The grapevine has it that a dev is intending to sorta push things along with a core physics mod aimed at being a platform for tribes modding.
irc.quakenet.com #blood_eagle
irc.dynamix.com #quakewars
Here’s my suggestion for kicking off a proper tribes mod. Thoughts?
- Call it something like QW: Blood Eagle
- Team Arena gametype
- Spinfuser/original model and another chain/rifle type gun
- 2 player models (lights)
That’s it. Keep it simple. Get it working. Make it fun. We take that core physics code and make a working playable platform.
Then build on it by PLAYtesting and being open to community modification. Open source philosophy from there, albeit perhaps a core art team might emerge to work together on environmental assets, weapons and a class system.
The idea for starting with Team Arena first is that it’s the fastest and most simple structure to produce. Getting CTF ‘right’ takes time and more effort. Team Arena allows folks to quickly start playtesting assets and gameplay mechanics. From there, you expand to C&H and CTF… without anybody pretending they “own” the mod.
The last thing that needs to happen is have huge fan wars over what’s the “perfect” tribes game. Basically, we play whatever is most fun. If you dont like what’s there, make a friendly alternative (or try to help support one). I have confidence that with a solid working base to start with… something good will happen. What’s essential is that we learn everything there is to know about modding/mapping and make it accessible to other fans.
I personally am delighted at the thought of mapping seriously for a tribes-ish game and i know im not alone. I have an extensive project in maya that i was working on for T:Vengeance that i’d love to pick up with QW.
Oh, and hi… im TseTse 



so you can still work to the x y grid axis and not be resticted to have all buildings totaly parralel to each other