imported_k^ra
08-04-2003, 08:51 PM
Ok, just to set some background, I played quakeworld for many, many years. I missed most of doom/doom2 on the PC, thanks to not having one. I have played q3/cs/dod/tfc/others and gotten pretty good at all of them (nothing special tho).
There is one thing I remember about qw, imbalance...
Sounds strange, and most quake3 player would quiver at the thought, but does balance work? In qw there are 3 useable weapons, rl, lg and gl - and even the gl launcher is only used for spam or if you have nothing else. So the big two are pretty much all that gets used for killing.
Just to add to that, cs - the most popular game around, can you say AWP?, dunno about dod cos I didn't return to it (must do sometime) - and tfc has it's various ****age and ownage, the sniper in good hands is damned good but ultimatly useless for capping i guess (part of what I love about it).
To counter this balance, the unbalanced weapons, although poorer in pure killing power, had their uses when used properly (aside from the un-super nailgun). As demonstrated by the 9 vs DR(?) matches from the early days of qw, four good players acting as a team can wrestle control back.
In quake3 it's all about the armours (and powerups), as is the case in qw half the time, but the weapons do count for more. I guess maps come into this too, but then they'll be playtested apparantly so I won't worry too much.
One thing about maps however, dm3 had one side with weapons, one side with health/armour/ammo (roughly speaking). Some maps I see everything clustered together - I still think this is what made dm3 special, every place was as important as the next.
Nearly done... Some people call qw/q3 an 'unthinking' game, where all that matters is movement, aim and map control- now we players of games know better than this, because given equal opponents it's thinking that has to be employed right? I seem to remember doing a lot of thinking in TDM, there is a fair amount of strategy behind it.
After all that, I think since the dev's play QW they'll already know all of the above and do a top job on the game regardless. You will however, have to prove that this game isn't simply a lovechild or clone of qw and ss (however much that would own :)).
Um, ranted on for a bit there, sorry if you actually read it all :P
There is one thing I remember about qw, imbalance...
Sounds strange, and most quake3 player would quiver at the thought, but does balance work? In qw there are 3 useable weapons, rl, lg and gl - and even the gl launcher is only used for spam or if you have nothing else. So the big two are pretty much all that gets used for killing.
Just to add to that, cs - the most popular game around, can you say AWP?, dunno about dod cos I didn't return to it (must do sometime) - and tfc has it's various ****age and ownage, the sniper in good hands is damned good but ultimatly useless for capping i guess (part of what I love about it).
To counter this balance, the unbalanced weapons, although poorer in pure killing power, had their uses when used properly (aside from the un-super nailgun). As demonstrated by the 9 vs DR(?) matches from the early days of qw, four good players acting as a team can wrestle control back.
In quake3 it's all about the armours (and powerups), as is the case in qw half the time, but the weapons do count for more. I guess maps come into this too, but then they'll be playtested apparantly so I won't worry too much.
One thing about maps however, dm3 had one side with weapons, one side with health/armour/ammo (roughly speaking). Some maps I see everything clustered together - I still think this is what made dm3 special, every place was as important as the next.
Nearly done... Some people call qw/q3 an 'unthinking' game, where all that matters is movement, aim and map control- now we players of games know better than this, because given equal opponents it's thinking that has to be employed right? I seem to remember doing a lot of thinking in TDM, there is a fair amount of strategy behind it.
After all that, I think since the dev's play QW they'll already know all of the above and do a top job on the game regardless. You will however, have to prove that this game isn't simply a lovechild or clone of qw and ss (however much that would own :)).
Um, ranted on for a bit there, sorry if you actually read it all :P