The French developers around Quake4World (Q4W) sat down to the goal of developing a Mod which stands clearly in the tradition of QuakeWorld. But there is to be simply only a further qs clone? The answer to it is and no, because the developer team would like to implement elements from Quake3 and Quake4 apart from the features from qs also. As a goal one wants to present the Quake Community different one play, which on speed, cheat, to maintenance and better Gameplay to be based is. In the connection an overview of the changes planned so far:
-Better air control
- Increased player's speed
- Bunny-hop
- Instant weapon switch (after reload)
- Brightskins
- New armor system (that is not yet in its final state)
- Lots of weapons tweaking
- Some new sounds
- New menus (GUI)
- New HUD and weapon bar control (with ammunitions left)
- The q3 type timer
- G_fov unlocked (no limit)
- RJ through teleporters
- And some other gameplay tweaks (quad makes 4 times the damage, faster (and more powerful) rockets, hitboxes are smaller...)
- TDM can be played with more than 2 teams (Team A vs. Team B vs. Team C vs. Team D)
There is also already a first playable version, which does not work however within some ranges yet very matured. Like that the air control is exaggerated for the moment still easily and leads to inadvertent effects. A few first impressions and the Download as follows:
For the conclusion of the today's evening we would like to put you still another small Mod update to the heart. The French developer team approximately around Quake4World published second beta of its Mod, which make us available numerous innovations. In the comparison to last release feels all somewhat matured - however see even:
- Bug fixes
- Weapon balancing
- BunnyHop is harder
- New weapon sounds
- Footsteps sound player removed
- Overtime in DM, TDM & CTF run as in q3 by default
- Simple items
- Smoke rox was removed
- New grenades brightskins
* New Features
- from bug reports :
* teleport and eye direction bug : fixed.
* HUD weapon list not visible before first switch : fixed.
* Switch LG -> RL : not a bug. Closed.
* burst while firing HB : fixed.
- Features coded :
* player respawns with 110/0 instead of 100/0.
* Weapons :
What we had in beta 1 :
# Weapon | dmg splash/dmg speed firerate Clip KnB Range
* BunnyHop is harder.
* New weapon sounds
* footsteps sound player removed
* overtime in DM, TDM & CTF run as in q3 by default (see cvars section for more information).
Tourney enhancement will be done later.
* Simple items
* smoke rox was removed
* new grenades brightskins
* Cvars (modified or added / vq4) *
// server side :
- si_normalSuddenDeath
0 = q4 original feature (players respawn in overtime with goal to first frag/cap to win)
1 = q3 style, with additionnal time (by default)
- si_additionnalTime xx
xx in minutes. Duration of overtime when running with si_normalSuddenDeath = 1.
If overtime ends with still a tied game, overtime is applied again.
- ui_drawspeed :
0 = off
1 = on
- ui_countdown :
0 = like in q4, displayed time is remaining time,
1 = like in q3, time is current time since start of the match (by default)
- pm_crouchbob, pm_walkbob, pm_runbob, pm_runpitch, pm_runroll, pm_bobup, pm_bobpitch, pm_bobroll are
now client side and set by default to 0 and are archive (saved in default .cfg file).
- g_fov is archive now (saved in default .cfg file).
- g_showGibs
0 = off
1 = on
- g_simpleItems (warning, nomip will be implemented for next release. On very low quality, it should display ugly items..)
0 = off
1 = on
- dev_addBot : Spawns a bot which doesn't move cause there is no AI (1: Marine, 2: Strogg)
- dev_removeBot : Remove the bot you indicated by its client ID.
T H E F U T U R E :
beta 3 - Release Date : January 2006
* Features planned (sort by priority order)
all reported bugs.
gfx : Nomip on simple items
gfx : Nomip on hud icons
gfx : constant improvements in tweaking effects (cg_noTrail, etc)
game/physics : smaller hitbox
game/physics : Double-jump
gfx : Forcemodel enemy
gfx : Forcemodel friendly
gfx : ForceColor enemy
gfx : ForceColor friendly
cvar : forcemodel brightskins in progress
gfx : New huds
gfx : mod menu will be in high res.
game/physics : Max Player Speed 1200 ?
game/physics : Possibility to "run on the water" at a certain speed, with an angle limitation for any
turn (a big loss in speed).
game : Advanced armor system
game : weapon balance (still in discussion).
gfx : Brightskins for the grenades (and other weapons ?)
gfx : New MG models
gfx : New RG models
gfx : New RL models
game : q3 overtime system on tourney.
game : Enhance RJ.
game/armor : Shards initial protection level
gfx : Armor icon on hud
game : Motd
game : Country Flags
game : statistics hud
music : New menu music
A few suitable pictures, which emphasize the new simple Items outstanding and which Download in the connection:
The whole idea is to have a game really fast, where movements can make the decision in a fight, and not only aiming. Where controlling a specific zone is really important, with precious items. A game where base weapons are not almost equals to the bigger ones. A game offering best of both world weapons, without making one too much powerful in a defensive situation.
We offer anticipation weapons and hitscan weapons, and they hurt a lot. They'll hurt you bad. It's about domination, it's not really newbie friendly, because spawnfrags are back.
Controlling the game is really important, a situation can turnover very quickly. No minimum time for respawn and a maximum of 2", respawn at 110/0 with only a MG with not much ammunitions... you'll learn how to win the hard way.