random patch needed


(king_troll) #1

if quakewars maps were 3 or 4 times the size, BF3 could just be a mini by replacing strogg team models with different skinned GDF`s

quakewars needs a random patch, and allow massive full size megatextures and plenty more tress added by mappers

100 or so more moveables and damageable moveables etc are easy to code in a proper mod

it cant be that hard to get some updated megatexture classes off of id and update max texture size in megagen and hit build… wouldnt need a sdk for brink/rage/doom4, maybe just a map editor


(Rex) #2

Mhm, so you are called king_troll and you post a BF3 video here…interesting…


(Dthy) #3

If maps were 3 or 4 times the size, then they would be 3 or 4 times to big. The map size is perfect for etqw, not to big for infantry, not to small for vehicles.


(king_troll) #4

the gameplay in the BF3 video is near exactly the same and quakewars, nearly every aspect of BF3 is like quakewars, quakewars maps are too small to fully use vehicles and tactics in games, you run about and complete objectives, and releasing a random patch that allow bigger megatextures, just means you can make bigger maps if you want to use a bigger scale megatexture

a random patch doesnt need to fix bugs or anything, just allow bigger megatextures


(light_sh4v0r) #5

The battlefield maps are an absolute pain to play when there are no vehicles because of the lower movement speed and ridiculously large maps. ETQW’s maps work fine for me, if I want to go hiking I’ll do that outside.
I see no added value either. Increasing the distance from spawn to objective is hardly more fun is it?


(king_troll) #6

you make a terrain using the unit size of the megatexture you can select on megagen droplist, quakewars maps are all the maximum terrain and megatexture unit size quakewars engine can handle

you can make any size terrain aslong as megagen has the unit size for the megatexture to cover the terrain, you can make normal size maps, smaller maps, but bigger maps are needed if beth are going to hold back on future SDK`s. quakewars is good for years to come

you can make falling over trees and exploding walls using damageable entities and giving them abit of extra push when they die from damage vector


(Rex) #7

Ok, now it is obvious why your name is “king_troll”.
Most stupid post since this exdot guy :smiley: But tell me how tactics look like on a 3-4 times bigger map?

(At the moment I think about a little competition, best troll and most retarded post of the month)


(.Chris.) #8

The maps are big enough for this game, they allow teams to stay focused on the objectives without dispersing them too thinly across the map yet not funneling them too much and giving some freedom in their approach.


(Dthy) #9

If you want bigger maps, play BF. You know, the game you posted a link to?


(king_troll) #10

might do. or give quakewars bigger megatextures, and most existing mods can do what they wanted todo and make a BF type mod, none of you would play, you are all arcade, and the only people who still play quakewars while BF3 has 8m beta testers


(Breo) #11

In BC2 players complaint about small maps so they came up with a couple huge maps like oasis harvest day and heavy metal.

The biggest problem was that players use the available vehicles as personal taxi and trash it somewhere when they arrive.
So players who aren’t fast enough end up all the way back at the base :mad:

The only thing you can do is run (in a open area) with 100 snipers or wait for vehicles till they spawn :frowning:


(king_troll) #12

its all part of the game. if you keep getting killed by snipers, ghost them, proper snipers will stay where they are for hours if they know you have seen them, if there is a way you go around and up behind them, or close a bust a grenade


(jopjop) #13

:d :d :d :d :d :d :d :d :d :d :d
d: D: D: D: D: D: D: D: D: D:


(light_sh4v0r) #14

And it’s also exactly what I dislike about Battlefield games. So no thank you, no battlefield in my ETQW please.


(king_troll) #15

a random patch should still be released, with 4x the unit max size of megatextures. quakewars is close to perfect for most things with all the glossy atmosphere effects, vehicles and flyers, and telescopic weapons, playerstate animations… and all most people need to make a mod on idtech engine for a whole decade, and in 4-6yrs the engine might get GPL`d

it just has no lipsync, people would probaly buy quakewars just to make a mod instead of using UDK, and the whole script and class system is relatively easy


(suho) #16

Why in gods name do you want BF sized maps? Maybe its because you only play/played on those stupid 24+ servers and think that the game needs bigger maps?
I gotta say what bugs and annoys me about most games, not only QW, is that everyone seems to want to play on those servers which feature more player slots than the gameplay is suited for.

QW is perfect for not more than 8v8. Once you go past 8v8 the gameplay becomes more and more TDM’ish. It is much harder to get some good Teamwork rewarded on those servers because there is always still one more guy around a corner who can kill the obj completing class.

Been playing TF2 for a while now and its the same situation there: You just cant find any good 16 slot servers. The teamplay is much more fun on those servers but few people seem to like it because its harder to get your kills piled up, there is more focus on individual skill and not so much mayem going on around you.


(king_troll) #17

you dont have to play on servers with those maps, if everyone else chooses too then it says what most people prefer in MP gameplay. releasing a random patch that allows bigger megatextures doesnt mean mappers are going to use it for standard quakewars maps, the options is just there for mappers who want to make a bigger map, and mods that want to go tactical like most quakewars mods are,

most quakewars mods are all dead, and have`nt had a release or any activity for years, after a hour of just running around in quakewars, the gameplay becomes mundane, and every map as the same few objectives, streching out gameplay would make standard quakewars gameplay alot better

most people use UDK to make mods, its just for the renderer etc. its because it has most things already coded, just like quakewars, making a new limbo menu would take 6 months, any other actual code would take a hour here and there as most things you enable in scripts with a bool


(.Chris.) #18

Perhaps if you played the maps rather than run around them for an hour you would find they are quite fun and despite using similar objectives they play differently due to their layouts and vehicle usage.

They are over 30 custom maps for ET:QW anyway if you’re bored of the stock ones.


(taw_m0nsta) #19

Doesn’t the TWARS mod contains huge maps?


(king_troll) #20

i will replace the strogg team models with gdf in my skilth warzone mini mod and you can have a play, i only have todo the vehicles and put some tga through colorize, the limbo menu wont show any strogg team soldier/medic etc models, but the gameplay is better