ET- Quakewars MOD: Tribal Wars

now make some classic Tribes1 maps. you know like raindance n shit

raindance does exist, but won't be released over the legality of using those assets. If anyone wants to do a remake, then it should be pretty easy to do. We built everything to scale.

T1 uses meters, quakewars uses Inches. Scale factor is TU1 = 39.37QWU

If anyone wants to make a map for my mod, then they're free to do so. Enemy Territory: QUAKE Wars - Mod Wiki
 
My thoughts on the blaster:

Reduce the draw time and increase the projectile speed a little bit if you're worried about effectiveness. Make it a sort of quick-finishing weapon.

While it definitely serves in a back-up capacity in T1, I often carry it around in place of Plasma for my outdoor medium and heavy loadouts for the ability to just whip it out and snap off a finishing shot. If you have the physics right and the projectile speed decent it should be able to serve a similar function. No, it's not a primary weapon, but it's certainly useful.

Making it hitscan would just make it annoying to have used on you imo. If you can't do anything to make the other person's shot miss/mess with their leading, it's not a weapon that belongs.
 
Raindance was an over rated map. Why would you re-make such a thing? lol bridge lol

Don't do T1 again. Make it new, make it fresh. Change the physics? Absolutely, that way old schoolers won't rape the shit out of newbs trying to learn the game.

gl hf
 
Raindance was an over rated map. Why would you re-make such a thing? lol bridge lol

Don't do T1 again. Make it new, make it fresh. Change the physics? Absolutely, that way old schoolers won't rape the shit out of newbs trying to learn the game.

gl hf

Ascension - Game Info


Btw, the grabbler was awesome. Even though people abused it when capping the flag, it was like the only thing that T:V did well.
 
i think you should make the blaster do more damage and have a much longer reload time

then make it require no energy cause that part sucked

then make it a bit slower, have an explosion that propels players and give it 15 ammo
 
1) your stuff looks awesome, keep it up!

2) don't listen to anyone here

3) I would go with option 2, I think having another hitscan weapon besides a sniper rifle could be realy anoying (especially if the weapon is in the default load out and everyone carries one).

4) Maybe make it some sort of laser / beam weapon to have a contrast to the gatling gun - not a simple pistole like projectile weapon. ( At least I think I remember being it that way in the first vid you released)

5) the grabbler suckt balls and threw the whole tribes balance out of the window
 
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i think you should make the blaster do more damage and have a much longer reload time

then make it require no energy cause that part sucked

then make it a bit slower, have an explosion that propels players and give it 15 ammo

and call it a disk launcher
 
This is probably the first Tribes mod project on another engine than Torque that can be taken seriously. That actually looks like Tribes.

When QW dev said that Tribes would be possible on that engine I was first skeptical, but thanks for proving me wrong.
 
The biggest problem will be bringing in new players. If the player base consists of disgruntled old Tribes vets the game will die quickly.
 
Ascension - Game Info


Btw, the grabbler was awesome. Even though people abused it when capping the flag, it was like the only thing that T:V did well.


•Ascension Shutting Down
•April 2009 Update
•UPDATE: What We've Been Doing
•Now Accepting Beta Tester Applications
•August 2008 Update
Members of the Ascension community often ask how they can help our team. Our answer is always to tell your friends about Ascension and donate. Go to our donations page for more information!



Dear Ascension Community,

It is with great sorrow we announce the halting of the development of Ascension. It has been a long and exhausting road at times, with many obstacles and difficulties along the way. Some obstacles we plowed through. But at the end, we simply did not have the resources available to us to make the game the way we wanted.

Many developers within our team have dedicated countless hours of their time to create what was on paper a fantastic idea - a game created by gamers for gamers, capturing the game play and essence of a game we have come to enjoy for many years. I believe we have grown in leaps and bounds over the years. And as we made our rounds through the long development process, it was done with no rewards along the way but the satisfaction of things coming into place, and amounting sense of accomplishment that came with it.

But reality got in the way. We encountered one too many crippling faults in the game engine we have been working with, and the engine simply proved to be too incomplete and buggy to work with. Furthermore, many developers have become a victim to circumstance. Many have moved on to take on full time jobs in aspiring fields, many have become enveloped in their schoolwork or are working towards their careers. Some have life-changing events happen to them, some for the worse, some for the better. It simply became a matter of priority that many people have had to leave the development team.

If there is anything I cannot stress enough, it’s the fact that developing a game with such scope like this took a lot of time, effort, and especially patience. Patience with the engine, patience with each other, patience with in-compliant software, and patience and with the development process. I for one want to thank every one of you who were patient with us, and believed in us. The community breathed life into us and kept us motivated- we were always doing it for you guys. I really feel like we let you guys down. But sometimes one has to face the music and move on. New beginnings come from other endings, and you can bet you will see great things done by the members of our development team in the future. Not only did we possess talent, skill, and an eye for aesthetics, but also a lot of passion.

After much discussion and internal debate we have decided to release our code base much as it is now. Although its a far cry from a final product we felt that releasing what we created back into the community would allow everyone to see what we accomplished. Our intent with this release is to allow the community to take a peak at what we have completed as well as hopefully use, play, and learn from our work.

Finally, we want to thank every member of this community for all of your hard work and support. You the community are the reason we started this project. You were the driving fuel that kept us motivated throughout the countless sleepless days and nights. You should be proud of your contributions to this project. I know every member of this development team feels the same way as I do when I say thank you for all of your hard work and support. You are the only reason we made it as far as we did.

Sincerely,

The RenWerX Development Team
 
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