Enemy Territory Q & A, new screens

CptStern

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screens/concept art

Q & A, mostly on the design process behind ET:QW

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the images seem to be taken from an article in Computer Gaming world ..the scans are available somewhere online ..pretty easy to find ..just use logic ..the name of the game (seperated by "-") followed by dot something (the most obvious one)
 
Wow, that looks incredibly cool. The DOOM 3 engine has matured nicely. I remember there was some concerns that it couldn't render outdoor scenes efficiently. This doesn't appear to be the case.

Thanks for posting Stern. :)
 
The biggest problem i can see with those screenshots, and it's the same problem people noticed with the Doom3 screenshots, is the fact that the character models are very low polygon. Even with normal maps, the character's heads still have sharp jagged edges.
 
the game was fun when it ran on the quake 3 engine ...personally I dont care about jaggies just as long as this new version is as fun as the original ET
 
I wonder how much the requirements will go up for this hot new Doom 3 engine with mega-textures and whatnot...

Looks great, though, obviously.
 
Razor said:
The biggest problem i can see with those screenshots, and it's the same problem people noticed with the Doom3 screenshots, is the fact that the character models are very low polygon. Even with normal maps, the character's heads still have sharp jagged edges.

Noted, there are not as many polygons on the units than say HL2, but there are definately more in QW than there ever was in DoomIII (excluding high poly mods).

The EDF seem to have more higher-poly models than the strogg you can see it in the helmets

http://www.1up.com/do/slideshow?pager.offset=3&mt=0&cId=3140558&mId=2692010
 
I'm not really concerned with high polygon counts. I like to see good lighting, animation, and textures.
 
hmmmmmmmmmm
looks great
hope they optimize it well
 
Wow! :) Hope it's true to the original, gameplay wise...
 
I'm pretty sure the first screen you posted is new. Thanks for the info, not much new game info but its nice to get some little bits on what they've added to the engine(Ambient lighting, "luminance maps"). Whats with the low poly comments though? It looks great, polycounts are good and textures look pretty high res.

VictimOfScience said:
I wonder how much the requirements will go up for this hot new Doom 3 engine with mega-textures and whatnot...

Looks great, though, obviously.
Supposedly it takes the same as Doom 3, just like Prey.
 
torso boy said:
Supposedly it takes the same as Doom 3, just like Prey.
Nice! That's good good news! I hope it is indeed the case, but I'll be upgrading a bit later this year anyway, so it shouldn't even matter that much then!
 
Sick, I can't imagine playin' something with that good graphics. Looks as good as the cutscenes looked some 3 years ago ;D
 
VictimOfScience said:
I wonder how much the requirements will go up for this hot new Doom 3 engine with mega-textures and whatnot...

It'll run faster than Quake 4 apparently...

TeleFragged Preview said:
When I asked if this game would run roughly as well as last year's Quake 4, I was told that because of a totally revamped renderer, many gamers will actually see better performance out of this game than Q4, although it will depend on a lot of factors including how many players you've got on your screen at once. The visuals were damned impressive, though, and the computer we got to see it on was far from today's cutting edge. With a Pentium 4 3.4GHz CPU and a Geforce 6800 video card, this game looked wonderful and still moved along at a pretty good speed at high resolution - and the guys at Splash Damage still have plenty of optimizations to do.

TeleFragged Preview


One of the nice things about the MegaTexture tech is that it actually speeds things up compared with other methods of terrain texturing, such as tiling (less memory used, and no expensive texture blending which eats up performance).
 
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