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Topic: Quake vs Unreal vs Teewars

ya i know, its an unfair comparison, but im speaking specifically about weapons here.

Getting past the obvious, we can classify weapons into certain categories, projectile (rl), hit scan (plasma), timed (grenade), melee (gauntlet), etc.

If you look at teewars, the best of quake is in there, a resonable hit-scan (sg), and a projectile weapon with splash dmg (rl), and a melee (hammer), there isnt a timed weapon, but i dont think teewars needs thats, there isnt room for it, it wouldnt improve gameplay in my opinion. Teewars is very much like quake when viewed from this angle, what teewars lacks is an unreal type weapon, which comes from a very different family of combat, since these weapons have two firing modes, what i propose isnt another damage driven weapon, but a weapon similar to the goo gun in unreal, a weapon with little ammo that slows a player down, but does no damage or very little damage, hence bringing a new angle to CTF games, slowing the flag carrier down, helping tdm games by slowing down people who are chasing you, and 1v1, by providing a way for campers to be caught

what does the community think.

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Re: Quake vs Unreal vs Teewars

btw first post i know, playing teewars since the early days, from South africa, durban, teewars has become our official workplace game, played twice a day, not auth'ing to master servers since we're behind a few firewalls. normally 5 ppl on dm1 with 5TL and 25FL with SD. best mini network game ever smile
kthnxbye

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Re: Quake vs Unreal vs Teewars

If you wanna compare those game, I'd say that TW lacks of timing. Ok there is the sword, but... not used in cw.

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Re: Quake vs Unreal vs Teewars

yup true, but thats why i specifically mentioned the dm settings i use, and alot of other casual gamers who dont play cw would normally be exposed to, casual market > l33t market smile

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Re: Quake vs Unreal vs Teewars

You forget that Teeworlds has something these games don't, and it's the hook. It's a close range weapon that can reduce the speed or immobilize an enemy. Also, grenades are blocking and the way to slow down people chasing you.

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Re: Quake vs Unreal vs Teewars

only weapon i miss in teeworlds would be a lightning/link - gun. it would be a perfect chasing weapon with mid range.

but if you try to compare 3d games with 2d games it becomes difficult.

Well all games have high speed gameplay. Unreal and Quake have more tactic varity and this is only because they got more weapons but this means more time needed for balancing. Since this game is kinda free time project the developers shouldn´t waste time on weapon implemtation/balancing.We all want a good working game with many features but first we need a well coded basic game which is easy to upgrade( Weapons, Gametypes, more gameplay related stuff)

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Re: Quake vs Unreal vs Teewars

Tee Worlds does already have a mid range instant weapon, albeit aimed, the laser! This means that a 'link gun' would be very little use, the other thing is that a link gun would be somewhat overpowered as it would take little skill to simply zap a passing player, making some of the more interesting and skilled parts of the game less so. In my opinion it would become a camper weapon, simply find a nice hole, sit there and wait for a passing player, then ZAP, too easy.
I agree that TW doesn't need timed weapons, they too might well become irritating and distracting, another potential camper weapon, although not as much.
Tee Worlds is all about quick action and split-second decision making, too many factors (weapons, special items, targets, etc) would make this far too difficult.

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8 (edited by Franchan 2009-04-28 22:55:19)

Re: Quake vs Unreal vs Teewars

-hook-
anygame with real physics movement makes anygame fun. because it isnt just walk / shoot / jump  game anymore. using the hook, you can do alot of random stuff but its simple.


and grenade launching/jumps is random too.
+ player mods

random = good
if you can control it

oh ya. teeworlds 2d. those other games. 3d