![]() ![]() This might actually be a good thing if this means the developers listen to the community. I don’t remember it, so it’s very possible it was introduced after 2007, however, reading comments about it gives me the impression that it wasn’t a big success. One big change is that the weak/strong ammo system was scrapped. We got a sweet new trailer, a handful of cups organized, even some small LAN, and a sudden growth in activity, so I thought it was time for me to give it a new try after all these years.Ī lot of things changed since I’ve last seen the game. Then two weeks ago, after seven years of development, Warsow 1.0 was released. To all these comments there was that one guy who replied: “try Warsow”. Since I started playing Quake Live, all I saw was players whining about Quake being dead, about id not caring/making bad decisions, and that we need a new game that will unite all the fast-paced FPS gamers and will become "The FPS". I looked at some gameplay videos, but once again it failed to convince me, so I stayed away from the game. It was my first week of playing when I heard that Warsow is still kicking and growing. I found playing it fun, but it wasn't convincing enough to stick around, and the player base was so small I was certain that this game had no future.įour years passed with me being mostly away from the competitive gaming scene until, in 2012 I returned to Quake Live. Out of these three, Warsow stood the farthest from its predecessor. Pressing and holding Left Shift in Team Deathmatch, Bomb & Defuse, Capture the Flag and CTF: Tactics game modes now brings up contextual voicecomm menu to aid in cooperative gameplay.I first met the game in 2007, when I tested three different full conversion Quake III Arena modifications: OpenArena, World of Padman, and Warsow. The weapon and item icons were redrawn in a modern flat design to provide better visibility for the simple items setting. Two new HUDs by Adem for playing and spectating. Here is how the effect is used in one of our maps, which also received an uplifted 3D sky in this version! The setting can be controlled by map author and can be turned off in the options menu. ![]() Game maps can now have a color grading profile set to create better mood or improve the aesthetics. The flipped mode was introduced for those who might want to challenge themselves by tricking their brains on otherwise familiar maps! Weapon parameters were tweaked to improve game balance and hopefully make it more fun to play. The further from the fragger is the spawn point, the more likely it gets to be picked for the fragged player is to respawn. The spaw algorithm was revamped to favor more distant points in Duel mode. In addition, the renderer has received numerous optimizations, resulting in 30 to 50% performance improvements depending on the hardware and settings. Many graphical effects such as gibs, hit and stun indicators, Lasergun and Electrobolt beams, were revamped. Players and developers alike are encouraged to innovate with free assets, and contribute more media back to the game! Or just simply use them in their own games if they comfort the license. Setting the assets free ensures Warsow doesn't get stuck in proprietary limbo and will remain an important piece of indie gaming in the future too. Majority of Warsow assets are now under Creative Commons Attribution-ShareAlike 4.0 license. Tutorial level was added to introduce new players to the basics of Warsow gameplay, movement and combat. Listing individual changes and improvements of over 150 featured in the release would take too much space and time, so here are some most prominent ones: Warsow 2.0 is released after a year and half of continuous development and multiple community betas.
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