Splash Damage Blog

Status message

  • view mode: teaser
  • view mode: teaser
  • view mode: teaser
  • view mode: teaser
  • view mode: teaser
  • view mode: teaser
  • view mode: teaser
  • view mode: teaser
  • view mode: teaser
  • view mode: teaser

Community Q&A: Looking Back at QUAKE Wars with ET.TV

One of the pillars of Enemy Territory: QUAKE Wars' competitive community was the gang behind Enemy Territory TV. Originally started as a match commentary service, ET.TV soon turned into the go-to destination for tournament coverage, including live streaming, shoutcasting, and a healthy video on demand library.

With Quake Wars enjoying its 5th anniversary this week, we caught up with two of the guys behind ET.TV, Mattc0m and stlava, to reflect on their time in the QUAKE Wars community and to see what they've been up to since

ETQW Blast from the Past: DomMafia's Open Beta Interview

With Enemy Territory: QUAKE Wars turning five this week, we thought it'd be fun to dig up a few goodies from ETQW's early days. Enter DomMafia's Open Beta interview. The slightly older gentlemen and women among you will remember that QUAKE Wars had an extensive beta phase - first a seekrit Closed Beta, and then an Open Beta with some 60,000 participants. During the Open Beta, Dommafia quickly climbed to the very top of the leaderboards and became one of the most famous faces of the QUAKE Wars community.

In this interview originally conducted way back in September 2007, Dommafia shared his experiences during the Open Beta along with plenty of advice for new players looking to enter the world of Enemy Territory: QUAKE Wars. Time machine, begin!

Happy 5th Birthday, Enemy Territory QUAKE Wars!

2 October 2007. Enemy Territory: QUAKE Wars is released in the U.S. (5 days after Europe, no less), bringing vehicles, deployables, and delicious Stroyent to the Enemy Territory universe. Countless Hammer missiles, Hog attacks, and spawnhosts later, it's 2012 and QUAKE Wars is five. Five! Turns out time flies when you're completing objectives.

Community Question: Restoring Team Balance

Thanks everyone who posted suggestions for Community-based Community Questions! One that immediately piqued our interest came from Humate and concerns the small and yet precarious matter of balanced teams. Playing in a match that has significantly more players on Team A than on Team B isn't fun for anyone, so we'd like to get your thoughts on the following this week:

What's the best way to rebalance teams that have wildly different amounts of players on them?

We've assembled a few of the most common things in the poll for this week's Community Question. Please cast your vote for your favourite or, if none of them seem adequate, suggest all-new ways of tackling this age-old multiplayer problem. We look forward to your suggestions!

Paul Wedgwood Joins Ukie Board, Will Help Shape Ukie Policy

Splash Damage's Executive Chairman and WarChest CEO Paul Wedgwood has been elected to the Board of UK games industry trade body Ukie. Ukie is dedicated to turning the UK into the best place to develop and publish games, and as a Board member, Paul will help shape what Ukie does for the UK's games industry. The Board also includes SCE MD Fergal Gara, Eidos's Life President Ian Livingstone OBE, and Sports Interactive's Miles Jacobson OBE. Here's what Paul had to say about his appointment:

"I’m absolutely delighted to be appointed to the Ukie Board. UK based developers and publishers are leading the transition to digital distribution and I’m looking forward to helping Ukie shape the UK into the best possible environment for creating digital entertainment."

You can find the full list of Ukie Board Members here, and there's plenty about Ukie 's mission to be had over here. Congratulations, Paul!

Get Early Access to RAD Soldiers!

RAD Soldiers is now available in a handful of countries, including Canada and Scandinavia, but what if you live elsewhere and can't wait to get your fingers on the game? If that's you, we've got good news! We're giving away 50 early access tokens that'll allow you to play RAD Soldiers before it's available worldwide, and they include that special scent of exclusivity.

To enter our giveaway, head on over to the RAD Soldiers page and throw your hat in the virtual ring before 29 September. Good luck!

RAD Soldiers expands to Scandinavia, Ireland, and New Zealand with Big Update

Following its Canadian debut, RAD Soldiers has just been released in several additional countries, including Ireland, Denmark, Sweden, Finland, Norway, and New Zealand! If you live in one of these countries and have an iPhone, iPad, or iPod touch, you can download RAD Soldiers right now!

We’ve also just released a huge update for RAD Soldiers, addressing much of the feedback we've had from players, and adding several new features and improvements. For a detailed look at all the new goodness, check out this juicy blog update over at WarChest.

RAD Soldiers Update: Canada, Front-end Menus and Release

RAD Soldiers has been in limited release in Canada for two months to thoroughly test its proprietary multiplayer back-end to make sure it’s ready for a worldwide audience. Ever since launching in Canada, the RAD Soldiers-focused corner of the internet has been alight with the following questions: How long does it take to test these things, and when will RAD Soldiers reach the rest of the world?

A shiny new blog update over at WarChest addresses both of the questions and reveals what the RAD Soldiers team has been up to recently. It's a delightful mix of unforeseen issues and brand-new game features - if you're looking forward to RAD Soldiers, give it a read!

Community Question: Powering Class Abilities

Community, all of our games have featured special abilities that are usually tied to the combat role you've selected. Be it the Medic's health packs or the Lieutenant's airstrike marker, these abilities are usually limited in some fashion to prevent them being spammed. For example, we've had energy meters that would slowly replenish. Another popular approach is to have each ability on a separate cooldown timer, so using one ability doesn't preclude you from firing off another. What we'd like to know from you today is if you have a preferred approach for how abilities are powered in our games:

In a multiplayer shooter, how should your character's special / class abilities be powered?

Cast your vote in this week's Community Question poll and do let us know in the comments why you think your preferred approach is the way to go. We look forward to your replies!

Community Question: Spread vs. Recoil

Guns! They're a big part of shooters and, one might argue, the main characters you interact with. But how does one differentiate similar weapons from one another to make every single one a meaningful addition to the arsenal? Beyond obvious things like rate of fire, the two main protagonists we're looking at here are spread (increasing/decreasing the cone of fire based on distance to target) and recoil (kickback exhibited by the weapon while firing it). This brings us to this week's community question:

What's your preferred way of differentiating weapons of the same type in a shooter?

Please cast your vote in this week's Community Question poll and do share any thoughts you have on the issue in the comments. We look forward to your replies! Pew.

Pages