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Quake3 TF er.. TA

by Steve Gibson, Jan 17, 2000 12:53am PST
Related Topics – E3, Quake 3 Arena

Another story related to the Quake3 code release, the guys working on Team Assault (Basically a TF clone for Quake3, but they cant call it that) are plugging away, and so many people have been sending in these screenshots I'll go ahead and post them. Here is the Quake3 version of 2Fort: [shot1] [shot2] [shot3] [shot4] [shot5]




Comments

29 Threads | 29 Comments


  • you\'re less rail bait accel\'in across the bridge than you are running across it. Also, an invisibility powerup in the water entrance would do the trick for getting across the clear water. Of course the hardcore TF\'ers are rolling in their gravs t the thought of changing TF a hair. And as for q3a\'s \"piss-poor air control\", hey at least its got air control, versus Unreal or q2(release), and I\'ve seen plenty of people move pretty good in the air. You just need to set-up the pads and accel\'s so that people dont just hang in the air like they do in q3ctf4 when going to thru the accel rings to the side platforms. Ive sat on the sniper decks there and just knocked enemies into the void over and over cuz they just hang there beggin to be shot.





  • Just thought I\'d comment on a few of the issues cited below (I\'m the building the 2forts map in question).

    Clear Water - I\'m going to be replacing that texture with a new one that should make it alot more difficult to see though the surface, but because of the nature of shaders in Q3a I suspect it won\'t be very cheater proof so I\'m considering making some lilly pads or algae to further provide cover for players underwater. The extra items wouldn\'t clip but would completely block line of sight. I\'m experimenting with this trying to find a way to make it hard to hit people underwater while at the same time not easy to reverse engineer and remove.

    The Railings have always been present on the bridge in 2forts and these are no more difficult to jump up onto and over then the ones on the old bridge. If it shows up in testing that they are too hard to jump onto (comparably to the old) I\'ll lower them until the function properly.