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ET: TCE 0.50 kommt!

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tce . 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 smiling
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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