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| [May 16, 2005, 2:22 pm ET] - Share - Viewing Comments |
id Software and Activision announce Enemy Territory: Quake Wars, a class-based
multiplayer shooter in the works at Splash Damage to debut at E3. The game will
be built on a new technology from id called MegaTexture™ "that crunches millions
of polygons and a gigabyte-scale texture into a single, seamless and un-tiled
landscape with unique detail down to the square inch or the un-obscured distant
horizon" (though the Splash Damage
Website clarifies this is on top of the DOOM 3 engine). Accompanying the
announcement is a (massive)
first screenshot, and here's word, which does not include a release date or
target platforms: Santa Monica, CA – May 16, 2005 – id Software™ and
Activision, Inc. (Nasdaq: ATVI) today announced the development of ENEMY
TERRITORY: QUAKE WARS™. Developed by Splash Damage and built on id Software’s
new MegaTexture™ rendering technology, 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, ENEMY TERRITORY: QUAKE WARS transports players to the
front lines of an epic new war for Earth.
“For years, fans have enjoyed incredible battles on the Strogg home planet; but
with ENEMY TERRITORY: QUAKE WARS, we’re taking players back to the war that
started it all – the Strogg invasion of Earth – where the choice is to fight
with the humans or the alien Strogg in a massive campaign for survival,” said
Todd Hollenshead, CEO, id Software. “Like all great id Software games, ENEMY
TERRITORY: QUAKE WARS unites bleeding-edge technology, a fantastic universe, and
meticulously balanced gameplay to deliver an engrossing and futuristic gaming
experience.”
“We have been so proud of Wolfenstein: Enemy Territory’s™ rave reviews, ‘Game of
the Year’ awards, and massive fan-base, so to work with id again in developing
ENEMY TERRITORY: QUAKE WARS is an amazing opportunity.” states Paul Wedgwood,
Lead Game Designer and Owner of Splash Damage Ltd. “The stories of the Strogg
invasion of Earth have always fascinated me, and now through ENEMY TERRITORY:
QUAKE WARS, we’re able to bring this incredible war to life with an
uncompromising level of detail and realism.”
As the invasion begins, players choose to battle as one of five unique classes
in either the EDF (Earth Defense Force – humans) or the barbaric alien Strogg
armies, each augmented with specialist weapons and combat hardware. Troops
utilize over 40 conventional and futuristic vehicles, deployable structures, and
defense systems like quad-bikes, tanks, and alien walkers for epic ground
assaults; or helicopters and anti-gravity ships to lend firepower from the air.
Throughout each battle, teams establish bases, deploy defense structures,
artillery, radar, and advanced forward-command systems into enemy territory
while constructing and demolishing obstacles to speed progress and gain a
tactical advantage over the enemy.
With realistic dynamic lighting and shadowing from headlights, searchlights and
even the moon, battles can be fought during the day or night; while accurate
simulation of the atmosphere, weather, and vegetation combine to create an
unparalleled degree of realism. Battlefields are perfectly rendered using
MegaTexture, a totally new rendering technology developed by id Software that
crunches millions of polygons and a gigabyte-scale texture into a single,
seamless and un-tiled landscape with unique detail down to the square inch or
the un-obscured distant horizon.
Players can take on class specific missions or join a fireteam to utilize
advanced command and communication options, including voice-chat and the game’s
context sensitive mission order system. With bitterly contested multi-battle
campaigns, each soldier fights not only for victory, but to gain valuable
skills, special rewards for team-play, and persistent military promotions and
medals. ENEMY TERRITORY: QUAKE WARS will debut at this year’s Electronic
Entertainment Expo in Activision’s booth #1224 in the South Hall.
85 Replies. 5 pages. Viewing page 1.
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| 85. |
Re: No subject |
Jun 8, 2005, 23:20 |
Beaner |
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I probably had more fun with ET than Tribes. ET is just... so... *perfect*.
How can folks say they like Enemy Territory compared to Tribes. They are completely different. ET is basically another good WWII style FPS combat game. Tribes is more an FPS warfare style FPS game on a larger scale in terms of scale, maps, and it can play in a more esport style of gameplay. Its not simply a strafe strafe, crouch jump game like every other FPS. Its plays on a large scale, but its fast.. There is simply no other FPS to date that plays like Tribes.
Now everyone is trying the largescale combat thing that was Tribes. Only diff is that they are all WWII themed on a more realistic level. I still want to see how these engines handle large immerssive terrain on a full server. I'm predicting a big "choke" unless the games are played in smaller boxed maps. strafe strafe...crouch crouch, jump jump..
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| 84. |
Picking Tribes apart.. |
Jun 8, 2005, 23:11 |
Beaner |
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Lol. Nice looking. Always new someone would take Quake or a Quake style game in this direction. Its just sad that a decent Tribes game cant represent its own genre. Thank you smacktard Vivendi Universal you really fucked up potential. Nice to see a Quake style game moving in that direction.
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| 83. |
Terrain in DOOM 3 engine from the get-go |
May 23, 2005, 17:56 |
PsycSui |
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The DOOM 3 engine has always supported outdoor terrain. id said the reason for not having huge outdoor areas in DOOM 3 was a design decision, and was not based on limitations the engine had. The first time D3 was shown at E3 the opening scene in the realtime demo was a vast martian landscape with buildings and everything, all to scale.
The Megatexture technology is cool, but from what I understand Quake 4 doesn't use it.
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| 82. |
Re: What the fuck? |
May 19, 2005, 00:51 |
sponge |
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Andy: I mentioned in the OOTB, I got to see both games in action. Quake4-- which was running live-- was handling VERY nice outdoor, bright scenes simply superbly. And the demonstrator barely had to use the flashlight at all. There was one specific scene which actually made me cringe. ET Quake Wars while a pre-rendered loop video, was all in-engine footage, and also featured massive terrain, all daytime lit. It looks really awesome, and my crappy digital camera can't do it justice.
Secret text below for Q4 scene:
You've been taken prisoner, and are bound down to a table that moves on a path. You can see yourself in only shorts. Doesn't look that bad, until you pass this monster, who impales you, rips out an organ I believe, with blood flying everywhere, and your disturbing scream. You move on with a gaping chest wound, around, and you're struck in the head to put the neurocyte. Suddenly, the Strogg language becomes English-- i.e. you are under the Strogg's control. Not as notable as the next part: you see a saw come down on the marine in front of you, from whence you are put under it. It starts to come down, and I was expecting it to stop/break. It doesn't. It chops off your shins, as more blood flies everywhere, with loud painful screaming, and you swinging around your stumps. You are then given artificial legs, and pumped into a suit. Brought into the next room, where marines debate on killing you, since you are under Strogg's mind control now. Obviously they let you live.
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| 81. |
Re: What the fuck? |
May 17, 2005, 15:05 |
famished |
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"Its one thing to render a large environement, its another to make it completely immersive and still provide good FPS etc when playing online on a full server. None of the engines you mentioned (Crytek, HF2 or Doom3) have proven their ability to do that. " Doom 3 was designed for indoors and seems like it has to be retro-fitted to do something like this; hence the MegaTexture technology announcement. It's simply because it was falling behind and licensees probably needed something more.
HL2 seems to be a little in the middle, but Far Cry failed purely on net code. I don't think it had much to do with large environments.
Hearsay disclaimer on the above statements.
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| 80. |
Re: No subject |
May 17, 2005, 14:42 |
MindTrigger |
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yeah, I think they can pull off a certain amount of "tribes" feel, but they don't own the Tribes IP any more. They can't call it tribes, nor can they use unique weapons like the disker. Like I said in another thread (or maybe this one, hell who knows), they could easily make a "ball gun" or something else similar to a disker that works essentially the same.
Just make sure the jetpacks and skiing are in, and I will be happy.
--- ...i am still inside here. a little bit comes bleeding through... -nin |
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-- He cut the possum's face off then cut around the eye socket. In the center of the belt buckle, where the possum's eye would be, he has placed a small piece of wood from his old '52 Ford's home made railroad tie bumper. Damn, he misses that truck. |
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| 79. |
No subject |
May 17, 2005, 10:58 |
space captain |
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i imagine the new tribes will have classes and buildable structures or enough things to completely seperate it from the previous ones - yet still retain the essential jetting, skiing, target leading goodness
_________________________________ Who's gonna fight the system?! You, me or fucking no-one?!
- Subhumans 1982 |
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| 78. |
WTF |
May 17, 2005, 03:55 |
Golgo13 |
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This seems like a good Idea and I will buy it but where the hell is the news informing me on the progress on Return to Castle Wolfenstein 2 ????!!!!!??????? DONDE ESTA!?
I want to see a new WOLFENSTEIN SEQUEL on tHE DOOM 3 Engine!!!!!!!!!!!!!!! Sci-fi is good as long as it's World War 2 for WOLFENSTEIN!!!!!!!!!
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| 77. |
Re: What the fuck? |
May 17, 2005, 03:12 |
Beaner |
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Carmack and id have been saying that the Doom 3 engine can 'easily' do what the Half Life 2 engine and Farcry engine can do, ie render large outdoor areas. Its one thing to render a large environement, its another to make it completely immersive and still provide good FPS etc when playing online on a full server. None of the engines you mentioned (Crytek, HF2 or Doom3) have proven their ability to do that.
With that said, however, I do have faith in ID and Carmack. If they can pull this off on the Doom 3 engine and it plays smooth on a full server Ill be impressed.
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| 76. |
Re: No subject |
May 17, 2005, 02:49 |
Beaner |
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Ever since GarageGames showed off their huge terrain paging system at this past GDC, all the big studios have been scrambling to fucking make it too, since they all realized wtf it's a great idea that we didn't think of, let's rip off the little guy. Two weeks after GDC, this Megatexture shit, U3's Paging system, all that was announced. Let's see if they pull it off as well. I'm betting GarageGames is going to fucking surprise the shit out of everyone next year, anyone who pays attention to the little things has noticed them hinting at getting back into games, has noticed them reaquiring all the original core Tribes / Dynamix crew, and has noticed their employee's page grow from 3 to 8 to 16 in the last year. Keep your eye on that company because when they drop the bomb, it will own. Tribes 4eva. kthx. Amen to that. Dynamix was doing this type of stuff several years ago. I was wondering when everyone else would attempt stepping out of the box.
And oh yeah, I just wish they still owned Tribes. VU has completely fucked that franchise to death, what a bunch of idiots look where everyone else is trying to go now.
Whats going to slay me is some tard interview about UT3 or Halo 3 claiming how groundbreaking the games and their technology are with those neato immersive terrain. This comment was edited on May 17, 02:59. |
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| 75. |
Re: |
May 17, 2005, 01:35 |
MindTrigger |
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I'm a hardcore fan of the original tribes, and the Dynamix crew. Now that I know they are garage games, they get the same respect. I hope they can bring back the mnagic that was online gaming before all this SHIT came out. It's the gameplay that counts. I dont think it will be a Tribes game, because they don't own the IP any more, but maybe something just as good??
--- ...i am still inside here. a little bit comes bleeding through... -nin |
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-- He cut the possum's face off then cut around the eye socket. In the center of the belt buckle, where the possum's eye would be, he has placed a small piece of wood from his old '52 Ford's home made railroad tie bumper. Damn, he misses that truck. |
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| 74. |
Re: |
May 17, 2005, 01:17 |
Rseman |
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| 73. |
Re: Creston |
May 17, 2005, 00:19 |
PHJF |
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RtCW. It was supposed to be an expansion pack then they released it on the web...
------ “The closer you get to being a pro, the closer you can get to the client. The knife, for example, is the last thing you learn. Ok?" |
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| 72. |
Re: Creston |
May 17, 2005, 00:18 |
Creston |
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You are very uncool for not having it. I don't know if I'll be able to forgive you.
I would go get it right now, but then I'm slaughtering foolish dwarves in beautifully rendered snowy peaks in Guild Wars, and the sound of my arrows rending their flesh is just too tempting to resist.
I'll definitely give it a whirl sometime soon though.
Errm.. What engine does it actually run on?
Creston
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| 71. |
Re: No subject |
May 17, 2005, 00:16 |
PHJF |
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I probably had more fun with ET than Tribes. ET is just... so... *perfect*. The maps are a god damn hoot and a half, and all the classes and weapons are just so well done.
Here's to mortaring the enemy spawn from the other end of the map. *Raises Glass* (actually, it's a bottle of water, but you get the idea.)
------ “The closer you get to being a pro, the closer you can get to the client. The knife, for example, is the last thing you learn. Ok?" |
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| 70. |
No subject |
May 17, 2005, 00:12 |
space captain |
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its going to happen, its only a matter of time
_________________________________ Who's gonna fight the system?! You, me or fucking no-one?!
- Subhumans 1982 |
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| 69. |
Re: No subject |
May 17, 2005, 00:08 |
Camaro76 |
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Keep your eye on that company because when they drop the bomb, it will own. Tribes 4eva. kthx. Dammit, I so hope to god that you're right...
--------------------------------------------------- [No pixels were harmed in the making of this post.] |
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| 68. |
No subject |
May 16, 2005, 23:54 |
SmartFood |
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Ever since GarageGames showed off their huge terrain paging system at this past GDC, all the big studios have been scrambling to fucking make it too, since they all realized wtf it's a great idea that we didn't think of, let's rip off the little guy. Two weeks after GDC, this Megatexture shit, U3's Paging system, all that was announced. Let's see if they pull it off as well. I'm betting GarageGames is going to fucking surprise the shit out of everyone next year, anyone who pays attention to the little things has noticed them hinting at getting back into games, has noticed them reaquiring all the original core Tribes / Dynamix crew, and has noticed their employee's page grow from 3 to 8 to 16 in the last year. Keep your eye on that company because when they drop the bomb, it will own. Tribes 4eva. kthx.
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| 67. |
No subject |
May 16, 2005, 23:12 |
space captain |
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i get the feeling BF2 is gonna pull this off much better
_________________________________ Who's gonna fight the system?! You, me or fucking no-one?!
- Subhumans 1982 |
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| 66. |
No subject |
May 16, 2005, 23:05 |
ExcessDan |
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This sounds great. I loved playing an action FPS with RPG elements. Lately I had been playing RPG invasion for UT2k4 but playing against countless waves of AI gets boring.
Mayor Dan ------------ "Take me Jesus, take me Allah, rape me in my room Torch our days in paranoia while we gorge ourselves on gloom" |
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85 Replies. 5 pages. Viewing page 1.
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