GameplayMovementThe player movement in Quake 4 is similar to that in Quake III Arena and Quake Live, but with the additions of ramp jumping and crouch slides. Crouch slides give players the ability to maintain speed by sliding around corners.Ramp jumps allow players to gain extra height from jumping as they reach the top of an inclined object, which while present in the original Quake and Quake II was not included in Quake III Arena.
Single playerQuake 4 has a stronger emphasis on single-player than its predecessor and features a campaign that continues the story of Quake II. However, it lacks the bot matchmaking offered in Quake III.
The campaign`s gameplay is mostly the same as in the multiplayer but also adds friendly NPC squad members that can aid you in combat. The game also features outdoor vehicle sections during certain missions, where you can control walkers and tanks. MultiplayerMultiplayer modes are Deathmatch, Team Deathmatch, Tourney, Capture the Flag, Arena CTF and DeadZone. Players at QuakeCon reported the multiplayer gameplay to include elements similar to those in previous Quake games such as strafe-jumping or rocket jumping. Notable additions to play are the ability to send shots through the teleporters and the advancement of the game physics provided by the new technology including the ability to bounce grenades and napalm fire off of jump-pads.
Like the previous Quake games, the multiplayer has a client-server architecture. The network code has been altered from Doom 3, allowing for larger numbers of players on each server; Doom 3 has a four-player restriction, whereas Quake 4 has a standard 16 player limit. The game shipped with a total of 14 maps and 5 gametypes. Later patches and packs extended the amount of maps to 45 and 6 gametypes.
Deathmatch: It`s the classic free-for-all, most frags win gametype. The ultimate goal of this classic game mode is to frag anything that moves. Don’t let your guard down, and remember — everyone is your opponent. The player with the most kills wins. —Game manual
Team Deathmatch: Same as above, but players are divided in teams. Upon joining a Team DM game, you will be assigned to a team: Marine or Strogg. The team with the highest number of frags wins. —Game manual
Tournament: An "arcade mode" deathmatch, two players fight, the rest spectate, winner stays, loser goes spectator. Players battle one-on-one in a single-elimination tournament tree, with the winner of each battle moving on to the next round to fight another winner, until the last two fight it out. Each battle in each round happens at the same time, and when a battle is finished, the players can spectate in the other battles’ arenas. —Game manual
Capture The Flag: Two teams, Marines and Strogg, each with a base, and a "flag" of sorts inside of it. The objective is to steal the enemy flag, bring it to their own base, and touch the own flag in order to score. Divided up into two teams, Strogg and Marines must attempt to capture each other’s flag from the opposite end of the arena. Each player spawns near their own flag. To score, a team must take the opposing team’s flag, bring it back to their own base and touch it to their flag—provided the enemy hasn’t stolen it! —Game manual
Arena CTF: Same as CTF, but with the addition of the Runes. This maintains the premise of CTF, but adds a power-up system. These power-ups last until the player dies, and will not respawn while owned by a player. (...) Additionally, standard power-ups stack on top of these power-ups. For example, a player with Doubler and Quad Damage does massive damage, a player with Guard and Regeneration heals very quickly and a player with Scout and Haste moves very, very fast. —Game manual
DeadZone: Introduced in version 1.3.0, players combat for the control of artifacts and a zone in a map. DeadZone is a brand new team-based multiplayer gametype. Players fight over a limited number of DeadZone artifacts, then race to maintain control of a central scoring zone designated by a scrolling white border. Teams can accumulate points when one or more player from their team is in the DeadZone carrying an artifact. If each team has one or more players in the DeadZone with an artifact at the same time, neither team will gain any points during this stalemate situation. When an artifact is depleted, it returns to its initial spawn location and is available for pick-up. If a player is killed while carrying an artifact, it drops in that location and is again available. The first team to reach the scoring limit wins. —Version 1.3.0 release notes
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