Official Price of Peace Thread


(DrGuppy) #1

The Rapidfire Entertainment team would like to introduce the upcoming modification called The Price of Peace. The Price of Peace is an extensive Total Conversion modification of the Wolfenstein: Enemy Territory game engine. The resulting game will span multiple multiplayer campaigns in which the flow of real war will be modelled in detailed realistic yet playable manners. Multiple accurate weapons and maps will be made available for strong team-based play. The goal of The Price of Peace modification is to deliver a game that gives top priority to balance, fun, and realism. The first release (version 0.1) is scheduled to be released around the first week of April, please note that this is just the first release and we will be updating the modification on a regular basis.

Here is a short list of some current features planned for The Price of Peace:
(Many more can be located at our website)

Campaign Mode:
The Price of Peace will focus on two separate campaigns, the first is called Blood in the Sand: The Road to St. Lô, and the second is Whatever Men Dare: For the King. Unlike the current Enemy Territory campaign gametype, The Price of Peace will have its own structure and new style of objectives and spawn locations to ensure the height of realism and playability. Each separate campaign will have a list of maps that will flow from one to the other in a realistic tug-of-war. For example, if you start the campaign on Omaha Beach as the Americans and defeat the Germans you will move on to Vierville. However, if the Germans are able to mount a successful counterattack, they could push you back to Omaha beach and fighting will continue in the fields overlooking the beach, to the point where you may be pushed off the beach and lose the campaign.

Objectives:
Maps will include many objectives, some will be essential to your team’s victory and some will be purely optional. For example on Omaha Beach the first essential goal for the Americans is to blow a section of the barbed wire to continue their advance. A secondary (optional) objective would be to destroy a German-held Church in the town of Vierville containing many MG positions and snipers. Once a Lieutenant is within sight of the church he can use his binoculars and field radio to call in artillery to take out the entrenched Germans. Doing this is completely optional but would give the Americans a better chance of capturing the church with fewer casualties.

Classes:
Classes will be revamped and restructured to allow for more realistic play, with emphasis on rifles and team-oriented machine guns. Many new features like a floating cone of fire, ammunition stored in clips, realistic equipment, and a completely new damage system will force a mode of play that will mesh carefully with historically accurate maps not yet seen in a World War II first person shooter game. Each class (except the standard Rifleman/G.I.) will be limited on each team to simulate real life squads and to enable each soldier to perform his assigned task with the help of his team.

Maps:
The maps in The Price of Peace will be some of the most realistic and historically correct maps seen in a first person shooter. Here is a list of the current two campaigns scheduled for the modification including:

US Army 116th/175th of the 29th vs. German 352nd Wehrmacht:

Omaha Beach, Dog Green Sector, Dog One Draw
Vierville-sur-Mer
The Bocage
Isigny
Hill 108
Bayeux Highway
St. Lô

Canadian Armed Forces North Shore Regiment vs. German 716th Wehrmacht:

Juno Beach, Nan Red, Ste. Aubin sector
The Bocage, Carpiquet
The Abbey D’Ardenne, Northwest of Caen
Caen
Verriere Ridge, Fontenay de Marmion
Falaise

Weapons and Equipment:
The weapons will be as realistic and aesthetically-pleasing as they come. Each weapon will be limited and distributed amongst the soldiers depending on which class they choose. New weapons include many rifles, the MG34, Bren LMG, Grease Gun, bayonets, .30 and .50 caliber MGs, and many more, all researched to a detail to provide accurate realism in their appearance, sound, and function.

Server-Defined Options:
The Price of Peace team is making a serious effort to convert everything they can into server-defined options. This means that if you (server admin) dislike/like any setting you can add/remove it whenever you wish. On top of this, server admins will have the option to choose arcade, realistic, and simulation (to be discussed and defined for 0.2/0.3) as their base type of play and can further tweak their server to suit their style of play. This will allow for “vanilla PoP” with all the defaults to have a fun and medium-paced game, and yet the option will exist differ vastly and make a near-simulation simply by defining different settings like whether or not players will have a crosshair on-screen, whether or not the cone of fire will float much and to what degree, etc.

As The Price of Peace public relation guys, Jomama and myself (DrGuppy) will be dropping by these forums once every few days to answer questions and post updates on The Price of Peace modification, if available. If you have any questions, please do not hesitate to ask! For more details, please check out our website at http://pop.rtcwfiles.com and please also stop by our Forums and say hello! Asking questions on our Forums will give the quickest response from more knowledgeable mod team members. We hope you will be as excited about The Price of Peace as we are.


(pgh) #2

Sounds good and looking foward to it. New campaign idea is pretty good but going from what you said its like a 1-2-1 scenario? Eg, Say we have the 3 maps, Beach - Town - Desert. Start on Town say and if allies lose there pushed back onto Beach and if they win they progress to Desert. So, if they lose Desert then there back pushed down to Town? If im correct in this then wont this lead to repetitive gameplay with the same maps over and over? :]

Another note is im presuming there is a Single Map objective going to be included as a standard gametype? Your talking about Server Defined Options allowing for different ‘styles’ of play. Who is the mod itself aimed at? Progamers? Standard Clanwars? Public Servers? Obviously these options allow it to be tweaked for all 3 but there must be a single collective its targeted at, musn’t there? :]

Edit: Can we keep this thread clean please. Tidy enough Q&A’s can only help the Team improve the mod and possibly give us, the community, what we want. Please dont post unless its constructive criticism, suggestions, bugs, questions and/or answers. Telling someone a thing is good is no use, telling them what you want can only make things better.


(Fusen) #3

ya -.- long thread here so ill just say … looks good =]


Weed


(DrGuppy) #4

Thanks for the replies, I’ll see if I can’t answer your questions.

If im correct in this then wont this lead to repetitive gameplay with the same maps over and over?

For the first release it may seem like it is a bit repetitive because we are only able to include 3-4 maps (hopefully 4). However if you think about it when the first campaign is complete it will span over 7 maps in total, and don’t forget about the Canadian campaign that will cover 6 maps.
Each map will be tweaked so you do not get hung up on one map all day, however if you and your opponents have very even teams you might be fighting over one piece of land for quite some time!

Your talking about Server Defined Options allowing for different ‘styles’ of play. Who is the mod itself aimed at? Progamers? Standard Clanwars? Public Servers? Obviously these options allow it to be tweaked for all 3 but there must be a single collective its targeted at, musn’t there?

The mod is aimed at the general public audience for the most part. Maps will still be playable with smaller amounts of people but the larger the better. Clanwars (6v6 or lower) will probably not use our maps for competition because of their size and complexity.

Thanks for the input guys, if you or anyone else have questions/comments please feel free to speak your mind.


(bacon) #5

For the Canadian campaign: Shouldn’t there be a Dieppe map? Or would that be too similar to Juno Beach?


(dime1622) #6

each map will be played several different ways. the way you described it above, with beach-town-desert, say you started at beach, the map would be played allied-offensive. say the allies won. then theyd go to the town map as an allied-offensive map. but then say they lose that, the axis will now be offense on beach, trying to push them back into the ocean. each map will have enough multiple objectives and different ways of doing things that it should stay interesting. we are looking for non-linearity here, just like real life. were hoping to make this game feel like ghost recon, were just using enemy territory for its engine pretty much, we hope that in the end you won’t recognize that the game is an ET mod, but feel more like a standalone (thats 100% free, of course ;))


(No1_sonuk) #7

For the Canadian campaign: Shouldn’t there be a Dieppe map? Or would that be too similar to Juno Beach?

We’re starting off with D-Day and subsequent events as they fit the campaign system better. We may go back to eariler events later.


(kommando) #8

I’m available for mapping/modelling/etc.

contact me here http://voiseymms.com/kommando.htm


(DG) #9

Im really liking the sound of this. A bit concerned maybe fave maps will only get to be played half the time, but even at worst this helps keep em fresh and easily appreciated :slight_smile:


(Fusen) #10

haha pgh you should have just told me to either delete or edit the post… but after actually bothering to read the post the only thing which i worry about is that if the first map in your new campaigns are axis favoured then your really not gonna get anywhere as allies unless the allies have a better team as it sounds like it’ll just be liuke playing battery and not getting anywhere then playing battery again then not winning and playing battery again which will just get boring


Rhode island dispensary


(dime1622) #11

hopefully well get them balanced well enough such that this isnt a problem :wink:


(DrGuppy) #12

Hello everyone, today I bring to you the first update, in a rather long while, of many updates for The Price of Peace (http://pop.rtcwfiles.com). The following is some proof of how well this modification/game is progressing since we moved from Call of Duty to Wolfenstein: Enemy Territory.

To start off, I would like to welcome HawkeyE, Th0rr, and Roland to The Price of Peace team. HawkeyE and Th0rr both have countless hours of Enemy Territory mapping under their belts and are ready to use this experience to create the most historically accurate maps in a FPS game to date. HawkeyE has started detail work on Isigny just today, in fact, and Th0rr has made leaps and bounds with Omaha Beach, Dog Green Sector, Dog One (Vierville) Draw in just a few short days. Roland, our new sound engineer, has his own personal recording studio at home and is ready get things done.

Also, within days of joining the mod team, HawkeyE set up an IRC channel for The Price of Peace, which will be used for fans and team members to converse together. To get the free software to join IRC (Internet Relay Chat), visit our Downloads page. To connect to our server type “/server irc.gamesurge.net”, and when it is done connecting type in “/join #priceofpeace” (without the quotations) and you are set! If you already have mIRC, just click here to automatically connect and join.

Some changes have occurred in our team, as well, as dime1622 has handed over Lead Mapper-ship to [MC] Disgruntled Goat who has succeeded brilliantly in continuing the organization of the team, especially with a loss to the mapping team. dime1622 will not be working on a whole map anymore, as he has picked up an assisting role of Deputy Mod Leader to help ipox with keeping the team focused (dime’s secondary role is that of Team Ass-Kicker).

Unfortunately, though, we have some bad news. Three members have left the team for various reasons.

Our former sound engineer, Det Pak, has left because of his views toward our move to the Wolfenstein: Enemy Territory engine and his views about the Wolfenstein: Enemy Territory/Return to Castle Wolfenstein communities. We maintain that in the single month of working with ET, we have done more then we ever were able to do with Call of Duty.

We have also lost TheGargoyle, who was one of our mappers. He decided that the FarCry game engine was more suited to his mapping, and that he was unable to work with ET’s version of Radiant. We wish him the best of luck with his decision, and we remain friends.

Finally, Jadams, an excellent skinner, has left the team suddenly with nearly no explanation given to us.

A quick status report lists that:

[ul]
[li]Coding has commenced on many weapons details such as Deploying, Reloading, Firing, Melee Attacks, Aiming Down the Iron Sights on the approximately 30 weapons we plan on including in our first release.
[/li] [li]Mapping continues on the 4 maps: Omaha Beach (Dog Green Sector, Dog One Draw), Vierville-Sur-Mer, The Bocage, and Isigny. Omaha Beach is entering second stage work with Th0rr adding some detail to bunkers and the terrain, and finalizing the structure to adapt to the planned objectives. Vierville-Sur-Mer is still in MotoMn121’s capable hands, and he is also in the second stages, but arguably further along at this point, since the map has been in fewer hands so far (though, ironically, this map plan has been in 4 mappers’ hands up to this point, just never completed). The Bocage has moved from basic terrain to building the layout for the hedgerows; [MC] Disgruntled Goat worked first on Isigny, and the loss of TheGargoyle recently has crippled this map, though it is getting back on its feet very quickly thanks to our new Lead Mapper’s incredible efforts. Isigny, finally, is our furthest-forward map, and you can see the first few images we are willing to show of its bridge and riverfront buildings with some of our new PoP detailed texture pack v1.1 that has been brought together by mappers and graphic artists and grows by the day.
[/li] [li]Modelling is in full force with several model images released in the last few days, and more today. Skins continue, of course, and animations have started to take off (it is a rather large learning curve, so forgive us). The first fully animated model is ready for release to the coders to implement as a proof of weapon concept with all its reloading and aiming animations intact. We hope to be able to give some sign of our M3A1 Grease Gun’s life shortly. Thanks to Xeno for the model, Jadams for the skin, and Guga-Nought for the animations.
[/li] [li]Planning, the department of ipox, our Mod Leader, has taken root in the first issuing of a description of PoP’s major plans. “Incomplete and imperfect,” as ipox would say, it is still monumental in size and scope. Expansion of its contents continues.
[/li][/ul]

With all that text out of the way we now come to the massive images section of the update!
[note] to view the 3D models (which you can rotate freely) you must be using Internet Explorer 6.1 or higher and this small/free download - Viewpoint Media Player Plugin

Without further ado I give you the new models, starting with the new weapons:

We also have a few miscellaneous pictures to show off:

We have some images of the map “Isigny” to release to the public, they are all work in progress pics but give you a glimpse of what our Lead Mapper, [MC] Disgruntled Goat, has been working on, since before he took the lead. Note that HawkeyE is now handling further detail work on this map, with more pics to follow in future updates.
(please note all are WIP screenshots)

[ul]
[li]Isigny overview
[/li] [li]Isigny1
[/li] [li]Isigny2
[/li] [li]Isigny3
[/li] [li]Isigny4
[/li] [li]Isigny5
[/li] [li]Isigny6
[/li] [li]Isigny7
[/li][/ul]

Go to our images section to see our other previous work, including several models not listed here.

On a final note, we have a serious need for an experienced skinner and UV mapper to add to our team of highly skilled members. We also may be looking for a model animator. If you think you can help us in these areas, please contact either myself or ipox (Mod Leader) on The Price of Peace Forums with a private message to either of us, or talk to me on MSN or e-mail at DrGuppy@hotmail.com

Thank you, everyone, for your time and, as always, comments, questions, and speaking your mind are welcome. For the latest on The Price of Peace modification/game visit our newly updated website at http://pop.rtcwfiles.com.


(=DaRk=CrAzY-NuTTeR) #13

americans?!?! Canadians?!?!

where are the british? you know, the peeps with dodgy hats


(DrGuppy) #14

For now the first campaign is focusing on the Americans, the second is on the Canadians, and a planned third is in the works. Who knows perhaps the 3rd or 4th could involve the British?..


([RW]FRED) #15

And Frenchies…???


(Schaffer) #16

What about Russians, Australians, Greeks, etc… :slight_smile:


(DrGuppy) #17

After the first campaign we plan to do the lesser known parts of the war, such as the Canadians. After them who knows who could be next…


(Lanz) #18

Seems like a strange decision imo, I mean the main combatants was the US, UK, German and Russians in Europe and you’re doing the Canadians? Well depends on the location of the camaigns of course, but if in Europe the above is true, if Asia then Japanese/US troups. Well you guys do what you want of course, I just find it strange that almost no ww2 games actually includes the britts even if they had a major part of the war.


(Schaffer) #19

It’s funny how everyone thinks the war was between the US and Germans and the US and Japs. Hmm, I seem to recall the war going on for a few years without a hint of a yank anywhere. The Australians had a big part in the Pacific thearter as well.


(=DaRk=CrAzY-NuTTeR) #20

yeah, its only cos they americans

would be better to see the people in the war that actually helped like British, the french didnt do much, they just slapped them and got cuaght