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Quake 4 1.1 Patch Released

by Maarten Goldstein, Mar 28, 2006 10:46am PST
Related Topics – Quake 4, Activision, id software

Activision sends along the Quake 4 1.1 patch, which is now final. The 119mb download offers a ton of improvements, mostly for the game's multiplayer modes. There are also four new maps.

The QUAKE 4 1.1 Point Release update is now available. This highly anticipated patch addresses a number of issues throughout both single and multiplayer, with a heavy and attentive focus on improving the multiplayer experience. Such improvements include: a fixed pure server system, a new AddonPak autodownloading system, voice chat in multiplayer, a forcemodel option, brightskins, smooth stair-jumping, a one-minute warning for tournament matches, Hyper-Threading Technology and Dual Core support as well as a ton of multiplayer specific fixes which have been requested by the community and discovered during our own gameplay.
Update: The patch has been temporarily removed, as id Software sends along this: "There is a problem with the widescreen functionality that may harm a user's monitor. We are working on a re-release and will make it available as soon as possible". If you have the patch installed do NOT enable or disable widescreen.





Comments

18 Threads | 75 Comments






  • thoughts on the new maps:

    both new dm maps seem to have good flow. "Outpatient" is probably suited to up to 16 players or so and has some long, wide hallways that will surely see a lot of rail battles. it also has some tighter inside sections and a large three level atrium.

    "Skeleton Crew" is a smaller map that would probably be a good duel map but I'm sure it will also be fun for dm with up to about 8 people. like Outpatient it is a map with a good amount of vertical and also has a space station kind of look to it with windows looking out on space.

    i only got to run around the new CTF maps briefly... "Mind The Gap" looks to be a really nice one. very nice visually with a cement/stone architecture kind of thing going on and the layout is fairly complex with a lot of ways (high and low) to get from one side to the other. i can't wait to try it later tonight. "Double Edged" is simply the Edge remake from Q4 turned into a symetrical ctf map with the rail area opened into a center section and the rest of the map repeated on either side for each base .. it looks to me like there might not be enough distance between flags to play decent defense but maybe it will play out differently.