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Enemy Territory: Quake Wars Downloads > Mods > Mini-Mods:
Quake Wars Tactical Assault Mod (0.11)
Filename: qwtav0.1.zip


Size:
Version:
Developer:
Downloads:
Date Added:
Type / Category:
6.87 MB
0.11
Unknown / Anonymous
1508
12-22-2007
Mods > Mini-Mods


Average User Rating: 6.9
Number of Votes: 16
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Quake Wars Tactical Assault Mod (0.11) - File Description  


Description:
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.



Quake Wars Tactical Assault Mod (0.11) - File Download Options  

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Quake Wars Tactical Assault Mod (0.11) - Readme  
Readme File:
Quake Wars: Tactical Assault
v0.11
================================
http://qwta.moddb.com/

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


1. About
================================
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.
* Head and neck hit locations' damage multipliers increased slightly.
* 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 times increased.

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 up, you'll want to just double click the qwta.bat file that resides
inside the qwta folder, to start ETQW with the QWTA mod running.

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.


Quake Wars Tactical Assault Mod (0.11) - User Comments  
The following comments are owned by the user that posted them. QuakeWarsFiles is not responsible for their content.

Total comments: 9 | Last comment: 03-12-2009 at 17:11

 #1 - Nice - 01-10-2008 at 13:13
Gremlin_Shoota
From: (St.Catharines)
Joined: March 4th, 2007
Posts: 121
This is a very good overall mod compilation... although I can't thank you since you still remain anonymous, good work.

 #2 - 01-14-2008 at 23:36
DeepAlexander
From:
Joined: November 13th, 2006
Posts: 153
Did you look in the 4th section of the README?

 #3 - uh oh... - 02-21-2008 at 15:27
Chulupe
Joined: September 5th, 2007
Posts: 62
After i downloaded this my hard drive got corrupted. it was a few days after installing the mod so i'm not sure if it was the mod but it seems likely. Does anyone else have this problem?. If it is the mod i would suggest fixing the problem if you can in a later release. I was so sad because this is an amazing mod. oh well...

 #4 - 02-24-2008 at 10:39
DeepAlexander
From:
Joined: November 13th, 2006
Posts: 153
There's a very very low possibility that the mod actually in some way managed to interfere with the operations of your computer.
Even though you might only think you installed the mod you may have done lots of other stuff, or managed to get external problems (like static being nasty to your PC)

 #5 - Great Work! - 03-30-2008 at 10:36
Slayer_2
From: (Victoria)
Joined: October 26th, 2007
Posts: 154
Thanks for this man! Testing now.

 #6 - BTW... - 03-30-2008 at 11:23
Slayer_2
From: (Victoria)
Joined: October 26th, 2007
Posts: 154
Do you mind if I use your files to base my QWWRM of off? Everything will be changed, so don't worry about that, I would just like to start my mod off of another more realistic mod.

 #7 - 04-12-2008 at 05:32
Arimek
From: (York PA)
Joined: January 19th, 2008
Posts: 35
Not sure just what rating to give this one, some good elements and some bad. If you eliminate strafejumping then that removes like 90% of finesse moves which will SERIOUSLY tick off the more advanced players who spent days mastering them. Removing strafejumping then getting across some of the larger maps on foot would also no longer be feasible, this would cause the use of vehicles by everyone, meaning that little areas like crwal-vents and the like wouldn't be used because a vehicle parked nearby would be a dead giveaway. This would actuallly DECREASE the tactical value of the game. If there are other elements like the removal of strafejumping added later almost nobody will want your mod. You can have a realist mod without removing some of the more useful and classic strategy and skill elements. you may want to fix it.

 #8 - 06-28-2008 at 22:00
colective010
From: (MI)
Joined: November 2nd, 2006
Posts: 60
As soon as i heard strafejummping was gone... i freaked out.... I like some realism... but I guess thats just on the bloody mess all over the floor part.... just don't take things out that will hinder advanced players like myself ( it ticks them off to say the least )

 #9 - 03-12-2009 at 17:11
Sedistix
Joined: March 15th, 2006
Posts: 160
strafejumping is not realistic, nor even possible in real worldwarfare. Getting lucky by jumping and firing involves very little skill.



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