Intermission Save System. Pressing the jump button during intermission will send you directly to the next map, but pressing the attack button will open the Save menu. Intermission savegames uses 4 VMU blocks. Also it works in the Custom Levels game. And the game stills fully compatible with saves done during gameplay
The following options are restored when you load an intermission save: Status Bar; Brightness; CD Music Volume; Sound Volume; Always Run; Invert Look; Lookspring; all Gameplay Options except Zoom and Light Amplification Visor; the Keep Status option at the Start Custom Levels menu; all options in the Video Options menu; and the Frames Per Second option at the System Informations menu
The game will automatically go to the next level when you exits the Save menu
In the normal game, the names of the intermission saves will be the same names of the levels, but in the Custom Levels game their names will be "Custom Levels"
You won't be able to save during intermission when you've finished the last level in the Custom Levels game. In this case, you will just be sent back to the first level in the list
The developer message "loading filename.ext" will be shown for all the files loaded when the level is loaded. The "developer" variable must be set to 1 for it to work. Higher values won't display this message
FrikBot X DC
The Deathmatch Setup menu will display automatically at the level start if you're in Deathmatch mode
Custom deathmatch maps sequence system
All death messages are displayed on the center of the screen too
When you frag an opponent during Deathmatch, a "[your name] fragged [target's name]" message will display on the center of your screen. If frag limit is on, it will also show how many frags you have left to win
When a player (or a bot) has 1 frag left to win, the message "1 frag left for [playername]" will be shown at the center of the screen of all players
The first 7 bots are displayed at the rankings screen during intermission in deathmatch
The number of bots will be automatically set to the maximum amount supported by the map
The maximum number of bots supported by the map is shown in brown color
The gravity won't be changed when you go to the next level during deathmatch
Weapon arena game modes for deathmatch. In any weapon arena mode there are no ammo or weapons to pick up and no backpacks
The hanged zombies appear in deathmatch :)
The "noexit" cvar gained 2 more settings: "noexit -1" will turn the level exit portals off, and "noexit -2" will make them teleport the player to the start of the level
The number of the next level won't be changed if samelevel is on during deathmatch
Deathmatch options can only be used during deathmatch
Custom single player mode included with a custom single player maps system
The special Quake levels (e1m7.bsp, e2m6.bsp, e3m6.bsp, e4m7.bsp, start.bsp and end.bsp) will behave as normal levels during the Custom Levels game
Random messages in the Restart menu (all from the DOS version of Quake and some from DOOM)
All cheats in the Cheats menu works in deathmatch game (well, it isn't supposed to be unfair, as there's no multiplayer game on QuakeDC).
All cheats except Toggle Silver Key and Toggle Gold Key still active in the next level, except for the Introduction level and for deathmatch
games
You're light when you're in Flying Mode, so you will fall softly and won't receive falling damage
you won't receive damage if you enter in slime or lava while you're flying, until you release the jump or touch the ground
You can see the shotgun bullets flying in Slow Motion mode, with air rings in its
trail
You turn at double speed when you're in slow motion. This doesn't affects the bots
More blood and gore
Better models for the spikes, super spikes, grenades, missiles, lasers and lava balls (looks awesome in
slow-motion!)
Improved the thunderbolt's accuracy. It is only a visual improvement and doesn't affects the gameplay in any way
New models for the thunderbolt's bolt (bolt2.mdl) and the Chthon's bolt (bolt3.mdl). The only difference is that the file size of each of the new models is about 1Kb
The spikes and all the keys use the same model for both colors. This reduces the number of files loaded from the CD
A few changes to the intermission screen and to the help screens 2, 3 and 4
New multiplayer screen
The game pauses when JoyMenu is active
The screen will be darkened when you enter in a menu, so you can see it easier
The jump button will clear the screen while pressed if a menu is active
You can use the attack button to quickly go to the main menu when you're in a submenu
Impulse commands can't be used while the jump button is being pressed to clear the screen
New joypad configuration system. The "alias" command is used to configure the d-pad buttons. I.E. when you enter "alias dc_dright zoom", the DC d-pad right will run the "zoom" command when no menu is active