Because of the new Warsow release (v0.3), we thought this would be an appropriate time to write a small text about what Warsow is, it’s concept, and the changes in 0.3.
The concept of Warsow
Warsow is a free standalone first person shooter game for Windows and Linux. It is based on the Qfusion 3D engine (a modification of the Quake 2 GPL engine), and aimed on the competitive scene, or the e-sports community.
Warsow is developped under the motto "by gamers for gamers" by a team coming from all kinds of gaming backgrounds. To attain the "by gamers for gamers" spirit, the community are our betatesters, both through internal testing sessions (with community members) and in the feedback on the public releases. We make decisions in close cooperation with the community. However, we do have our own general development direction, and therefor will carefully judge all suggestions and critique made by the community. This way we try to reach a balance between the general consensus on gameplay aspects in the community, and what we feel is best for Warsow's gameplay and concept in the development process.
The base gameplay is focussed around the art of movement, meaning moving, speed and tricks play a big part in the gameplay. Besides this, mapcontrol, aim, teamplay and fragging skills play their role too. For the movement we've basicly looked at four games: Quakeworld (legendary for it's speed), Quake3 CPMA, Jet Set Radio and Speedball.
Another twist in gameplay is Warsow's weapon system. Warsow has two firing modes for each weapon; by picking up a weapon, you will be equipped with the standard (weak) ammo for the weapon, but when you pick up an ammo pack, you will equip your weapon with special (strong) ammo. Weapons may have different damage or slightly different behaviour depending on what ammo you use: for instance: the weak electrobolt (Warsow’s rail) is a high speed projectile, whereas the electrobolt with strong ammo is instant hit. This way, not only control of health and armor plays a role, but getting strong ammo is a valid way to create a comeback.
Visually, we try to cater to the fast gameplay Warsow provides. To keep the focus on competitive gaming, visibility is an important aspect in Warsow. Using a celshaded, cartoon-like style on the maps, textures, and models we try to combine good visibility, suitable for competitive gameplay, with having a unique, attractive and personal style. We try to keep the graphic effects minimalistic, clear and visible.
We try to use Warsow as a platform to make e-sports, or competitive FPS gaming, available to a broad audience. With Warsow’s low system requirements, relatively small filesize and easy installation procedure, we try to make Warsow as accessible as possible for anyone to try out. In future versions we will focuss on this aspect more, and try to provide more support for players new to the FPS scene, by for example providing movement tutorials in the form of demos, and tutorial maps.
The Tricks of Warsow
Beside classical tricks from the Quake scene, like strafe jumping, double jumping and bunny hopping, Warsow features its own set of Special Moves:
Use walls for powerfull rebounds.
Press Special Key when touching a wall during a jump.
Allows quick accelerations on the ground.
Simply press Special Key when on the ground.
Allows quick and powerful sidesteps.
Press Special Key + Any Strafe when landing on the ground.
Allows unlimited Dash on ramps.
Press Special Key when running along any ramp.
*Double Dash Jump*
Combination of Dash and Doublejump.
Press Special Key on a small ledge, followed by a Jump to gain extra height.
What's new in 0.3?
Warsow is still in active development, although we believe that this release is another giant step in the right direction. Especially on the media-side (maps, textures, models, 2d art), 0.3 is a huge improvement over previous versions.
Here are the most noticable new features (see the changelog for a complete list of changes):
Added Clan Arena (CA) Gametype
New maps (CA: 1, CTF: 1, Duel: 6, TDM: 1)
Revised maps (wctf1/wdm1/wdm6 retextured, wdm5 structurally changed)
New weapon models for all weapons but Rocketlauncher
New weapon FX (projectiles, smoke particles, etc.)
New animations for playermodels (walljump and dash animations) and weapons
New playermodel: Jason Padpork
New armor models
New simple icons
Added coach system for teambased gametypes
Revised armor system
Tweaked weapon settings (includes new settings for the electrobolt)
We feel this release is a big step forward for Warsow, both gameplay and stylewise. Dueling feels more dynamic with the new armors, hitscan aim will be less dominant with the new electrobolt. We are confident that both the visual aspect and the gameplay will feel more solid.
We've come a long way, and we still have a long way to go. If you guys have any suggestions or feedback, join up on irc #warsow at Quakenet, or join the official Warsow forums at www.warsow.net/forum/
- Warsow Team
#warsow @ irc.quakenet.org