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Deep from within the bowels of the Nameless City lies Elder, a nostalgic Quake 1 inspired arena. This small and simple dreary place is home to more than just it's combatants, for Elder beings lie dormant in waiting, feeding off the pain and torment of it's captives. Locked away within lies 1xRA, 2xYA, 1xMH, and a 1x50hp for players to control, and after two minutes of gameplay two heavy stone doors reveal access to a railgun previously inaccessible. However beware, on Elder more than the usual is up for grabs as one shiny gold key lingers in it's halls for one and only one player to control; control the key and control the map. Designed by Adam 'SyncError' Pyle for Duel, Elder is also available for small FFA and 2v2 TDM matches.
Single State (Unary) Switches - Buttons and triggers now exist that allow you to activate a door or platform causing the mover to move once and remain in place for the remainder of the map, allowing maps to dynamically alter over the course of a match. Extending the ramps or opening the Obelisk Courtyard on Elder will create new means to move about the arena.
Created by Colin 'Q50' Dodd, Electrocution is a new to Quake Live Capture the Flag arena made with speed and fast tactics in mind. The most daring players can take their chance with short cuts over the maps walls, but watch out for the lasers, what might be a fast escape can quickly turn into a horrible death.
Face your foes in the ruins of Lost Paradise, a CTF arena created by Chad 'Despair' Younger. Hidden for centuries by the thick jungle, these massive opposing temples were once the site of ancient and bloody battles waged by those seeking to prove their superiority through victory. Multiple paths are available for attack, including a secret underwater entrance that leads to the middle of your opponent's base, as well as a trek through crumbling hallways. Seek out the Mega Health and Health Regen pickups to aid you in your battle.
Brought to us by Todd 'Mr.Clean' Rose, these once-majestic gardens are now forgotten and decayed. Battle through the lost courtyards, halls, and walkways of this twisting arena, where your opponent could come from around any corner. A Mega Health lies in darkened hallways, while the Red Armor awaits on the top floor. Designed for CA and FFA.
Industrial Accident by Jason 'Cornelius' Gill has been reworked to improve the gameplay experience. One side of the arena has now been flipped so that base entrances and layouts are the same on each side. Other major changes include a new smaller mid with more cover with an easier to reach Quad, the railguns have been relocated further way from mid to reduce railing, an easier to attack base, and a new gothic theme. But watch out, just because the Quad is easier to reach now, doesn't necessarily make it safer. A large smasher can be triggered above, leaving power-up hungry players into a pile of pulp.
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