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Enemy Territory: Quake Wars - FAQ
1. Will this game be free?
Enemy Territory: Quake Wars will not be free. It will be commercially released carrying a Tier 1 price tag.
2. What's the storyline behind Quake Wars?
Quake Wars doesn't have a storyline as such. However, the setting is during the Strogg invasion of Earth, as the GDF tries to repel the attackers.
Quake Wars will not include a singleplayer campaign. It will be an online-only team-based game, similar to Wolfenstein: Enemy Territory.
4. So it's an MMOFPS? Does that mean monthly fees?
Quake Wars can't be classed as a Massively Multiplayer Online game at this point. It is generally believed that servers will cap at 32 players, but only time will tell.
At this time, Splash Damage have shown no intention of charging a monthly fee for Quake Wars, and there are no signs that monthly fees will come into play.
5. Will any demos be released?
At this time, we don't know. However, the developers do hope to have a trial version ready before release.
6. When's Quake Wars due for release?
The game has sadly been delayed until 2007. No more specific release date is available right now.
7. How moddable will the game be?
At this point, nothing's confirmed, however it's expected it'll be moddable on a similar level as Wolfenstein: Enemy Territory and Doom 3, due to the way it's based on them.
8. Will the game require Windows Vista and DirectX 10?
It's doubtful. A Linux version has been announced, and since Linux will not have native DirectX 10 support, it's assumed that the game will be fine on XP and DirectX9.
9. Will Quake Wars have bots for solo play?
It's been confirmed that bots will not be supplied with the game. However, it's likely that bots will be added by modders after the SDK release.
10. Will there be a ranking system?
It's been confirmed that there will be a ranking system of sorts. Beyond that, not much has been said, aside from the fact that rankings are for show only, and every effort is being made to rule out the old Enemy Territory practice of "stat-whoring".
In-depth Gameplay FAQs
1. Are there restrictions on what classes can use equipment/vehicles?
Any class can pilot any vehicle. Naturally, only certain player classes will have access to certain items of equipment, so one man can't do it all.
1b. Wait! Does this mean GDF can pilot Strogg vehicles, and vice-versa?
We don't know yet, although it's possible. Since other games such as Halo and Battlefield: Vietnam implemented such features, they've become popular among players, and no game offering free reign of the battlefield would be complete without a spot of hijacking.
2. Do classes have primary jobs?
Care to elaborate?
An example would be Tribes 2 CTF, where scouts (faster units) were flag runners, and the slower but tougher assault troopers were base defenders.
Ah, I see what you mean. Well, technically, yes. The entire game will be based around this concept, with the attributes of different classes making them excel at their jobs. This is also why teamwork is necessary.
3. Are the maps designed around specific class abilities, so that certain units are vital for survival?
Maps will be designed to give full tactical use of the classes. Certain maps may restrict certain strategies which other maps encourage, just for variation, but all of the maps will be designed to allow strategic flexibility for each class.
1. I want to map for Quake Wars, but it's not out yet. Can I do the basic mapping work now like in other Q3/D3 games?
ET:QW's map format is different, but yes, you can import old .map files as prefabs. Just make sure to caulk them!
2. Can textures still be created using alpha channels?
Yes. The Doom 3 engine can do this, so it's natural that QW inherits this ability. According to the developers, material formats have adjusted, but that's a trivial matter.
3. OK, so I think I'll do some pre-emptive mapping. What about entities? What size space do I need to leave for them?
I don't know. However, it is confirmed that player sizes are the same as Doom 3. The GDF Marine is 80 worldunits tall.
4. Are there any restrictions on what I can map?
Whatever GtkRadiant 1.5.0 and D3Radiant support, it's likely that ET:QW will support the same. So, from patches to curves, polygons, arbitrary shapes, it can all be imported as a prefab.
5. So, that means ET:QW is brush based? Right?
Well, it's not as model-reliant as Doom 3. Brushes are used primarily just like in other Q3/D3 engine games.
6. And what about scripting?
"More intuitive than W:ET. Same as Doom 3." Direct quote from Matt "Wils" Wilson.
7. And terrain?
Modelled in a modelling tool. Don't ask me about MegaTexture - I don't quite understand the answers that have been given, so I won't add them here yet.
8. So... this new map format you mentioned earlier. Know what it is?
I thought you'd never ask.
The new map format will be the brand-new .world format. This new format will allow a lot more flexibility, such as grouping information, arbitrary properties on anything, and simple addition of new primitive types.
Base primitive data will remain the same. Faces have planes, 2D texture matrix + offset, material, and texture bounds. Patches contain control points and UV data in addition to their own texturing information.
The best feature is that the format offers support for other .worlds, so maps can be apparently nested inside of each other. What this means has currently not been revealed, but it sounds interesting.
This section aims to dispel some of the rumors surrounding Quake Wars. As more information about the game is released, this section will be updated to reflect the hoaxes. Purely for historical purposes, of course.
1. Xbox 360 and PC players will be able to play together! Cool!
What Xbox 360 players? There are no plans to release Quake Wars on any platform other than PC DVD-ROM.
This document is likely to be constantly updated as more info is released/found. If you have something you'd like to see added to the FAQ, contact DeepAlexander
You will be properly credited for any submissions, of course.
Many thanks to the posters at Splash Damage for the questions and answers used to compile this FAQ!