1. WarsowTV and minimaps 2. Maps (wdm2, wdm4, wdm6, wtest8, wdm11, wdm15, wdm17) 3. Gametypes (CTF, iTDM, Duel Arena) 4. Visuals (renderer feautures, profiles, models) 5. Gameplay changes 6. Misc (bot AI and Matchmaker) 5. Gameplay changes There are a few screws turned on the weapon balancing side but the most interesting gameplay change is the new movement. The gravity has been increased and you feel a lot heavier now. With a bit more width in the dash to compensate this, the player is more powerful. But you can gain speed easier by using the +forward method you probably know from Painkiller. This will help new players to gain speed and focus on weapons, maps, opponent and items. The learning curve for Warsow is already very steep and therefore the additional movement was implemented. I quote ETR on this: Basically it is added +forward bunnyhops to the movement you are used to. Like painkiller. So by keeping forward pressed and mashing on the +moveup key, you will start accelerating. Acceleration and max speed of strafejumping (which is still possible) are higher than the +fwd bunnies, as the +fwd bunnies are capped at ~950 up/s, and accelerate a tad slower than proper strafejumps. Combining classic bunnies (+strafe and bunnyhops) with the PK-style ones (+forward and bunnies) will be a very efficient way of accelerating. At the moment there is a cvar ('cg_oldMovement 0/1') to completely disable the +fwd bunny, and have the oldskool movement like in 0.32, this is a client setting, not a server setting. Read more about the new movement features and the dev-cycle problems he sees in it in the blog. Watch the new movement with cg_showpressedkeys "1" on wca1:
6. Misc (bot AI and Matchmaker)
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