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Enemy Territory: Quake Wars Downloads > Mods > Total Conversions:
Quake Wars: Tactical Assault (v0.21)
Filename: qwtav0.21.zip


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7.27 MB
v0.21
Azuvector
3165
01-30-2008
Mods > Total Conversions


Average User Rating: 7.9
Number of Votes: 15
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Quake Wars: Tactical Assault (v0.21) - File Description  


Description:
Quake Wars: Tactical Assault is a revamp of Enemy Territory: Quake Wars' core gameplay, with the intention of creating a grittier, more realistic environment than the base game, while still telling the story of the Strogg invasion of Earth. While Enemy Territory: Quake Wars tends to be a game of shoot first, often, and charge into the meatgrinder, Quake Wars: Tactical Assault strives to be more of a thinking man(or woman)'s game, where choosing your fights and positioning yourself to prevail carries the day.



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Quake Wars: Tactical Assault (v0.21) - Readme  
Readme File:
Quake Wars: Tactical Assault
v0.21
================================
http://qwta.moddb.com/

Contents
1. About
2. Features
3. Installation
4. Credits


1. About
================================
QWTA is a straightforward mod in intention; it's intended to tweak the core
gameplay aspects of Enemy Territory: Quake Wars, to create a more believable,
more realistic experience, that plays more like a serious science fiction
movie, than an arcade game.

QWTA takes a lot of its gameplay inspiration from a few random(I'm afraid I
don't recall the names.) realism mods that have popped up for the
Call of Duty series of games, and the goal is to get something as an
end-result that plays similarly to those, but in the futuristic setting of
the Earth-Stroggos war.

At present, QWTA is designed to function with any base ETQW map, without a
hitch, and it's hoped that this will continue to be the case through QWTA's
development: while QWTA would certainly welcome QWTA-intended maps, they're
not something that's felt should be required.

As a player, the preview video footage that was released before ETQW itself
was released, spoke to me of a gritty, tactical, bloody sort of game,
involving a lot of thinking and strategy, rather than the run-and-gun-fest
that the released version of base ETQW is. To that end, QWTA tries to stay
true to the perceived feeling behind some of that original footage, and the
impression it had on a lot of people.

2. Features
================================
This is merely a very early release of QWTA. A lot more is planned for
the future, as creating this mod is an ongoing process. So far,
the main features(summarized at the most basic) include:

* Strafejumping eliminated.
* Blood spray effects added.
* Hit feedback beep/flash removed.
* Unscoped/unironsighted weapon spreads increased(accuracy decreased).
* Weapon damages against players increased.
* Weapon damages against vehicles and deployables decreased.
* Player respawn times increased.
* Vehicle respawn and initial spawn times increased.
* Improved spectator-cycling code:
Attack=Next player, AltAttack=Previous player, Jump=Freefly Spectator
* g_ShowPlayerArrows can no longer be set to show enemy arrows.
* Enemy players no longer appear on radar: only vehicles and deployables.
* 3rd Eye Camera is now an "IR Sensor" which will detect players.
* QWTA can detect gametypes of other QWTA servers, not just that they're QWTA.
* No obvious warning messages onscreen when Hammer/DMC are launched.
* A variety of other tweaks: see the changelog for more details.

3. Installation
================================
First off, you'll want to unzip the QWTA release zip file into your
ETQW folder. You should end up with a /qwta/ folder alongside your /base/
folder, inside your ETQW folder.

Next, simply start ETQW as normal, and use the Mod Menu to select QWTA.
Alternatively, you can start ETQW with the commandline: +set fs_game qwta

Finally, find yourself a server that's running QWTA, and give things a try. :)

4. Credits
================================
Azuvector
- Hi, this is me. Programmer, scripter, mod-founder, readme-writer, whatever.
jRAD
digibob
RR2
- Some of the Splash Damage folks who hang around on IRC and the community
- forums where they've been gracious enough to put up with newbie questions
- from me.
Mxyzptlk
reyalP
jaybird
- A few other ETQW modders who've provided helpful advice and assistance.


Quake Wars: Tactical Assault (v0.21) - User Comments  
The following comments are owned by the user that posted them. QuakeWarsFiles is not responsible for their content.

Total comments: 11 | Last comment: 02-13-2009 at 17:57

 #1 - sweet - 01-30-2008 at 16:07
Chulupe
Joined: September 5th, 2007
Posts: 62
Dude this is AWESOME!! You did a really good job on this, i haven't found any bugs yet and i look forward to future updates. If anyone wants to play me with this mod add me to your friends list (my name is "chulupe"wink

 #2 - 02-02-2008 at 05:33
cleandesperado
From: (Budapest)
Joined: September 8th, 2007
Posts: 30
i like this mod! smile

 #3 - 04-09-2008 at 07:52
Sedistix
Joined: March 15th, 2006
Posts: 160
This mod kicks ass. I have a server running it every day.

South Dakota QWTA

 #4 - 04-12-2008 at 05:48
Arimek
From: (York PA)
Joined: January 19th, 2008
Posts: 35
aAs before most of it is good. But reimplement strafe jumping! (see the post in this mod in the non- TC section.)

 #5 - 04-14-2008 at 23:48
Sedistix
Joined: March 15th, 2006
Posts: 160
Are you kidding. Strafe running is impossible. Go outside and try it right now with a 16.lbs pipe and see if you can aim with it.

Removing the gimmicky stuff from this game is a major plus.

It needs more realism, not less.

 #6 - 04-30-2008 at 17:24
Chulupe
Joined: September 5th, 2007
Posts: 62
I think you should lower the vehicle spawn/respawn time. It will make things too tough for infantry in the open. People really noob in those things. You should raise the damage foot soldiers do to tanks. At least make the rocket launcher do more damage to them.

 #7 - 07-03-2008 at 14:59
colective010
From: (MI)
Joined: November 2nd, 2006
Posts: 60
Beer! Beer! Beer! Beer! Beer! Beer! x10... and now it sounds like a good mod.

 #8 - Prob - 08-27-2008 at 21:30
USS_FREEDOM
Joined: April 25th, 2005
Posts: 44
Is there any requirments for this mod before can run it? cause I try to run it and it crashes my game, or it will got to this white screen

 #9 - Game Crashes - 10-21-2008 at 21:21
Semedar
From: (San Antonio, TX)
Joined: August 4th, 2004
Posts: 53
I got a problem with this mod that when I activate it, my game crashes. I have the latest version (1.5) and running on Windows XP SP3.

 #10 - Same Problem - 11-07-2008 at 22:53
Terminator98
Joined: October 26th, 2008
Posts: 5
I've got the same problem as #9, the game crashes.
It says: "The application encoutered a problem and was forced to close"

please, could I know what's the prob.?

 #11 - 02-13-2009 at 17:57
Sedistix
Joined: March 15th, 2006
Posts: 160
Sadly, the mod isn't compatible with the 1.5 patch. Great mod nevertheless. It would be nice to see the tracers go away as well. God awful things ruin the realism of just about every game you see nowadays. Take any number of small arms, and even some heavy arms, and go crazy with them in day light and you wont see tracer rounds. In a real fire fight or war, that would be the last thing you'd want to have your weapon doing.



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