TC:E 0.50
Coroner
Update
Coroner ist zurückgekehrt und entwickelt
TC:E weiter! Heute gegen 18 Uhr erhielten einige von uns auf dem Postweg (per Mail)
eine Newsletter. Nach einigen Minuten recherchieren und vielen
Gesprächen scheint es demnach wirklich so zu sein!
Im offiziellen TC:E-Forum hat Coroner folgenden Beitrag hinterlassen:
Hi all,
recently I started coding and modding a bit again in my sparetime. At
the moment it is mainly an inhouse development of a TCE "mod" with the
subtitle "Close Quarters Battle". Main goals are to fix what I don't
like at current TCE anymore and to make it enjoyable for private LAN
parties. Visual updates (similar to Cod4 without pixel shaders) are on
the list, along with a complete revision of the weapon selection and
gear system. Similar to Q3:TC, there will be slots and you can fill them
with weapon addons (Aimpoint and supressors or Akimbo), grenades and
perks/abilities to customize your character. AA will be gone. I also
hope to reestablish CTF as a playable gametype.
Just as a sidenote, the unreleased content created by, e.g., Bruce and
Liquid, is not lost, I have a backup of it and I am using it for the mod
along with other high-quality weapon models from the CS(-CZ,-S) scene.
Anybody of the old team out there?
Cheers to everyone,
coroner![]()
Alle Neuerungen grob zusammengefasst hat sich unser lieber Coroner für
das nächste Update folgendes vorgenommen:
- LAN Gaming optimieren
- visuelle Updates
- CTF Gametype überarbeiten
- Waffenbereich
Gegen 20 Uhr hat es dann auch jemand von der offiziellen TCE Seite
geschafft eine passende News zuverfassen und eine Grafik hinzu zupacken.
Allerdings war die "Mund-zu-Mund"-Propaganda entwas schneller als der
Autor und so freut man sich schon über das Update.
Edit 22.03.2010 - 00:30:
Ich habe mich eben nochmal ins TC:E Forum eingeloggt und gesehen das
zwei Leute aus dem Team Terminator sich positiv zu Coroners Kommentar
geäußert haben:
LordOfKao$ schrieb:
I wouldn't go quite as far as to say some of the backup was lost.
I have in my possession a full backup of the development space used by
the team. Which includes, paks, map sources, textures, sounds, models
and weapons.
So maybe Christmas will come early this year...![]()
Liquid schrieb:
hey,
i'm still floating around xD cool to hear your plans, monsieur coroneur
Smile
i would love to contribute to any viable TC:E related projects but
historically i am really lacking in spare time so i don't want to make
any empty promises. i can definitely advise and be take part in a
producer/director kind of role tho.
as always, i look forward to seeing anything to come out of this
community be it 3rd party, off spring or spin off. this community has
been really great.![]()
Edit 22.03.2010 - 12:10:
Coroner schrieb:
Hi all,
thanks to Diane for that wonderful eye catcher on the main page
I am happy to see some of the old devs still around, Diane, Liq, and Lok
would be great if we could get something like an internal forum again
and have a talk.
On the other hand, similar to what Liquid stated, my spare time is also
limited and I don't want to put unrealistic and high hopes. The truth
is, however, that I felt like I have to get involved in modding again.
During the last years, I've spent some time in unfinished inhouse
projects, playing around with Xreal, looking into UrT bumpy, developing
Cod5 Zombie maps for private LAN and was also getting quite far with a
Cod5 Zombie mod. Once in a while it dragged me back to TC, however. Last
autumn I started updating the TCE tree model with Lod levels and got
fascinated how much you can do with that old engine on half way decent
graphics hardware. I also wrote a tool to to convert Cod4 terrain (Cod4
Radiant has excellent terrain editing tools) to Q3/ET map format and
worked on an expanded version of the old hideout map. You don't get
pixel shaders of course, but with some updates of the maps and, most
importantly, the view weapon, graphics like in Cod4 with all modern
effects turned off are possible. Gameplay wise I would like to change
TCE to be actually fun playing (for me at least) again.
What I did so far in this direction is a revision of the weapon loadout
and weapon selection to be more accessible. AA is gone and you get
simply get 4 slots to customize your character. There are six unique
primary weapons per team, meaning they really serve different purposes.
You can spent your slots on upgrading primary and secondary with either
Aimpoint/Eotech or supressor/silencer. Alternatively, you can take a
single grenade with you (HE, stun or smoke) and you can select a maximum
of three abilities/perks. As an example it could be Aimpoint for the
primary weapon, one stun grenade and two perks, summing up to 4.
Cheers,
coroner![]()
Liquid schrieb:
Hey,
cool stuff.
I think there are many lessons to learn from our old stuff to ensure
easy development and to reduce strain on level production and art
requirements by being smart about the game mechanics. also in terms of
usability requirement of the actual product and improving the ease with
which you can run a game online.
i think the direction to go is with more team deathmatch oriented game
types and levels, and facilitating many different choices in play style
by offering an improved inventory model.
historically there are a few discernable playstyles of which some are
really not encouraged in the game design but are interesting and should
be recognised.
i also think the player-to-player interactivy should be expanded. and
focus should shift away from realism in places to make the game more
playful without losing the TC:E feel (ie. going back to the Q3TC train
of thought).
ps. btw this is not a plan or commitment, just throwing my 5 cents into
the wishing well.![]()
Edit 22.03.2010 - 14:40
Liquid schrieb:
i think the core gameplay of TC:E is as realistic combat simulator, and I
wouldn't change that (still speaking entirely hypothetical here). in
terms of the first person combat experience I think the game does really
well, but it is also lacking variety.
the basic concept of TC:E is an old-school arena based shooter with
additional features that appeal to a more hardcore audience. I think
that's part of the game's charm but therein also lies the problem. the
round based objective game type is real nice where split second decision
making means win or loose, but it's also a gametype with a tremendous
learning curve which excludes large parts of the target audience due to
its unforgiving nature.
i think a major error of judgment we made during developement was to
focus too much on objective based gaming and we didn't properly
facilitate the much more popular tdm mode. there were no levels tailored
to capture and hold style gameplay wihch could have a much broader
appeal.
also, tdm based gaming doesn't exclude objective based missions. i'm
just speaking in broad terms; moving away from round based gaming as a
focus. i know the importance of round based design for the hardcore clan
community, and i also acknowledge the importance of having thriving
clan communities and competitions.
ultimately i think the challenge for a mod like this would almost be
less a focus of balancing the game design but more balancing the game
package in a way where casual players can still make their way onto the
servers. something in earlier versions of the game we were much more
succesful with (i remember having 700-1200 players online at any point,
that was massive).![]()
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