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EST. 09 DEC 1997 — BEST VIEWED AT 800×600

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QUAKE CHAMPIONS

QCNET

SIXTEEN HEROES · ARENA ETERNAL

ARENAS

Official Quake Champions maps with stills from the wiki arena gallery. Player tips from Vengeur’s QPL tutorials, ZenAku’s Vale guide, Rapha / Tox VODs, Church of Quake, and Season 30 notes. Expert clips are map-specific — click to load. Citadel, Crucible, and Dark Zone wait until a still and a tape of that arena exist.

DUEL POOL · EXPERT TAPES

Vengeur’s QPL tutorials, ZenAku’s Vale tape, Rapha / Tox VODs, and map-specific duels. Click EXPERT CLIP to load the embed.

  • Awoken

    Duel / DM

    Three floors, every weapon, Heavy Armor + Mega. The default duel picture. Vertical rails and a tele that dumps you onto the fight.

    PLAYER TIPS

    • Learn the three spawn pairs before you learn the frags. Wrong first 10 seconds is the round.
    • Heavy and Mega are the whole rotation — do not rocket-jump off stacked HA just to take a rail peek.
    • Tele/rocket and stairs are the common cross. Hold the high floor when you have stack.
    • Mediums own this map. Nyx and Athena are the Light exceptions. Eisen / B.J. are the skip.

    via VENGEUR Explains AWOKEN (chapters: starting spawns, HA/mega, spawn forcing)

    WIKI
  • Blood Covenant

    Duel / DM / Sacrifice

    Based on Q3DM6 The Campgrounds

    The Campgrounds rebuilt. Jumppad to rockets, rail ledge, tight pillars. Bridge fights dump splash into the void.

    PLAYER TIPS

    • Rail Curve / Banana is the control hall — it feeds Rail and Mega (DM) or Heavy (Sacrifice).
    • Bridge is high ground onto the balcony. Splash knockback into the void is the real kill.
    • Nyx wall-jumps the bridge ↔ rail. Do not stand still on the pad.
    • Mediums except Eisen and B.J.; Lights: Nyx and Athena; Heavy: Clutch. Vengeur’s listed picks.

    via VENGEUR Explains BLOOD COVENANT + QC Wiki areas + r/QuakeChampions (Nyx bridge)

    WIKI
  • Blood Run

    Duel

    Based on ztn3tourney1 (Q3 / QL)

    ZTN in the Dreamlands. Tight duel. Season 30 added a teleporter from mid-level Tri-bolt to Super Nailgun / power-up.

    PLAYER TIPS

    • Play it as ZTN: control the vertical, do not over-peek the rail hallway.
    • Season 30 tele from Tri-bolt mid into SNG / power-up is the new steal route — learn it or eat it.
    • Ranger is the tutorial default. Lights that can leave after a lost peek (Nyx, Anarki) survive the tight rooms.

    via VENGEUR Explains BLOOD RUN + Season 30 Steam notes

    WIKI
  • Corrupted Keep

    Duel

    Molten Oriab. Mega in the Spinal Hall, HMG on Noden’s Outcropping, jumppad to rockets in the courtyard. No rail in duel — only Clan Arena stocks one.

    PLAYER TIPS

    • Two green armors, not three — the full circle (Heavy then Mega) is under 10 seconds if you know the loop.
    • There is no rail in duel. LG, rockets, and nails do the map. Do not hold a rail peek that is not there.
    • Spinal Hall Mega + slipgate up to LG. Broken wall is the escape toward Noden’s Outcropping.
    • Outcropping HMG is a splash death into lava if you stand still. Time shards matter here more than on Awoken.

    via VENGEUR Explains CORRUPTED KEEP + Liquipedia / QC Wiki areas

    WIKI
  • Vale of Pnath

    Duel

    Close-quarters Netherworld maze. Spawn pairs are brutal. Mega room is won from above.

    PLAYER TIPS

    • Three spawn pairs: Big Armor ↔ LG, Rockets ↔ Big Armor, Small Armor ↔ Rail. First ten seconds are hectic.
    • Start nailgun so nobody rushes your spawn. Fake sound; do not run the rocket spawn if they spawned on you.
    • Mega room is held from the top. Wait for them to drop, then follow. Pillars block LG while you rocket.
    • Small platform behind Mega is the drop-out. Big Armor: stay near the tele so you can leave if railed.

    via ZenAku — How to DUEL Vale of Pnath (2018)

    WIKI
  • Ruins of Sarnath

    Duel / DM

    Rain on a ziggurat. Quad/Protection over the Eye of Cthalha with Mega and rockets in the same chamber. Season 30 swapped the Super Shotgun spawn so you do not turn around for it.

    PLAYER TIPS

    • Hold the Eye of Cthalha even on the two-minute power-up cooldown — Mega and rockets live there.
    • Cistern corridors are Galena / Slash trap country. Ziggurat stairs are the open high ground.
    • Season 30: Super Shotgun spawn faces you now. Do not turn 180 out of muscle memory.

    via QC Wiki announcement + Season 30 notes + Toxjq vs VengeurR VOD

    WIKI
  • The Molten Falls

    Duel / DM

    Lava vertical. Cursed League pool map. LG and rockets do most of the work off the falls.

    PLAYER TIPS

    • Do not stand on the fall lips. Knockback is the map.
    • Control is still the duel: items first, aim second. Tox’s VOD is a clinic in holding LG without over-peeking.

    via QCP Toxjq vs VengeurR (Molten Falls half) + Cursed League pool

    WIKI
  • Deep Embrace

    Duel / DM

    Elder World duel staple. In the 2026 Cursed League pool with Awoken and Keep.

    PLAYER TIPS

    • Item timing still decides it — Rapha talks stack and making the opponent weak for the next cycle.
    • Do not donate the Mega just to take a speculative rail. Give up space, keep stack.

    via QCP Rapha vs Spartie (Deep Embrace half)

    WIKI
  • Exile

    Duel / DM

    The Rift. Open sightlines. Death Knight vs Sorlag is a common pro pick pair here.

    PLAYER TIPS

    • Long sightlines punish Lights that peek without stack. Death Knight / Sorlag show up in high-elo VODs for a reason.
    • If you lose the first item, leave. Exile snowballs when someone holds mid with rockets.

    via QCP Rapha vs Zenaku (Exile)

    WIKI
  • Insomnia

    Duel / DM

    Season 30 patched holes in the HMG window frame. Still in ranked rotation.

    PLAYER TIPS

    • HMG window is a real peek after the Season 30 mesh fix — do not treat it as a broken hole.
    • Galena totems work in the tighter rooms. Death Knight stack holds the open mid.

    via Season 30 notes + MeatRACK84 Insomnia duel

    WIKI
  • Burial Chamber

    DM / TDM

    Cenotaph on the edge of Oriab. Mega and rockets on the Perilous Outcropping. Leap the lava for a tele that drops you above the power-up.

    PLAYER TIPS

    • Outcropping leap over lava pays Mega, rockets, and a tele onto the power-up. Miss it and you are in the melt.
    • Molten Underground is cooldown + health for fast movers. Clutch’s dodge reset on stairs is the party trick — bind it only if you can actually hit it.

    via QC Wiki areas + Zephyrin Xirdal Clutch movement (Burial Chamber)

    WIKI
  • Tower of Koth

    DM / Duel

    Season 30: smaller Tower of Koth is now the DM / TDM / IG / i9 / UHT layout. Larger version gained the support beam over the mid-level tele.

    PLAYER TIPS

    • Play the size Season 30 actually queued. Small layout for DM/TDM; large layout still has the new beam over the mid tele.
    • Mid-level tele is a sound cue. Do not take it blind into a stacked Heavy.

    via Season 30 Steam notes + maaGames fly-through

    WIKI

MORE ARENAS

Wiki stills and sourced notes. No clip until a map-specific expert video exists — we do not reuse another map’s tape.

  • Church of Azathoth

    DM / CTF

    Cemetery gates, chapel, crypt, gallows. Season 30 fixed obelisk flags and pulled an out-of-bounds jumppad.

    PLAYER TIPS

    • Chapel and crypt are chokepoints. Do not donate both by peeking the gallows with no stack.
    • Season 30: unused OOB jumppad is gone. Play the flags that are actually in the mode.

    via QC Wiki + Season 30 map notes

    WIKI
  • Lockbox

    DM / TDM / CTF / CA

    Netherworld vault. Mega and Super Nailgun under the Aeon Crystal. Cesspool below is poison and a reset.

    PLAYER TIPS

    • Aeon Crystal mid: Mega + SNG. Slipgate to the high pad, then the jump to Mega. Fall is the Cesspool.
    • Cesspool is a curse and a reset. Leave it with stack, do not farm it.
    • Full Quake loadout lives here including Quad and Protection in DM.

    via Church of Quake Lockbox sheet + QC Wiki

    WIKI
  • Tempest Shrine

    DM / TDM

    Harbor, lighthouse, flooded hall, mega room. Elder World water map.

    PLAYER TIPS

    • Mega Room is the hold. Flooded Hall is the rotate. Lighthouse peeks are rail food.
    • Knockback into water is the tax for standing on the harbor lip.

    via QC Wiki area names (Harbor, Lighthouse, Mega Room, Flooded Hall)

    WIKI
  • The Longest Yard

    DM / FFA

    Based on Q3DM17

    The floating pad. Same idea as Q3DM17 — fall is death, rail is law.

    PLAYER TIPS

    • If you are not stacked, you do not peek the pad. Knockback is the whole map.
    • Rail first, rockets to finish. Do not gauntlet on the lip.

    via QC Wiki + the Q3DM17 read (same pad)

    WIKI