Download enemy territory quake wars pc






















Your property was freely available and that is why it was published on our website. The site is non-commercial and we are not able to check all user posts. Enemy Territory Quake Wars screenshots:. Size: 4. Version: v 1. It was a project no doubt designed by a committee who just wanted to do something really, really cool with a lot of spare cash the Norwegian government had lying around - but it's a real-life project which inspired one of Enemy Territory: Quake IVors'maps, aptly entitled Ark.

I say maps, but it's unfair to call them that - from mission to mission, you'll lie doing more than just capturing control points on differing landscapes. Instead, it's all to do with asymmetry, a word which Splash Damage would fellate if such a gesture were possible. The inevitable contender, and a comparison which the game will never shake off - Battlefield - sees two equal and opposing forces carrying out equal objectives on implicitly symmetrical battlegrounds.

Quake Wars, meanwhile, has two clearly different armies, Strogg and GDF, with starkly different abilities and completely opposing objectives. In Ark, this seed-vault has been repurposed to study Strogg technology, and after an attempt to blow it up from orbit revealed that the true research was being conducted underground, the alien invaders are forced to destroy it from the inside. The whole thing also looks a bit like Center Parcs, or perhaps the Eden Project - apart from the smouldering hole in one side.

In fact, Splash Damage found it difficult to come up with scenarios in which the Strogg have to attack rather than defend, primarily because of the Strogg's orbiting death rays making it a bit of a pushover for them, story wise at least.

Ark is divided into territories, each of which are initially controlled by the GDF with the exception of the Strogg's heavily fortified base. The Strogg must capture a nearby village and plant plasma bombs on the GDF jamming tower. Then, with the skies nicely cleared of jam, the Strogg call in a giant mining laser which blows the doors off Center Parcs -then they all rush in and have a massive scrap inside.

All the while, the game's dynamic mission system is in action. Medics accept missions to heal, while Constructors accept missions to build turrets, in turn gaining experience and rising in rank.

Increased experience allows you to use various new techniques, such as akimbo weapons - but such bonuses disappear after the game's three-round campaign ends. Sidling up alongside UT in the list of next year's hits, one thing is becoming increasingly clear: such a clash of online titans hasn't been seen since Quake III and the original Unreal Tournament. Right now, whether or not Enemy Territory: Quake Wars comes out on top is far too close a call to make.

Either way, will be a pivotal year in online shootery. A Stunning Yet blindingly obvious fact strikes you when you're first playing Quake Wars, something that sets in just after the first moments of exhilaration.

For me, it came a few seconds after I'd strapped myself onto a Husky quad-bike and roared over a series of ingeniously placed dips, jumps and ramps into the fray, leaping over the metal cases of slower GDF tanks trundling from right to left below me. That fact is, quite simply, that you've been here before.

It's been lost in the amazing visuals, the filthy gut-sucking tactics of the Strogg, the cavalcade of beautifully chunky vehicles and the advent of the much-fabled megatexture - but the clue is in the name: Enemy Territory.

The game feels just like Wolfenstein: Enemy Territory - a stronger more solid variant on it, perhaps - but the vibe's still there. If you try really hard, you can still just about smell the Nazis. In fact the first task at hand for me and my band of GSF soldiers was the wholly Wolf-esque task of building a bridge over a small valley - with engineers busying themselves with construction, soldiers vainly attempting to fend off the Strogg and medics handing out bandages and paper towels.

Tilings weren't progressing well though: we needed to shift a mobile command point over the as yet nonexistent bridge and through a tunnel to set up shop military-wise, and we were being nailed. Being nailed, specifically, by an inconvenient Strogg gun turret that had been installed by the tunnel mouth. It was then that I, under the knowing tutelage of id designer Jerry Keehan who was standing over my right shoulder, 'chuted into my spawn point after death by turret as a crafty field ops specialist.

I opened up my construction tool and selected an artillery turret. An RTS-style 3D blueprint appeared in front of me red where it couldn't be placed, green where it could , and I set it down where I thought it would look the prettiest. Now, in a perfect world a fellow specialist would have climbed to higher ground, raised his binoculars and called in a strike on the troublesome turret from my proud artillery confabulation.

But what actually happened was that I spent so long fiddle-arsing around with my turret that a rival GDF turret must have been constructed elsewhere, meaning that the enemy encampment was long-destroyed, the mobile command point had already stretched out Metroplex Transformer-like and the battle was far progressed. Resolutely undaunted however, I purloined a nearby Anansi Copter a wonderful creation that sits upon the divide between being a rotor-driven hovering machine at low speeds and a jet-powered dogfighter in higher gears , and helped the battle effort by neatly crashing into the walls of the Strogg enclave.

It's not even like the flying vehicles are of a 8F2-level of skill-driven difficulty -I was just having a crap day. You see, the idea of having the mobile command point set up beyond what was formerly the Strogg Tunnel o' Death was so that missiles could be fired upon the Strogg stronghold's shield - thus leaving the heart of the alien operation open for soldier classes to rush and leave explosives in.

The final battle was most definitely on, and Enemy Territory's cunning map design and spawn placement meant that I was never far from the action. Occasions in which you're stranded Battlefield-style on the wrong side of the wrong valley happen rarely, and even when they do you can call in either an airlift of a GDF vehicle from a friendly three-bladed mega-chopper, or a blast from outer-space containing a Strogg one.

Eventually, my continual dying, with my body once or twice being ransacked by Strogg medics for vital nutrients, ended in one crap mega-death - when I accidentally stood next to the ticking explosives tied to the Strogg base.

My performance had been dismal, my tutor from id remained impassive and I had contributed nothing to the war effort -bar luring an ounce of gunfire away from my more talented team-mates and instead into my soft flesh.

It feels as good as it looks, and when it's running it looks bloody amazing - just don't expect to be treated with deep understanding and Strogg-sized kid-gloves once in. Unless you're playing against me, that is. It's a Predictable way to introduce the article, I know. We've mentioned it every time we've brushed up against Enemy Terriotory: Quake Wars - but Splash Damage's studios are in Bromley, Kent, a place that wouldn't be missed if it spontaneously sank into the ground tomorrow.

It literally goes: kebab shop, corner shop, tanning salon, birthplace of one of the hottest-looking shooters of , then a supermarket. In fact, so hidden is the office in which Splash Damage have been hammering away at their latest multiplayer masterpiece, that I couldn't find it.

Turns out it's tucked right behind the supermarket, meaning it's probably one of the most unassuming and uninspiring places I've ever been. That what they're working on is both inspiring and assuming.

After introducing himself, co-founder and creative director Paul Wedgwood submits me to a brief tour of their modest and dimly lit office space. This includes a glass vault reminiscent of Magneto's prison in which to house their massive 'Megaserv' server -which not only hosts their frequent LAN games, but also renders the gigabyte-straddling mega-textures used to make Quake Wars look so detailed - and the delightful corridor of concept art, which tlisplayed some rejected character ideas such as the mutilated female Strogg.

The short walk back to the meeting room then takes us past a cabinet displaying award after well-deserved award for Splash Damage's previous title, Wolfenstein: Enemy Territory. In all, it's really not a bad place to work. Having sat me in front of a projector screen, Wedgwood wastes no time in getting to the interesting stuff.

He tells me how the visuals have improved since their astounding E3 movie, before taking the easier route of loading up the Valley map and letting me see for myself. File type Trainer. File size 1 MB. Last update Monday, July 28, Downloads Downloads 7 days Enemy Territory: Quake Wars is a multiplayer shooter that aims to combine the old-school style of the previous Quake titles with some new age ideas, as seen in games like Battlefield, Call of Duty, or Medal of Honor.

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