head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is reads, and it is a single point.

Execution · Competitive PvP
A classic multiplayer deathmatch shooter distilled to pure arena combat.

Execution · Pure Mechanics
Fast arena-style shooter mixing a scripted Strogg campaign with twitch multiplayer.
Deathmatch Classic leans Execution (Competitive PvP); Quake 4 leans Execution (Pure Mechanics).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Deathmatch Classic
aim and movement decide every fight
Quake 4
Aimbot plus strafe-jump inputs dominate both campaign and multiplayer
Deathmatch Classic leans a little harder on reads, though the gap is small.
Deathmatch Classic
human opponents predict positioning and timing
Quake 4
Multiplayer duels reward predicting human positioning and timing
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Deathmatch Classic
weapon and spawn randomness
Quake 4
Spawn and item timing add mild uncertainty
Quake 4 leans a little harder on optimization, though the gap is small.
Deathmatch Classic
limited map and weapon-control knowledge
Quake 4
Item control routes and weapon picks are learnable
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.