+ Rispondi alla Discussione
Pag 9 di 36 PrimaPrima ... 789101119 ... UltimaUltima
Risultati da 201 a 225 di 877
  1. #201
    M.o.d.e.r.a.t.o.r.e. L'avatar di NoSf3rA†U
    Data Registrazione
    21-01-04
    Località
    Matera
    Messaggi
    22,382

    Predefinito Re: ENEMY TERRITORY: QUAKE WARS

    Comunque Gyppi la buona notizia e che sarà rilasciato l'SDK già da subito,quindi successivamente i MODS è vero che si concentreranno su MAPPE MP o TC MP (visto che hanno già cominciato a lavorare su idee e artworks),ma nessuno vieta di utilizzarlo su proggetti SP...in questo caso rientri anche tu...anzi soprattuto tu Gyppi!!!

  2. #202
    heXen
    ospite

    Predefinito Re: ENEMY TERRITORY: QUAKE WARS

    Nosfe Gyppi Quake Wars mi sa che non se lo compra

  3. #203
    Il Nonno L'avatar di Gyppi FX™
    Data Registrazione
    09-05-05
    Località
    Genova
    Messaggi
    7,785

    Predefinito Re: ENEMY TERRITORY: QUAKE WARS

    non credo che lo prenderò se costerà più di 15€

  4. #204
    M.o.d.e.r.a.t.o.r.e. L'avatar di NoSf3rA†U
    Data Registrazione
    21-01-04
    Località
    Matera
    Messaggi
    22,382

    Predefinito Re: ENEMY TERRITORY: QUAKE WARS

    Gyppi ha scritto ven, 05 maggio 2006 alle 23:04
    non credo che lo prenderò se costerà più di 15€

    ...non è un risposta da SuperMODDERS Appassionato questa!!!

  5. #205
    M.o.d.e.r.a.t.o.r.e. L'avatar di NoSf3rA†U
    Data Registrazione
    21-01-04
    Località
    Matera
    Messaggi
    22,382

    Predefinito Re: ENEMY TERRITORY: QUAKE WARS

    EXCLUSIVE: Deployables


    GDF Deployables


    Anti-Personnel Turret

    The GDF Anti-Personnel Turret is an airdrop-able defensive turret with search and track radar and autonomous fire control. Once called in by an Engineer, it will automatically detect and engage enemy infantry units with its 20mm Gatling cannon. GDF players can 'man' the turret, overriding the auto-targeting system and engaging targets of their choice.





    Rocket Artillery Deployable

    This GDF Rocket Artillery deployable is an airdrop-able multiple launch rocket system consisting of a self-loading array of 18 x 300mm rocket launch tubes mounted on a powered turret. The GDF Field Ops calls in the deployable and then designates targets for it. The rockets are fired in a ripple salvo that showers targets with a storm cloud of shrapnel. Reloading is automatic, but there is a significant pause before the deployable can perform another fire mission, as the whole array has to briefly lock off to reload.





    Hammer Missile

    The GDF Hammer Missile Launcher is a deployable strike missile, called in by the Field Ops, capable of inflicting massive casualties. The Hammer's warhead detonates over the target area in a thermobaric airburst optimised to inflict maximum damage to infantry and lightly armoured vehicles. The Hammer is relatively ineffective against structures, and cannot blast open fortified strong points - these targets must be attacked with the Strategic Strike Missile, fired by the MCP vehicle.





    ...continua!!!

  6. #206
    M.o.d.e.r.a.t.o.r.e. L'avatar di NoSf3rA†U
    Data Registrazione
    21-01-04
    Località
    Matera
    Messaggi
    22,382

    Predefinito Re: ENEMY TERRITORY: QUAKE WARS

    As the GDF and Strogg stuggle to annihilate each other, death often comes from above in the form of airlifted deployable ordinance. From antipersonnel guns to missle strikes to giant exploding orbs of fiery destruction, these weapons could turn the tide of any battle.


    Strogg Deployables


    Anti-Personnel Turret

    The Strogg Anti-Personnel Turret is a deployable defence turret. Once dropped in from orbit at the request of the Constructor, it will fire at any enemy infantry within range. Strogg Plasma cannon overheat rapidly, so the turret mounts eight of them to maintain a high rate of fire. A Strogg player can ‘man’ the turret, over-riding the automatic targeting to engage targets of his choice.





    Psi-Radar Deployable

    The Strogg Psi-Radar is a psionic surveillance and intelligence device, called down from orbit by the Infiltrator class. The Psi-Radar detects and tracks troops and vehicles within its range, passing that data on to the Domination Hub structure to be projected onto each Strogg players’ command map, removing fog of war and alerting them to human movement.





    Strategic Strike Gun

    The Strogg Strategic Strike Gun is a colossal tactical bombardment device, the original prototype of both Quake II’s Big Gun and BFG, and is deployed by the Oppressor class. In ETQW, the SSG represents the current state of the art in Strogg Bosonic Orb technology - generating and projecting a fizzing, flaming energy orb in a lethal arc across the battlefield, crashing into its target to inflict catastrophic damage.



  7. #207
    Il Nonno L'avatar di Gyppi FX™
    Data Registrazione
    09-05-05
    Località
    Genova
    Messaggi
    7,785

    Predefinito Re: ENEMY TERRITORY: QUAKE WARS

    NoSf3rAtU ha scritto sab, 06 maggio 2006 alle 00:25
    Gyppi ha scritto ven, 05 maggio 2006 alle 23:04
    non credo che lo prenderò se costerà più di 15€

    ...non è un risposta da SuperMODDERS Appassionato questa!!!
    non mi pagano ancora a sufficienza per fare il supermodder

  8. #208
    heXen
    ospite

    Predefinito Re: ENEMY TERRITORY: QUAKE WARS


  9. #209
    heXen
    ospite

    Predefinito Re: ENEMY TERRITORY: QUAKE WARS

    Quoto il post di CIabs che ha messo questi aggiornamenti in Fragfest Arena


    Ciabs ha scritto mer, 10 maggio 2006 alle 10:53
    concordo, avendo giocato sin dall'uscita a ET mi aspetto il versante teamplay+classi+skills perfettamente bilanciato;
    se poi lo è anche l'asymmetric gameplay è fatta


    EDIT: EnemyTerritory.com aggiornato!












  10. #210
    M.o.d.e.r.a.t.o.r.e. L'avatar di NoSf3rA†U
    Data Registrazione
    21-01-04
    Località
    Matera
    Messaggi
    22,382

    Predefinito Re: ENEMY TERRITORY: QUAKE WARS

    Il video

  11. #211
    M.o.d.e.r.a.t.o.r.e. L'avatar di NoSf3rA†U
    Data Registrazione
    21-01-04
    Località
    Matera
    Messaggi
    22,382

    Predefinito Re: ENEMY TERRITORY: QUAKE WARS

    Enemy Territory: Quake Wars "First Ingame scenes"


    After we you already with the ET: Quake Wars: E3 2006-Trailer and the new Screenshots bombadiert, follow now equal the next mediale attack:


    GameSpy and IGN published altogether four small videos, us first Ingame scenes from the playable E3-Messe-Version von Enemy Territory: Quake Wars show, which may allude each visitor for 20 minutes in the network. When exact regarding the moved pictures one erhascht naturally so a first view of the general map of the Strogg, setting Spawn POINTs into a GDF soldier, the weapon menu and the fight man against man:



    DOWNLOAD ET: Quake Wars: E3 2006-Gameplay-Videos @ Doom3Maps (34.62 MB)


    ...finalmente in-game!!!

  12. #212
    M.o.d.e.r.a.t.o.r.e. L'avatar di NoSf3rA†U
    Data Registrazione
    21-01-04
    Località
    Matera
    Messaggi
    22,382

    Predefinito Re: ENEMY TERRITORY: QUAKE WARS

    Enemy Territory: QuakeWars E3 Video





    Video showing off Enemy Territory: QuakeWars gameplay at the Activision booth inside E3 2006. Activision has setup a ET:QuakeWars LAN for attendees to test out this upcoming game from SplashDamage. Each player has a plasmas above them echoing their gameplay. This 6 minute High Definition movie will give you a never before seen glimpse into real ET: QuakeWars gameplay, not some pre-rendered demo video. You will see medics handing out health and engineers repairing tanks along with many other cool gameplay aspects.


    http://planetquake4.net/download.php?op= fileid&lid=2302



    oppure:



    DOWNLOAD ET: Quake Wars: E3 2006-Footage (HD-Version) @ Doom3Maps (269.36 MB)

  13. #213
    heXen
    ospite

    Predefinito Re: ENEMY TERRITORY: QUAKE WARS

    QW:ET , riconoscimenti Gamespot awards

    Indirizzo


    Best Shooter

    Best PC Game


    I segnali sono ottimi

  14. #214
    M.o.d.e.r.a.t.o.r.e. L'avatar di NoSf3rA†U
    Data Registrazione
    21-01-04
    Località
    Matera
    Messaggi
    22,382

    Predefinito Re: ENEMY TERRITORY: QUAKE WARS


  15. #215
    M.o.d.e.r.a.t.o.r.e. L'avatar di NoSf3rA†U
    Data Registrazione
    21-01-04
    Località
    Matera
    Messaggi
    22,382

    Predefinito Re: ENEMY TERRITORY: QUAKE WARS

    Enemy Territory: Quake Wars

    Ready to order? We got the info. New exclusive screen included!

    Activision let us in on the first details for their Enemy Territory: Quake Wars pre-order program today. At the end of July, at select retailers, those that are hungry for some Quake multiplayer action can begin getting ready for action by plopping down some money for the game before it's actually out.



    The publisher also gave out the information that those that do participate in the pre-order program for Quake Wars will be able to register their username in advance of the game's launch (cuts down on those embarrassing moments when you walk into a chat lobby and have a extra character hanging from your otherwise perfectly crafted gamer handle) and will also receive advanced strategies and gameplay tactics to have a little bit of an edge on those that have to learn the hard way.

    We'll have more details for you when Activision nails down some more of the details. For now, those of you that have ants in your pants can start saving your money to get some pre-release goodies. And, in the meantime, check out the new exclusive screen below showing off a lovely alley full of broken dreams and violence.


  16. #216
    heXen
    ospite

    Predefinito Re: ENEMY TERRITORY: QUAKE WARS

    Bella l'ambientazione urbana

  17. #217
    Relevart
    ospite

    Predefinito Re: ENEMY TERRITORY: QUAKE WARS

    ambientazione urbana !

    quando uscirà il gioco, una partita ce la facciamo eh?

  18. #218
    M.o.d.e.r.a.t.o.r.e. L'avatar di NoSf3rA†U
    Data Registrazione
    21-01-04
    Località
    Matera
    Messaggi
    22,382

    Predefinito Re: ENEMY TERRITORY: QUAKE WARS

    Enemy Territory: Quake Wars rinviato al 2007

    Il team creativo Splash Damage si prende più tempo per "bilanciare" il gioco.


    Attraverso le pagine di GameSpy, Paul 'Locki' Wedgwood (di Splash Damage) ha confermato il rinvio di Enemy Territory: Quake Wars al prossimo anno, in una data non ancora fissata ufficialmente.

    Lo stesso Wedgewood, che è progettista del gioco, rivela la necessità di maggior tempo per "bilanciare" tutti gli aspetti connessi alle partite, in modo tale da ridurre al minimo la possibilità che gli utenti scoprano dei "trucchi" per barare e facilitarsi il compito nelle partite in Multiplayer sulla rete. Viene infine annunciato che il gioco si trova in versione Beta, stadio di sviluppo molto vicino al completamento. Quindi, è probabile un arrivo entro il primo trimestre 2007...


    by Nextgame.it

  19. #219
    M.o.d.e.r.a.t.o.r.e. L'avatar di NoSf3rA†U
    Data Registrazione
    21-01-04
    Località
    Matera
    Messaggi
    22,382

    Predefinito Re: ENEMY TERRITORY: QUAKE WARS

    Enemy Territory: Quake Wars Dev Diary #1:Balancing Asymmetrical Multiplayer Team-Play (PC)


    E3 2006 and Players' First Impressions

    We came out of E3 2006 on a huge high; ETQW scooped-up over 30 awards and nominations from dozens of websites, magazines and official show judges, including Game of Show, Best PC Game, Best Shooter, Most Anticipated Game and perhaps most importantly, several awards for Best Multiplayer Game of E3 2006.

    Following E3, Splash Damage and id spent weeks reviewing the status of Enemy Territory. 2006 has been a great year for us, with incredible response from the press and the community. It's also been a challenging year, as the team here has given extraordinary effort towards completing the game this year. Unfortunately, sometimes effort isn't all you need -- sometimes you just need more time. To ensure the quality we want, we've decided to push the release out of 2006 to allow for extended testing, feedback and game balancing.


    Asymmetrical Gameplay Balance

    One of the largest development challenges we're facing (and an extremely important issue to those of us that are ex-clan players) is the balancing. ETQW's unique asymmetrical teams and objective-based missions present interesting challenges. Matches are balanced internally, but we know that a larger community of players can develop more strategies and exploits in a week than internal testing can discover in a month. This is why I've decided to talk about gameplay balance in our first developer diary entry.

    We're now entering the beta phase of the game's development, and this signifies a change of focus for our design team and our collaboration with id Software; that of achieving great multiplayer gameplay balance. However, ETQW's multiplayer focus on military objectives challenges us with balancing hurdles that didn't exist before.

    Those of you that played ETQW's predecessor, Wolfenstein: Enemy Territory, will know that Wolf ET had opposing Allied and Axis teams that were fundamentally the same. As a result, we were able to use a commonsense approach for balancing the game. We balanced the weapons against each other using a simple "Damage Over Time" formula that took into account their damage per round, rate of fire and reload speed, which resulted in the total damage the weapon could deal in a given period. You could do this on paper and be fairly sure that your initial implementation of weapons would work out well.

    However, ETQW features asymmetrical gameplay with fundamentally different teams, each featuring unique character classes that make use of different items, tools, abilities, weapons, vehicles and deployables, battling in maps with different military objectives for the invading alien Strogg and human Global Defense Force, in turn resulting in player rewards for team play that unlock yet more abilities and items. This asymmetry is unique in ETQW's multiplayer combat and really adds depth to the team play, but also adds substantial complexity in tuning and balancing the gameplay.

    In the past, real-time strategy games, such as Warcraft III, solved similar balancing challenges with dozens of automated "chess computers" that played each other over and over, simulating thousands of hours of play in response to small gameplay changes by the designers. We can't do this with ETQW because you can't accurately predict the endless (and often crazy) tactics and strategies that 24-32 real people will employ against each other in our campaigns. The balancing challenge with ETQW is further complicated by the nature of each mission's objectives. The alien Strogg and the human GDF each have unique military objectives that they must pursue while battling each other to achieve victory -- not just flags to capture or bases to defend. These objectives -- such as constructing a bridge or hacking a shield generator -- require unique cover, concealment and fortification. The routes between critical locations need tuning, which in themselves are inherently asymmetrical because one side is generally attacking while the other defends.

    Despite its overuse by game designers, the rock-paper-scissors analogy is nevertheless relevant to all of this: instead of comparing two units based on the comparative effect they have, we implement "counters" to each team's ability, tactic, or employable strategy. Each ability of one team needs a counter-ability for the opposing team, which in turn needs a counter-counter-ability for the original team: every great sniper location needs opposing concealment for attackers; each open vehicle route needs cover for defenders; every choke point needs fortification.

    Our solution, then, is a heuristic approach: that of gut-feeling, passionate theoretical debate, iterative revision, thousands of hours of human playtesting, and yet more animated discussion. This is an accurate meter for judging asymmetrical gameplay feedback, but a huge undertaking -- each one of ETQW's maps could be compared to four Wolfenstein: Enemy Territory maps in depth and complexity.

    The end result in all of this, though, is that ETQW will feature incredibly focused gameplay balance. For us, this is not just a goal, but rather a design imperative that drives every element of ETQW's multiplayer combat.





  20. #220
    M.o.d.e.r.a.t.o.r.e. L'avatar di NoSf3rA†U
    Data Registrazione
    21-01-04
    Località
    Matera
    Messaggi
    22,382

    Predefinito Re: ENEMY TERRITORY: QUAKE WARS

    'Enemy Territory: Quake Wars' - 2 New Screens

    Enemy Territory: Quake Wars pits the armies of Earth against the invading alien Strogg in the ultimate online strategic shooter. Featuring strategic team play, persistent character promotions, day and nighttime combat missions, and the universe's most powerful weapons and vehicles.






    Gamers choose to play as Human or Strogg in one of five unique character classes. Employing an arsenal of weapons, vehicles and deployable armaments, players engage in an action-packed test of skill and coordinated teamwork through a series of combat objectives. Persistent character growth and achievements reward players for teamwork, while clearly defined mission and class objectives guide new players to meaningful contributions on the battlefield.

    In development at Splash Damage, co-creators of the award winning Wolfenstein: Enemy Territory, and in conjunction with id Software, Enemy Territory: QUAKE Wars employs id Software’s new MegaTexture graphics technology, delivering large outdoor battlefields of unrivaled detail. These life-like recreations of real-world environments are designed specifically for objective-based team combat and include realistic terrain, lighting, special effects and atmospheric conditions.






    KEY FEATURES:


    * Gameplay in Enemy Territory: QUAKE Wars is all about conquering and securing enemy territory, and pushing forward or holding your team’s front line. Players must work together using their vehicles, deployables, and character class abilities to complete objectives, defend valuable installations, or execute massive assaults. The gameplay is designed to allow players of every skill level to jump into a match and make a sizeable contribution to the overall mission. Every player’s choice of character class, along with their actions play a critical role throughout as they gain rank, upgrade skills and provide specialist abilities necessary for victory.
    * With “asymmetric gameplay,” the characters of both the GDF and the Strogg look, move, and behave uniquely. Bases, characters, vehicles and weapons demonstrate the different technologies and behavior of each side and require distinctive approaches to combat from each player. For example, a GDF Medic can heal and quickly revive injured or fallen soldiers on the field, while the Strogg Technician may use a GDF corpse as a “host” body for a waiting Strogg reinforcement. Similarly, the GDF Field Ops will deploy and call-in a laser-guided strategic strike missile, while the Strogg Opressor peppers a GDF convoy with his Plasma Mortar. Players can choose one of five character classes unique to each force, including the GDF’s Soldier, Field Ops, Engineer, Covert Ops and Medic, or the Strogg’s Aggressor, Opressor, Constructor, Infiltrator, and Technician.
    * The weapons, vehicles and deployables in Enemy Territory: QUAKE Wars are much more than standard issue equipment. Each selection truly affects gameplay and is integral to a team’s success or failure. Set in the relative near future, the Human arsenal is based on ultramodern updates to today’s conventional Earth arsenal, while the Strogg utilize a more advanced technology suitable for conquering vastly different alien worlds. The GDF use weapons, and vehicles such as machine guns, rocket launchers, armored personnel carriers, and hover-copters, among others. Conversely, the Strogg’s technology is built on the manipulation of energy and gravity and includes assets like the Hyper Blaster, Lightening Gun, a giant mech-walker, a hover tank, vertical take-off and landing Hornet, and more. Players will also utilize unique strategic assets like radar, auto targeting anti-personnel or vehicle turrets, artillery or strategic strike missiles – all of which are realistically deployed onto the battlefield when and where you choose.
    * Using id Software’s new MegaTexture rendering technology, Enemy Territory: QUAKE Wars renders large, highly detailed and un-tiled outdoor environments all the way to the horizon. Outdoor dynamic lighting allows for every battle to be fought during day or night, with accurate simulation of shadows, atmosphere, vegetation, and weather. Advanced real-time physics, and all new network code support large-scale military combat for up to 24 players through real-world locations, including deserts, glaciers, mountains, and countryside.


    by WorthPlaying.com

    http://worthplaying.com/article.php?sid= 35892&mode=thread&order=0

  21. #221
    M.o.d.e.r.a.t.o.r.e. L'avatar di NoSf3rA†U
    Data Registrazione
    21-01-04
    Località
    Matera
    Messaggi
    22,382

    Predefinito Re: ENEMY TERRITORY: QUAKE WARS

    Enemy Territory: Quake Wars Screenshots

    QuakeCon starts today, and to celebrate Activision sends along three more screenshots from Enemy Territory: Quake Wars. id Software's Kevin Cloud and Splash Damage's Paul Wedgwood will be at QuakeCon to show off the game.





  22. #222
    heXen
    ospite

    Predefinito Re: ENEMY TERRITORY: QUAKE WARS

    SLurp!!

  23. #223
    Relevart
    ospite

    Predefinito Re: ENEMY TERRITORY: QUAKE WARS

    Voglio il giocooooooooo! :picchiaipiediperterra:

  24. #224
    Lo Zio L'avatar di ramonesFAN
    Data Registrazione
    11-09-04
    Località
    Venezia
    Messaggi
    2,486

    Predefinito Re: ENEMY TERRITORY: QUAKE WARS

    Salve raga
    Madò che bello sto gioco MP

    Si sa la data d'uscita?

    Ora che ho il PC nuovo me lo potrò godere al massimo!

  25. #225
    heXen
    ospite

    Predefinito Re: ENEMY TERRITORY: QUAKE WARS

    Ola ramones

    la data di uscita certa ancora non esiste

+ Rispondi alla Discussione
Pag 9 di 36 PrimaPrima ... 789101119 ... UltimaUltima

Permessi di Scrittura

  • Tu non puoi inviare nuove discussioni
  • Tu non puoi inviare risposte
  • Tu non puoi inviare allegati
  • Tu non puoi modificare i tuoi messaggi
  • Il codice BB è Attivato
  • Le faccine sono Attivato
  • Il codice [IMG] è Attivato
  • Il codice HTML è Disattivato