Muff Mode Rulesets

August 7, 2026 ยท View on GitHub

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Rulesets change the feel of the same map. They tune starting loadouts, weapon behavior, armor, health, ammo, powerups, and a few match-flow details. Use this page when a server vote asks for q2re, mm, q3a, q2reb, q, or qc.

Quick Picker

If you want...PickWhy
The closest Quake II Rerelease baselineq2reStock rerelease weapon feel and item rules.
Muff Mode's house balancemmKeeps Quake II identity, but trims problem weapons and improves powerup flow.
A Quake III Arena shaped matchq3aQ3-style weapons, armor, pickups, splash, and knockback using existing Muff Mode assets.
A conservative competitive rebalanceq2rebVanilla-friendly changes without turning the game into another arena shooter.
A classic Quake-inspired arsenalqShotgun/Axe starts, Quake-like rockets, and remapped weapon slots.
A modern arena-inspired loadoutqcRandom starting weapon, tighter caps, and modernized weapon tuning.

Values

ValueShort nameName
1q2reQuake II Rerelease
2mmMuff Mode
3q3aQuake III Arena Style
4q2rebQ2RE Balanced
5qQuake Style
6qcQuake Champions Style

Players can vote with callvote ruleset <shortname> when the server allows ruleset voting. Hosts can set g_ruleset <value> or use ruleset <shortname>.

Reading Notes

  • Arena gametypes such as Clan Arena and Red Rover can replace the normal spawn loadout. The active ruleset still affects weapon damage, fire timing, knockback, armor behavior, and ammo rules.
  • In non-arena deathmatch warmup, most rulesets can grant visible map weapons for practice. qc is the exception: it keeps its random-start economy even in warmup.
  • "Haste" refers to the rerelease DualFire/Haste behavior. q2re and q2reb keep it fire-rate only; mm, q3a, q, and qc also let it boost movement.
  • Protection blocks splash damage while active. q2re keeps the faithful full direct-damage protection; the other rulesets halve remaining direct damage after armor instead.
  • Q3A deliberately keeps Muff Mode's double-jump behavior. Q3-style knockback is used, but not the Q3 knockback movement lockout that would sever double jumps.
  • Q3A does not add custom assets or entities. It remaps Q3 weapon and ammo names onto existing Quake II/Muff Mode items.
  • Rulesets and factories own different things. A ruleset owns the numbers: weapon damage, spread, pellet counts, fire timing, knockback, armor behavior and ammo rules. A factory owns loadout composition, mutators and match limits, and may select a ruleset by name but can never override its numbers. Arena rooms own their own per-room loadout on top of both.

Quake II Rerelease (q2re)

Choose this when you want the rerelease baseline.

AreaPlayer-facing behavior
StartsStandard Quake II deathmatch start.
WeaponsBaseline rerelease weapon damage, projectile speed, spread, ammo use, and recoil behavior.
Armor and healthStandard armor tiers, normal health rules, no Muff Mode/Q3 cap layer.
PowerupsHaste/DualFire changes fire rate only. Protection fully absorbs remaining direct damage and blocks splash while active. Protection and Invisibility use the faithful long respawn behavior. Activating major powerups plays the stock local use sound.
PickupsStandard item economy, including Q2-style weapon and ammo relationships.

Good for: stock-feeling servers, compatibility testing, and players who want the least surprise.

Muff Mode (mm)

Muff Mode is the house ruleset: still Quake II, but less spiky.

AreaPlayer-facing behavior
StartsStandard Muff Mode deathmatch start. In warmup, visible map weapons can be pre-granted so players can practice with the map's arsenal.
Rockets100 direct damage, 100 splash damage, 120 splash radius, 650 speed, with lighter 50 direct-hit kick.
Plasma Beam10 deathmatch damage, 15 co-op damage, 768 unit range.
Ion Ripper20 deathmatch damage and 800 projectile speed.
RailgunNormal damage profile, but stronger Muff Mode rail knockback.
AmmoSlugs are tighter than the rerelease baseline: the normal slug box is 5 in this ruleset.
Power armorUses the CTF-style 1 damage per cell behavior in deathmatch.
ProtectionBlocks splash and halves remaining direct damage after armor instead of acting as full q2re invulnerability.
PowerupsHaste boosts both weapon rate and movement. Major powerups use the Muff Mode deathmatch flow: delayed initial spawn, 120 second default respawn, global spawn/pickup sounds, and clearer announcements.
Utility itemsAdrenaline grants +5 max health in deathmatch. Rebreather lasts 45 seconds. Auto Doc regeneration is slower and alternates between health and armor instead of feeding both at once.

Good for: the default Muff Mode experience, public servers that want Quake II with a cleaner balance curve, and competitive play that still wants Q2 movement and item identity.

Quake III Arena Style (q3a)

Q3A reshapes Muff Mode toward Quake III Arena while staying inside Muff Mode's no-custom-assets restriction. It uses existing map layouts and existing Quake II/Muff Mode assets.

Q3A Weapon Translations

Q3 roleMuff Mode item usedPlayer-facing behavior
GauntletChainfist50 damage, Q3-like short trace, no Quake II melee kick.
ShotgunShotgunRegular Quake II shotgun asset with Q3 specs: 10 damage, 11 pellets, 700 spread. Super Shotgun is removed from Q3A.
MachinegunMachinegun7 damage, or 5 in TDM, 200 circular spread.
ChaingunChaingunTeam Arena style role: 7 damage, 600 circular spread, fast one-bullet ticks.
Grenade LauncherGrenade Launcher100 damage, 150 radius, 700 speed, Q3-like upward bias.
Rocket LauncherRocket Launcher100 direct, 100 splash, 120 radius, 900 speed.
Lightning GunPlasma Beam8 damage ticks, 768 range, 1 cell per tick.
Plasma GunHyperBlaster20 direct damage, 2000 speed, 15 splash damage, 20 splash radius.
RailgunRailgun100 damage.
BFGBFG100 direct/splash, 120 radius, 2000 speed. It is a Q3-style projectile blast without the Q2 BFG laser/zap sweep. Because cells are shared across weapons, each BFG shot costs 10 cells.
NailgunIon Ripper15 nails, 20 damage each, 500 spread, randomized Q3-style nail speed, no bouncing.

Q3A Items And Movement Feel

AreaPlayer-facing behavior
StartsSpawn with Chainfist and Machinegun. Starting bullets are 100, or 50 in TDM. Non-arena spawns get a +25 health bonus.
Ammo capsStandard and mapped ammo caps are broadly raised to 200.
Ammo pickupsQ3-style amounts are preserved where they can be mapped cleanly: cells 30, slugs 10, lightning ammo as 60 cells, BFG ammo as 15 cells, nails as 20 cells, and chaingun belt as 100 bullets.
Weapon pickupsQ3-style weapon pickup amounts are used: Shotgun 10, Machinegun 40, Chaingun 80, Grenade/Rocket/Rail/Nailgun 10, Lightning Gun 100, Plasma Gun 50, BFG 20. Normal pickups top you up to that amount, then give +1 when you already have at least that much. Dropped and TDM-style pickups give the full amount.
Firing projectionProjectiles and hitscan shots use a snapped Q3-style muzzle point from eye height plus 14 units forward, without Q2 side offsets or weapon recoil.
ArmorArmor acts as one pool. Shards give 5; armor protects for roughly 66%; armor can climb to double max health and then decays back down.
HealthSmall/medium/large health are 5/25/50. Mega-style overheal can reach double max health, then decays toward max health. Mega Health respawns after 60 seconds.
Splash and knockbackUses Q3-style splash falloff and Q3-style knockback scaling. Self-damage is halved after knockback is calculated, preserving rocket-jump force.
Falling damageQ3-like thresholds with fixed 5 or 10 damage bands.
PowerupsHaste boosts movement and weapon rate. Major powerups use a delayed initial spawn, 120 second default respawn, global sounds, and announcements.
Death dropsStarting Machinegun is not dropped on death. Super Shotgun is not spawnable or switchable in Q3A.

Good for: players who want Quake III Arena rhythm on Quake II maps, while keeping Muff Mode's double jumps and existing asset rules.

Q2RE Balanced (q2reb)

Q2RE Balanced is the conservative competitive option. It keeps the Quake II Rerelease shape but softens a few edges.

AreaPlayer-facing behavior
StartsStandard Quake II-style start. In warmup, visible map weapons can be pre-granted for practice.
Health and armor capsPersistent max health is capped at 200; armor is capped at 150.
Rockets100 direct damage, 100 splash damage, 120 radius. Rocket speed is 750 in deathmatch and 650 outside deathmatch. Self rocket-jump knockback stays close to q2re height even though self/enemy damage is lower.
BlasterFaster projectile speed: 1700 in deathmatch and 1500 outside deathmatch.
Machinegun7 deathmatch damage.
ChaingunAlternates between 4 and 5 damage in deathmatch.
HyperBlasterHyperBlaster speed is 1100 in deathmatch and 1000 outside deathmatch.
Plasma Beam10 deathmatch damage, 15 co-op damage, 768 range.
Railgun90 damage.
PowerupsHaste/DualFire is fire-rate only, like q2re. Major powerup pickup and use sounds are broadcast so fights around them are easier to read.

Good for: competitive Quake II servers that want a lighter touch than Muff Mode or Q3A.

Quake Style (q)

Quake Style pushes the arsenal and pickups toward classic Quake.

AreaPlayer-facing behavior
StartsSpawn with Chainfist as the Axe stand-in, Shotgun, and 10 shells.
Arena loadoutsArena modes skip Machinegun, Chaingun, and Railgun in the full loadout.
ShotgunsShotgun uses Q1-style specs: 4 damage, 6 pellets, and tighter classic spread. Super Shotgun uses 14 pellets at 4 damage each; if you are already holding it with one shell left, it falls back to the regular shotgun shot.
RocketsRandomized 100-120 direct damage, 120 splash damage, 160 radius, 1000 speed, and a centered Q1-style launch point.
Grenades and rocketsGrenade Launcher and Rocket Launcher share the rocket pool in Quake Style. Grenade ammo pickups become small rocket pickups.
Plasma BeamActs as the Thunderbolt stand-in: 30 damage ticks, 600 range, and 1 cell per tick. Firing while waist-deep or deeper in water discharges all cells into a radial blast worth 35 damage per cell before splash falloff.
Ammo capsShells, rockets, grenades, and cells cap at 100; flechettes, used as nails, cap at 200.
ArmorJacket/Combat/Body armor stand in for Q1 green/yellow/red armor: 100 at 30%, 150 at 60%, and 200 at 80%. Pickups replace your current armor only when the new armor value is stronger.
Map item remapsSome Quake II slots are repurposed to stay closer to the Quake-shaped arsenal: Machinegun to ETF Rifle, Chaingun to Plasma Beam, Railgun to HyperBlaster, slugs to cells, bullets to flechettes, and grenades to small rockets.
Movement soundLanding footstep sounds are disabled.
Death dropsStarting Shotgun is not dropped on death.
PowerupsHaste boosts movement and weapon rate.

Good for: classic-leaning community nights and maps where rocket/shotgun control should dominate.

Quake Champions Style (qc)

Quake Champions Style is the modern-arena flavored ruleset. It is more loadout-driven and less map-weapon-grant driven.

AreaPlayer-facing behavior
StartsSpawn with one random weapon: Shotgun with 50 shells, Machinegun with 200 bullets, or HyperBlaster with 200 cells.
Warmup economyUnlike most other non-arena rulesets, QC does not pre-grant every visible map weapon during pre-match warmup.
Health and armor capsPersistent max health is capped at 200; armor is capped at 150.
Ammo capsBullets, cells, and flechettes cap at 200; shells cap at 100; most other normal ammo starts from a tighter 50 cap, with a few special ammo caps lower.
Rockets100 direct damage, 100 splash damage, 120 radius, 750 speed.
Machinegun6 damage.
ChaingunAlternates between 4 and 5 damage in deathmatch; 6 outside deathmatch.
HyperBlaster12 damage with the default 1000 projectile speed.
Plasma Beam10 deathmatch damage, 15 co-op damage, 768 range.
Railgun90 damage.
HasteBoosts both movement and weapon rate.

Good for: faster, more modern arena nights where the opening weapon roll changes the early fight.