Lets face it, Wolfenstein didn't turn out to be what roughly 95% of us expected or wanted. While decent in it's own right, it hardly lives up to it's predecessors. Most of us play this series because of the feel, the movement and the speed of RTCW or ET. We play it because we enjoy fast paced objective based team play. What most of us expected from Wolfenstein was nothing more than updated version of this. Some new maps, updated graphics, some new models and maybe some weapon variation. What we got was an entirely different game all together. A game that more resembles older versions of games from entirely different series, rather than it's own. Collectively the vast majority that have played the Wolfenstein series for any amount of time are gravely disappointed and left to ponder the serious question of "What now?" In my mind the answer is quite simple.... re-tool Wolfenstein Enemy Territory.
Achieving this may not be as simple as it sounds but the core of what makes a great game to most of us is there, it just needs a make-over. Below I have outlined the various aspects I believe are in need of attention. Some of my ideas pertain to esports in general so if they seem a little radical for ET it's because I'm suggesting this on a much broader scope and not just for ET.
Aside form the age of the game, the single biggest contributor to the demise of ET has been the rampant cheating. Changing your ETKEY is as easier then putting on a fresh pair of socks and a new IP these days isn't all that much more difficult. Player tracking has become increasingly difficult with PBBans removing their live banning list due to Punkbuster guid spoofing and Punkbuster itself has become more of a problem creating random unwanted lag and annoying kicks for things that seem trivial and have nothing to do with the game. This wouldn't hurt so much if it actually seemed it was effectively doing something productive.
With Foxdie and crew now working to complete antipro the solution to the biggest problem we face may finally come. I for one remain optimistic that this will breath new life into the community.
We've been playing the same tired old boring maps in competitive ET now for far too long. Massive multi-layered objective maps need to go. Dyno one wall or door, capture one forward spawn and/or command post and retrieve 1 or 2 objectives. That's all you need. Radar is an prime example of a perfectly laid out map suitable for competition. There are no single choke points. At every stage the axis must defend more than one path that leads to an objective. This keeps everyone slightly spread out and allows for multiple strategies from both sides. There are no moveable's to slow the pace of the game and no barriers that can be destroyed and rebuilt time and again.
Competitive ET is about time. It's about setting a time and then defending that time. These multi-layered maps encourage full holds and lets face it from a spectators point of view, full holds are boring and dry. Goldrush, Supply and Bremen are examples of maps that, yes are fun to play but have far too many hold points. Maps should be setup in favor of the attacking team while the main goal of the defending team is to simply slow them down as much as possible. I'm not saying the attacking team should just waltz right through, but there should be far less opportunities for the axis to recover from mistakes. Losing a barrier and then rebuilding it because you had opportunity to due to a slow moving truck or tank is lame. Maps where you have to rely on the speed of a movable object (tank/truck) need to go.
In this section I will be talking about things I think need to happen not just for ET but for all esports. When you look at actual sports these are the things you see and things I believe if incorporated over to esports, could help the industry grow.
We all know there's 100's of skins available for ET as with most games and they all offer their own unique style to the game but in all honesty this is something that's never been embraced by the competitive community. Lets face it, most of us don't care about the appearance of the game. Most every player screen shot you see is a blurry almost monotone image of something that looks like it came out of a bad comic strip. What I'm suggesting has much less to do with appearance, but rather the team and team sponsorship aspect. If you look at every team sport in the world today there is one common denominator that separates each team from the next, their uniform. Imagine every baseball or soccer game where every game or match both teams donned the same 2 uniforms every time. The same and only 2 uniforms used by every single team. The same and only 2 uniforms with no distinguishing names or numbers for the individual players and no distinguishing team name or colors. Not only does that not give the individual any form of personal prestige but it makes for a very dry spectator sport.
Competitive gaming needs to find a way to incorporate individual team branding into the matches. Whether that takes a mod or a script, teams need to be able to throw a jersey on their model with team colors, logo, possibly sponsors, a number and name. Not only will this give the players a greater sense of belonging, it'll make the teams and players more recognizable. It also creates a possible market for actual team jerseys which can generate revenue for the team. I myself have never played for the Chicago Bulls but I own 3 Michael Jordan jerseys. I could quite easily see myself purchasing and sporting a Winghaven jersey.
Ah yes the dreaded and hated ads topic but lets face it, sponsors want to have their product displayed. Once again esports needs to take a page out of the book of regular sports. Anytime you watch any sporting event you see images of various products in the background. Usually a Budweiser sign or the latest and greatest dot com. Whatever it is these companies are paying large sums of cash just to have that logo displayed on TV. This needs to be incorporated into esports because advertisers pay money these displays, money that could be used to cover prizes and other expenses. Why waste space with random nazi propaganda posters or random command maps that server absolutely no purpose. Turn that space into a Qpad or Steelsereis ad. It's not going to effect the game play and sponsors become more interested because they're getting more ad time.
As I stated earlier some of these ideas are much broader than just ET. At the very heart of what needs fixed with ET is the anicheat system & a pack of fresh maps. Update these two areas & the game will survive another 6 years.
Disclaimer: I am by no means an expert on the enclosed subject matter. These are merely my ideas and are intended to inspire the reader and the community to consider them and share their own thoughts and to provoke further and additional ideas on the subject.
Achieving this may not be as simple as it sounds but the core of what makes a great game to most of us is there, it just needs a make-over. Below I have outlined the various aspects I believe are in need of attention. Some of my ideas pertain to esports in general so if they seem a little radical for ET it's because I'm suggesting this on a much broader scope and not just for ET.
Effective Anticheat
Aside form the age of the game, the single biggest contributor to the demise of ET has been the rampant cheating. Changing your ETKEY is as easier then putting on a fresh pair of socks and a new IP these days isn't all that much more difficult. Player tracking has become increasingly difficult with PBBans removing their live banning list due to Punkbuster guid spoofing and Punkbuster itself has become more of a problem creating random unwanted lag and annoying kicks for things that seem trivial and have nothing to do with the game. This wouldn't hurt so much if it actually seemed it was effectively doing something productive.
With Foxdie and crew now working to complete antipro the solution to the biggest problem we face may finally come. I for one remain optimistic that this will breath new life into the community.
Maps
We've been playing the same tired old boring maps in competitive ET now for far too long. Massive multi-layered objective maps need to go. Dyno one wall or door, capture one forward spawn and/or command post and retrieve 1 or 2 objectives. That's all you need. Radar is an prime example of a perfectly laid out map suitable for competition. There are no single choke points. At every stage the axis must defend more than one path that leads to an objective. This keeps everyone slightly spread out and allows for multiple strategies from both sides. There are no moveable's to slow the pace of the game and no barriers that can be destroyed and rebuilt time and again.
Competitive ET is about time. It's about setting a time and then defending that time. These multi-layered maps encourage full holds and lets face it from a spectators point of view, full holds are boring and dry. Goldrush, Supply and Bremen are examples of maps that, yes are fun to play but have far too many hold points. Maps should be setup in favor of the attacking team while the main goal of the defending team is to simply slow them down as much as possible. I'm not saying the attacking team should just waltz right through, but there should be far less opportunities for the axis to recover from mistakes. Losing a barrier and then rebuilding it because you had opportunity to due to a slow moving truck or tank is lame. Maps where you have to rely on the speed of a movable object (tank/truck) need to go.
Sponsorships and Advertising
In this section I will be talking about things I think need to happen not just for ET but for all esports. When you look at actual sports these are the things you see and things I believe if incorporated over to esports, could help the industry grow.
Team Uniforms
We all know there's 100's of skins available for ET as with most games and they all offer their own unique style to the game but in all honesty this is something that's never been embraced by the competitive community. Lets face it, most of us don't care about the appearance of the game. Most every player screen shot you see is a blurry almost monotone image of something that looks like it came out of a bad comic strip. What I'm suggesting has much less to do with appearance, but rather the team and team sponsorship aspect. If you look at every team sport in the world today there is one common denominator that separates each team from the next, their uniform. Imagine every baseball or soccer game where every game or match both teams donned the same 2 uniforms every time. The same and only 2 uniforms used by every single team. The same and only 2 uniforms with no distinguishing names or numbers for the individual players and no distinguishing team name or colors. Not only does that not give the individual any form of personal prestige but it makes for a very dry spectator sport.
Competitive gaming needs to find a way to incorporate individual team branding into the matches. Whether that takes a mod or a script, teams need to be able to throw a jersey on their model with team colors, logo, possibly sponsors, a number and name. Not only will this give the players a greater sense of belonging, it'll make the teams and players more recognizable. It also creates a possible market for actual team jerseys which can generate revenue for the team. I myself have never played for the Chicago Bulls but I own 3 Michael Jordan jerseys. I could quite easily see myself purchasing and sporting a Winghaven jersey.
In game ads
Ah yes the dreaded and hated ads topic but lets face it, sponsors want to have their product displayed. Once again esports needs to take a page out of the book of regular sports. Anytime you watch any sporting event you see images of various products in the background. Usually a Budweiser sign or the latest and greatest dot com. Whatever it is these companies are paying large sums of cash just to have that logo displayed on TV. This needs to be incorporated into esports because advertisers pay money these displays, money that could be used to cover prizes and other expenses. Why waste space with random nazi propaganda posters or random command maps that server absolutely no purpose. Turn that space into a Qpad or Steelsereis ad. It's not going to effect the game play and sponsors become more interested because they're getting more ad time.
Conclusion
As I stated earlier some of these ideas are much broader than just ET. At the very heart of what needs fixed with ET is the anicheat system & a pack of fresh maps. Update these two areas & the game will survive another 6 years.
Disclaimer: I am by no means an expert on the enclosed subject matter. These are merely my ideas and are intended to inspire the reader and the community to consider them and share their own thoughts and to provoke further and additional ideas on the subject.
thought there are almost no ip adresses left ?
It's hard as a mapmaker to get some inspiration. I had loads of inspiration when starting missile but that's all dried up. I was thinking of making some kind of competition here on CF where people can design their own maps in paint (or so) and the winner gets their map created. But dunno if people would want this.
I didnt know you were in town.
we should get shaun to do some of this stuff
he loves video games and et
With the development of antipro we've come closer to eliminate the cheating problem in ET. Also, the map issue has been discussed (TosspoT and others)... mappers like eiM etc. are constantly working on that afaik.
Well, the other points you raised, like team uniforms, its quite hard to realize your thought here. the only thing ET players can do to represent their team and possible sponsors is the ingame Nick. I honestly dont know any other option, besides spamming Sponsor name and website in global chat (this would only make sense if there are liek 400+ ETTV viewers)
Moreover I have my doubts about the thing with the ingame ads. Imagine huge sponsor logos at the walls @radar... i guess it would harm the gameplay too much if not placed righty.
On the other hand, Activision are working on a Wolfenstein patch from the 50 pages of suggestions after the game's release (to quote Sokal) and the source code is still to come, so Wolfenstein may not be over yet. (It is pretty much over in its current state)
that mp just sucks and u cant change all things
hows the new laptop jake
But there is just nothing. Cheaters destroyed the game already and this "anti cheat" is just not good enough. I dont mean to bash/flame foxdie but from my perspective, hes just not capable of achieving it. Maybe not because his skills are not good enough, but def. not enough ppl coding / supporting / testing...
Just face it toss, little baby is going down, all hail brink!
Arghh.
he only plays ET and he hates that too
he hates all game engines 4ev4r
You just said it yourself. "The whole audio engine was redone, the megatexture technology is more advanced and basically another new technology".. All you are saying is technology technology and technology, whereas what we WANT to hear, but more importantly SEE, is gameplay, gameplay and ooh.. gameplay..
The recent big games that were coming out the past years have all been hyped, all been anticipated and all disappointed in the end, so it's not a surprise that I'm taking all the marketing crap with a grain of salt and judge it myself based on actual product.
The choppy engine and hitscan made that game die too fast...
they gave their etqw 1.(4) version to them, rest was endrant and so on.
maybe refer to the comment I was replying to?
Even if it wasn't the case, what would you add that hasn't been already or isn't already possible with the sdk.
like it or hate it, punkbuster adds more to the game than anticheat. Cvar enforcement, a ban system that doesn't crash the game.. this would all need to be reimplemented. Then the open source game would need to try compete with the existing, already free game with a huge install base.
in game advertising is a commercial use, which is against both the games license and the sdk's. See the drama with Valve software and in game advertising a few years ago as for why this is a dangerous and stupid idea.
Also note that an anticheat built into the game would be required to be released under the GPL if used for an open source ET derived game. As per this clause from the SDK license.
"ID grants to you the non-exclusive and limited right to distribute copies of the Software free of charge for non-commercial purposes by electronic means only and the non-exclusive and limited right to use the Software to create your own modifications (the “New Creations”) for operation only with the full version of the software game WOLFENSTEIN™: ENEMY TERRITORY™; "
uniforms would give an unfair advantage due to some really visible colours some teams would use, either to gain more attention or to gain an unfair advantage (red/yellow/pink)
and some colours just pop into your eye asap while you need some miliseconds longer to trace some darker colours
Not perfect, but I think it's possible to find a solution.
imagine a dark radar and white glowing pixels fighting each other, would look horrible especially with standard or close to standard configs
Another idea is maybe to just make the uniforms viewable at ettv. So the team would get the publicity with all the viewers, but there wouldn't be the problem of everybody picking dark uniforms because there is no ingame advantage.
e: I agree with the rest you've written on this column.
and yes it might not make sense at all but you have to be at least a bit weird to understand me
this is really needed to get some money into the game
but tbh this community never had a problem with having some good ideas but it always had a problem with actually make them happen
I've heard they have a good anti-cheat system on Steam, so perhaps if ET was added to Steam then maybe the problem can be solved?
Edit: Well, but since ET is free there's no incentive for them to add it. x(
Two teams of similar class and skill are highly unlikely to fullhold each other on every map.
You state that radar is a perfect map because there are numerous routes to get the objective done. You have the same situation on almost every other map, i.e. Goldrush, supply or bremen. Both teams need to shift a bit from their positions in order to defend effectively.
To be honest, compared to radar on maps such as bremen, goldrush or supply 1 cock up does not ruin the game, since you can recover. For example before CC6 Impact had the worst 1st stage defence on bremen, but after that we still could recover by holding the first truck barrier, which no one else did.
On the other hand if you cock up early defending west on radar, it's a question of a few minutes till you loose east and the whole map can be considered lost.
You also point out that radar has no choking points. Then how do you call the fact that most teams hold CP more than any other part of the map?
Not true. West radar is hold longer than any other part of the map!
From the defending teams point of view, on let's say supply:
When you hold the other team at the flag, it's just fuckin' boring and you want to quit the game rather than play it to the end. Nobody is even saying a word on vent, because the game is as boring as it can get.
On the other hand, let's say you loose the flag in 1-2 minutes. That's the most exciting thing that can happen when you defend since you need to realise that the oponent's momentum can break you unless you do your best. The whole team is way more excited, comms kick in, literally nobody can shut up and the game is actually fun to play and watch.
Now, same map from the attacking teams point of view:
For me the best scenario that can happen when playing as Allied forces on supply is to not get the flag for 5-7 minutes and when you finally have it keep the momentum going and still set a time, despite the rough start.
If it wasn't for the several stages we have every single game would look like this:
a) double fullhold
b) allied team sets a quick time => the oponent is shit and the game boring
c) axis fullhold => same as above
ENSAM
MIND
CROSBY
FEL
DONKA
ROSKIS
KAPAA
1 FOR EVERY DAY OF THE WEEK, THINK ABOUT THE PUSSY I GONNA HIT WALKIN' AROUND THE STREETS OF MY HOODZ WEARING THOSE BAD BOYS
AND OFCOURSE!!!!
KRP TAZ JERSEY WITH NUMBER 69 AND THE C FOR CAPTAIN IN CHEST FOR WHEN I GO TO CLUB I GONNA FUCK WITH EVERY CHICK IN THERE !!!!!!!
he should have given out the source code...
For me, ET is the game atm. I was kinda expecting wolf to fail, so ET is a natural pick from now on. I just don't have that much time for playing in general atm.
New maps and antipro would be refreshing.
Advertising might be worth a try but I'd be sceptic if any big companies want to invest in such old and free game... Let's hope it would work out somehow nevertheless
As for maps, I agree that the movable-part maps need to be removed. They just aren't quick-paced enough to match the style of the game (much faster than CS and CoD), but I don't think implementing purely single-doc run maps is the way to go. After all, players can only take so much Adlernest/Frostbite before the game just gets repetitive. New maps would do well to boost interest; this doesn't necessarily require entirely brand new maps to be drawn out, because there actually are quite a lot of good public maps that could be competition-ready with minor tweaking. Competitive ET doesn't need 100 more maps to enter the rotation, in fact 3 to 4 would do the job wonderfully.
Advertising is a good plan, but sponsorships will be a lot tougher to accomplish. As I mentioned before, companies generally want to sponsor a team only when they can make money. Just having online results in some meaningless events is not going to do the trick. The sole method of hauling in cash for the itself is to maybe attend some local events with small prizes, but again, this requires somebody along the line to throw in a bit of personal cash (seems to be the most difficult part of kickstarting comp. ET)... Though small LANs would eliminate teams consisting of players from various countries, these tournaments could be used as “local qualifiers” for larger playoffs (Crossfire LANs for instance).
The best way to get this all going is starting out online. Increase the fun and joy of competitive aspect of the game (means maintaining exciting events in major leagues like CB + ESL, ensuring that the admins are actually doing their job and are passionate about their work, and keeping mix/gather IRC channels active) and ET will become more enjoyable. After all, most of us just play this game for the pleasure of it, and once it gets filled with annoying cheaters and idiots, we start to lose interest. :/
but when they view their demos it comes up in the uniform.
IF YOU GET ME
":D"
->win
I'm sure this wont fail at all though.
We ll must focus on this. If we solve that we ll have a very alive game and an active community.
Antipro is a good atempt but its not (untill now at least) a cheatproof mod.
too bad ql is not a financial success so im prolly just dreaming :<
First hold some open discussion about what makes a good map and equally make makes a bad map, then the mapper can draft up some layouts based on this information rather than guess what the majority wants and start working on the map straight away with no firm idea what the players want.
Once some layout has been drawn this is then looked over by the players again and they can suggest tweaks on it before the mapper goes ahead and starts making the map. Once the mapper has an approved layout he can now block out the map rather quickly and add in the objectives and spawns in a matter of days if they no life it up a bit, this version would be very basic with no details what so ever, just the core layout with objectives in place, this could be tested to see if the layout actually works in practice and spawn times for each side can be calculated and any issues can be easily changed due to the simplistic nature of the map at present.
After the layout has been finalised the mapper can do what he does best and make the map look like a map and add a certain degree of professionalism to it, even though most turn their graphics down, myself included, I hate ugly maps and I personally always try to make a nice looking map after I got the gameplay sorted out. At this stage though it maybe best to not go over board on the detailing though, will see why next.
If everything goes to plan the mapper can then release the map as public beta and get feedback from a wider audience, some ettv show matches and one day cups could be held which should generate a lot more feedback on stuff that may have been over looked before. Hopefully though there isn't the need for great changes but if there is it shouldn't be that much of a problem for the mapper if they haven't gone over board in the detailing department as of yet.
This beta release -> feedback -> changes -> beta release loop would then occur till the map is perfect and accepted by the leagues and so on but shouldn't take more than 2 beta releases if the teams earlier on in the development stages provided the mapper with great insight and feedback and the mapper is open to suggestion.
With bit of luck you should get a great competition map as a result, just good luck trying to find willing top teams and a skilled mapper to make it happen.
I think a single mapper is enough to physically build an ET map but that person needs help in designing the map from a range of experience players.
More collaboration between mappers and players should produce better quality maps.
I made 6 objective maps in ET and I think the two I tried aiming at competition could have gone places if had some support early on.
1 Experienced mapper for advice and guidance and also to manage the project
2 Mappers, not necessarily experienced, but just to get the layout done and stuff where it needs to be
1 Artist to decorate the map and have a good feel to it
2 Play testers who can give proper feedback not just 'its shit' but more 'perhaps there should be another door to this room as its creating a bottleneck'
Also theres some articles I read ages ago from Valve about modding for the source engine and the methods they went through, the main thing is having a set story line for everyone to follow and knowing about how to express it correctly
Download: http://returntocastlewolfenstein.filefront.com/file/Battle_of_Wolken_1;81010
Wolken 6 was a follow up to number 1 in regards to making a competition map, however I couldn't gather as much support as I would have liked to help with feedback, the testers that did try it thought it was rather nice and could go places but without anyone willing to give it a go when publicly released it I stopped work on it.
Download: http://returntocastlewolfenstein.filefront.com/file/Wolken_6;84092
The map was called Rommel. Anyone remember it?
Wait for Cod6 (A) !
I think...
although having it on steam would get more interest and valve wouldnt want it on there for free
but asking people to pay for a free game isnt going to work
My 5Euro is available now! This great game is worth to invest! But things must be done in proffesional way! Thats the key! What do you think?
+ 5 Euro is way too much for most of the kids around here :E
2. ET Community needs to 'own' ET, i.e. make the source-code public and be able to re-release the game to generate interest
3. Centeralised map/mod repositry and download system, such systems are already in place on Warsow and Tremulous so why not ET :S this would also allow for 'team skins' if they were really desired
4. Team Logos - in a similar way to team skins, just simply change the axis and allied flag images to team logos. This would require a centralised database of all clans in the game and a /clan and /clanpassword variables in the game to match up players with clans also variables as to whether to enable this or not on a server
gamewise; if it aint broke dont fix it.
[e] as for team skins/ uniforms, stupid idea its just gunna be exploited, imagine trying to play a team on radar with dark green uniforms, no, just no.
About the uniforms it would work and it would be good "catch" for the sponsor to get theyr name IN THERE for real.
In the other hand u cant let the uniforms mix up to much, imagine allpink team running at sd :)
And get the anticheat working or keep the pb working on again,simply; get the cheaters outta here ;)
And implement advertisement in antipro, who cares if there's a headset or a mouse displayed somewhere in the game if this gives ET a competitive boost in the means of development and prizes.
ESL have their own 1on1 map with logos already, am I right?
Hosting Company X rents supplydepot in the upcoming Awesome Crossfire Cup. The up, down and main gate are replaced with a gate including the logo and website url displayed on it and the gold gets replaced with a server.
If 'we' would for ask XX euro for main and final objectives and XX euro for optional stuff (cp, sidegates, flags). This could result in atleast a small money and perhaps some hardware prizes from the ones renting the space in the maps.
And I personally think well designed uniforms would be really nice to see. But not anyone should be able to randomly add uniforms to the game. Design > Cup Supervisor Check > Approve > Implement into the game. This would really enhance the feeling you're playing against an actual team.
ettvviewer1: Wow! h2k really have a nice new outfit
ettvviewer2: Yeah it's awesome! Though I prefer the darker ones from dignitas.
[img|left]http://www.myinternets.ca/commieprophet/et/carentan.gif[/img]
Although it's current structure isn't ideal;
- you spawn in water (not a deal deal)
- there is a tank escort (might slow things down)
- the final doc securing setup probably isn't suitable (switch it from the heli to boat via scripting)
I think with some minor tweaking this map could be a possible competition map since a lot of people can already identify with it and would be willing to give it a chance, which is one of the the main reasons why a lot of custom maps fail. Keep in mind this version is a beta. There are some minor texture and slight fps problems.
Splash Damage Forums Thread
u can completely change the game but i dont think thats necessery or would lead to attention towards et
Those mods seem to keep the game refreshing. For example NoQuarter added several new weapons there: Shotgun, BAR, StG44, Bazooka, and MP34 while Jaymod adds Molotov Cocktails ... etc., etc., etc., ... While ETPro only cuts one after another weapon and features and limits everything what can be limited ... ;o
But probably the thing here is not about switching away from ETPro to any other of these frequently updated mods which probably already have like ... 90% of ETPro features + 400% new and unseen ones, but doing something based on dead mod and stuff like that. ;o
I mean, just look at the Feature lists on the same NoQuarter mod - http://www.shitstorm.org/noquarter/wiki/index.php?title=No_Quarter_Mod#No_Quarter_Mod_1.2.5 - kicking grenades, kicking airstrikes, doing this, doing that ...
ETPro has already the almost perfect competitive features (minus Punkbuster and few bugs). People just want new games it seems.
EDIT: That being said, all this would require some players already in the competitive scene to take initiative.
1 servers, 18 players
die-hards!!! =D
same maps are played, ETPro has no newer version, the highlight of the community stayed EC(add lots of roman numbers). I'm not even mentioning the fact that it took me 30 minutes and tons of nerves to read 3 guides how to not get kicked by PB every time I connect to a server(after waiting a year and a half downloading 35435 files that switched the game into german :<)
ET needs renewing and people should really start thinking in a professional way when it comes to competitions, like pros in other games do. there was a time where the leading teams were legends, nowdays I see players from top clans spamming and cursing other people on crossfire like little children(like I guess they really are). make a good example and be mature, people are looking at you represnting the peak of this community. I'm actually ashamed those Finnish retards are the best players out there today.
get initiative! why should we, a 6-7 years old community, wait for much newer scenes to fund us? what about multi-clans based on an ET team? as opposed to a leading ET clan joining a second class CoD\CS teams. lets prove we're worth the biggest price in lan tournaments and cups.
the keys lies in drafting new people. nobody would come to a 7 years old game that keeps its affords at complaining how things once were and how everything sucks now. old engine? old tactics? I don't buy that. take a look at CS 1.6\MoH.
like I said, we need to get initiative. let's try a community pack. new skins for models and ammo\medic packs, new HUD, a 4-5 map packs, stop playing worn out maps such as supply and goldrush, new shooting sounds, finaly a solution for that annoying PB kick problem. a pack that is based on ETPro and that new anticheat program.
we have such talented programmers with the will and abilities, we can get this thing to work!
I agree maps can get smaller and simpler. even reducing the balance to 5on5. we already know what we want in a balanced map, we just need a good design. maps can be ported from RTCW's singleplayer, or even Wolfenstein's. as far as I noticed, new maps just look awful, in a aesthetic way.
team uniform would make a problem. I don't want to start downloading skins every time I play a match.
in-game ads for cups and sponsors is a great idea to get funds and advatisment.
will continue this some other time... :)
+1
I also agree to kad about having the uniforms in the demos but not in-game , but that would be hard to do
PLEASE make a mod where axis has emo-clothes+hair... its funny when they do selfkill or to kill them :D:D:D:D:D:D:D:D:D
PLEASE make a mod where axis has emo-clothes+hair... its funny when they do selfkill or to kill them :D:D:D:D:D:D:D:D:D
+ http://dyalhenauss.forumactif.net/haemar-f6/haemar-telechargement-download-t21.htm