Wolfenstein:ET Mod for ET:QW?


(zig-zag) #21

So true, that CS:source thing will never catch on


(kamikazee) #22

It’s W:ET versus ET:QW. Now tell me where it isn’t ET. :smiley:

Back to seriousness, what’s the point of recreating it? With the same logic, we’d be playing RtCW in W:ET. Now you seem to want to make RtET for ET:QW?

Even though I love W:ET a lot, it gets boring to play the same game and custom mods mostly don’t have the time to rewrite gameplay from scratch.


(DarkangelUK) #23

So true, that CS:source thing will never catch on[/quote]

There’s a difference between converting a money making game, and converting a free game. Of course Valve would port over the most played online fps game in the world and sell it… really bad comparison.


(SCDS_reyalP) #24

Given the amount of work that goes into a total conversion “nice to have” and nostalgia aren’t a very compelling reasons to embark on this kind of project.

Think about it this way: ET:QW development was started around 2003. A team of somewhere around 25 (averaging over the development period) professionals has been working on it full time since then. That equates to over 100 person/years of work. Obviously a good part of that is technology, but even if only 1/4 of it is assets and gamecode, you are still talking about a HUGE amount of effort.

It is safe to assume that a total conversion of similar quality, with a similar amount of content, will take a similar amount of work.


(Stone) #25

Counter-Strike: Source and Counter-Strike 1.6 are two completely different games. It’s not a port, it’s a remake. How the weapons behave, how you move, how grenades effect you, etc, etc. They’ve all be changed. So really, it’s nothing like the idea of directly porting W:ET to ET:QW.

You just have to look at Team Fortress to see what happens. Everyone loved TF, it was great. So Valve bought it out and put it on the HL1 engine and tagged it “TFC”. It was different to the original TF in various ways. Then you’ve got Quake 3 Fortress and Enemy Territory Fortress. These two radically changed parts of the Team Fortress gameplay, and it worked really well.

What happened to all those mods that directly ported Team Fortress to a different engine? They failed. Fortress Evolution, Doom 3 Fortress and Fortress Forever(?) are direct port mods, two of them have died already. One of them is still “under going development.” If people wanted to play Team Fortress, they’d go download it for free, and play it. Instead of buying a new game, with a higher graphics requierment, to play the same game they were playing before.


(Flesh) #26

Firist of all I think that ET mod (or at least a WWII mod) is a good idea becouse you can play new improved ET with new graphics and new content. Now that there are tons of possibilities in which ET can be improved that weren’t avaliable in the original game it would be a shame not to use them. Of course it shouldn’t be a complete conversion of ET, it should also some new features. Definetly a remake of a few old maps (like oasis and goldrush) with some new maps where there could maybe be some vehicles (imagine playing a map in which you can actualy drive that motorbike from the Radar map).

Another reason why this mod should be made is becouse I think it will be very popular.
There is quiet a few mods already planed, most of them seem to be sci-fi as is QW itslef. However ET mod would not be sci-fi and that would definetly separate it from the rest. That would draw players attention and it would also give the game some veriety. In addition to that WWII is something that is familiar to most gamers and that is why they are more likely to try it out and would quickly get used to this mod. And finaly need I mention the current popularity of WWII games. Yes I know there are quiet a few such games but were talking about a mod, you cant compare that to a full game. Also QW isnt about WWII therefore a QW mod with WWII theme will not be an overload of WWII content.

I dont know about you but I still like playing WWII games (and Ive been playing them ever since the firist Medal of honor came out on PS) and obviously so does the rest of the fps market. So the bottom line is there should be a WWII mod and Im quiet shure that with all the mods planned and prolly many more to come, sooner or later someone is going to make it. And if you are already making a WWII themed mod then why not make it an ET mod.

Finaly, Im not saying that someone should make this mod just becouse I want him to. Im only saying that if someone already has the inspiration and the desire to recreate ET than there are no rational reasons against it. And thats the whole point of this disscuions - should someone make an ET mod if he wants to?


(DarkangelUK) #27

I understand your reasonings for wanting a conversion, and yes it would be ‘nice’, but I personally don’t see it happening.

I’m gonna stop argueing with you Flesh and atleast agree with you on some points. Map remakes for ET:QW would be nice, with adjustments to fit the QW gameplay style. I think FuelDump is large enough to be converted over and would look great on the D3 engine, also Goldrush. Those things i think are more realistic, and definately would be great. Hell even a skin and sounds pack would do the trick. Why don’t we wait and see…

I’d personally like an original mod, and i wouldnt put someone off doing a conversion if they wanted to… but with it being a new engine, it just wouldnt feel the same and a lot of people would be put off (CSS being a good example). Wouldn’t want to see a lot of effort being wasted.


(SlippytheWeasel) #28

Thought of this while watching a movie on youtube by Snoken. He does some wickedly funny BF2 vids.

Anyway, in one, he has some guys working on a radar shed in BF2. One’s an engie, trying to ramp up the ability of the UAV’s to spot enemies ANYWHERE they are, by the use of strange tweaks and a flux capacitor.

Needless to say, when he activates it, he and his buddy get thrown thru time to BF2142.

So, as to a mod, how about one that let’s you jump from a game of W:ET directly into ET:QW. BUT, you retain your W:ET class and weapons. Of course, you would die real quick, but, it is a war for Earth’s survival.

just kidding.

Slippy


(kamikazee) #29

The only impossible features are those which which require coding where the source is not available. As such, eg. normal maps can’t be added to W:ET without some hacking.
However, vehicles are possible in W:ET and are no real reason for a conversion as such.

A futuristic fueldump map could be nice, (With the GDF safeguarding their fossile oil stock.) or some map like “stroggrush”.


(carnage) #30

Exactly. If you are going to spend the time needed to make a total conversion, re-creating something that already exists seems like a pretty poor use of it.[/quote]

im on the side of the no just play ET. I would consider a mod that bought a similar playing experience as ET to a more updated technology and has worked for other mods in the past e.g. q3fortress. although creating a straight up recreation of ET seems like a waste of time

maby in 5 or so years some people want to re create the ET playing experience and show it to a new bunch of gamers. but its a bit soon at the moment


(squadjot) #31

offcourse there will be ww2 mods for ET…, and i will be surprised if they will not remind us a great deal of W:ET , cause the main features as classes, objectives and stuff are todays “must-have”-features if u want to create a multiplayer fps…

I’d say, for those who really want a replica ET-QWversion… it will get just as hard obtaining that same feel, as it will be to create a ww2 mod WITHOUT using some/larges part of ET gameplay…so in a way…we all win =)

i’d still like to see W:ET RTCW mod tho :slight_smile:


(B0rsuk) #32

You may be able to convert the physics and capture the feel, but that would be the simplest of all tasks, I think. The great visuals of W:ET don’t just come from good engine, but also from lots of work put into it. Many very skilled people worked on W:ET, and they probably were being paid for it, because it was originally meant to be a commercial expansion pack.

Doom3 engine won’t just magically make it look better. Some things are strictly better, that’s true. For example lightning. But a megatexture sounds like a mega amount of work. And Doom3 makes use of bumpmaps. If I remember correctly, one of Doom3 developers said Doom3 looks pretty bad without high quality textures.

It may be just me, but I think that Quake4 multiplayer graphics looks marginally prettier than Quake3. If at all. I think lightning and textures look awful.

By the way: Quake3Fortress was very popular for some time. Enemy Territory Fortress should, in theory, be even more popular. It has the same graphics and sounds (probably), and I guess the gameplay is very much the same. And it’s free, you don’t even need Quake3 for it. Can you explain what happened to ETF ?

Bottom line: remake of w:et may not be as hard,(you can simply copy many numbers like weapon damage, you don’t have to balance it yourself) but remake of all artwork is a collosal challenge.

For those of you who don’t believe graphics can make or break an fps game, look at the bottom of this page:

http://www.doomworld.com/classicdoom/info/shareware.php

Download some Doom alphas and play them. They show the original DooM looks shitty with bad textures and weapons.


(carnage) #33

Doom3 engine won’t just magically make it look better. Some things are strictly better, that’s true. For example lightning. But a megatexture sounds like a mega amount of work. And Doom3 makes use of bumpmaps. If I remember correctly, one of Doom3 developers said Doom3 looks pretty bad without high quality textures.

without normal maps and specular maps then you are basically rendering pretty much as you see quake3. however in quake 3 textures subtle light shadow is built into the textures to add depth and create the illusion of a more texturised surface. normal maps generate the light shadow in real time and allow for more realistic lighting on textures since it can account for the actual direction of light on a texture

so you could take the route of using bump maps and increase the development demands or use no bump maps and have a game that looks far less advanced than the engine it is running on and that could be very unpopular with a lot of players

in the defense of the mod for the majority of textures bump maps are not actually that hard to create and in some respects make the textures easier to create since you don’t have to manually paint the light and dark onto a texture witch can be a difficult process to get looking right in game

i think the difficult part would be to find someone to high polly model at least two characters and animate them

i’d still like to see W:ET RTCW mod tho :slight_smile:

there is a rtcw mod for ET, although it still plays quite like ET since a large part of the rtcw experience was the way the maps are designed different from WET. Hopefully rtcw2 will have a multilayer that is closer to its predecessor, although its primarily a console game so i don’t know what to expect


(SlippytheWeasel) #34

How many times have I heard that ET is dying over the last 2 years? Seems to stick around a lot better, and with a bigger community, than most other games. And it’s free, has a boatload of mods/maps/etcs.

Looks pretty healthy to me. You might wanna get a second opinion on that diagnosis.

Slippy


(squadjot) #35

lol, yea… oke…i guess its how u define “dead”

Atm ET is probbly on of the better MOD platforms, from the fact that it uses a great engine and its a free game, wich is pretty unique.

i’m prepared to make a quick bet with max one person :stuck_out_tongue:

100$ that in 10 years you’ll still find Enemy Territory servers. …ten years is a millenium in world of tech… but lets see…

Today i took a screenshot from from RTCW demo v.1.1 serverlist …and we STILL see people, and even clans playing RTCW demo ONLY…

Not many people would expect that… i dont think ID/activision exspected it… so…people still playing it…its a simple demo… with 2 maps (only one played really)
…its almost SEVEN YEARS since this demo was released…

The reason i mention it is…compare that scenario with ET’s…ET is also free… but infact a full game…(yea yeah we all know the story)…with both map and mod suppport…

so …is anyone up for the bet :P?


(SlippytheWeasel) #36

Here’s an idea for an ET:QW / W:ET mod…or maybe just a map?

Goldrush QW.
GDF has to get the gold, Strogg gotta eat the GDF for lunch, LITERALLY!

Radar QW.
GDF has to get the radar parts, Strogg gotta eat the GDF for lunch, LITERALLY!

Battery QW.
GDF has to destroy the guns, Strogg gotta eat the GDF for lunch, LITERALLY!

Oasis QW.
GDF has to blow the guns, Strogg gotta eat the GDF for lunch, LITERALLY!

Fueldump QW.
GDF has to blow the fuel depot, Strogg gotta eat the GDF for lunch, LITERALLY!

Railgun QW.
GDF gotta avoid being eaten for lunch, LITERALLY, Strogg gotta figure out how many it takes to raise the track switch. (answer, 5 Strogg. 1 Strogg to raise the switch, and 4 Stroggs to prepare lunch). And then ask themselves, ‘wtf is a track switch for?’

Slippy