Hey Kaal! I understand where you're coming from, and we're not ruling out holding Contests for Modern Engines like Unreal 4 or Unity 5 with all their bells and whistles in the not so distant future. We'll be having a poll after this contest concludes, so stay tuned for that
This contest though is about coming back to roots of death-match design and the basics of area styled layouts, which are increasingly being lost on the specialized newer generations of players and mappers. It's so easy to get lost in the technical details these days and not focus on the core structure and principles. One can simply snap together bunch of prefabs and call it a map, yet some would see it as yet another flashy environment piece with mediocre gameplay. I guess that might work for some worlds, but strictly for deathmatch duels, it's far from optimal.
Quake is where it all started, Quake 2 probably being the most solid, polished and unobscured deathmatch, which is the main reason many are still attached to it after all these years, not so much with other games and their endless sequels. Even after 17 years because of its fast paced death-match experience and purity, Quake 2 holds up nicely against the so called advanced modern competition: www.youtube.com/watch?v=CBQddGuu0Xg
Assault: This game type is played with two opposing teams, one assaulting a "base" and the other defending it.The map is set up with a number of objectives which the attacking team must complete (usually in sequence) such as destroying something, entering an area, triggering a button, et cetera. The team who first attacks then defends, and attempts to defend for the entire time they attacked. If they can accomplish this, they win the map. If the team defending first assaults the base faster than the other team, they win the map. If both teams defend for the maximum amount of time the map is a tie.
Overall, I found Quake and UT were quite different games. I played Quake for serious 1vs1 action against friends mostly. UT was a game we played coop assault against bots all the time, it felt a bit more casual to me.
And back then I actually preferred the graphics style of UT to that of Quake. With the later UTs, I especially liked the large outdoor maps, Quake never had these.
Team Arena, pfff. I know nobody who played this more than a few times. (And while it had some new game modes and large MP maps designed for team play, it had nothing like Assault mode.)