DirtyBomb, a fast paced FPS... Really?


(Rex) #41

Good thing we are already over this discussion.^^


(acQu) #42

Did not follow. It must have been convoluted somewhere in a thread. But i know that devs think its silly, that is what i got at least. Well, i think probably … peeps just don’t know whats good, lol hahah :stuck_out_tongue:


(Mustang) #43

If the options are stamina bar or no sprint-reload, then I’d rather have no sprint-reload.


(acQu) #44

Not a single guy from W:ET every complained about the stamina bar … at least i never heard of it. Seems a really weird thing how a stamina-bar is regarded as a negative thing. It adds alot to the game, simply resouce management, and is a resources which can get depleted. In economics this automatically makes it valuable …


(Strifee) #45

absolutely not. Perhaps the new CoD’s (never played really can’t say), but definitely not the old school, 1, 2, and CoD4

CoD gets a bad rap, but the above games were good, and did have a lot of skillful players playing them. Now proceed with all the bashing on any other CoD version, because I definitely agree that the console people won those battles :slight_smile:


(Protekt1) #46

[QUOTE=Strifee;466774]absolutely not. Perhaps the new CoD’s (never played really can’t say), but definitely not the old school, 1, 2, and CoD4

CoD gets a bad rap, but the above games were good, and did have a lot of skillful players playing them. Now proceed with all the bashing on any other CoD version, because I definitely agree that the console people won those battles :)[/QUOTE]

The gameplay has not changed much since cod4… all they really did was adjust things and add gear and killstreaks.


(ailmanki) #47

You W:ET guys should read this interview done by DarkangelUK with Jonathan Moses. If you wonder, I stumbled upon this interview a while ago, while searching for [post=6633]Botnames[/post] to be used on omnibot server.

http://web.archive.org/web/20030819202744/http://www.rtcwonline.com/modules.php?name=News&file=article&sid=251

RTCWOnline.com Interviews Jonathan Moses
DarkangelUK writes "
With the immenent release of Enemy Territory on everyone’s mind, I managed to pick the brains of Jonathan Moses about the very anticipated release of this free bundle of joy, and find out just what happened to the single player portion.

RTCWO: Why the sudden U-turn on ET as a stand alone retail game? It seems like a very large decision, especially this far into production. What was the main reason for this shock move?

JM: Originally, Enemy Territory was going to be an expansion pack to RtCW. Early in the development it became apparent that both the single player and multiplayer portions of the game were quite a bit different than the original RtCW game, so we decided to make it a stand-alone product. This past February we evaluated the progress and realized the single player game was not progressing as anticipated; so id and Activision decided it was in the best interest of the franchise and the fans to cancel the retail release of the product.

That was a difficult decision and we were then faced with a unique opportunity. We had an almost fully complete multiplayer game,that was a lot of fun. It has been a labor of love for Splash Damage, id, and Activision, and we couldn’t see that go to waste. We decided to finish off what we had nearly complete, and release it for free to everyone – even those that don’t have the original Return to Castle Wolfenstein.

RTCWO: Does dropping the single player aspect of the game mean the multiplayer side will be expanded more? More weapons, maps etc?

JM: Fans will be very happy with the amount of content we’re including in the free Enemy Territory download. There are 6 maps (2 full campaigns) that are packed with great gameplay. It’s quite an evolution from what Nerve did with the multiplayer for Return to Castle Wolfenstein.

We have a new terrain foliage system that let’s players hide in long grass or bushes or take a sniper position from the cover of snow on the ground. We’ve also been able to add a ton of atmosphere by including weather effects like snow and rain during play. On the gameplay side, you can now do things like steal enemy uniforms as a Covert Ops class character, build battlefield structures and lay or diffuse mines as an Engineer, or launch mortar strikes as a soldier. One of the biggest changes is the incorporation of some role-playing elements that allows each player, over the course of a three battle (or level) campaign, to change their in-game appearance and skills through battlefield promotions. As players perform well in seven different categories including battle sense, light weapons, and class specific abilities, their skill in those areas rises, their rank increases, and they become a better warrior. We’ve also included some very unique and intuitive communication abilities including the ability to join and command smaller fire teams as well as interact with a dynamic battlefield map.

RTCWO: Will we see the singleplayer side of E.T. possibly being released in the future as a free download like the multiplayer side?

JM: No, I don’t expect the singleplayer side of Enemy Territory will be released. We’ve closed that chapter.

RTCWO: Will the bots be completely removed all together from the multiplayer release?

JM: This was a tough call as the bots were really close. I had a lot of fun games against the bots… but we couldn’t justify spending more time and money on a free release. As close as the bots were to being done, they were not quite ready for open play.

RTCWO: Will some of the aspects left out of E.T. single player be used in RtCW 2 such as the bots?

JM: You’re pretty sly, but I am wise to your trickery. We don’t have a RtCW 2 title in development at this time. We did do some great things within the Quake engine for Enemy Territory, and Activision has several other Quake engine games in development. The work done on Enemy Territory, be it technology, art, or design, may find its way into other games in development… but not in any significant way.

RTCWO: Will the E.T. source code be released so modders can have a play around with it?

JM: We will be releasing tools so that mappers can create additional maps and content. We do not expect to release the source code.

RTCWO: When will the E.T. download be available to gamers and how big can we expact it to be?

JM: We’re in the final stages and expect to have the full download ready within the next several weeks. The download size will probably be around 300mb.

RTCWO: With this move, do you feel RtCW is reaching the end of its shelf life?

JM: Not at all! I’m a huge fan of the single player game and I think with the release of the Xbox and PS2 versions, people will be talking about the PC version again as well. Then of course, there is the multiplayer side with a large community and some exciting mods on the horizon. RtCW still has a lot of life in it.

RTCWO: Could this sudden move be a sign that RtCW 2 is closer than we think?

JM: No. As I mentioned earlier, we don’t have a RtCW 2 title in development. We’ve been focussed on Wolfenstein: Enemy Territory and the two console titles.

<3 DarkangelUK for having made this interview. Btw there was a second interview with Kevin Cloud by DarkangelUK, but only first question and answer is in the internet archive :confused:

And here is one more interview with Locki by Stuart Bishop from “Computer and Video Games”, well I suppose its done by Stuart Bishop as it is signed with that - I also suppose this interview should be elsewhere available, but I did not check. I edited the interview to show LOCKI, and BISHOP, so its easier to know who is “talking”.

Computer and Video Games landed a nice interview with Paul “Locki” Wedgwood, the lead designer for Enemy Territory and managing director of Splash Damage. It’s a great read and Wedgwood gives us a fine idea of what we can expect from this new RTCW venture.

"...there are new additions as a result of Wolfenstein: Enemy Territory being a completely free, stand-alone, downloadable multiplayer game. This included automated online updates, inbuilt PunkBuster protection against cheaters and OSP support for better server administration."  --  Paul "Locki" Wedgwood

BISHOP: Can you begin by giving us a quick overview of what Enemy Territory multiplayer is all about and tell us how the levels/campaigns are structured?

LOCKI: Sure! The goal in developing Enemy Territory has been to create a fast-paced large-scale World War 2 multiplayer game, where the outcome of a battle is determined by a team’s progress across a campaign of individual missions.

When playing Enemy Territory, you take on the role of one of five classes; Engineer; Covert Operations Specialist; Medic; Soldier; or Field Ops. Each class has its own unique weapons and special abilities, which they can use to help the team achieve its mission objectives. These can range from destroying an enemy fuel dump, to escorting a tank, or attacking an Axis garrison.

While playing you gain experience points, which are allocated to different skills depending on the role that you assume. Increases in skill level are rewarded with special abilities and the status of a promotion in rank that everyone else can see.

At the end of the campaign, each team is presented with a debriefing, which identifies the overall winner, provides full stats on the game and all of the players. These stats can be saved in HTML for future review or sharing online with friends and include shots fired, hits with each weapon, your overall accuracy, kills, times you’ve been killed, medals received and so on.

BISHOP: What major parts of Enemy Territory multiplayer have you been working on since we saw it in December?

LOCKI: Our main focus has been on polishing the gameplay, the missions, the interface, the command map and the skill rewards. You’ll find the Limbo Menu has been greatly improved, with everything you need in one place. This includes setting and viewing your team, class and weapon plus viewing your skills, current rank, the mission overview and objectives, checking your weapon stats and inspecting the command map.

The HUD has been overhauled too, with important information presented more clearly and visually. Icons are used where possible instead of long sentences to describe your status and the status of the game, while the compass now contains a small Command Map that you can zoom in and out on. The overall result is less text clutter.

Another useful feature for gameplay is the information you get from Command HQ… Command HQ sends radio messages to players on the status of the game, so it doesn’t matter whether you’ve been playing for 15 minutes, or just joined the server - you’ll hear over the radio exactly what you and your team need to do next.

We have also been adding support to maps for our new Last Man Standing mode, and optimising the network code to get things as smooth as possible for people on modems.

A player can also now form a Fire-Team, and invite friends or other team members to join. Once part of a Fire-Team, all members are aware of each other’s location via the Command Map and grid reference. In addition, the order system is extended, allowing you to send very specific role-based orders to members of your Fire-Team directly.

This makes more complex tactics and strategy possible for people that want to use it and allows friends and clan mates to play together within a much tighter team on a server.

BISHOP: What new features have you added since then, if any, and what parts of the expansion have been altered, again if any?

LOCKI: In addition to the areas we’ve polished above, there are new additions as a result of Wolfenstein: Enemy Territory being a completely free, stand-alone, downloadable multiplayer game. This included automated online updates, inbuilt PunkBuster protection against cheaters and OSP support for better server administration.

We have also finalised the movement options for players. As well as the normal walk, run, sprint, duck, jump and lean options, you can now go prone too, allowing a player to reduce his profile while hiding and enabling the use of specialist weapons, such as the mobile MG42.

BISHOP: When we saw Enemy Territory multiplayer in December, we were only given a brief glimpse of the European campaign. Can you go into that section of the game in more detail, explaining the objectives we’ll be trying to complete in the different levels and about the locations in the maps?

LOCKI: There will be two campaigns included with the release of Enemy Territory. The first is North Africa and the second Central Europe.

The Central European campaign is fought across three missions, including an attempt to destroy a fuel dump in Germany, steal radar technology in Sweden and sabotage a rail-gun near the Black Sea.

The North Africa Campaign is also fought across three missions, but includes a daring gold robbery from the Axis in Libya, an attack on a tank garrison in Egypt and a beach assault on a large battery gun in Tunisia.

All of these missions can also be undertaken individually in Single-Map Objective Mode, competitively in Stop-Watch mode, or team versus team ‘to the death’ in Last Man Standing.

In terms of visuals, the maps have several features that are new to Enemy Territory, including atmospheric effects such as rain and snow to reduce visibility and rich foliage that players can use for cover. The technology behind these allows for the level of detail to be reduced over distance, so performance of the game isn’t greatly hit.

However, even though foliage is removed over distance to keep frame-rates high, an extra layer of terrain allows players to remain hidden.

BISHOP: Why did you opt to include Last Man Standing over, say, Capture the Flag mode?

LOCKI: We wanted to provide two balanced options for gameplay. While our Campaign mode encourages team play through multiple missions and the development of personal skills and rewards, Last-Man Standing is round-based and much more about your individual skill to survive.

BISHOP: We’ve heard a lot about the class skills feature that you’re introducing into Enemy Territory and about how classes can improve their Special Abilities. Would you be able to go into greater detail on this part of the game for us, telling us:

a) Which classes in the game have which Special Abilities and skills and what do these skills and abilities do?

LOCKI: Each of Enemy Territory’s classes has its own specific skill and abilities, in addition to two general skills that apply to all classes. These are Light Weapons and Battle Sense.

Each class also has its own role-based special abilities - for example, the Engineer is able to arm and disarm explosives and construct command posts to aid his team. These can greatly affect the flow of battle, because once built, a Command Post provides the team with faster power-bar, air-strikes, artillery, and often comes with its own health and ammunition cabinets.

The Covert Ops specialist is able to spot enemy defences and report them to his team, such as the location of Land Mines. He’s also able to report the location of enemies - every enemy he sees is displayed on the Command Map for all his teammates. The more Covert Ops on your team, the more aware of the battlefield your whole team will be.

Each class has unique weapons too - the Covert Operations Specialist has silenced weapons and a satchel charge (with remote detonator). The Soldier has a choice of heavy weapons, including mobile MG42s, Mortars and Panzerfausts.

BISHOP: b) How the whole skill and Special Ability improvement operates?

LOCKI: For each class, the use of their ‘skill’ (First Aid in the case of the Medic) results in an increase in experience points, and at certain levels these result in a reward. For example, if you raise your Battle Sense to Level 4, you get Trap Awareness (the ability to sense Land Mines).

BISHOP: c) What limits there are to skill and Special Ability improvement?

LOCKI: Each class can progress to Level 4 in any skill before it is maxed out. At each level he receives a unique reward.

BISHOP: d)What direct impact the improving of these skills and Special Abilities has on gameplay?

LOCKI: Each reward for levelling up is substantive. These include improvements in weapon handling, physical fitness, battlefield awareness, dexterity, access to resources, air and ground support and accuracy.

BISHOP: How does the player “army ranking” system operate in conjunction with skill and Special Ability improvement?

LOCKI: Ranks in Enemy Territory range from Private to Colonel, plus their Axis counterparts. These are displayed on your helmet for everyone to see, so there is a certain amount of status attached to them - not least because they are a warning to the enemy of your current skill level and experience points.

As you level up in Enemy Territory, you will be promoted based on your highest skill level. For example, level 2 in any skill results in a promotion to Private 1st Class.

The best player in each class is also awarded a medal at the end of each mission. These include Distinguished Service Medals, Steel Stars, Silver Crosses and Bombardment Medals. There are seven you can collect throughout a campaign.

It will be interesting to see if a player is ever able to max out every skill, get every reward, achieve the highest rank and get one of each medal in a single campaign. We’d be very impressed if anyone managed that.

BISHOP: You’ve added a new playable class in the shape of the Covert Ops and you’ve also tinkered with the Engineer…?

LOCKI: The Covert Ops class is an intelligence specialist, who focuses on gathering information about the enemy for his team, while making use of special skills such as his ability to disguise himself by stealing uniforms, and his access to silenced weapons.

The Covert Operations Specialist is also able to carry out small destruction objectives through the use of his Satchel Charge which has a remote detonator (with limited range). He can use this to destroy smaller objectives such as enemy Command Posts.

BISHOP: The Engineer’s new ability to place mines could prove quite significant strategically in maps. How exactly does this work?

LOCKI: The Engineer is often critical to the progress of the attacking team in Enemy Territory, as he may be required to build bridges for a tank to cross, or water pumps to clear a cave system to provide an alternative attack route. The Engineer is also important for defence too, for example by building barricades on and guard towers on one of our missions.

We think players are going to have a lot of fun with the landmines. Certainly all the play-testers have gone nuts with them. Your team’s Engineers can lay a certain number of landmines, which are visible to your team as marker flags. The other team can’t spot them at all, of course, until they’ve trodden on them. The mines only explode when you step off them, so if you’re very lucky and stand very still you can get a friendly Engineer to defuse it for you.

However, Covert Ops are trained in spotting landmines and if they take the time to sweep the ground ahead of them through their binoculars, they can identify where any landmines are. Then all their teammates can see the landmines as ghostly outlines, or as icons on their command map. Of course, you can always wait until the enemy Covert Ops has scanned an area and reported it as safe and then lay landmines there.

BISHOP: Finally, we’ve personally been impressed by what we’ve played of Enemy Territory multiplayer, but what for you are some of its key features that you’re excited about and that you think really make it stand out as an excellent multiplayer title?

LOCKI: I’m sure other people here may choose different features, but for me it would have to be the campaign game mode, skills, rewards, player ranks and command map. I don’t know of many multiplayer first-person shooters that have any of these features, let alone all of them.

Stuart Bishop


(DarkangelUK) #48

Wow I thought I had lost that interview, nice find! I definitely don’t have the Kevin Cloud one sadly :frowning:


(Erkin31) #49

I would prefer stamina bar !

For the problem of game too slow:
Even if I forgot ET/ETQW (which is really hard, because I never found a better kind of FPS), I still think that there is a problem with the gameplay of DB.
But for me it’s not necessary a problem of speed but of movements, I you give to DB the speed of the last Rise of the Triad, it will still have problems in its movements.

DB is currently too limited in its movements, no sprint reload, no speed momentum when you jump multiple times, no advanced movements to play with the level design and trick the ennemies.
The gameplay seem to be on rails, with no freedom.

Don’t scare casual players = I understand that Splash Damage wants this to attract the widest audience.
But this shouldn’t give limited movements. The best formule for me is to provide a gameplay which is simple to play, but hard to master.
With this, SD can reach the widest audience (new players and old schools players).
DB really need:

  • To avoid limits like reload+sprint or iron sight which slow the movements.
  • Some elements like Walljump, dodges/dash, slides, double jump, bunny hope, etc.

At the release, DB will be confronted to AAA games as Titan Fall. Titan Fall which, even if it aim a wide audience, offers some advanced movements and elements which make the game unique.


(OwNLY) #50

Just played the game again with my new PC (i7 4770K, GTX 770) finally some more FPS :smiley:

But still the game is waay to slow.
When i first started the alpha at spring this year, i loved how fast paced it is.
Now it´s just fukken slow, you cannot even win a 2vs1 if your enemys got a little aim.
The Weapons still need alot of tweaking, and i don´t understand why there are no grenades.

AND THERE ARE NOT ENOUGH FUKKEN CROSSHAIR OPTIONS!!!11111111one