First Night Savage
This
article is a mirror from the original published column at
Barrysworld.com.
Written by 155 &
Rising
September 27, 1999
Okay, so I'd forgotten just how
tiring Savage matches are to play... I feel like I`ve done a
night at MOS minus the pack of
Pro Plus and the four RedBulls. J
Anyway, as per usual I have to commend the
Savage Admins, especially
Chrono who covered our
Spooks vs
ck game, for another top dollar
performance. Everything went without hitch despite some
fooling with connection probs from Jig, but that didn't take
long to sort out and the match passed without problem. Well
played to ck, they got off to a
nice start at the beginning of the first half and it took us a
good 15 minutes to get our sh*t together and start clocking up
caps. Links to demos of the match were kindly put up by
Chrono on the
Savage webboard with a couple of other first week classics.
Anyways, good start to the season all round methinks....
A couple of people mailed inquiring where the promised
update about
Redwood`s trip to id Software
to play test Quake 3 Arena had
gone. Well my only excuse for that I'm afraid is somewhere at
the bottom of a bottle of Creme de Caco and a litre of
pineapple juice, so my most sincere apologies. That and the
fact he'd gone out for the evening so I hadn't seen him before
we started drinking. J Still,
said update is now taking place so I hope the wait wasn't too
long....
Due to an excessively painful hangover and the left overs
of Savage induced adrenaline
the conversation had very little structure to it so please
excuse me if this update reflects that. I'm far too far gone
to think logically and sort it out into some sort of
meaningful order. =)
Well first things first, I mentioned the rail yesterday so
that's a good place to start. Anyone wanting to take a look at
the new rail trail will get similar results by setting:
seta r_railWidth "24"
seta r_railCoreWidth "4"
...in their Quake3Test
config, which I'm sure you'll all agree is a hell of a lot
easier to aim with. From the general impression I got from
Sean it seems they've opted for
the thinner rail trail during the final stages of weapon
balancing, making it a little easier to use up close in
confined spaces where it had looked a lot like a flashlight
beam rather than a subsonic particle's vapour trail. To this
extent Sean also mentioned the
machine gun has not only had it`s spawning ammo cut in
teamplay, but it's general damage per round has also be
reduced to take away it's impact a little more and force
freshly spawned players to search for an alternative. Same
goes for the lightning gun, although that he says is still as
lethal despite the lower damage, and the BFG which some will
have seen in the ihv leak now has travel time (ableit a very
small one) as opposed to being a hitscan weapon.
Along with finer tuning to the weapon balance the game also
now looks a lot more polished, with the graphical side of
setting up a server, config management and actually joining a
server and playing a game itself looking and feeling more like
a final product than a test release. From really minor but
aesthetically pleasing things such as the animated console
background which changes to display an artist's impression
shot of the level you're about to join and the icons for each
model that the renderer loads being displayed whilst joining
the level, to major changes like the undisclosable but
gorgeous sounding teamplay HUD, new power up effects and
player models. All in all, it's sounding a lot closer to the
high standard you'd expect from an id
release.
Moving away from graphics and weapons we chatted for a whie
about the game modes and bot AI that
Unreal Tourney has been so vastly praised for.
id, it seems, is following a
similar route to Half Life and
Epic by having all
modifications accessible within the one exe rather than
externally on the command line, allowing a player to select
map, mod and server configuration without having to drop from
the program back to their OS. Currently it still stands at
those modes of game play available within the test plus CTF,
tho it sounded as tho id
Software is toying with other ideas before final release. It
seems that in a similar sense to mapping, now the foundations
are in place, creating such changes takes very little time and
effort, allowing the team to focus on the task in hand and be
spontaneous rather than struggling over development tools.
This will give them much more freedom to be creative and
knowing the pressure cooker atmosphere from .plans during the
development of Quake 2 I expect
we'll see some classy ideas appearing during the last few
months running up to release that slide rather unexpectedly
into the package.
The internal CTF release, (currently it seems Zoid will be
working on his own version of CTF externally, but this came
across very vaguely and I'm sure John
or someone on the team will clear this up when
Sean updates
Stomped later tonight) is
moving away from the legacy of
ThreeWave, following Epic`s
example and currently omitting the grapple. Tho this may
change before final, Sean said
the maps slated for CTF are very much designed around pushing
team work to get the flag carrier into the enemies base and
home safely without relying on one man heroic`s aka the
grapple or Star Trek throw
backs like the Translocator, both of which work amazingly in
practice but are judged to detract from the team play element.
The mod is also devoid of runes and tech devices following the
trend set in the new deathmatch style of having nothing
"permanent" to horde, instead using temporary power ups such
as invisibility and regeneration, leaving games much more open
and relying more on basic skill and cunning rather than which
team gets the power amp first. I can imagine many will argue
that the changes go completely against the epic nature of CTF,
taking away the opportunity for those grueling nights of
attack after attack on a well planned defense and the thrill
of finally breaking through and making that run back to base,
but at the same time I can see it leading to a much more
demanding and faster paced game that flows well rather than
grinding to a halt every now and then when both sides dig in
with the enemy flag. I can see people arguing that
id is once again "dumbing" down
the game for mass market appeal, but I'll reserve judgment on
that one for now.
When I last spoke to Sean
after a playtest I was very adamant that he go back and stress
just how life like and scary the U
T
bots were and how much ground id
were likely to have to catch up on, but his words this time
put my mind to rest. I think he sums it up nicely:
<Carla>
are they life like?
<Carla> or just dumb like the erasers?
<Redwood> said you will be able to setup a cycle of maps to
play bots on, just go in and select their graphic, click on
them all and it sets that cycle up for you to play.
<Redwood> well I like eraser bots, but what do you mean by
life like?
<Carla> um
<Carla> particular styles of play
<Carla> fav weaps and moves etc etc...
<Redwood> they have particular styles of play and stuff, yes
<Carla> or are they all autotonomous killing machines with
differing levels of accuracy?
<Redwood> Fing major pisses me off jumping my shots all the
time. Some duck more, some just rail shit out of you.
<Carla> heh
<Redwood> some tend to go for health if hurt more, some are
more aggressive
<Redwood> Sarge was still kicking my arse grr
<Redwood> Thankfully they aren`t super machine gun aimers
any more heh
Hopefully in a similar vein to say
Mortal Kombat, when we get
X bot`s name appear on the
to-be-fought-next screen we'll feel the same familiarity, and
will think, "ah, that biatch Athena" rather than "oh, another
bot, only with slightly higher attributes than the last
one..."
I think the poster
Steed released not long ago of
Visor and
Slash dancing together is
typical of the sort of advertisements we can expect to see
over the next couple of months, building on the personalities
and characteristics we will find in the arena as a selling
point for the game, unlike the somewhat faceless and clone
like UT
bots.
Either way,
Sean's words on AI did put my mind to rest.
As for maps and stüffe, I was told to
expect the usual high standard we've come to expect from the
Texas success story, with each
map geared toward a particular theme or method of play giving
everyone something to like and look forward to on the public
server cycle, again reinforcing the drive for accessibility
and pace that is echoed throughout the entire game.
In a nutshell, it would seem that
despite the doubts brought to mind by
Quake3Test induced boredom, the apparent lack of
activity from the team, and the recent release of the
UT
to much acclaim, id are
actually listening to what's being said and working away
behind the scenes to bring us something special. As to whether
or not it is, or just an arcade game your kid brother will
love, is another question...
Anyway, enough Quake 3.
Thought I'd post the following screenie out of amusement. This
has to a bit of a landmark, it also shows just how sad my
dearest sister is at times.... Believe it or not, that frag
count was achieved, without dying.
J

Also, while I'm on the topic of cool piccies, I'll kill two
birds with one stone by giving you this:

....for your visual consumption. Was chatting to
Pix after my last update about
who'd done my homepage button and he sent me this as a laugh.
I`ve alos received a couple of mails asking what happened to
the Quake Mental Hospital and
Paul2 who I raved about so
often last time around on the column, so click on the nice
piccie and it'll whisk you away to
Paul`s column on B0rk.co.uk.
=)
Right, well it's getting late, and I think I'm done for the
night. Quick shout out to my dearest honi
Luna who helped me remember
just why I spent six months playing Ra2, and a quick thanks
muchly to
Redwood for the goss on Quake 3
Arena. Keep those fem sites coming in cos I'm slowly
putting together a healthy looking list for your entertainment
at a later date.
Night all,
C.
an you say, booooyyyaaakkkaaaa????
J
Cocktail of the Day Urgh no...
Not another mention of alcohol till this hang over`s gone ta
muchly... And yes I know, it's my own bloody fault. =P
Back to
155 & Rising Articles
>>