ETQW support for clangaming?


(RX|marrafakka) #61

I admit I never looked into the ET-community. It never interested me. I think I’ve tried RTCW once on single-player and that’s it.

It’s new to me that there were such prizes involved. It’s different to from what I’ve heard (they probably sucked at the game etc etc etc), but I find this promising to say the least. :wink:


(Strid) #62

bf2 = spray and pray for the gods of cone of fire, otherwise u can go on meleesplash weapons (Grenade launchers /c4)

theres no real burst controle there, its all about proning,aiming and giving some single shots while being lucky to hit the enemy first, cuz even when prone and single shooting ur bullets can deviate like 3meters each 10meters travelled…


(GlobalWar) #63

BF2 bullets do not travel in a line or arch but in a random zig zag pattern. Even shootin point blank with a shotgun does not do any damage sometimes …


(carnage) #64


ET ran on the bf engine, anyway

i think that the demo recording side is very important. it would be great if the server could then record all the goings on and make this file distributable

that is ok but since games seem to be becoming more Esport then having some sort of program that runs xx frames ahead of the demo to decide what to show the player next and if it is worthy or changing the camera angle etc. an auto setting would be great but with the option to costomize this since some ppl would like rapid camera changes all the time and others would like to focus more on specific evernts

having stuff like scripted camera, floating camera points etc would also be great allowing players to get a better view of the game then from the first person perspective and making it more interesting to watch but doesnt mean that first person perspective canot be used with it

also some sort of map overview view that could be shown like lithium did for ET (although never released) this would be awsome in demo as you can then realy pick out moments when the tide of the map changes that you just cant get from the first person view. im sure that if lithium had made it onto ET thenc clans would be calling for blood if it wasnt put into ETQW since it realy allows clans to analysis the game they just played. would be great to spectate like at evernts with as well e.g. quakewars

when in video playback more having a differnt control config would be great so the player can bind sertain things e.g. the demo control plays as normal but when you hold down “Q” it shows the game from player xx’s perspective so the spectator can keep hoping back to check on him. also when realsed go stright back to where they were before “Q” press. this could be good also for player who want to say bring up the map overview often to see how the teams progres is doing but focusing mainly on the actions of one player

finaly for auto demos stuff some kind of automatic time control, play at normal speed at most of the time but for the realy cool stuff have the time slow e.g. when someone shoots a panzer but the other player steps out of the way just in time white fragin the panzer guy

and rather then having a lobby how about some kind of in game (on the start menu) news page. iv have seen this done pretty poorly in EA games. but nice news from touranments etc alowing players to grab demos and have then put on the system with no technical no how or anyhting so the players who normaly wouldnt even go near clan stuff are exposed to demos and top clans can have lots of people wattching who normal would not even think to see demos. imo it would help it take of as a Esports. could be used to advertise upcoming big events on ETQWTV as well

just some thoughs anyway


(Floris) #65

I knew it!


(Rhoades) #66

it would be cool if you could somehow change the camera angle when you record demos on yourself. Like getting a third person view of yourself without needing someone to record you in spectator mode.


(kamikazee) #67

That’s allready possible in W:ET IIRC, when watching the demo you can go thirdperson.


(Quiki) #68

I play ET for like 3years… or something like that.
What I like in ET:
SW, makes players to move as fast as they can to win the time.
No camping behind corners like in cs. Teamplay is as important as aim.
Stats system was very nice, put it in ET:qw to (like highest fragger etc).
I like in ET that 3hs and you are dead it makes game more faster, you can win the duel by moving and it is more fun when you really have to move and aim to win, not just stand and shoot like in cs. Shooting system in ET is very good. Dont like in bf2 that your crosshair grows like on all the screen and you shoot from 2m and maybe one bullet hits the enemy. (or maybe im noobi :smiley: )


(kamikazee) #69

I’d rather say then that the game’s developpers made a game where you can’t hit something.


(RX|marrafakka) #70

theres no real burst controle there, its all about proning,aiming and giving some single shots while being lucky to hit the enemy first, cuz even when prone and single shooting ur bullets can deviate like 3meters each 10meters travelled…[/quote]

Burst control to keep it from deviating like mad. I won’t discuss BF2 with you because I gave up on that a long time ago and because this is the ETQW forums. However BF2 is 60% teamplay. If you don’t have teamplay you’re bound to suck. That applies for most games even.


(ParanoiD) #71

Uhm no? Quake3 engine.


(Sauron|EFG) #72

Wasn’t it the Duke Nukem Forever engine?


(Floris) #73

Uhm no? Quake3 engine.[/quote]
Enable your sarcasm detector please :slight_smile:


(lennyballa) #74

When i think about vehicles in games, i think about bf1942. And they were definately crap in that game, moving against sandbags made your tank fly! So i’m getting nervous when i think about them, and hoping qw will make indoor enviroments aswell. I don’t like it when players are superior to the other because they have more hp or shoot bombs or something. What was / is so interesting about ET, are the close combat fights. Defending the tank on sw gr or the crane controls at sd2 is just great imo.

I agree that playersizes should be 6v6 or 7v7. It’s usually really hard to get a dedicated team ( speaking from experience ) for a few hours a day to practise, because most of us have a life besides the game.

As for the maps, i think we should be able to set out territorys so instead of having a fixed map. It would be great being able to adjust the objectives by making the map bigger or smaller, and it will really endure lifetime of the game. My head is hurting when i think about driving a jeep for 2 minutes to the battlefield just to be raped by a landmine, and waiting 20 seconds to respawn again.


(ParanoiD) #75

Will do sir!

[sarcasm]How could W: Enemy Territory still be alive when it was build on BF engine?[/sarcasm]


(]UBC[ McNite) #76

As for the maps, i think we should be able to set out territorys so instead of having a fixed map. It would be great being able to adjust the objectives by making the map bigger or smaller, and it will really endure lifetime of the game. My head is hurting when i think about driving a jeep for 2 minutes to the battlefield just to be raped by a landmine, and waiting 20 seconds to respawn again.

Speaking from a mappers point of view, your first idea is pretty… crazy. That would require to build in several sets of objectives, spawns, and have a script for each version of it. And I really think its unrealistic to get different objective settings working in one environment, because to really get good gameflow you really really have to tweak the environment towards the objectives.

As lennyballa said… driving a vehicle for 30 secs to get blasted by something, waiting for 20 secs spawn = 50 wasted secs… not what I call “keeping a player in the game”. Ongoing fast action is what makes RtCW and ET great FPS. Don’t know any game with vehicles that has the same action and speed going on. One exception: Mobile Forces (i think it was a Mod for UT) because vehicles were used to carry flags in CTF maps: drive to enemies base, run in, get flag, run out, jump into car and drive home… thatwaskewl :smiley:

I m just looking forward to the mapping tools, because if they are good and fun to map, you ll have a lot of mappers doing nice maps (and even smaller ones suitable for competition too). I agree with what was said about comp from an ET-point of view, and new and GOOD maps is what keeps the game alive, for pubbers and comp. And in case QW outdoors-vehicle-settings will prove to be sucky with 6on6, there ll surely be mappers doing smaller maps too.

Means: good mapping tools are essential to get and keep up a nice comp community. ET didn’t really have good comp maps (xcept for Radar and maybe Oasis), it was the mapping community that made them.

Oh yea, and one thing from a server admins point of view… if there are logfiles included in the game somewhere that can be used for stats… PLZ have them logging the DAY too, makes evaluation A LOT easier.


(thewonderfulcar) #77

No camping behind corners like in cs. Teamplay is as important as aim.

Surely you’ve encountered lean-campers? Usually in the form of 2 or more spawnkilling medics.