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Old 10-27-2006, 03:54 PM
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Badazz Badazz is offline
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Bugspray! Tell me about the mod you are working on !

The Next Synchronicity Event will host Ascension's very own GTW MOD in T2 Form!

We would like to do our Synchronicity Event again at Ewo! This time we are going to use Great Terra War(GTW). What is GTW? well it is a MOD that basically takes a bit from Construction mod, and a bit from CTF and combines them into an intense Team Warfare Delight!! The basic concept of the game is, your team goes into the map, armed with One Switch (Your Spawn Point) and two vital items to begin with (a Solar Panel Generator, and a Large Inventory Station)
The map itself provides multiple bases, with buildings intact but no protection, IE turrets and generators. The object of the game mod is to first get your team to a safe, appropriate base, fortify it to protect your "Switch", then go on offense to Take the other teams "Switch".

Since EWo is a CTF base server, this mod will go well with the whole "Team warfare capture the other teams item" gameplay. But since it is not a MOD many of us are familiar with, the Synchronicity way of playing the Tournament, and Practicing the Team Effort, will give each team Lots of time to get oriented to the gametype, and learn how to win!!

Since Synchronicity can last 1-2 months, playing every Saturday, there is a great opportunity for Bugspray to trouble shoot anything in the MOD as he readies it for the New Ascension game, as we report any issues we run into in the mod! Thus, not only are we having fun, but we are also helping someone with an important project. Talk about Teamwork!!
For the weekly events we will play a map picked by Bugspray, then for the Final Event Night, we will play that map and one more picked by BugsPray (GTW MOD Lead), so that we can see some uncharted territory and see how well each team does!!

BugsPray, please post some tips and tricks to playing the MOD here for the members.
Anyone with previous experience in this MOD, please feel free to give feedback on this event.


Badazz... Admin of EWo's T2 Pub Server and Asst. Recruiter for RenWerX
www.elitewarriorsonline.com
www.renwerx.com
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Renwerx Lead RecruiterConcept Disclaimer: Please remember that ideas expressed in public by the RenWerX Development Team are their personal ideas unless they are marked as an "Official" idea. Although we are interacting with the community to help create the Ascension we all want, no features are guaranteed to make it into Ascension, unless a feature is expressly stated as "Guaranteed to be in Ascension". I only have a small say in what will go into Ascension.
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Badazz

Last edited by Badazz : 10-27-2006 at 07:28 PM.
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  #2  
Old 10-27-2006, 04:30 PM
Amadeus Amadeus is offline
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Take T2 base, add moveable/buildable/deconstructable bases and multiply the whole thing by 10.
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Old 10-28-2006, 12:08 PM
Amadeus Amadeus is offline
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Quote:
Originally Posted by Badazz View Post
<object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://fpdownload.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" width="400" height="100" align="middle">
<param name="allowScriptAccess" value="sameDomain" /><param name="movie" value="sig.swf" /><param name="quality" value="high" /><param name="wmode" value="transparent" /><embed src="http://www.revivedesigns.com/renwerx/sigs/babs.swf" quality="high" wmode="transparent" width="400" height="100" align="middle" allowScriptAccess="sameDomain" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer" /></object>
Hack the planet!
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Old 10-30-2006, 11:06 PM
BugsPray BugsPray is offline
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Hello everyone. I'm BugsPray from the GTW/Renwerx team. Sorry for the late reply, but I was in a big bike ride on Saturday, and I've been recovering from a head cold since then. Let me tell you all a little about Great Terra War.

Great Terra War (GTW) is a strategic, tactical, team-oriented mod for Tribes 2 (and soon, Ascension) with an emphasis on real-life proportions. That may sound a little thick, but let me explain. Each team starts with a movable spawn point, which they are encouraged to move to an easily defendable area or base. The primary objective is to destroy the other team's spawn point (also referred to as GPT or Switch). When this is accomplished, all that remains is finishing off the rest of the troops. Sounds simple, right? That's where our ground breaking features come in:

Maps: The maps in GTW are simply OUTSTANDING. I will go as far to say there are no maps more gorgeous than the ones we have for this mod. But more importantly, we have an essential difference between GTW maps and the typical Tribes 2 map. The maps in standard Tribes 2 CTF play are at most 6 to 10km in diameter. In GTW, the maps can range from 25 to 40km, and are well designed for larger player counts. What makes this special? Well, combined with realistic terrain proportions (mountains that look and feel like mountains, canyons that make you really want to take a bridge, etc) and you have an immersive environment that makes you feel like you're in a believable, epic world, fighting meaningful battles that determine the course of the rest of the game.

Since the maps are so gargauntuan, it is impractical to go alone to the enemy base on foot. This encourages teamwork, and gives an emphasis to vehicle use. Good pilots are a necessity, and crews that function well together are equally as important. Lone wolves get torn to pieces by enemy defenses if they do not work as a team.

In regular Tribes 2 matches, the bases are always in the same place, and everyone knows where to go at any time to complete any objective. In GTW, maps are host to a variety of different bases that suit varying playing styles - not all of which will always be occupied. The reason for this, is that teams are able to colonize any base they wish at any time, allowing for tactical deployment positions based on the overall strategy of the team. This also introduces an element of mystery not seen in regular Tribes mods. Teams have to scout for enemy positions and plan attacks/defenses accordingly. Quick mobilization of an offensive force for the offense, and well placed early warning sensors for the defense will prove vital to a successful attack or defense.

Construction: The construction element in GTW is a tremendous addition to gameplay. Nearly anything you can think of can be deployed in GTW. This ranges from the typical deployables (spider clamps, small inventories, sensors, etc) to base assets (full base turrets, sentury turrets, large sensors, solar panels, etc) to vehicles (shrikes, bombers, tanks, etc) to walls, beams, and teleporters. Is this excessive? To some it might be, but to the experienced deployer, these elements prove to be a necessity for a well defended base. Similarly, they can also help the offense by allowing them to set up forward point bases to launch attacks from. The construction elements in GTW increase the immersive, dynamic gameplay I know you will all grow to love.

Gameplay: I have not played a game more exciting and epic than GTW. It's fantastically exciting to play and experience a well organized GTW game. Let me describe to you one of my favorite experiences with GTW in a 30-man pickup game with everyone on TS2:

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As soon as the match started, everyone went to work. The captains were issuing orders over TS2 and team chat. We had already prepared and knew what to do, but the orders were reassuring. I saw a squadron of four shrikes jet away to scout safe locations to transport our switch, which was being packed into the nearest bomber. Two pairs of scouts (one lead and one wingman each) left to go scout for the enemy's position. I hopped into a shrike, along with a few others to escort our important cargo. A few more shrikes, and a havoc carried the rest of our team and formed a line as we convoyed to our destination.

Shortly after we departed, we recieved word that our shrike squadron had encountered enemy scouts and were pursuing. We decided to change course and head to a different base to avoid a possible pre-emptive attack on our original choice of base.

When we arrived at the base, everyone hopped out and hit the vehicles to leave no outward trace of our existance, for the time being. Everyone went to work deploying immediate defenses and setting up base assets. It was at this time that our scouts informed us that they had found the enemy convoy, but were being fiercly attacked. They broke pursuit, but not before they identified the direction of the convoy.

At this point, our defenses were solid enough to hold off any light attack, and with help, a medium sized attack. We decided to risk it and hit their base. We left six or seven defenders and issued orders to assault the enemy base. Squads suited up and hopped into havocs, bombers, and escort shrikes. The sight of an organized attack force this size was brilliant. We decided that we would conceal our immediate wherabouts by flying about the cloud layer. They would be able to see us on radar, but not with their eyes. This gave us a very important tactical advantage. As we slowly advanced towards the enemy stronghold, a commander back at the base issued waypoints to each crew of bombers and havocs. We still weren't prepared.

Our bombers initiated high altitude bombing runs to destroy any light defenses as our havocs descended from the clouds. The enemy had expected an attack from the air after their initial encounter with the scouts, and had setup missle and anti-aircraft turrets. These made short work of one of our havocs, and the enemy shrikes immediately engaged ours. One havoc made it safely and began attacking the base defenses while the surviving troops from the destroyed havoc regrouped on the outer boundary of the base. The shrikes retreated and the ground troops attempted to do as much damage as possible.

We managed to destroy a great portion of their outer defenses while damaging some of their inner defenses. One cloaker managed to catch a glimpse of the location of their switch, only to be shot down by a cautious defender, alerted by the raging battle outside. The switch's location was helpful in later attacks. The assault was a minor success for us, and a decent sized setback for the enemy.
--------

That's all I'll go into right now, but that is one of my fondest memories of GTW. For a look at a neat shrike battle, and some defensive action, here's a few clips I gathered and put music to. You'll need the DiVx codec: Movie

I'll answer any questions you guys have for me. Currently, I'm working on some bug/gameplay fixes that will allow any future GTW/EWO events to run smoothly. I'm looking forward to playing this fine game with your equally fine community.

P.S.- I'll try to get a version of the mod and maps out shortly so everyone can play around a bit and familiarize themselves with GTW.

Last edited by BugsPray : 10-30-2006 at 11:10 PM.
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