Axis Revenge announced
Axis Revenge will be a tactical, class based, multiplayer first person shooter set in the second world war. It bases on the XreaL Engine (a Quake3 based Game Engine). Axis Revenge wants to achieve and improve the yet unique gameplay of the popular Wolfenstein: Enemy Territory game, while basing on an alternative history with creative new content and settings.
The project has its roots in the W:ET and RTCW community, which is the reason why this thread is posted right here.
In this early stage of development you should not expect too much insight or details of our concept as alot is still subject to change in further development.
As Crossfire users tend to misunderstand the intention of posters we want to make a few things clear right away:
We currently look for more developers to contribute to our project. There is a job section on our homepage. Currently we hire in the following positions (ordered by priority):
We are aware that this is a massive project and many will doubt it'll ever get to a playable version. Due to this we'll not at all hurry to name dates when you can expect more information or even game files. Thanks for your understanding - kjell & eiM (project leaders)
[*]#AxisRevenge[/list]
The project has its roots in the W:ET and RTCW community, which is the reason why this thread is posted right here.
In this early stage of development you should not expect too much insight or details of our concept as alot is still subject to change in further development.
As Crossfire users tend to misunderstand the intention of posters we want to make a few things clear right away:
- Axis Revenge will not be a simple port with gfx enhancements. It will be a new game combining keyparts of ET/RTCW and different new features
- It is not our goal to "kill" the active ET community, but to develop a fun and competitive game
We currently look for more developers to contribute to our project. There is a job section on our homepage. Currently we hire in the following positions (ordered by priority):
- Programmer
- Level Designer
- Artist
- Homepage Coder
We are aware that this is a massive project and many will doubt it'll ever get to a playable version. Due to this we'll not at all hurry to name dates when you can expect more information or even game files. Thanks for your understanding - kjell & eiM (project leaders)
[list][*]Axis Revenge Homepage
[*]#AxisRevenge[/list]
kjell & me are avi to answer questions on IRC
Also try to check some stuff with arni / hannes for a good ettv/cam implementation inside game.
If i can help with something, pm.
The game needs weapons and characters made first (animations, textures and settings), then work around this.
- I know madscientist doesn't have enough time to contribute, but he is really smart and able to give you some good ideas and possible implementations and stuff.
- Yes ettv/cam is a secondary feature, no need to care about it right now.
- Using xreal engine is a good idea, it seems very stable and well done.
- About game elements, weapons etc, well everything "is created" already, you just need to implement at new game :)
maybe a bit early for an announcement?
i mean if everything s working out as expected and stuff?
i actually dont have a clue about it :P
gl anyways
you know if this really comes to an end you prolly achieved something, that hundrets of gamedevelopment studios with highly paid programmers were unable to!
A thankful community.
I guess I'm useless but I've modified ET before.
wish there was somewhere where this stuff was written down or some kind of tutorial type thing.. would be really good to learn
(that was meant to be an offer, not rage)
Needs MP BEACH
You could even make a paid registration system!
like:
Register account on site, receive login for game
Registration costs ?10 euro?
Registration logs user IP, anticheat GUID, and login key/password
kinda like foxdie made a beta for.
Registered makes it ubereasy to track players, and stops banned players from coming back, since you can ban their IP through the master server..
amiright?
also: Alternatively, try to make it a steam game! might make the game more advertised and popular, and you can use the VAC (valve anticheat) :)))
though I guess you already considered this, and might see this as a far future.
Don't know why you'd hate it tbh...
the beta ui sucks balls
buttons that don't give any feedback, tabs that dont remember their settings, gradients flying all over the shop like a bad 80's engineering conference, massive dead space areas with no functionality
+ having steam support would be great for the developers I guess..
it's senseless to waste so much time creating something new which has low probability to be developed and even lower to be a success project.
This will be ET improvement, something new but same ET feeling. These guys can do it, the maps will be new and fresh.
ET has ETPRO, it's the best mod and always will be for comps...
We need to face that ET is old and a dead game (not community wise) but we're not getting any younger nor any new players really.
just all I think in one post omg you almost make me cry!
I would be interested to help, but I don't have any skills for the jobs you search!
I do like the 'registering-idea' which was explained above by zzaps.
Echt succes!<3
will it be free download? registration? etc?
and also, try to maintain the fast paced gameplay of ET, its one of the best things about it, close combat etc :)
GL though, hope it doesn't do an antipro! :D
Seems nice !
should do the job?
Great! Considering eiM can't even add a truck icon onto the map in fucking bremen.
Assign Juize as the new project leader.
His first words would be:
"Finish this project next month."
fine words my Juize, damn fine words!
OT: big projects never get finished, hope this one does.
Looks promising guys!
Sometimes a good or bad spawn can change the outcome of a map. This should never be the case. Static spawn times however would remove a lot of the dynamic to the game. It's a pretty difficult problem.
10, 20, 30, 40, 50, 60, 70...
11, 22, 33, 44, 55, 66, 77...
They will overlap only at 110 and they cycle starts again... I hope it's clear enough :).
Lets say first axis spawn: 25 and allies spawn 15, couting 30in30 and 20in20..welll :D easy uh
perhaps also reduce some of the spam in game to protect spawns a bit.
but for public its not good, just gets boring
i think anything that makes effective spawn killing more of a skill is probably a good thing
gotta agree with you once, and on this one totally. this is ET's biggest problem by far, since ET was started to play agressively. It makes it sometimes unplayable at all or sometimes it gives a HUGE advantage. Something that should be worked on but it really depends how to improve/change it. Having random 19/31 spawn can just ruin ET's charm, knowing the spawntime, but I hope there could be some solution
How about letting teams choose the delay to the first respawn (within the respawn limit ofc), and thus introduce another element of strategy?
Why not identical? :( ET's movement is perfect.
supply NO, PLEASE.
spent like 7 years on this game and since 5-6~ there was supply and since then all irc wars you play there was supply :((
e: Here's the quote
http://news.bigdownload.com/2009/08/14/quakecon-2009-john-carmack-keynote-highlights/
Perhaps (just saying) it might be better to wait for ET's source code and develop on top of that with the Xreal engine?
ET SDK has been around for AGES.
Only think missing is the engine source.
And even then, it would be the better choice to go with the xreal engine.
*Add this to Moddb ( http://www.moddb.com ) . It has become the de-facto standard for mods, unofficial sequels and even stand-alone games. A good possibility to gain publicity & help with the project.
*How far are you in development? Are you sure you want to go with XReal? There's:
*eiM being the other project leader, please don't make huge maps like missile (sorry for being petty :D)
Thanks, guys. Ever since the Wolfenstein fiasco I've been dreaming about something like this :).
We allready have our moddb page.
We are far enough in development to be confident to make this newspost, I think that says enough? we can't give any more details on how far along we are in development due to several reasons.
as to maps, I cna assure you that they will be fitting for the game.
Good to hear you have it all worked out :).
EDIT: You could link to the moddb page in this announcement post :).
i'd like to see more extreme things in maps and certainly faster escorting so that its worth jumping on the vehicles rather than walking quicker than them
I have no idea of another objective myself lol, CTF might be a fun game if you mix it up with other objectives.
ET is based on aim (most of the time) in 1on1's, let's change this for needing more than aim.
I'm all for keeping ET as it is and copying ET but it's old now... nobody will want to come to ET after playing Crysis and COD.
wish i had more coding ability and could get involved again... maybe theres something else i can do...
A campaign should not be static, it should react on the outcome of every map. To give the possibility to reward for playing through one without having a lot of spare time, it shouldn't be too huge - so let's stick with three maps per campaign, that number is perfect. One campaign with only three maps is quite small, so let's make another. In the outcome, we have two campaigns each with three maps to be played. But, and now comes the superb idea, each campaign should start with one static introductory map and depending on the outcome of it, another map should be chosen from the pool of two maps. And depending on the outcome of the second map, a third, final map should be chosen. This means we effectively have five maps in one campaign, but the player plays only three of them in one campaign, because of the choices the server makes depending on who won which map. even though he can play other maps in the same campaign at another time. If the player will play the same campaign another time (very likely) he will be surprised to see another maps in the same campaign because of an other outcome of the maps.
MAP 1 (A) - The introduction
MAP 2 (A, B) - The continuation
MAP 3 (A, B) - The final
Now, to make it extra easy to understand, let's replace those A and B with map names.
1 A - Radar
2 A - Supply Depot (if the allies won), 2 B - Railgun (if the axis won)
3 A - Goldrush (if the allies won on map 2 A, if they lost than map 2 B instead of 3 A), 3 B - Oasis (if the axis won on map 2 B, if they lost than map 2 A instead of 3 B)
4 - in case the campaign will look like 1 A, 2 A, 2 B, 3 B than 3 B will be the final map, if the axis fail to win map 3 B than than the outcome of the campaign is a tie - both allies and axis failed to complete the objective at the end. of course this could also look like 1 A, 2 B, 2 A, 3 A.
Of course this doesn't make that much sense if the maps are as less plot combined as in W:ET. You need to make maps with a logical plot continuation. I achieved that (obviously only slightly) with choosing Supply Depot and Raligun as a logical continuation to Radar.
Another thing I should explain to you are those A and B. A means the Allies attack, and B means the Axis attack. So on Radar, the allies to try to steal the radar parts, but, and now let's slightly change how Frostbite is build and imagine that Allies' second re-spawn is Axis' and vice-versa, they fail to so the Axis transported them on Railgun and they try to build the big gun with them, after which, if they succeed, the big gun blows the defense at Oasis (we need to swap the roles on that map), so the Axis can devastate the city. (Background story: they need to destroy the military facilities to allow flying their planes in that area without the danger of them being shot down.)
Every modern game has a achievement system nowadays - while this is not suited for competitive game-play, you should think this point out really carefully as this is a great 'keeper' for public game-play.
perhaps 1 guy per team is (I don't know) hitler, and the team has to protect him and take him to a place by moving their way through the allied defence, would be so much fun playing it.... try it on ET and it's hard, competitive and fun.... not the best idea in the world but it could be for 1 map.... it would rock...
or VIP mode
i think team fortress classic has a level like that where u have to protect a VIP. That could be an interesting level although one good nade and the VIP will be dead so maybe as u say give him loads of health or something....
that could probably be done in ET with an LUA script. Take a 3on3 config so there's no soldiers but allow 1 on the 'allies' team and only give him a knife but loads of health and somehow make it so only he can take the documents on a map like frostbite and u might be in business.
zombie mod for et could be interesting too
Don't think this would happen tho ;DDD
soldier medic engi fops covert VIP :p
Get down and dirty with it Josh, I did so much with it, the biggest improvement was the spread and height of the character, I also changed some little things which made a big difference.
Playing with the character @ higher level felt so much better, I would prefer to play it like that 400000%
Also my ET carreer goes back to 2004, so have a "basic" knowledge of the game.
anyway, gl with this :)
Who knew about CROteam back then?Nobody. Still game was very successful.
atleast croteam had in team guys that knew what they were doing and that were getting pay for that(as it says on wiki)
Besides that... in a community, where people beg for bouncers and voice-servers, which are only a few euros a month, the idea of them actually paying for a game is pretty funny...
2weeks later -> some random screenshots
1month later -> some more random screenshots
3month later -> short vid showing moving models
4month later -> ...
5month later -> project dropped because teens like to start shit and get bored of coding.
6month later -> working on something diffrent lofglrgrg
gl.
best luck though
If that's not the case you can pm me for testing shit out later on in the development :D
i dont put much hope into this tho tbh, since weve been let down several times (etqw, anticheat bla bla)
Ooh, the irony
I hoped for antipro but since it failed as anticheat why does noone keep balancing and improving the mod and so the game itself. Eventhough chaplja & co got the source code and rights from bani noone even thought of it :/
There's so much that could be improved in ET to make it perfect and absolute MOST of it can be changed via a simple mod.
And making a new game with ET's best would take AGES and usually fails (hi2u warsow and other failed games)
its still under developement and there are still new versions to come out time after time. At least it has a community which is way more nicer and openminded then ETs com!
Listen to this guy... For he might save you from eternal damnation!
You're a new player, having played ET since 2003, I can say it's dead and nobody is coming to the game anymore. There is ofcourse some new players but they either join on the old patch or join the ETPUB and JAYMOD servers. With a new game all the current ETPLAYERS can migrate to the new game and all play together, the new players would also be joining the same mod and game. Instead of hundreds of players we'll have thousands and wars will become more popular.
The people at Jaymod don't even know what a competition game is and some of them do not want to play a competition, so a new game will bring them in for public play aswell....
roflloelforlrolololol
:D:D::D:SD:;d;D;D:;d;D:;D::D;:D;;:dL:Dl;jasdfodufioauhe49ohdfjignvjksdfvnasjkfmkgioae5uety89354
Keep the fast-game play plz!:o) Not like COD/RTCW2
+ dont make it free, for example 5€ is oky, and steam would be nise
+ get sponsors somehow
And remember: rtcw owns.
gL
- Fast pace gameplay
- Don't make it free, make it around £5
- Don't make the maps too "messy", keep it simple
Roots lie in the idea behind the game.
As far as I know it's still in WWII and has some connections to the storyline of RTCW.
The roots of Wolfenstein are more in RTCW than in Quake4.
....
btw whats with the others who wanted to make a Source Engine based Enemy Territory
wasnt it announced since last year too :D
Please take this serious, because I am serious. You'll see.
e: See me as a sponsor! After the *BETA* version I'll invest in you guys.
maybe the game cost like 10-20 €, but a new key cost like 50 € :D
a worth project...
If you need anything just drop a message! :p good luck
it's funny to troll but im not always trolling <3 :'[
MAKES THE TACTICS MORE TACTICAL
Also don't insult me based on what you think you're able to read out of my posts. And call a vote at Tek-9 to remove all B-Spots out of CoD4 since obviously having two spots to win the round is ridiculous
I mean in 5v5, that's almost impossible to defend. (just my opinion offcourse)
wat?
I saw a retard. You are an utter retard.
Sounds cool.
PS: Teaser WIP shots don't work.
so maybe wont be that bad game
Awesome thing, but you seriously need to invent new type of advertisement-abilities into the game for lets say the "up-coming sponsors" such like in CS where you can advertise for the sponsor that helps hosting the cup,LAN,tournament, league etc.
I know in ET you can do it but still it's kinda lame since nobody has cl_allowdownload on. It should be a compulsory thing.
I wish you the best of luck, and seems like eiM is going to be a millionaire after-all if you end up using that payment system.
Also of course while mainly appealing to ET-scene, I'm sure that when/if you progress more and other communities might hear of this someone is bound to get interested.
Best of luck. Don't use PunkBuster.
I mean, that was the only thing I could think of in my post that "Maybe we will, maybe we won't" would've been a fitting answer for.
I mean, have you maked something at the moment ?
At first I was thinking that I readed a project recruitement more than an advanced project. Have you more infos about it?
I hope you the best cu!
I've been following mods like The Dark Mod the last couple of years, and they really have the recipes for success tbh.
I know this is not a mod, but the work process is kinda the same.
Especially the addition of vertex buffer objects is more than welcome :)
Could you be more specific on what kind of programmer you need?
I mean, I'm quite sure you've got several programmers working on it, all having different tasks, I'm interested in the programmer job though I'm not sure if I'm up for too complicated tasks.
I have worked on several small projects for both ET and Quake3, though nothing big.
I do think I have some nice ideas to improve the gameplay, without breaking it as you would want it.
Anyway, I would appreciate it if you could tell me more about the programmer position.
I mean something like :
- number of possible routes/chokepoints
- the teamsize it should be suited for
- geographical setting
- open/narrow
- gameplay related things we should take into account
-...
anyway, please make so that ET current maps work with the game also ;P
Quakewars tried to kill ET & failed, Wolfenstein tried to kill ET & failed, too...
xd
?
:<
wait 10
http://translate.google.com
wait 10
This video contains content from Sony Music Entertainment. It's in your country is no longer available.
http://www.youtube.com/watch?v=UJ5WGM0lPNo
http://www.youtube.com/watch?v=FeYOnbHX4VI
? xD
there are surely some other workarounds, see 'youtube blocked videos' @ google
Keep up the good work!
teaser shots ?
http://www.axisrevenge.com/jobs/ -> error 404 :(