No SnapMap or mod support for Quake Champions

Chris Stead 12 August 2016

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The popular modding mode for Doom will not be making its way to Quake Champions, nor will modding in general, says creative-director Tim Willits.

We recently brought you the surprise news (at least to me, anyway) that Quake Champions, the just-announced sequel by legendary developer id Software, is not built on the studio’s own Id Tech 6 Engine. As a result many of the features running nicely with Doom, such as virtual reality and also Vulkan API compatibility, will not be easily included in Quake Champions. You

can add one more feature to the list: SnapMap. During our extensive chat with Quake Champions creative-director, Tim Willits, at QuakeCon, he had this to say on the subject:

Some of my fondest memories of Quake include mods like Team Fortress; will you be engaging the mod community again with Quake Champions?

The mod community is very important to us, but we won’t have SnapMap because Quake Champions isn’t built on Id Tech 6. We have no plans to allow modifications when the game initially comes out, but we know it is important so we will look into it. But anything that happens will be after Quake Champions comes out; mod support will not be available for launch.

Our take

Despite being surplus to the core game experience, it seems regrettable that players can’t tool around with SnapMap. It makes you wonder if, over the course of the next year, the decision to develop on a hybrid engine involving Saber Interactive’s technology will come back to haunt Quake Champions. That said, I can understand that the concept of modding doesn’t fit natively with the goal of turning Quake Champions into an eSports force to be reckoned with. So my dreams of grappling up into the darkened corners of a level and raining grenades down on objective points Team Fortress style won’t be realised. There is hope though: maybe post-launch?

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