Buy Quake II, install it, run it, and the first thing you will notice is that it is a 1997 game behaving exactly like a 1997 game. Small window, resolution options that stop well short of your monitor, mouse handling from an era before anyone had agreed how mouse handling should work.
The people playing it online are not using that. They are running a source port — a rebuilt engine that uses the original game's data files and fixes everything that two and a half decades did to it. Working that out is the actual first step, and nearly every guide skips it.
Listings collect on the Quake II hub. This guide covers getting a copy, getting a client that works, and typing the command that puts you on a server.
What you are getting into
Quake II is an arena shooter, and the version of that idea it represents is slower and heavier than the one Quake III made famous.
The weapons have weight. The shotguns are close-range decisions, the rocket launcher is the general-purpose answer, the chaingun spins up before it does anything, and the railgun is the reason people remember the game — an instant-hit rifle with a trail that hangs in the air announcing exactly where you were standing when you fired it.
Movement rewards strafing. Not to the degree that later id games do, but enough that a player who has learned it moves noticeably faster than one who has not, and enough that map knowledge is about routes rather than rooms.
Health and armour are on timers, sitting in fixed places. Controlling those places is the game. That is the thing every arena shooter is about underneath and Quake II states it plainly.
Getting a copy
Quake II is sold on Steam and has appeared in various id bundles over the years. Buy it there and the game data lands in your library like anything else.Our Steam guide covers account creation, and securing it properly is worth the five minutes.
There is also a modern re-release, rebuilt with higher resolutions, controller support and its own multiplayer including bots. It is a good way to play the campaign and it should be understood as a separate thing from what this guide is about: its multiplayer population and the classic server population are not the same people, and the classic servers are where the long-running mod communities live.
What you actually need from any purchase is the game data — the packed files the original shipped with. A source port supplies the engine; you supply the data. Buying the game legitimately and pointing a source port at the folder it installed to is the normal, supported way this works.
Pick a source port
This is the step that makes the difference between an unplayable curiosity and a game you want to spend an evening in.
A source port is the original engine, rebuilt by volunteers over two decades: modern resolutions, sane mouse input, working sound on current operating systems, and network code that has been repaired for conditions the original never anticipated.
They differ in emphasis. Some prioritise a faithful single-player experience with the rough edges filed off. Others are built specifically for competitive multiplayer, with better demo recording, more configuration and features that server communities expect. If your intention is to play online, choose one of the multiplayer-focused ones — the people already on the servers will tell you which, and they have opinions.
Installation is the same for all of them: put the port somewhere, point it at the folder containing your game data, and run it instead of the original executable.
Connecting
Once a working client is running, this part is short. Open the console with the key above Tab and type:
connect 203.0.113.7:27910
The default port for this game is 27910 rather than the 27015 you may know from Source games. Any host running several servers on one machine will have moved most of them elsewhere, so copy the whole address rather than just the IP. An address without a port is the most common reason a connect command appears to do nothing at all.
The in-game browser, where one exists, depends on master servers of a certain age. When it comes up empty, that is the browser rather than the game, and typing an address is the fallback that always works.
Addresses gather on the Quake II server list, where entries are queried directly rather than trusting what a server says about its own population — which matters a great deal in a game this old, where a listing that has not been checked is worth nothing.
The mod tells you what game you are joining
This is the part that surprises people arriving from modern shooters. Quake II's server population is not one game with variations. It is several quite different games that happen to share an engine.
Capture the flag added a grappling hook, and that single addition changed movement so completely that CTF plays like a different sport. Players swing across maps. Flag runs are athletic rather than tactical. It is the most distinctive thing the game's mod community produced and it is still where a lot of the remaining players are.
Action-style modifiers take the arena shooter and point it at something more grounded — reloading, location-based damage, weapons that behave more like real ones. It was one of the most popular things anybody did with this engine and it has its own long-standing communities.
Arena and duelling mods strip out item control and put players into repeated one-on-one or small-team fights with fixed loadouts. Faster to learn, and the usual entry point for somebody who does not want to memorise armour timings.
Read the mod before you judge the server. A player who tries one and decides Quake II is not for them has tried roughly a third of it.
How to be less bad at it, quickly
Arena shooters reward a set of habits that no modern shooter teaches, and picking up three of them will change your first week more than any amount of aim practice.
Learn where the armour is. Not roughly — exactly. Armour is worth more than health, it sits in fixed locations, and a player who collects it on a route is fighting every engagement with an advantage that has nothing to do with shooting. The strongest player on a server is frequently just the one who has been to the armour more recently than you.
Know the timers. Items reappear on a schedule. Somebody who knows when the next one is due will be standing there when it arrives. You do not need a stopwatch — you need to notice when you picked something up and count from there.
Move constantly and never in a straight line. Standing still to aim is the habit modern shooters install and the fastest way to die here. Strafing and jumping are not showing off, they are the reason you are hard to hit.
Use the shotgun less than you want to. New players reach for the biggest close-range weapon and then get killed by somebody with a rocket launcher and a railgun who never came close. Range control is a weapon choice.
Listen. Sound tells you what somebody picked up and roughly where. In a game with no minimap and no killcam, audio is your information.
Settings worth changing early
Field of view. The default is narrow because monitors were square. Widen it.
Mouse handling. Turn acceleration off at the operating system level, then check whatever raw input option your source port offers. This is the single largest improvement available to a new player.
Network rates. Old id engines shipped with network settings tuned for modems, and while good source ports have sensible defaults, it is worth checking what yours is asking the server for. Our explanation of tick rate covers why the update frequency between you and the server determines whether your shots land where you saw them.
Resolution and refresh rate. Set both explicitly rather than trusting the game to guess. It will guess wrong on a high-refresh display.
Problems
The original game will not launch, or launches badly. Expected. Use a source port.
A source port cannot find your game data. It is looking for the folder containing the original packed files. Point it at your Steam installation directory.
You connect and are immediately dropped. Version or mod mismatch. Servers running a mod expect a client that has the mod's files.
Everything looks wrong after connecting. You are downloading the server's custom content, or you are missing it. Older engines send files over the game connection one at a time and it is exactly as slow as that sounds.
Nobody is on. Check the time in the server's own region rather than yours. Games of this vintage do not have populations spread across the day; they have appointments.
Who is still playing this
It is worth being direct. This is a game from 1997 and its servers are kept running by people who have been playing it since before broadband.
That produces a particular kind of place. The skill level on a populated Quake II server is high, because everybody there has been doing it for a very long time and the players who were merely curious left twenty years ago. Expect to lose. Expect it to be worth it anyway, because the people who stayed are also the ones who will explain what you did wrong if you ask.
The mod communities are the reason any of this survives. A server running a mod that somebody wrote in 1999, administered by somebody who has done it for a decade, with the same fifteen regulars — that is what most of the remaining population looks like. Our note on what makes a server listing trustworthy is useful for spotting which listings have a community behind them and which are an abandoned box that still answers a query.
The rest of the family
Quake III Arena is the faster, purer, more competitive descendant, and the one that most people mean when they say arena shooter. Quake Live is that game's long online afterlife. QuakeWorld goes the other direction, back to the original, and has one of the most durable competitive scenes in gaming.
Quake 4 continues this game's story on a much later engine, and Doom 3 shares that technology.
Sideways from all of it, Urban Terror is what happens when a Quake III derivative is pointed at realistic weaponry and given away free, and it inherits a great deal of what made the Quake II action mods worth playing.
Everything you have learned here about consoles, connect and non-default ports transfers directly to all of them. Our guide to finding the best game servers covers the rest — which, in games this old, mostly means finding the two or three servers where the people actually are.
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JoinGG is a live directory of community game servers. Every listing is queried directly every fifteen minutes, so the player count you see was measured rather than reported by its owner, and each one carries a copyable connect address. Quake II servers are listed here, and every game on the site has its own hub. Player counts across every game are on the statistics page.
Common questions
- Can I play on classic community servers using the modern re-release?
- No, the modern re-release multiplayer population and the classic server population are separate. Classic servers host the long-running mod communities, while the re-release is rebuilt with higher resolutions, controller support, and its own distinct multiplayer with bots.
- Why does the connect console command do nothing after typing an IP?
- An address missing a port number is the most common reason the connect command fails. Quake II uses default port 27910, but hosts running multiple servers move them elsewhere, requiring you to copy the entire address rather than just the IP.
- What causes an immediate disconnect right after joining a server?
- A version or mod mismatch causes servers to immediately drop your connection. Servers operating specific mods require your client to possess the matching mod files to play.
Published · 9 min read