DarkCrusade.. Did you ever played real q3? I conclude from your questions about random weapons and teleports, that no. we're making accurate reflection of real quake 3 maps (structure, weapons and players respawn, entry/exit teleports etc.) About rocket launcher op... yep you're right. I'm working on weapon balance.It's a fantastic display of effort, but I'm not quite sure you understand Quake3 yourself either.
We want to present short video about Quake 3 arena mod, how it looks and sounds in game. https://www.youtube.com/watch?v=QnVmyN1Yu-Y
Whole point of Mod is to make original game look and feel like Q3... Taking in to the account limitation of Soldat this mod is almost perfect.For the goal of looking and sounding like Q3, it's without a doubt "Almost perfect". However it feels nothing like Quake3 when it's missing half of the gameplay dynamics.. And I don't mean because it's not 3D, but because there's no item control whatsoever to compensate high aim players on high damage weapons. Quake weapon balance is based on brain vs aim logic, whereas soldat is based on only aim logic. I know it's hard to grasp what that means, that's why I posted a video that defines what Quake gameplay is like. I recommend watching it.
People played this server and everyone liked it.It can without a doubt be a fun mod, but then again my post is not about the mod not being fun so I don't see the point of bringing that up. It can be fun, but it doesn't feel like Quake 3 because Soldat is lacking support for the key features to make that happen. That is a hard fact, deal with it.
None of player laments about what you two write. They just have fun.
Quake 3 is not metaphysics, You enter game and... play... amazing huh?
Everyone are free to make better version OR better, write exactly what you would change and putt in this mod, that IS POSSIBLE. Because for now its look like its gonna be another discussion about "how I see it, and you are wrong"...
So whole point of your post is to make point that... Soldat cant be Quake3... Nice...Sigh, try to read what others write once in a while will you. My point was that the conflict in weapon balance is due to there not being essential Q3 elements in the mod to compensate that. Those elements are (not sure, but based on where this mod is) impossible and that's why there's going to be issues in weapon balance. The problem is not rockets being too strong, the problem is there's no armor to survive them. And that's why its dishonest or ignorant of Puure to say that they're making an accurate reflection of real Quake3, because it's impossible to the begin with.
I checked most of mods made for Soldat, and I never saw someone complaining that mod is not like original game... And I think I know why... Because other people KNOW THAT MOD CANT BE LIKE ORIGINAL GAME :D How amazing?Well that's odd, because Puure was clearly in the delusion that his mod was indeed an "accurate reflection of real Quake3". I have simply corrected him in that delusion and provided him info what is lacking to make it more accurate. If you're going to investigate something then do it properly.
DarkCrusade.. Did you ever played real q3? I conclude from your questions about random weapons and teleports, that no. we're making accurate reflection of real quake 3 maps (structure, weapons and players respawn, entry/exit teleports etc.)AND HERE:
Remember such game as Quake III Arena? Now you can play this classic and awesome FPS on your soldat! Give it a shot! Experience intensive and fast paced gameplay of Q3A in 2D!And this is simply not true and I have told in my previous posts why.
you write about how original quake game is complex and mod is lame because its not Quake 3... Nice again...That's not what I said at all. I layed out the differences and required dynamics to make the mod play like Quake3. If it's not possible, then... ¯\_(ツ)_/¯ ..but at least you know what's missing and you can adjust your balance based on that knowledge, instead of making an identical clone of the weapon damage output and missing the half of the mechanics to make that balanced.
Everyone are free to make better version OR better, write exactly what you would change and putt in this mod, that IS POSSIBLE
Because like always its looooooots of talking but no real help in work or at least specific suggestion/ideas that can be made.You still don't get it. I spotlighted things that were missing what made original Q3 weapon balance balanced, which will not be balanced in Soldat if those things are missing. Knowing this helps you to realize why they were balanced in the first place and maybe there's another way to balance the weapons than just blindly copying bits of it in hopes that it works. Puure didn't seem to know that so I pointed it out. Maybe now he has a better idea what he can and have to do with the restrictions of Soldat. Seriously, stop crashing every thread that I'm in with your abysmal stupidity. I'm sick and tired of it.