top_left top_right
bottom_left
Next Event: Unknown | Forum Rules | QGL Website | Event Registration
openFolder AusForums.com
iconwatfolderLineopenFolder LANs
iconwatfolderLineopenFolder QGL
iconwatfolderLineopenFolder QGL Forum
Author
Topic: Enemy Territory: Quake Wars Fact Sheet
trog
AGN Admin
Posts: 18111
Location: Brisbane, Queensland

Activision have released an Enemy Territory: Quake Wars Fact Sheet, officially announcing some spicy information about this upcoming cross-brand shooter.
With "asymmetric gameplay," the characters of both the GDF and the Strogg look, move, and behave uniquely. Bases, characters, vehicles and weapons demonstrate the different technologies and behavior of each side and require distinctive approaches to combat from each player. For example, a GDF Medic can heal and quickly revive injured or fallen soldiers on the field, while the Strogg Meditek may use a GDF corpse as a "host" body for a waiting Strogg reinforcement. Similarly, the GDF Field Ops will deploy and call-in a laser-guided strategic strike missile, while the Strogg Opressor peppers a GDF convoy with his Plasma Mortar. Players can choose one of five character classes unique to each force, including the GDF's Soldier, Field Ops, Engineer, Ranger and Medic, or the Strogg's Tank, Opressor, Constructor, Infiltrator, and Meditek.
Also, confirmation about the number of supported players is in there (released officially for the first time, as far as I'm aware):
Advanced real-time physics, and all new network code support large-scale military combat for up to 24 players through real-world locations, including deserts, glaciers, mountains, and countryside.
Throughout development Splash Damage have said that their target size was 24-32 players, but in a recent interview they also mentioned that server administrators will be able to run larger (eg, 64 player) servers if they want to.
system
--
parabol
Posts: 2107
Location: Brisbane, Queensland
My graphics card has a heart attack everytime it hears about this game.

To add, I found some more screenshots a couple of days ago (but forgot to post them). Seriously, this games looks absolutely fantastic so far. Here is one of the pics:

http://images.ausimages.com/upload/2006-02-20/etqw05.jpg

(More Screenshots)
StreX
Posts: 5022
Location: Brisbane, Queensland
omfg
orbitor
Posts: 7023
Location: Brisbane, Queensland
I'm giving it Game of the Year already :P
Reverend Evil
Posts: 13434
Location: Wynnum, Queensland
Whats the bet people will still play CS even though this looks a million times better!

8-)
trog
AGN Admin
Posts: 18113
Location: Brisbane, Queensland
It'll need serious hardware behind it though, whereas you can still play CS on an older PC fairly respectably. I hope this comes out later rather than sooner (which is opposite to what I'd normally like) so everyone has a chance to let their hardware catch up!
infi
Posts: 3067
Location: Brisbane, Queensland
is there any talk of the system specs required yet?
Psycho!
Posts: 5463
Location: Brisbane, Queensland
t'll need serious hardware behind it though, whereas you can still play CS on an older PC fairly respectably. I hope this comes out later rather than sooner (which is opposite to what I'd normally like) so everyone has a chance to let their hardware catch up!


Bring it on Splash Damage!! :P

I love the idea of this game immensely. A pretty old 'hands on' preview I read by some IGN guy gave me a good impression that the differences in either sides technology and the way they do battle will hopefully set it apart from just being a BF2 clone etc. The reporter mentioned that the Strogg medic guy could posess a dead marine (ala spy class) and could only be distinguished up close as the marines skin is paler. He can also re-animate dead strogg in the field etc..

Also he noted that unlike such games as BF2, your team just can't go off and do you own thing trying to capture multiple map areas at once. There will apparently be a defined order in which you can capture points, thus making the game have an actual battlefront where players will focus their efforts, resources and 'TEAMWORK'. I hope they have kept such features in the final build. I'm really looking forward to this one.
infi
Posts: 3075
Location: Brisbane, Queensland
teamwork? these games are about pwning noobs
flagger
Posts: 160
Location: Brisbane, Queensland
im so fuggin excited about this game. its the last hope for the d3/q4 engine (since its really clunky for multiplayer, hopefully SD can remedy the physics of the engine)
Hashy
Posts: 2659
Location: New South Wales
Wasn't there talk of insane system scalability with this game, to the tune of having it running on GF2 level cards?
trog
AGN Admin
Posts: 18115
Location: Brisbane, Queensland
Wasn't there talk of insane system scalability with this game, to the tune of having it running on GF2 level cards?
Not that I recall - its essentially Doom 3 engine though, I don't recall that scaling backwards particularly well, though I never tried personally.
parabol
Posts: 2115
Location: Brisbane, Queensland
I don't recall that scaling backwards particularly well

A while ago I put Doom3 on a T-Bird 1200MHz with a Radeon 9250.

Let's just say that it ... 'ran'.
Psycho!
Posts: 5464
Location: Brisbane, Queensland
Well I knew I future proofed my machine for a reason!

Maybe a feature they could incorporate might be something like they did in COD2. I know I installed it on my sons machine (2.8ghz P4 and 128meg 9600 extreme vid card) and it sort of scuked a bit ...but they have a option to run the game using directx 7, did that and it runs and looks pretty bloody good. Not sure if that is possible with the D3 engine but I know the producers of STALKER are going to offer the same thing, two Dx versions of the game.

Then again ALL iD engines have pushed the envelope for hardware...remember they are basically the reason we have all this great hardware these days anyhow. Sell a kidney and upgrade.

:P
dais
Posts: 7628
Location: Brisbane, Queensland
Doom 3 engine is OpenGL, like all of id's stuff.
infi
Posts: 3076
Location: Brisbane, Queensland
yeah if u run cod2 with direct7 it cains, graphics are a bit pov but when you've gotten used to lego cod this was ok and gave the old system a bit of extra life.
BoBa
Cainer
Posts: 2224
Location: Brisbane, Queensland
it looks rad, but so did doom3, but doom3 just ended up being a tech demo with s*** gameplay.
orbitor
Posts: 7026
Location: Brisbane, Queensland
yeah, but this is Splash Damage, who did the multiplayer component of Return to Castle Wolfenstein, which was the best multiplayer experience ever :)
Insolence
Posts: 2165
Location: Brisbane, Queensland
Actually the multiplayer component of Return to Castle Wolfenstein was developed by Nerve Software. Splash Damage was the developer of RTCW: Enemy Territory.

Although i still enjoyed Enemy Territory, i wouldn't rate it compared to RTCW. Splash Damage nerfed ET by making it much more spammy and not as finely balanced. I'm particularly wary of Quake Wars as the asymmetric classes and inclusion of more vehicles will more than likely see the continuation of this trend.
Habib
Posts: 81
Location: Brisbane, Queensland
Insolence knows the score

nerve > splash damage
Fish
Posts: 1984
Location: Brisbane, Queensland
Whats the bet people will still play CS even though this looks a million times better!
well, best that those players stay in cs and keep out of this game :)
Psycho!
Posts: 5465
Location: Brisbane, Queensland
IGN preview which has some more cool pics and a bit more detail about the role various classess in the game can do..all sounds very tasty.
trog
AGN Admin
Posts: 18116
Location: Brisbane, Queensland
Splash Damage nerfed ET by making it much more spammy and not as finely balanced. I'm particularly wary of Quake Wars as the asymmetric classes and inclusion of more vehicles will more than likely see the continuation of this trend.
I think ET is one of, if not the, best pub server games I've played.

I can see why RTCW guys don't like it as much, particularly for competitive play, but in terms of pub server action I think the default gameplay and stock maps are simply awesome.
TufNuT
I like eel pie
Posts: 2447
Location: Brisbane, Queensland
im looking forward to ET:QW looks fkn awsome and sounds greate.
OH GOD I CANT WAIT!!!!
infi
Posts: 3078
Location: Brisbane, Queensland
unbalanced team features ruins a game i think because it is hard to get things "just right". i don't think the market would be disappointed if booth teams had identical classes/weapons.
demon
Posts: 2011
Location: Brisbane, Queensland
i personally like the idea of totally different classes on both teams. nearly all the previous team based fps have tried for 'balanced' teams & gameplay & it never really works... there is always an advantage that can be exploited. the different classes & weapons makes it more unpredictable.
Obes
Posts: 4202
Location: Brisbane, Queensland
And for serious tournament play unbalanced means 2 rounds ... 1 in each team. In case of a draw, add scores from both rounds.
orbitor
Posts: 7028
Location: Brisbane, Queensland
Actually the multiplayer component of Return to Castle Wolfenstein was developed by Nerve Software. Splash Damage was the developer of RTCW: Enemy Territory.


oh yeah, you're quite right. RTCW MP was better than ET, although to be fair ET is still one of the best multiplayer games around.

last edited by orbitor at 15:35:46 21/Feb/06
Czar
Posts: 4
Location: Sydney, New South Wales
Yea agreed. Credit where credit is due. though even today I still have fun on ET. It was a good move in the late nineties to keep the fracnhise going
natslovR
Posts: 4782
Location: Canberra, Australian Capital Territory
24 players is a bit of a let down. If it's any good how are there going to be suffiicent servers? The Internode BF2 64 players servers (8-10 of them?) are completely full in peak, and i imagine its the same with most other providers in Australia.

If everyone moves to this because it's as good as the hype, it's going to be very crammed on-line.
parabol
Posts: 2164
Location: Brisbane, Queensland
24 players is a bit of a let down.

I guess that's really up to one's opinion.

Personally I don't like 32+ player servers in any game really. I prefer medium sized maps that let you interact with your enemies on a smaller and more personal scale. I'm not fond of randomly getting killed from all angles.

Like I said, opinion =)
system
--
Not a new post since your last visit.
New Post Since your last visit
Back To Forum
Advertise with Us | Privacy Policy | Contact Us
© Copyright 2001-2026 AusGamers Pty Ltd. ACN 093 772 242.
Hosted by Mammoth Networks - Australian VPS Hosting
Web development by Mammoth Media.