Quake How to host custom mods in multiplayer lobbies GUIDE

Quake How to host custom mods in multiplayer lobbies GUIDE 1 - steamsplay.com
Quake How to host custom mods in multiplayer lobbies GUIDE 1 - steamsplay.com

This guide will tell you how you can host custom third-party mods in multiplayer lobbies of the new Quake Re-Release.

Introduction

In this guide you’ll learn how to host custom mods in the multiplayer lobby. All tests were done with custom maps and a custom mod: Team Fortress. All went fine and a friend was able to connect. No port forwarding was done and everything worked pretty well.

Here’s some screenshots of it in action:

Quake How to host custom mods in multiplayer lobbies GUIDE - Introduction - FF7CF6C

(Server list screen from taken from a Switch)

Quake How to host custom mods in multiplayer lobbies GUIDE - Introduction - E08F1BF

Quake How to host custom mods in multiplayer lobbies GUIDE - Introduction - 6E2DC73

How to do it

Step #1 – Map List

Make sure the mod you’re using has a map list. (mapdb.json) If it doesn’t, you can see my guide here on how to create one: https://steamcommunity.com/sharedfiles/filedetails/?id=2580982820 – [steamcommunity.com]

Step #2 – Changing mods

Whenever you click “Multiplayer”, the game changes your mod to “id1”. But you can change by back after that, and it’ll work. So before, clicking “Start Match” open your console and change to your mod using the “game” command.

Step #3 – Create the lobby

That should be it. Select the mod in the “Episode” list and the map.

Alternative

If you don’t want to change mods all the time, you can actually have all the mods listed along with their maps in the game settings screen, and you don’t even have to change the “game” in the console.

It’s a bit more complicated, but the way you do it is extract “mapdb.json” from id1/pak0.pak. Place it in id1 folder. Then delete the file inside the .pak, so that the one you extracted is used.

Edit this json file and add your extra mods and maps. Then they’ll be available in the dropdowns.

Quake How to host custom mods in multiplayer lobbies GUIDE - Alternative - E09191C

Some notes

  • If the player connecting doesn’t have the mod or map, the connecting player will be unable to connect. So this will not solve custom mods on consoles.
  • Custom mods can and are unstable so expect crashes. My test in Team Fortress played a whole game just fine, and crashed at the end of the game.

 

Written by JPiolho

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