Patch Notes –

Another Hotpatch that fixes an issue where players positions on the client are different to the server resulting in nonreg’s.

General Changes

  • Fixed an issue where smoothing was applied to players in game that was only intended to run during slowmo demo playback, this was causing player models to sometimes be offset slightly on the server vs client and causing non registration of hits.
  • CTF-Kryosis stand overhaul to make it more playable
  • Cap sound effects adjusted again
  • ESC menu graphics tweaked
  • Added back some garbage collection code that should reduce stutters

Patch Notes –

Hotpatch to address issues with client side projectiles

  • Revert a change that was causing timing issues with client projectiles
  • Fixed an issue with “test” crosshair crashing the game
  • Fixed an issue with ghost players spawning
  • CTF-Brynhildr: minor lighting tweaks
  • Improvement on how demo playback handles variable speed playback
  • Adjustments to cap SFX and announcer timing on cap/game end, boosted volume of remaining announcer lines to match previously boosted ones, based on player feedback

Patch Notes –


This patch has been a long time coming, so there’s a lot to go through!
We’ve completely overhauled the UI, added some limited HUD customization, added and overhauled a lot of maps, added some really cool new Practice mode features, new skies and foliage, and done a whole bunch of optimization work!


  • Added all new skies across the entire game
  • Refined and optimized foliage assets across the entire game
  • Temporarily removed the TDM and Arena game modes. They’ll come back once we’ve fixed some critical issues

Bug fixes

  • Fixed Out of Bounds grid wall thickness to prevent people from escaping bounds without flag timer 
  • Fixed blurry IFFs on lower quality settings
  • Fixed Chaingun overheat visuals – should be more reliable
  • Fixed chaingun heat for spectator and demos
  • Possible fix for flag de-sync in field bug.


  • Fixed various performance issues related to UI
  • Fixed garbage collection issues that could result in stuttering
  • Fixed audio loading issues that could result in stuttering
  • Optimized culling distance settings across various maps
  • Added AMD FidelityFX Support for AMD GPUs
  • Added an Integrated GPU Mode setting for low end hardware
  • Added a few more rendering commands for low end hardware to reduce VRAM usage 
    • r.streaming.limitpoolsizetovram 1
    • r.streaming.scaletexturesbyglobalmybias 1
    • r.streaming.dropmips 2
    • If you want to dive in, more info can be found here
  • Made various improvements to the lowest graphics settings
  • Tempest projectile effect now has a simpler version on low settings


  • Various maps have been either removed or revamped. This is part of our ongoing process to keep refining the map pool.
  • Removed TDM and AR maps from map lists for now to prevent crashes, as neither mode currently works
  • New Maps for initial gameplay testing: CTF-Yolandi, CTF-Sunward
  • CTF-Raptor
    • Various fixes to collisions and other minor bugs
  • CTF-Elite 
    • Updated fog values
    • Fixed some collision issues on flagstand
  • CTF-Brynhildr 
    • Updated fog values 
  • CTF-Forlorn changes:
    • Changes to main flag base, spawn locations
    • Shrunk OOB
    • Added blocking volume to upper area of side tower to prevent camping bug
    • Mirrored health kit  in both bases 
  • CTF-Twilight Grove
    • Players no longer get stuck in tree stump behind base
    • Spawn tweaks
  • CTF-Exhumed 
    • Spawn tweaks
  • CTF-Ingonyama
    • Flagstand overhaul – prototype
  • CTF-Nightflare 
    • Flagstand and base overhaul – prototype.
    • Minor terrain changes.
  • CTF-Minora
    • Foliage and general visual updates 
    • Fixed a bug where certain spinning components would start spinning in the wrong direction
  • CTF-Silvas
    • Minor art updates, some grass and foliage added
  • CTF-Relay (formerly Coral) 
    • Art overhaul
    • Spawn tweaks


  • New announcer voice!
  • Boosted volume on flag grab announcer to match other lines
  • Announcer removed from flag grab notification
  • Another Male voice pack added
  • New flag sound cues
  • Changed voicebind ‘Heh, woops’ to ‘Oops!’
  • Changed 250+ flag grab sound


  • Fix demo playback for long demos and reduce stuttering
  • Fix demo pausing and unpausing
  • Fix demo playback stuttering because of pitch not being smoothed
  • Add demo rewind speed variable
  • Fixed an issue where the server could overwrite a demo before it was uploaded
  • Updated compression for smaller file size

Practice Mode 2.0 – Dodo Bot evolves!

Bots now can play CTF, move around, shoot back, and run cap routes. Configure a bot via the ‘Bots’ tab in the practice menu. When configuring a bot, you can set them as Cap, Chase, LO, or Stay at Home, and they will play the position (as best they can). The old style dodo bots can be created as ‘Route Runner’ bots, which will only follow a recorded route path.

Several new drill victory conditions have been added, and instead of adding routes to a drill, you add bots (which in turn themselves know routes). 

Can store multiple locations and warp between saved locations, or use saved locations as bot/drill spawn spots.

Pub Starter Mode – Automatically spawns in bots on both teams up to a desired player count (ie 7v7). As real players join or swap teams, the bots will be kicked/swapped so teams stay even. Can be toggled on at the server config, or via the practice menu.

Route Finder – New tool available for showing route paths during games. To help new players learn routes, they can use Route Finder (default ctrl-c) to display the route trail that starts nearest to them. Cycle through available routes with – and +, configurable in settings. Update the default loaded routes via the practice files found in MidairCE\Content\Practice\. Route trails are visible to only the player who uses the route finder, and are not available with tournament mode on.

Tutorial Builder – GUI for building tutorials from practice mode drills and routes. Opens via Ctrl-T. Help us out and build a tutorial! Check out an example basic movement tutorial from the ‘Movement’ topic under ‘How To Play’. Playback of the tutorial currently happens via the builder menu, a more focused UI for playing tutorials will be implemented soon.

For more detailed information on Tutorial Builder and how to use it (and tips for Drill/Bot creation), see here

Practice (Main Menu) – Quickly open up a local map via the Practice button in the main menu, either solo or with bots.

How To Play (Main Menu) – Skeleton implementation of How To Play menu, with video tutorials and links to in-game tutorials. More to come!


Added experimental, configurable, method of increasing direct disc/nade stopping power. Configurable via server settings and admin console command, it will increase the velocity cancellation properties of direct hits (non splash) based on the configurable factor. We can experiment with it as needed, and it is NOT enabled by default.


  • UI overhaul
    • User Interface across the entire game has been redesigned and updated. This is still a work in progress and we’re interested in hearing your feedback.
  • Added menu setting for hiding hit markers
  • Added menu setting for hiding Quick Chat (V-Chat)
  • Added customizable HUD support through console commands
  • Added IFF scaling, Crosshair scaling. A basic minimal HUD created by JP can be found here
  • Added Camera Roll, Steady zoom in/out for spectate/demos. Montage tools!

Quality of Life

  • Updated auto kick to only happen in public servers
  • Prevented enabling or disabling practice mode and tournament mode if already enabled/disabled.
  • Added keybind to Pause/Unpause a match (ctrl-v default)

Patch Notes –


  • Minor texture optimizations across the board.
  • Tweaked texture streaming options.
  • Possibly fixed an issue with players colliding with their own Grenade Launcher grenades.
  • Possibly fixed an issue with flag inbounds status not being correctly updated, needs more gameplay testing.
  • Fix second loadout grenade slot.


  • Adjusted underwater audio filter.
  • Fixed an issue where the Chaingun sound would loop.
  • Added soundcues for match start/end countdown under content/audio/notifications/countdown.
  • Added announcer lines to flag grabbed game event audio notifications.


  • New map: CTF-Forlorn.
  • CTF-Raptor: New redesigned bases and art pass.
  • CTF-Silvas: Updated base art.
  • CTF-Elite: Increased fog levels by 25%.
  • CTF-Brynhildr: Increased fog levels by 25%.
  • CTF-Trailblazer: Expanded width of red OOB, Rotated inner oob by 45 degrees and adjusted dimensions, Added a spawn on top of the small tower, Added a small health pickup on top of the center building.

Patch Notes –

Version of Midair: Community Edition will be live tonight


  • Tempest explosion sound buffed.
  • Chaingun bullet audio reduced
  • Reduced blaster projectile volume
  • Enemy flag grab and return sound notifications increased in volume


  • CTF-Silvas: Rotated bases, updated midfield assets, minor terrain tweaks.
  • CTF-Brynhildr: Updated lighting and atmosphere, updated base areas.
  • CTF-Trailblazer: Updated lighting and atmosphere, reduced out-of-bounds grid size.
  • CTF-Elite: Updated lighting and atmosphere.
  • CTF-Exhumed: Updated rock formations near bases,
  • Removed CTF maps Crushdepth, Authority, Cerberus, FatalFortress
  • Updated collisions on common rock assets to be more accurate.

General, Bug fixes & Balance

  • Fixed several server crashes.
  • Added code to decompress demos downloaded directly from
  • Re-added version checking, because test version could join live and run into invisible objects.
  • Removed Santa hats. Happy New Year!
  • Whitelisted some toaster.cfg commands to bring some performance back.
  • Increased default texture streaming budget
  • After discussion with some pubbers, reduced default max players on a server from 16 to 14.
  • Default Server bandwidth should be increased.

Known issues, Future updates

  • The visibility increases on Elite, Bryn, and Trailblazer might be too much, we’ve only managed to have a handful of lower tier PUGs on them so we’re look at how this plays with a view to changing it in the next patch
  • Server admin via SteamID is not currently working, the default admin password is not consistent across servers either.
  • Demo downloading in-game
  • Another sound pack, more weapon skins, another map in the works.
  • CTF-Raptor: Updated prototype base design
  • Potential fix for the flag sometimes returning from the OOB when it is already back in the OOB.
  • Potential fix for the chaingun looping noise.

Patch Notes –

Version of Midair: Community Edition is now ready to download.

In November and December, the community ran a successful “Bring Your Own 5” tournament, with over 50 matches played across two days, with teams from Australia, Europe and North America competing. Player VODs and commentary videos are available on our Twitch and Youtube, and moving forward the Midaire:CE CTF ladder is now open on the website. This incremental patch resolves the server stability issues we encountered early on in the tournament.


  • Adjusted the quality settings of some audio tracks that should reduce stuttering for players on older hardware.
  • Updated enemy flag grab sound to be more unique.
  • New tempest explosion sound.
  • Corrected some grammatical errors in the VGS menu.


  • CTF-Silvas has had an overhaul of terrain, spawn points, flag stand, and OOB.
  • Added missing flag stand cameras for CTF-Nightflare and CTF-Trailblazer


All Game Modes

  • Midair’s, and Midair Kills are no longer tracked when they are against a teammate.


  • If you killed a flag carrier, in midair — It didn’t give you a Flag Carrier kill. Now it does.
  • Added Furthest Midair stat to tab menu for CTF.
  • Fix for players receiving points for flag capture even if the flag is returned.


  • Award first blood and first to die on each round.
  • Set Arena tab menu to display weapon stats, and few game mode specific stats. More to come…

Store items

  • Demonic / Putrid plasma weapon models added.
  • Female voice pack added
  • 5 new sprays

Bug fixes & Balance

  • Fixed several server crashes.
  • Fixed an issue where the server kicked players at the end of each map.
  • Removed some rendering commands that players were using to gain an unfair advantage.


  • Blaster inheritance increased from 50 to 100.
  • Plasma inheritance increased from 35 to 50.


  • Demo play back performance has been increased.
  • Demos should switch back to last spectated player on respawn during playback.

Happy Holidays from the Midair:Community Edition Dev team

Patch Notes –

Welcome to version of Midair: Community Edition. This patch has taken some time, but features a massive amount of background work to make new features available. To coincide with this release, the website has also had a huge overhaul and will be updated in the coming days. But firstly….

Bring ‘Em Back BYO5 Tourney Saturday Nov 14th

The community is hosting a Bring Your Own 5 tournament this weekend. This tourney will see pre-made teams compete in round robin bo1s format to decide seeding for single elimination knockout playoffs on Dec 5th. updates:

Competitive Ladders

Arena and Duel ladders are now live, the format is rankup (you will move up after defeating another team/player) and you are able to directly challenge any opponent. Ladders need serious testing, they are still in a very early stage and will have some issues, if you come across any bugs, please leave in the #bugs discord channel.

Arena Ladder (rules)
– Arena tournament mode is 3v3, best of 7x 1 life rounds, bo3 maps.
– Tempest/Grenade Launcher/Plasma, Hand Grenade, Energy Pack
– You can only be on one team for each ladder (can be in different teams for ctf/arena etc)
To sign up, you’ll need to login and then Create a team and Join the Arena Ladder. You can invite other players on their profile or players can request to join the team from the team page.

Duel Ladder (rules)
– DUEL ladder matches will be played as a best of 3 maps
– First to 10 wins the map
– Tempest/Grenade Launcher/Plasma, Hand Grenade, Energy Pack
Duel has no game mode and maps are currently being designed (play matches on CTF maps right now). To sign up, you’ll need to login and then Join the Duel Ladder.

The Capture The Flag Ladder will be unlocked after the upcoming byo5 tournament. Store

Cosmetics are here! In total, over 130 skins, voice packs, sprays, trails are in the store for this patch.

Soon after this patch, every beta player will be given free credits to help test the store, and will have one week to use them. After a week has passed, all credits and cosmetic purchases will be reset. In a later patch, XP and rank systems will be enabled which will award players credits for playing matches.

You will be able to exchange credits in the shop or in game when you click the lock icon in-game next to the item in the customize menu (the UI will be changed in a future patch). Note: you will need to have the Steam overlay enabled to purchase ingame.

Midair: Community Edition Patch notes ver


Demo playback makes a return. Demo playback originally featured in Midair before release, and through several engine upgrades became incredibly broken. Requiring a massive effort from our new team member, Bahke, and many hours of testing to bring it to functioning form.

It is very likely there are still bugs that need to be ironed out.

Demos will be available in-game to download from the Match History tab under Profiles in-game and via your match history on This whole process is still very much work in progress.


  • Introducing the male proxy skin! Both male and female player models now have several skins available in the store
  • Return of the Demonic skin for not only the Tempest, but also the Grenade Launcher and Chaingun, with other weapons to follow
  • The Demonic skin set is joined by another version, Putrid
  • The Plasma and Blaster have a new model with updated sound and projectile effects.
  • Decreased Tempest projectile trail thickness.

Weapon Balance

  • The following changes all need more thorough play testing, so please let us know your feedback
  • Plasma: Reload has been removed, rate-of-fire is 0.75s and does 84 damage per shot.
  • Blaster: ROF slightly slower, clip sized reduced, equip time reduced.
  • Combo ‘nade: More impulse.


  • Player input will be locked during the 5 second pre round timer
  • When team lives are depleted each player will have 2 lives left each, once an individual player has run out of lives, they will be forced to spec a player on their team.


You’re now required to click or push any button to enter a map. This will allow displaying of map author, objectives, custom rule-sets, MOTD and more in the future. This will also stop an AFK player from joining the server after a map change. This display page is just a place holder and will get more updates in the future.

  • CTF-Cerberus: Fixed bug where flag would fall under the stand
  • CTF-Exhumed: Fixed bug where point blank tempest shots didn’t register on the side pillars
  • CTF-Elite: More closely aligned collisions on the crane.
  • CTF-FatalFortress: has had some optimizations
  • CTF-Raptor: has had some spawn tweaks after community feedback
  • CTF-RiftValley: fixed a gap on the flag stand that could make projectiles disappear
  • CTF-Silvas: A new map inspired by an old classic


Changed some parameters in the dedicated server install that should increase network performance.


  • Credits you have earned or purchased will now show in the main UI.
  • Server info has been added, click on a server, click info, and see live details on the players and map in progress.
  • Match history returns, with demos being available for download for each match.
  • Remove vehicle sensitivity from control settings.

General bug fixes

  • Fix spectator name and speed not being shown in first person.
  • Fix for an issue where the observer cam would rotate when focused on the flag (this will need solid testing to see if its truly fixed)
  • Fixed an issue where players would have infinite energy if they died in an energy conduit (CTF-Authority).
  • Fixed an issue where player and flag IFFs was blurry at lower quality settings.
  • Fixed the FPS slider.
  • Fixed an exploit where jetting into certain angles of buildings could give a player immense speed.
  • Fixed an issue where colliding with tight corners of buildings or rocks could instantly kill the player.
  • Removed checking for “Manaborn pass” that could cause a delay in spawning.
  • Hide ‘Not Enough Players’ text when in local server.
  • Removed Discord integration which should fix an issue where players ran Discord in Admin mode.
  • Removed some background debugging which should give a general performance boost.
  • Fixed an issue that made the flag hologram pop out of the flag when the grab animation was played.
  • Added the ability to perma-ban users from individual servers or game wide.
  • Tournament mode weapon restrictions should be fixed.
  • Projectiles fired right before death by players with a higher ping should no longer go missing. Maybe.
  • Applied some optimization to water which should see some performance bumps.
  • Fixed a bug that would improperly display points awarded for certain actions while playing CTF.


Moved stats around on tab menu for better flow and grouped more categorically.

Flag play between teammates are now tracked for both Flag Passes, and Flag Catches among teammates, only if caught in the air.

Flag Capture Assists are now tracked, and added to the tab menu.

Changed Flag capture point system to distribute points to players who helped a flag capture.

  • 750 points – If a player grabs from stand first, and captures flag without teams assistance.
  • 400 Points – If a player grabs from stand first, team handles flag, and re-takes possession of flag and captures.
  • 350 Points – If a player grabs from stand first, but flag is captured by a teammate.
  • 250 Points – If a player assists its team in the flag capture (Touched flag at some point).
  • 450 Points – If a player captures the flag, but was not first to grab off stand.
  • Started collecting Weapon Accuracy Stats
  • Added Midair Distance Tracking for both Victim, and Instigating player. (These will not be visible until UI overhaul).
  • Added a counter for how many times a player was HIT with a midair.

Known Issues

  • Demo play back of flag events can get messed up after using rewind.
  • After dying in an Energy Conduit, energy regen is jittery until the next death outside of the energy conduit.
  • Vote to make admin can still randomly choose the wrong player.
  • Tempest was renamed in the code base and will not be in the default weapon set upon first loading the game with the new patch.
  • Arena has a de-sync issue at the start of each round, which appears to be worse the higher the ping.
  • Player speed not showing in observer mode when the flag is viewed.
  • Match history, match detail pages and player profiles on are still a work in progress and will be updated over the next week.

Patch Notes –


– The new intro movie has had its sound level dropped a bit. It wasn’t mentioned in the last patch notes, but you can also now click to cancel the intro should you wish.
– Fixed blurry UI icons (flags, iffs, death markers etc) at low/medium texture setting.
– Low HP alarm volume slightly reduced and number of beeps reduced to 2 from 3.

General bug fixes

– Fixed flag not being capped if a player picks up the enemy flag while standing on their own flagstand.
– Fixed UnPause timer only showing to the person who used the command.
– Fixed an issue with server performance when bots have been used on the server.
– Fixed typing in the middle of route trail description.
– Added scrollable menu for drills/routes list.
– Added buttons to disable tournament mode and practice mode.


Minora: Touched up terrain beneath bases.
Kryo: Fixed a floating tree.
Tolar: Moved Red OOB out a little.
NightFlare: Smoothed out tower interior a little, Added 25 health pickup to bottom of tower.
Crystalline: Terrain redo.
Authority: Removed water from the lower level (should improve performance a little).
Coral: Added some decals, fixed gaps in some rocks.
FatalFortress: Applied different glowy material on the bridge cables in mid (should improve performance a little)
Ingonyama: Fixed floating foliage (again lol)
Minora: Expanded OOB a bit
Outpost: Blocked off the mana crack in mid Rift Valley: messed around with the OOB a bit

Known issues

The “energy conduit” on some maps can create an issue where they give infinite energy

Patch Notes –

New Features and Bug Fixes

Practice Mode

Practice Mode has been added and is available in offline mode or when a server is set to practice mode. This feature includes Route recording and playback as well as Bot Defense Drills to hone your skills against.

5 Second Out of Bounds Grid Flag Timer

You can now take the flag out of bounds for up to 5 seconds before it will automatically return to the flagstand. The flag no longer bounces or instantly drops when touching the OOB grid. Map OOB grid sizes have been adjusted (reduced) to account for this change in mechanic. There is an on screen timer to count it down and an audio alarm component to this mechanic.

This change has been made to better suit LT style gameplay, as the old OOB grid mechanic was not intended to be used without a flag IFF, the goal of this new mechanic is to reduce in-bounds area for hiding and rabbiting with the flag without annihilating flag capper return routes.

If you have any feedback regarding this new mechanic please remember to include the map which you had a positive or negative experience on with the mechanic, as this is vital information for adjusting OOB grid sizes on a per map basis, try not to direct criticism at the mechanic itself rather than the map it is applied to. The first pass of this mechanic with the reduced OOB grid sizes does need testing via pugs.

A side effect of this mechanics change should also solve many bugs associated with the old OOB mechanic, such as getting the flag out of bounds, having the client think that a player dropped a flag when he touched the OOB when he in-fact still has it and other such jank.

Pause Updates

-Added new console command “UnPause”, which shows a 5 second countdown timer.
-Spectators can look around during pause.
-Removed chat spam protection during pause.

Console key

-Changed console to not always be ` (grave); can be bound to whatever now.

AFK Timer

-Added AFK Timer – 60 seconds AFK (no mouse movement) will force spectate, 5 minutes AFK will kick from server.

Changemap Command

-Added new single command to change map for admins – ChangeMap <mapname> instead of RconOverrideNextMap <mapname> followed by RconEndMatch.

New Intro Video

-Added new Midair Community Edition intro movie.

Removed Sniper Rifle from light loadouts.

Fixed a pair of server crashes


-Added Flag Passes, and Flag Pickup stats. Flags are now tracked by Grabs, Passes, and Pickups
-Fixed weapon kill points from being awarded to players on the same team
-Added point system for Flag Passes, and in field pickups.
-Added Teamkill, and Suicides stats
-Added stats to tab menu, rearranged a bit
-Bug fix for Assists, Deaths, and Kills when a player is shot by one or more players then evacuates. It will still award points for damage inflicted upon a player who evacuates.

-Added Evacuations stat

-Added Evacuations to Scoreboard.


New Maps

CTF, AR, TDM: Authority
CTF: CrushDepth
CTF: FatalFortress
CTF: Gloomlands
CTF: RiftValley
CTF: Tolar
AR, TDM: Cerberus

Map changes

-Replaced the water with a variant that should improve performance a bit

-Replaced the water with a variant that should improve performance a bit
-Added ivy to the bases
-Switched the positions of the health & ammo pickups
-Nerfed the strength of the health pickup

-Reverted the heightmap to a previous version, restoring many old routes that were no longer possible at the beginning of MACE.
-Chopped down the forest that was located near the flagstand and replaced it with a small hut with a health pickup inside.
-The map has been made a daytime map again, since two of our new snow maps are also night maps as well.
-Smoothed out collision on the flagstand


-Replaced the water with a variant that should improve performance a bit
-Fixed blue team’s spawns facing the wrong direction
-Slightly moved a cliff


-Patched a hole in the wall


-Removed all the rocks from middle
-The OOB grid has been fixed so that it is a single wall, rather than the weird double OOB boxing situation
-The outer red grid is now also hexagonal
-Revised player spawn density


-Reverted the heightmap to a previous version, restoring many old routes that were no longer possible at the beginning of MACE.
-Cleaned up collision on the flagstand a lot
-Removed two front spawns from Elite
-Properly mirrored the map


-Smoothed out the collision inside and outside of the top tunnel of each pyramid
-Removed collision from small pipes inside of the pyramid
-Properly mirrored the map


-Reduced rock outcropping quantity
-Balanced spawn positions on either side of the flagstand
-Properly mirrored the map


-Fixed floating spawns
-Fixed floating trees


-Reverted the heightmap to a previous version, restoring many old routes that were no longer possible at the beginning of MACE.
-Cleaned up collision around the flagstand a lot
-Removed some rocks and cliffs from the map that would commonly disrupt smooth gameplay
-Properly mirrored the map


-Turned Bloom back on in the postprocess volume for this map
-Made the fog a lighter colour and less thick


-Reverted the heightmap to a previous version, restoring many old routes that were no longer possible at the beginning of MACE.
-Increased Z scale of the map by 8.33% (it’s slightly more vertical now)
-Improved collision on and around the flagstand a lot
-Properly mirrored the map


-Complete overhaul of flagstand area, everything is now much more simple with metal scaffolding mimicking the older versions of Raptor/Iguana
-Patched up a lot of holes and problem areas around the flagstand with blocking volumes
-Removed all roots that would hinder smooth gameplay
-Removed many rocks and trees in problem areas
-Added much more simple collision to the main flagstand trees, disallowing players from climbing up into the heavens
-Players should now be unable to stand still while on parts of the tree, sliding off unless jetting and moving on it
-There is now an invisible 5 second alarming OOB volume up the tree before the simple collision area, which should sound off when a player starts to climb the tree with the flag, giving away their position to players below and punishing them with a flag return if they remain up there
-Increased the heightfog on the map from the previous version which was basically no fog if you turned the volumetric fog off in the settings


-Reduced the Z scale of the map by 15% (it’s a bit less vertical now)
-Removed all rocks and cliffs from the map


-Replaced the water with a variant that should improve performance a bit

Visual changes

-Yellow flag forcefields now no longer have a flag icon on them, this is because the icon was incorrect when compared to the current flag model and would stretch when the forcefield size was changed. These forcefields still act in the same way as previous; instantly dropping the flag, unlike the new OOB mechanic. These forcefields may receive a better icon later.

-The OOB grid has been made twice as transparent and fades out from a closer distance than previously, due to how much less of a threat they are to fast cappers on return routes and the requirements of the ability to play near them and see through them.


-Enemy flag returned sound volume increased
-Adjusted reward audio for skillshots
-Tweaked skillshot reward values to make higher star ratings more common
-Low HP alarm slightly louder and beeps multiple times

Known Issues

-New Intro Movie volume not tied to in-game audio sliders, sorry for blasting your ears.
-Still cases where flag isn’t capped if passed to a player standing inside their own flag.

Patch Notes –



Implemented chaingun overheat. Each bullet fired will heat up the barrel and slow the fire rate, moving faster will cool the barrels.


You are now all about that nuggie life. Health nuggets now heal much faster, heal up to 30hp (up from 25), and they also still stack

Combo Nades

Combo nade has been nerfed a little bit more (due to a fix further down in the patch notes).

-Removed impulse

-Doubled hitbox size

-Reduced explosion radius 33%

-Increased damage to 42


CTF-BeachBlitz, CTF-Cerberus, CTF-Icedance, CTF-Raptor, and CTF-Zephyr make their debut AR-Chasm has had a number of holes fixed

CTF-Brynhildr had that little rock gap out the back fixed

CTF-NightFlare has had light source increased a skootch

CTF-Kryosis has had a birthday

-Moved bases & flagstands approximately 3 meters to restore pre-MACE grab angles

-Finally properly mirrored, bases & terrain are no longer misaligned by half a meter

-Minor terrain modifications

-A couple of extra spawns (still 50/50 for each side of the base)

-Added more collision volumes to the ramps leading into the base to make movement around them much smoother

Added TDM versions of DM-Blitz and Skyway CTF-Minora, and CTF-Outpost have seen some performance optimisations


Collision fixed on some tree models (looking at you, coral)

Updated nuggie model to show how much of a badass it is

Tempest reload sound adjusted

Skill shots sounds overhauled


Death cam has been removed, which should also fix the issue of sometimes staring at the ground on respawn

Implemented initial beta practice mode. Check the menu for the new keybinds.

Low health vignette shouldn’t show in observer mode. For reals this time.

Tab menu updated to show like, heaps more stuff.

Added low hp alarm sound that plays when taking damage at critical health.

Fixed an issue where shooting point blank at flags, powerups, or other effects could cause the projectile to spawn in a direction other than where the crosshair is aimed (nonreg on combo nade seems to be fixed with this, combo might need a small nerf now as it is much more predictable)

Fixed camera positions on a lot of maps

Playing maps in offline mode should now spawn you on a team making the flags work properly

Fixed an issue that was causing floating grass. Not all maps have been updated for this patch

Known bugs

Overheat graphic doesn’t always show for everyone. Apparently if you delete and fully reinstall MACE it comes good

Practice mode appears to be crashing the MA:CE client