Some Quake III Arena engine forks include a greyscale option (often referenced as r_mapGreyScale). In Quake Live there isn’t a direct equivalent, but bloom/post-process cvars can be used to push the scene saturation down and get a near black-and-white look.

Enable post-process + bloom

  • r_enablePostProcess 1 — enables post-processing (needed for bloom-related effects).
  • r_enableBloom 1 — enables bloom (works with post-process enabled).
  • vid_restart — restarts the renderer so the change applies cleanly.

Make the scene desaturated

The main “black & white” part is:
  • r_bloomSceneSaturation "0" — reduces scene saturation; higher values bring back color.
Other values below let you tune how strong the bloom effect is and how it looks:
  • r_bloomBlurRadius — bloom blur size/radius. Higher values make the bloom blur wider/stronger.
  • r_bloomBrightThreshold — brightness threshold for what “blooms”; lower values make more of the scene trigger bloom.
  • r_bloomIntensity — bloom brightness intensity; higher values make the glow brighter/stronger.
  • r_bloomSaturation — saturation of the bloom effect itself (the glow).
  • r_bloomSceneIntensity — brightness intensity applied to the non-bloomed scene; use it to make the base image darker/brighter without only boosting the glow.
Here’s an example set of commands and values that will make Quake Live look black and white:
Code:
seta r_enablePostProcess "1" seta r_enableBloom "1" vid_restart seta r_bloomBlurRadius "1" seta r_bloomBrightThreshold "0.3" seta r_bloomIntensity "1.2" seta r_bloomSaturation "1.25" seta r_bloomSceneIntensity "0.8" seta r_bloomSceneSaturation "0"

Optional: brighter enemy models

If you’re running a low-saturation / near black-and-white look, forcing a bright enemy model color can help opponents stand out more:
Code:
seta cg_enemyHeadColor "0x00ff00ff" seta cg_enemyLowerColor "0x00ff00ff" seta cg_enemyUpperColor "0x00ff00ff"

Image
Quake Live with post-process + bloom enabled