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Global Ops Demo Released

by Maarten Goldstein, Mar 08, 2002 12:05pm PST
Related Topics – Global Operations, Demo

As promised, Fileplanet is now hosting the Global Operations public beta. The public beta demo offers a single multiplayer level (Quebec) from the game. It's a 96.6mb download. We have a mirror of the file available here. As always you need a Shack user account to download, so create an account or login. Other mirrors are up at 3D Gamers, Telstra, AusGamers and GlobalOpsCommand.net.





Comments

98 Threads* | 249 Comments*

  • The netcode kills this game. 60 ping to a server and I'm trying to be all GI Joe with the controlled bursts and what not, but who kills me but some schmoo w/ a 250ping running around with the trigger held down like a chicken with his head cut off. There are a lot of good things about this game. The overall gameplay is one of the best, and once you get used to the money system and the dropped weapons you learn how to get some good combos going. The medics are well done. Hell, all the classes are well done, but I'm thinking the Intel. Officer's abilities are severally hampered. Arbitrary waypoints for individuals and stuff more akin to Tribes2 would be the best. The zero mobility w/ scopes gets annoying quick. You should at least be able to move a little when you're scoped in. It's not like you can look around corners or anything. That's another thing, I hear that some kyro chips actually do see through walls. That and if you're using the bsp tree to determine if something can be shoot through then there are probably the same bugs that you see with HL where you can shoot through 12 inches of concrete. Anyways, mostly what kills it is the netcode. There is almost zero feedback for where your shots are actually hitting. Screw the crosshair. For all I care you could take the crosshair completely out. The game could be good, but it's just annoying that it crashes a lot for me and that the network code is definitely not up to snuff. Maybe this game will make Monolith put some more resources into the networking code of their products.

  • Hey, I like this game. Will definitely be buying it. Lots of positives:
    + Cool ballistics and sounds
    + Realistic movement speeds (and no bunny hopping)
    + Balanced weaponry (especially compared to CS)
    + Nice map. Maybe a little dark, but definitely has that Barking Dog touch
    + Hostage AI that actually works (even if the guy is a little slow)
    + Muzzle flashes = mucho cool. Also makes silencers/flash supressors useful for once!
    + Classes are nicely balanced and add plenty of variety to gameplay
    + Canadian terrorists wearing hockey jerseys! How cool is that?

    And a few negatives (90% of which are due to the lithtech engine):
    - Framerates drop down the pooper when more than 5 walls are visible
    - Lighting blows ass. There's pretty much two light levels available: dark and murky
    - Merely decent texturing. Maybe I've been ruined by Halo, but bump-mapping would really help the look of the game
    - Extremely hard for newbies to get into. Mission explanations are severly lacking, there's no in-game help (waypoints would be nice). Hopefully they make up for this with a really good manual.
    - Netcode is kinda flaky. Better than most games, but definitely nowhere near as good as Half-Life (or even UT or Q3)
    - Extremely high requirements for servers will probably translate into a shortage of public servers

    Overall, it feels like it takes the best parts of CS and Rainbow 6, and strips away all the parts that make those games really annoying, and tosses in some Wolfenstein multiplayer to make things interesting. Certainly not a revolutionary game, but more of a refinement of a bunch of different games, all thrown into one package. Can't wait to see if they pull off single player decently. Just wish they pulled their heads out of their asses and licensed a different engine, because Lithtech runs like shit. I mean, if half-life is now 3 years behind the curve, it seems like Lithtech is about 6 or 7 years behind. Then again, technology certainly doesn't make the game, and everything else about it is friggin' sweet.