Quake's source code is very hackable. I forked ioquake3 for a personal project and it was surprisingly easy to add WebRTC support to the C codebase, so you could play it in your browser over WebRTC :)
That is really impressive! Are you still doing stuff with WebRTC? It is quite a niche area, but lets you do lots of interesting things.
If you are ever interested in getting back into the space you should come join us working on Pion (A Pure Go implementation of WebRTC). I would love to hear about what else you did! [0] I am just really trying to build a intellectually curious/supportive community of RTC. Right now everything is so anemic community wise.
Only played it with my friends, don't think a map ever exceeded 10 players. So I can't say much about scaling - although it was a client-server model over UDP and not peer to peer networking.
Sadly no, but I don't think there's much of a ping difference on a good network. With WebRTC (datachannels in UDP mode) you just get the benefits of UDP (or lack thereof :)).
If you are ever interested in getting back into the space you should come join us working on Pion (A Pure Go implementation of WebRTC). I would love to hear about what else you did! [0] I am just really trying to build a intellectually curious/supportive community of RTC. Right now everything is so anemic community wise.
[0] https://pion.ly/slack