What can we start learning now?


(OSIAS) #1

Hola,

I haven’t posted in here or around any quake/wolf sites in some time. Try about 2 years. However in my day I made and worked with quite a few maps, scripts & mods for RTCW as well as HL2/CSS.

ETQW is what I have been waiting for among other things in my personal life. It looks like ETQW is just about here, I am starting to seroiusly consider getting back into developing rather then just being a player.

What resources are available now to start reading and learning what developing for ETQW will be like? Is doom 3 even worth working with or is it going to be completly diffrent then any other tools and or engines currently out there IE comparible learning?

My focus would be more in map making and scripting. I have done some poking & searching and I have not found much. Which as ID repuation would lead me to believe there will not be much till the tools are ready published.

If I do become enticed by the next MP Team Based Objective combat game and whish to begin developing again I would be looking for a Proven Mod Team. Being that the tools are not out and seeing mod teams begin to form, this is what has lead to my above question.

Thanks in advance :evil:


(kamikazee) #2

I posted links before to Doom 3 script references over at Modwiki. I don’t know if Doom 3 script is really used in ET:QW, though it is quite likely that it will be.

Modelling will be nearly the same, seeing how static mesh formats and MD5 meshes have remained about the same.

Now, the mapping department is most subject to change, seeing how the MT technology is new and the overhaul on editWorld. (It features loads of new “toys” and enhancements, from what we’ve heard.)

However, importing Doom 3 style geometry (brushes/patches) may work when not broken, allowing you to start mapping. (But as said, support may break, SD noted that as well.)


(criminal) #3

I am currently compiling a FAQ with answers to many of these questions from various videos/interviews and press releases…should be finished within the week. When time permits i’ll also add it into the wiki site for QW:ET


(OSIAS) #4

So pretty much I did my homework and my assumptions are sad to say correct.

For a mapper besides scripting which I am semi up to date on the doom 3 scripting, mappers pretty much have to wait to learn the new tools.

Modelers are always fortunate aren’t they :stuck_out_tongue:

TBH though doing the whole mapping in another tool and porting it over, is never as fun or as clean as just learning the new tools and creating within them.

Well thats too bad I will keep my eyes open though.

In the meantime I am looking for a mod team that is inspiring and proven. Maybe something along the lines of Wolf or Shadowrun for ETQW.

I have looked over the current mod team lists and not many inspire me yet. I wonder how many will see the light of completion which is a large concern I have with joining any team. However some look to be right on track just not up my alley.

Anyhow thanks for your feedback :slight_smile: If anyone has something they think might spark my interest please PM me.


(extraordinary) #5

unless you’re god’s gift to map making, i do not think teams are going to be begging you to join. you may have to settle for a group that isn’t inspiring or not mapping at all.


(Hakuryu) #6

I hate to say it, but there haven’t been any really good mods for any shooter in a long time, which doesn’t make much sense with the plethora of mod teams recreating their favorite movie, book, or game experience.

Gameplay is king, and most mods try to follow a vision that has nothing to do with gameplay other than ‘you use this to kill that’. Then they get released to minor fanfare and end up with like 5 servers with 10 people spread out over them.

I think most of these mod teams would be better served using their skills to create assets for a truly unique campaign in the ‘base’ game.

Disagree? Name 5 good mods (not gametypes, but recent mods) that have a large following. The only one I can think of off the top of my head is the BF mod Desert something.

I’m just mentioning this in reply to the guy who didnt see anything that interested him in the list of mods. Let me guess… there are realism mods, mods re-making other games, world war mods, and sci fi mods. Perhaps you should do what I’m doing… make maps for base Quake Wars.

Back on topic, there is alot we can do now. You can create a complete Quake Wars map minus the megatexture, entities, and scripting. I have terrains in Maya I’m working with, brush based geometry in Doom 3, and textures from Photoshop.


(Edn) #7

BF: Sandbox, Battleracer, Project Reality. Theres three just for BF2 which id say are probably the most unique and innovating of all the BF2 mods currently out there. Then there is of course all the mods for other games.