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 Quake Wars  SD  Metacritic
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Enemy Territory: Quake Wars pits the armies of Earth against the invading alien Strogg in the ultimate online strategic shooter. Featuring strategic team play, persistent character promotions, day and night time combat missions, and the universe's most powerful weapons and vehicles, the game transports players to the front lines of an epic new war for Earth.

As the invasion begins, players choose to battle as one of five unique classes in either the EDF (Earth Defense Force - humans) or the barbaric alien Strogg armies, each augmented with specialist weapons and combat hardware. Troops utilize over 40 conventional and futuristic vehicles, deployable structures, and defense systems like quad-bikes, tanks, and alien walkers for epic ground assaults; or helicopters and anti-gravity ships to lend firepower from the air.

Throughout each battle, teams establish bases, deploy defense structures, artillery, radar, and advanced forward-command systems into enemy territory while constructing and demolishing obstacles to speed progress and gain a tactical advantage over the enemy. Players can take on class specific missions or join a fireteam to utilize advanced command and communication options, including voice-chat and the game's context sensitive mission order system.

With bitterly contested multi-battle campaigns, each soldier fights not only for victory, but to gain valuable skills, special rewards for team-play, and persistent military promotions and medals.
ID Software

Quake Wars Quake Wars Quake Wars Quake Wars
After finishing work on Doom 3 MP for ID Software and getting familiar with the new ID engine and tools, it was time to start work on prototyping Quake Wars. While the GDD (Game Design Document) was being setup by the design team, various code prototype levels were created to test the basic Enemy Territory mechanics. (Player classses and buildable structures)

The initial concerns from the level design team was that most of the original D3 maps were basic in geometry detail / structure and indoors. The vast majority of outdoor sections in D3 were set up as window dressing for the indoor scenes. The premise of Enemy Territory was always large, outdoor environments and this seemed like the complete opposite to what D3 tech was about at the time.

The initial prototype map involved large sections of terrain in high wall canyons with portals and various vis structure tricks. (mostly sharp angles) Even with underground sections and high connectivity between the various sections of the map, it still felt like a series of corridors. With the terrain using the D3 texture system (diffuse, specular and normal map) the FPS was not good and another system had to be found.

One idea was to split the whole terrain into small model sections with various LODs (Level Of Detail) so that terrain at distance was cheaper but this needed careful planning to reduce the amount of visual popping. Other ideas were to switching off various stages of the terrain textures at distance but this produced artifacts with texture detail.

Eventually after many months of various map prototypes the Megatexture technology came from ID Software and a whole new way of making terrain was devised. A new set of development tools were created for the management of the Megatexture resources and then merged into the current in-house editor. At this point in the project I moved on to Raven Software and waited for press releases for glimpses of how the game was progressing.

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