[et:qw]: Similarities between W:ET and ET:QW maps


(nUllSkillZ) #1

Today I’ve read some “hands on” ET:QW article.
In this article the writer described the gameplay of the map that was playable at E3.
I think the map is called “Valley”.
And as I thought about the gameplay I remembered some similarities to W:ET (custom) maps.

  • [li]build a small bridge / footbridge to get to the other side of a river (not sure if it is a river) to build the main bridge from the other side
    [/li]-> “Temple” by MLB - Team (Marko + LowLife + Bob le Roux)
    [li]escort the “command vehicle” to a certain point to establish a base with new spawnpoints
    [/li]-> “V2 Factory” by Mean Mr. Mustard (with the help of some other mappers as far as I remember)

(kamikazee) #2

I was thinking of Fueldump when I read that article.


(Shanks) #3

Me too. The whole 2 stage bridge then the tunnel is quite similar methinks.


(SniperSteve) #4

Yeah, but fuel dump is a great map gameplay wise. If it works before, it will mostlikly work now. I’m sure they tweaked it to get the right gameplay.


(jimb0) #5

It’s totally fueldump.


(jjpron) #6

fueldump is awesome.
i’m glad they’ve recreated it.
i myself don’t have the time to download every custom map available, so i stick to the stock ones.
unlike the radar, fueldump never disappoints.


(Bongoboy) #7

I’m not sure we’ve really recreated FuelDump as such. It’s just that there are only so many things the various classes can do to open up a route forwards to the next objective, and it sort of makes sense for them to come in a certain order. We considered making it 1) Engineer bakes enormous Cake. 2) Covert Ops completes dance moves. 3) Field Ops finds lovely pansy, but the map’s chi just didn’t quite flow right, you know?

Similarly, we started with a clean slate with regards to player classes, but after much humming, hawwing and chewing of Wacom stylii, we still ended up with the same five sorts of player role we had from W:ET. It’s a small world, etc.


(Gringo) #8

:clap: :clap: :clap: :clap:


(ParanoiD) #9

So if Fueldump is “remade” will we get teh ability top sneak in just like before with the uni-opens-door-to-dump-after-tank-blows-gate trick? :stuck_out_tongue:


(Loffy) #10

"Let no one say that I have said nothing new… the arrangement of the subject is new. When we play tennis, we both play with the same ball, but one of us places it better. "

The objetives are the same, sort of, but the arrangements!


(nUllSkillZ) #11

I’ve just found a picture with the objective descriptions of the map of E3.

[ol]
[li]A GDF Engineer needs to construct the bridge by using the nearby construction supplies.
[/li][li]A GDF player will need to drive the Mobile Command Post from the bridge area through the tunnel to the Central Outpost.
[/li][li]A GDF Covert Ops needs to hack the Shield Generator which will trigger the missile strike and allow access to the facility.
[/li][li]A GDF Soldier will need to plant an HE charge on the contaminator device inside the facility.
[/li][/ol]

I’m asking myself if it will be possible to take an “Anansi Gyrocopter” from the very beginning manned by a Covert Ops and a Soldier and accomplish 3 and 4 (as it would be more or less in “Fueldump” with helicopters).


(jimb0) #12

I’m asking myself if it will be possible to take an “Anansi Gyrocopter” from the very beginning manned by a Covert Ops and a Soldier and accomplish 3 and 4 (as it would be more or less in “Fueldump” with helicopters).

According to the very first hands-on preview by gamespy, no, specially because the objectives are dependent of each other (the mcp must be on its place for the shield to be hacked, the shield must be hacked for the final objective to be acessible, etc). However, there was the risk of having a separate, camping player to ninja-accomplish the next objective immediatelly after an objetive was completed:

With the midpoint barracks captured, the third major hurdle was to hack into the Strogg system and allow access to the final objective. Hacking requires the services of a covert ops class on a fairly exposed outdoor location, allowing the Strogg to set up a pretty nasty defense. Unlike the second objective with the MCP, this wasn’t a steady, relentless march across the map; attacking this objective meant attacking in endless waves, until we could beat the Strogg defenses down long enough for a Covert Ops class to hack the system. With that out of the way, all that was left was to place explosives on an indoor objective and finish the job. In some games, this turned out to be a major battle; in others, the GDF would have someone always lurking and ready to place the explosives the second the system was hacked, making for a quick ending to a tight match.

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