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Enemy Territory Quake Wars [PC] PreRelease Discussion

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Enemy Territory Quake Wars [PC] PreRelease Discussion

Postby Slayer » Fri Nov 11, 2005 9:59 am

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Quake Wars HQ is now online.

http://www.quakewarshq.com/

For those that dont know, QuakeWars is the new FPS game developed by SplashDamage and ID.
Last edited by Slayer on Wed Oct 24, 2007 3:14 pm, edited 2 times in total.
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Postby phucker » Fri Nov 11, 2005 6:06 pm

is this game any good? havent heard anything about it
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Postby Slayer » Fri Nov 11, 2005 6:21 pm

it will be out in 2006. It is an enemy territory game like WOLFET but it takes place in the Quake era.
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Postby NPC » Sat Nov 12, 2005 2:15 pm

i hope its goods
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Postby Pestilence » Wed Nov 16, 2005 5:10 pm

I have some limited press on this game, It looked pritty sweet.
This is comeing from a Tactical gamer who usualy doesnt go for the
"bunny hopping super mega plasma multi spread cannon launcher"
games. This looked like one of those games I'd buy without worrying
about a demo. I dont remember any features and cant find where
the press was (PCGaymor mag) but I remeber being stoked when
I read it.
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Postby Slayer » Thu Nov 17, 2005 2:11 pm

I found this on Gamespot.com. It helps put the game into perspective.


Enemy Territory: Quake Wars E3 2005 Impressions
The creators of the very popular (and very free) Wolfenstein: Enemy Territory are getting set to release a whole new game.

The year 2001 marked the release one of the best uses of the Quake III engine (since Quake III itself), Return to Castle Wolfenstein, and shortly afterward, developer Splash Damage, in collaboration with id Software and Activision, released a free multiplayer add-on, Enemy Territory. The game was extremely well-received by fans, not only because it was free, but also because it really expanded on the original Wolfenstein's multiplayer--a team-based mode that let players choose to play as medics, assault troopers, and engineers, among others, while embarking on specific, directed objectives (like stealing key documents or destroying gun emplacements). And there was that whole "free" thing, which we may have mentioned. Now, the creators of the first Enemy Territory add-on are working on an all-new game, Enemy Territory: Quake Wars.

This new game will at once be very different, but also very similar, to the original Enemy Territory. Perhaps the most obvious (and possibly the most jarring) difference will be the fact that Enemy Territory will be a full-on retail product that id and Splash Damage are supporting with as much of a budget and production resources as they would expend on any other top-tier game. Why put the second Enemy Territory game on store shelves with a price tag? According to id Software's Kevin Cloud, this was a decision that had been made some time ago, and it wasn't a sudden change of heart. Cloud and Splash Damage managing director Paul Wedgwood agreed some time ago to approach the next game as a full-on retail product that will expand upon everything that made the original game great, but will also add lots of new content and features that should hopefully justify the ticket price.

Enemy Territory: Quake Wars will be an online-only multiplayer shooter that will actually take place just before the beginning of Quake II (when the warlike aliens known as the strogg had invaded the Earth). Quake Wars will take place during the initial invasion and will pit two teams against each other: the strogg and a united group of human soldiers known as Earth Defense Force (or EDF, for short). The EDF will be armed with fairly conventional weaponry, like assault rifles and grenade launchers, as well as four-wheeled jeep-class vehicles and tanks. The strogg will possess alien weaponry, and they'll be divided into totally different character classes. And yes, by the way, we did say vehicles.

Many of the missions in Quake Wars will take place in huge outdoor areas in which the fastest mode of transport will be in a vehicle, and thanks to reworked physics that have been appropriated in part from the Doom III engine, vehicles will handle and deform realistically (we watched a demonstration as part of a promotional trailer that showed a jeep skidding off the side of a road, only to have its tires shot off a moment later). And yes, some parts of Doom III technology are being used for Quake Wars. But we can say with complete certainty that Quake Wars does not look like Doom III. This is due at least in part to the huge and surprisingly detailed outdoor areas that are possible, thanks to an all-new "megatexture" mapping technology developed by id Software programming guru John Carmack. The megatexture is essentially one huge, continuous texture map that can stretch all the way to the horizon, without any need for fog or other effects to mask a limited draw distance or texture tiles that repeat and show seams at the edges.

When asked about what kind of game modes Quake Wars would have, Cloud offered that the concept of game modes didn't really apply, since each of the game's missions will play out very differently. Some missions will be night-ops missions that will involve tense, close-quarters battles augmented by the way the game will realistically model the physical properties of objects (walking on steel-plated floors will be noisier than walking on grass, for instance). However, in all missions, players will be rewarded not only for having excellent aim, but also for contributing to the team goals with points that will add to a persistent ranking system. The game will also further encourage teamwork by giving each player specific goals that should help new players figure out how to play their character classes, and should give players of all skill levels a good indication, at a glance, of what needs to be done to help win the match (beyond "hey, I'm bored, I think I'll grab a vehicle that other players need and drive around someplace"). In any case, both Wedgwood and Cloud reaffirmed their dedication to making Enemy Territory a challenging but balanced game that rewards skill and good teamwork, citing their lengthy development and support for the previous game as proof.

Enemy Territory: Quake Wars certainly looks great from a visual standpoint, but it should be interesting to see whether it will be able to go toe-to-toe with heavy-hitter vehicle-based shooters like the soon-to-be-released Battlefield 2. Quake Wars is tentatively scheduled for release sometime next year.

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Postby NPC » Fri Nov 18, 2005 5:48 pm

hmmm i really need to see this game, i hope it stays true to the gameplay of ET and not as much of a quake style shooter. it is really hard to say so far because i didnt like the weapons in quake 4 so i dunno yet.
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Postby Slayer » Sun Nov 20, 2005 6:14 pm

I think your speaking for all of us.

Will their be weapon 2 sets of weapons like ET? or will it be like Quake 4 anyone can pick up all weapons? Will there be balance to the weapons?

Will they stick to a class based system? How many classes are there?

Will Quake Wars have bots?

Will Quake Wars have a TRAINING MODE FOR ALL THE N00BS out there?(this will save me time)

Will Quake Wars have a Single Player?

How Much will it cost?

How many players will it support?

What are the system requirements?

Will the vehicles have a free movement system or will they be on a static path like ET?

When can i get in the BETA?

These are some questions that need to be answered before i make a decision.
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Postby NPC » Mon Nov 21, 2005 12:11 am

yup all very good questions, but i think i can answer one of em i think that if they are going to put vehicles then they are going to make them free-movement and not i have to stand next to it for it to move, even if it is on a set path you have to travel otherwise they wouldnt have bragged about it in the whole letter thing you posted.
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Postby Slayer » Mon Nov 21, 2005 1:36 am

I was just shooting off questions. Then from what they said in the gamespot article it will have more of a battlefield 2 style of vehicle freedom. There must be some very large maps. lets hope they dont lose sight of the objective based style of play then.
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Postby NPC » Mon Nov 21, 2005 4:11 pm

SlayerAdmin wrote:I was just shooting off questions. Then from what they said in the gamespot article it will have more of a battlefield 2 style of vehicle freedom. There must be some very large maps. lets hope they dont lose sight of the objective based style of play then.


true dat
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Postby Aeos » Sun Dec 11, 2005 1:27 pm

sounds awesome, we need something new to play on, but if you could find some links or pics so i could check this out that would be great! :twisted:
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Postby Crayon » Fri Apr 14, 2006 8:09 pm

[quote="QuakeWars.com FAQ"]Features

Do player models reflect their health or ammo status?

All items carried by a player are visible on his uniform. When a GDF teammate has no more clips left you will see that there are no more clips on him, on the model that is. When a Strogg is low on health his pack is half empty. A shader system has been created to add or remove certain things from models to ensure a more realistic approach.

Is there a voice chat like the one in Wolfenstein: Enemy Territory?

Yes, the voice chat is back allowing you to quickly send out commands or requests by simply pressing a key. The number of those messages is not clear, but it should be pretty much the same amount as in W:ET (70+).

How many maps are planned to be in the retail version?

There should be around 12 maps. The size of them is optimized for 24-32 players. A typical campaign consists of 3 maps.

What is the maximum number of players on a map?

64 is the highest number that was mentioned.

Technical

What engine is Enemy Territory: Quakewars using?

The almighty DOOM 3 engine featuring the MegaTexture
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Postby Slayer » Fri Apr 14, 2006 9:31 pm

Its good to hear that info.
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Postby NPC » Sat Apr 15, 2006 7:11 pm

sounds good but im still hoping to god they dont screw it up
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