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8/27/2000 10:11 PM
Subject: WFA Newsletter Vol 2 for 8/27/2000
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Weapons Factory Arena
NewsLetter
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WFA newsletter #2
Solicitor here, and I have a lot of news for you this time around. Stuff
just keeps getting better around here at the WFA newsdesk. I talked to the
guys running the WFA Map Outpost site at http://www.wfamaps.com Got some
good stuff from them. Then I talked a lot with the WFADEV team about some
things to liven up WFA. Backprop sent me a nice EXCLUSIVE feature article on
v1.2 that I am placing in your hands. The main thing that will help v1.2 is
lots of testing! The first iteration is going to be all server side changes.
Many of the changes proposed by 1.2 came from YOU, the players. Most of the
feedback is gathered from suggestions on the http://forums.captured.com
This was prompted by a feeling from many, including myself, that WFA just
isn't lethal enough. A single rocket in DM or CTF that is well aimed will
take you down a long way. Likewise, weapons like the Shotgun in Q3 DM are to
be feared, but in WFA -- it takes a lot more to kill someone. Well, I will
let BP explain... Static has been going from clan to clan lately and asking
clans what they think the best improvements are for WFA.
**EXPERIMENTAL 1.2 TEST VERSION TO BE UNVEILED THIS WEEKEND**
-By Backprop
Version 1.2 represents the beginning of a new phase in WFA's development.
For 6 months, the WFA development team has focused on THE TEAM. We have
devoted our efforts to promoting class uniqueness, balance, and a style of
play that emphasizes teamwork and cooperation. Thanks in part to the
dilligent efforts of our alpha and beta testers, our server admins, and
every player that has taken the time to provide us with thoughtful feedback
on our efforts, we believe that WFA has achieved these goals.
With version 1.2, the WFA development team has temporarily shifted its focus
to THE PLAYER. Through hours spent discussing the mod with the most
seasoned WF veterans and the newest players too, a consensus has slowly
developed. Some people have said "I feel like I've got no chance to stop a
fleeing flag carrier." Others say "I miss the fear that a good Q2WF player
inspired when he joined a server." Some have simply said "I want WFA to
reward skill more."
Version 1.2 is our way of saying "We hear you." Here is what we've done:
- Weapon damage has been increased by 15% across the board, with only a few
exceptions. Players are going to find themselves more lethal, but more
fragile as well. During the 1.2 test period, we will be adjusting the 15%
value. It may increase, and it may decrease. We're going to play with it
until it feels just right.
- Rocket jumping is back for the marine by popular demand. If you can use
this technique to your advantage, far be it from us to stop you.
- In addition to point bonuses, Q3 awards will be given for capturing the
flag, fragging the flag carrier, defending the flag carrier, and defending
your base or flag. In later versions, we're going to make it very clear
who's really owning the server, and the judgement is going to be made on a
lot more than just how many players you frag.
1.2 brings with it some other goodies that we're going to keep quiet for
now. We're going to need your help in the coming week to test these changes
and let us know if you like them before we release 1.2 as the official
version. Look for the WFA 1.2 test version to appear on the VISI.COM WFA
server (209.98.85.101:27970), and perhaps a few other servers this weekend.
Grab the 2 freelance map files from the WFA Main Page before you pay a visit
to Visi. 1.2 is all server side, so you don't have to get any new downloads
for it.
**A TALK WITH THE RAGULATOR AND RAVEN0US FROM THE WFA MAP OUTPOST
http://www.wfamaps.com **
-By Solicitor
Solicitor: "About map packs. I want you guys to put the next one together.
What do you think? I think it should have 4 maps in it. Once we have 4
decent maps, lets review them all and put them in the map pack and make it
"official Freelance map pack #3"
Raven0us: "Sounds good to me! I'll discuss it with rags and arc first
though"
Rags: We are going to get the review team on its toes and get those
reviews out to us by now imposing deadlines. It is our hope that the reviews
will be accurate and help the public to know what to expect in the map
before hand and having the authors rebuttle section with the review is a
great way for the author to defend himself as well. We are going to start
asking clans to scrimm each other on some of our freelance maps and take
some decent demos of them. Any clans that wish to contribute are welcomed
but we will also be sending out request/invitations to clans that we think
can draw some interest from the public."
Solicitor: "What plans do you have for the site? is it going to grow?"
Raven0us: "I think it's gonna grow, but not sure how much. It's a work
in progress. We had the initial skeleton idea, and once we put that
togeather, other ideas came out and we implemented those.
Rags: "As far as the site growing, we just got our mirror 2 problems
solved. Some ppl couldnt download the maps previously etc. We have been
granted unlimited space from iceman (http://www.planetice.net) so the site
can get as big as we want it to I suppose, so its nice to not have a cap on
how many maps etc we can carry at once. Those 2 things right there should
help us to be a much more reliable site."
Sol: "Whats the number one mission of the site?"
Raven0us: "To make a one stop shop for WFA maps. We noticed that mappers
(including myself) were using thier own individual FTP's and www's to
attempt to distribute their works. Pluging when ever they could on the WFA
forums, or in IRC. Others would setup servers and attempt to get the
freelance maps out there, but those would get lost in the forums in a few
hours. Other outlets that exist simply were not working. Mappers needed a
central place to put their maps, complete with screen shots, reviews and
public ratings. Gamers need a central place to pick up maps, read reviews,
and give their opinions on a particular map. I think that we are filling
this void. In the short time that we've been up. I've seen ALOT of downloads
of the freelance maps - People want to play them. And the fact that many
people have come forward to offer their help, indicates that there was a
need for this."
Rags: "The number one mission of the site is to get the better but
non-played maps out in the mainstream and perhaps eventually official as
well to help keep the excitement in the mod, which 9 maps obviously cant do
forever."
Sol: "Some sites start up and then die out within a few months, how do you
overcome this threat?"
Raven0us: "Well, I think that we can overcome this with simple man
power. We have more of it. Anyone of the 4 admins could update the site if
needed. But only time will tell. I plan on sticking with it as long as RL
does not get in my way."
Rags: "Well to prevent the start and die syndrome I have the help of a
lot of ppl on the site, the community has been very supportive. I would
like to give some props out to Arc and Rav though because the 3 of us have
been handling almost everything. But we have been getting graphics from
cuthach and BustaKills and also have the skills of ppl like RipRock and
Iceman at our disposal as well. I fell we have enough support from enough
ppl that we shouldnt have a problem keeping the site going. Especially after
the initial period we are in right now which is requiring a lot of work from
Arc, Rav and myself. The other way to avoid this is obviously to keep new
things coming to the site so that ppl still feel the need to use it.
Obviously mappers will still continue to come out with maps, so its up to us
to get them up on the site as soon as possible and we are also open to any
ideas that would help the site out as in graphics, gimmicks, guest reviews
etc etc etc."
Rags: "Thanks for the support"
Volume 2 draws to a close. I had some fun games this weekend and I look
forward to more. Remember, if you see someone ruining a game, /callvote kick
# (where # is their number in the ID column on the scoreboard.)
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Copyright 2000 Weapons Factory Software
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