Post by Loker on Mar 25, 2006 20:46:43 GMT -5
After a troubled time of attempting to rework and work with Call of Duty™, The Price of Peace has moved to the Wolfenstein: Enemy Territory™ engine which is not only more graphically capable, but also whose creators are helpful to the needs of others. The goals of The Price of Peace remain the same: to bring gamers the best in realistic World War 2 era multiplayer gaming while emphasizing team-play through an extensive class structure, objective-mode gaming, and a Multiplayer Campaign system that is unique in the gaming world.
The Price of Peace will include groundbreaking changes to the Wolfenstein: Enemy Territory engine to the point where nothing will resemble what it originally was. There will be server-side changes to allow for a point-based Multiplayer Campaign system with maps played in a revolutionary mode of multiplayer action which will bring the strengths of the single- and multi-player game styles together in a seamless union sure to be popular throughout the gaming community. Characters will feel alive, immersed, a part of the war. Further modifications will allow for classes, team-play, and many server-customizable features like crosshair-removal, implications of stamina, degree of float of the cone of fire, weapon distribution, and more.
The shining glory of The Price of Peace will be its new style of multiplayer game play. This Campaign Mode will maintain statistics and results throughout a campaign, each of which will span several maps. Enemy Territory has a campaign mode, but the PoP campaign structure will take campaigns to a level not before seen in any game, with a point system for scoring and the results of each map directing not only which map is played next but also whether any bonuses are applied to a team who wins a map decisively. All new maps, taking advantage of the vast scale permitted by Enemy Territory's Return to Castle Wolfenstein/Quake 3 engine, will allow for long single-map battles traveling back and forth in a "tug of war" as well as complex, realistic, and yet playable focus of action into an area not larger than a standard multiplayer map. This focusing allows for decent play with small numbers of people, and yet action-filled mayhem with many people, and no cases of large-map syndrome. Further enhancing this Objective-based Map Mode and Campaign structure is the use of spawn locations as the main means to direct the focus of play, with multiple objectives to enable each location. Wrapping up this list is the complete reversal of play, in that each map will be playable from both sides, representing war fronts and counterattacks excellently.
they just moved to the source engine so hopefully there will be some media soon.....
www.priceofpeace.net
The Price of Peace will include groundbreaking changes to the Wolfenstein: Enemy Territory engine to the point where nothing will resemble what it originally was. There will be server-side changes to allow for a point-based Multiplayer Campaign system with maps played in a revolutionary mode of multiplayer action which will bring the strengths of the single- and multi-player game styles together in a seamless union sure to be popular throughout the gaming community. Characters will feel alive, immersed, a part of the war. Further modifications will allow for classes, team-play, and many server-customizable features like crosshair-removal, implications of stamina, degree of float of the cone of fire, weapon distribution, and more.
The shining glory of The Price of Peace will be its new style of multiplayer game play. This Campaign Mode will maintain statistics and results throughout a campaign, each of which will span several maps. Enemy Territory has a campaign mode, but the PoP campaign structure will take campaigns to a level not before seen in any game, with a point system for scoring and the results of each map directing not only which map is played next but also whether any bonuses are applied to a team who wins a map decisively. All new maps, taking advantage of the vast scale permitted by Enemy Territory's Return to Castle Wolfenstein/Quake 3 engine, will allow for long single-map battles traveling back and forth in a "tug of war" as well as complex, realistic, and yet playable focus of action into an area not larger than a standard multiplayer map. This focusing allows for decent play with small numbers of people, and yet action-filled mayhem with many people, and no cases of large-map syndrome. Further enhancing this Objective-based Map Mode and Campaign structure is the use of spawn locations as the main means to direct the focus of play, with multiple objectives to enable each location. Wrapping up this list is the complete reversal of play, in that each map will be playable from both sides, representing war fronts and counterattacks excellently.
they just moved to the source engine so hopefully there will be some media soon.....
www.priceofpeace.net