Current Map Rotation
Tokay's Towers
The Frag Pipe
The Pits
WareHouse
Munition Dump
Stomping Grounds
XEdge
War Room
Twists
Fortress
Dying Halls
Empty Space
Number of bots: 6
Techs enabled: Yes
Power Ups: No
We're currently weighing two community mods for the server: Q2Eaks,
a lightweight set of gameplay tweaks, and MuffMode, a more
comprehensive competitive ruleset overhaul. Both bring useful quality-of-life features, and
we want whichever we adopt to fit the spirit of this server before rolling it out. No decision
has been made yet — stay tuned for updates.
Starting August 29, 2026, multiple players on the same account
have been consolidated. Only a single player per account is
now allowed in the Rankings — if an account had multiple names ("alts"), one has been kept
as that account's official player, and the rest have been retired: hidden from Rankings
and from the Server tab's growth charts, though their full historical stats and Elo
Evolution chart remain visible on their own player page. Any game played on a retired
account from now on, even under a brand-new name never seen before, is attributed entirely
to that account's official player.
Each retired player's Elo was reset to 1000, and the
difference between their old Elo and 1000 was redistributed evenly across the bots — the
bots have effectively inherited all of the Elo that was accumulated by the retired
players, so the total Elo in the pool is unchanged.
Update — September 1, 2026: a few merging edge cases
caused minor Elo changes after the corrections above were applied. All of these have
been resolved, and every Elo change has been reviewed and confirmed correct.
Recent Database Corrections - new
September 3, 2026 — A further "collision" issue was found
affecting a handful of players: in rare cases, two different people's stats could get
merged onto the same account during a live session. Fixing this properly meant
recalculating the database from scratch rather than patching around it, so some
players' Elo may have shifted slightly as a result.
Some bugs are worth fixing fully at the root rather than just patched over — this was
one of them. With this correction applied, the vast majority of known issues have now
been ironed out, and the Elo values you see today reflect the actual values players have
earned.
September 5, 2026 — Another edge-case issue arose that
caused a similar effect to the previous one, but from a different underlying cause. A
couple players' Elo were corrected and some others also slightly shifted.
No foul play was detected — the Quake 2 server has some oddities in how it reports
match data, which can make this kind of data tricky to collect accurately. As before,
every frag is accounted for on each player's record, and the numbers you see reflect
the up-to-date corrections.
Thanks for your patience and understanding while these corrections were made. Keep on
fragging — cheers!
Elo System
The Elo rating system is a method originally designed for ranking chess players based on
head-to-head results. Each player starts at 1000 points.
When you frag someone, you gain points and they lose points. The amount depends on the
rating difference — beating a higher-rated player earns more points than beating a
lower-rated one, and vice versa.
Applying Elo to a multiplayer free-for-all deathmatch
is more challenging than a simple 1v1 scenario. In a typical map, a strong player faces
multiple opponents simultaneously, which can amplify rating swings in ways that don't
always reflect true skill. Balancing this is an ongoing process.
A spread cap limits how far apart two players' Elos can
appear to each other for the expected-score calculation. For example, if a 1500-rated
player frags a 1000-rated player, the actual ratings are used because the outcome was
expected. But when the 1000 player upsets the 1500, each player sees the opponent capped
within the spread cap distance — limiting the swing rather than producing an outsized
gain or loss.
To improve rating stability and better reflect performance in busy lobbies, the following
changes take effect on August 19, 2026. All maps before that
date continue to use the original V1 rules.
K-Factor (Elo swing per frag)
| Matchup |
V1 |
V2 |
Effect |
| Player vs Player |
K=16 |
K=8 |
Slower convergence, more stable rankings |
| Player vs Bot |
K=2 |
K=4 |
Bot frags matter slightly more |
| Bot vs Player |
K=2 |
K=4 |
Dying to a bot costs more |
| Bot vs Bot |
K=16 |
K=4 |
Bot-on-bot fights barely move ratings |
Halving K from 16 to 8 for player-vs-player frags has a few interrelated effects:
Slower convergence. A new player at 1000 Elo who is
actually playing at a 1400 level climbs there relatively quickly under K=16 — each frag
against a similarly-rated opponent swings roughly 8 points (since the expected score
is ~0.5, the gain is approximately K×0.5). At K=8 that same frag only moves ~4 points.
It takes roughly twice as many frags — meaning twice as many maps — for players to
reach their true rating.
More stable rankings. The flip side is that established
players will not see their Elo bounce around as much session to session. A bad night
will not crater someone's rating the way it can at K=16. The leaderboard will feel more
earned and less volatile, which rewards consistency. Top players will hold their
positions more firmly.
Upsets matter less. With K=16, a lower-rated player
fragging a higher-rated one gets a meaningful reward (and the higher-rated player takes
a meaningful hit). At K=8, those upset moments are half as impactful. This makes it
harder for improving players to break into the upper ranks, and it protects top players
from losing ground to up-and-comers.
Spread Cap (bots and players)
| Real players in the map |
V1 |
V2 |
| 1 – 4 players |
200 |
200 |
| 5+ players |
200 |
100 |
In busier lobbies (5 or more real players), the tighter cap dampens the outsized swings
that can happen when many skill levels mix in a free-for-all. With fewer players, the
original cap is preserved so ratings still converge at a reasonable pace.
Contact the Admin
Need help or want to report an issue while in-game? Type
ADMIN: your message here in the chat. This triggers an
instant notification to the server administrator, who will attempt to get online as
soon as possible.
If you do not wish to participate in this server's ranking system, mention this to
the admin by typing something like
ADMIN: please remove me from the web site in the chat.
Your stats will be removed from the site. Please note that you will be expected to
no longer log into the Q2 server.
Fair Play
Cheating, exploiting, and spamming are not tolerated.
The server actively monitors for spam and other disruptive behavior. Hopefully this
won't be too much of an issue — Q2 Leagues is built around fun and good sportsmanship.
Any player found cheating or deliberately disrupting gameplay will be removed from the
server and ousted from this site's rankings.