 30th champion.

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It's never been a secret we love adding new Champions to QCDE. What has been a secret is when we were planning to stop. And this is it.

For over 2 years we've worked on the dream roster for the mod. Adding some original champions with our own ideas, the main attraction of course was adding champs from many games that we considered classic. And while a lot of people have different opinions as to "This guy is more classic than the guy you added", we've are really happy with the current and final roster.

But enough talk! Let's watch some videos of the new things in this upcoming version which releases in July 19th!





Version 2.5 however, will not be the last you hear from QC:DE. In the next version after this one, we'll finally be bringing a highly requested (and always planned) feature: Custom Champions! You'll be able to create and plug in your own champions into the game. Ever wanted a Chex Quest guy in the game? How about a character from Outlaws? Well, it will be up to you. But that, that lies in the future.

For now, let's have a party with the release!

As always, join our discord to keep up with news and discussion, along with finding out when we're playing this and other thigs online!
Discord.gg

See you on the arena!

-DBT


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For the bored people, here's the changelog:

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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

Post comment Comments
naryanrobinson
naryanrobinson - - 634 comments

Looks great but I'm still not a fan of the weapon designs.

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DBThanatos Author
DBThanatos - - 227 comments

You mean the asthetics or the functionality?

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naryanrobinson
naryanrobinson - - 634 comments

I'm going to try to explain this in a bunch of different ways so hopefully one of them makes sense:
I just feel like they're too elaborate to be what they are.
Many of them just feel a bit messy, with designs/colours too harsh.
They feel more Metroid than Quake or Doom. Too alien.
In Quake III for example, the weapons were very satisfying because they were all very simple and all felt like “old faithful”. Like an old friend who enjoys the same simple things in life as you, and they were utilitarian in appearance just as in function. They all did one simple thing, and did it well, just as their looks suggested.
Several of the guns in the above videos have three (!) physical... pointy ends, out towards the enemy.
Most of them are barely recognisable as weapons at all, something to be picked up and fired with a trigger.
The blue machine gun thing looks like it could be a remote-controlled miniature tank, or a drill, or an explosive charge, etc.
The yellow one looks like it could be a prosthetic skeletal hand, a bunch of cyborg bananas, a pneumatic sandwich maker, etc.
The railgun looks like it could be a children's water gun in Toys-'R'-Us, a device for hoisting vehicles off the ground, a tennis ball launcher, etc.
The lightning gun looks like it could be a clinical teeth whitener, a hot water bath for your feet, an industrial antifreeze sprayer...
You get the idea.
And many of their kickback/firing animations remove the sense of power from them, or are just unsatisfying.
The rocket launcher sits in its kickback position for an entire second before returning, making it feel fake, like it's made of styrofoam, and the “kickback” is done by your wrist flick, like you'd do if you were playing finger guns with a kid.
The railgun does the same, and the prong thing on the right lifts up and out like a kind of awkward lever or something, at odds with its obvious high-tech nature.
Anyway, I'm sure there's something in my comment by now that's intelligible.

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gnear
gnear - - 129 comments

reeeeallly sweet, looking forward to the next release and some DM ACTIONNNN

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DBThanatos Author
DBThanatos - - 227 comments

10 more hours!

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dech
dech - - 7 comments

This update is mmmmmmmmmmmost impressive

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Blue199
Blue199 - - 6,973 comments

I love to see my boy Daniel back in action! :)

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Zn3s
Zn3s - - 1 comments

a) Run Doomseeker
b) Play QC:DE
c) \o/

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