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Crysis Warhead: Multiplayer Info
Crytek has released infor on Crysis Wars, the multiplayer portion of Crysis Warhead.
With Crysis Wars as a different game included in the Warhead box we want to establish a new franchise that is all about multiplayer. Warhead has been developed by the new team in Budapest, Hungary whereas Wars was created by a dedicated team in Frankfurt, Germany. This allowed us to have the focus geared towards both games to provide the best possible result for each.The following is a rough summary of the most important content of Wars. In the upcoming days and weeks we will feature those points with a lot more detail on our community web site MyCrysis.com.
1. New Features
- New game mode TeamInstantAction
- Auto-downloader of maps embedded into the game
- Auto patching system embedded in the installer which always checks for the latest game version
- Fixed most critical bugs requested by the community
2. TeamInstantAction
- New intelligent spawn system for TeamInstantAction that spawns you the furthest away from any enemy and the closest to your team mates.
- Implemented score system for both the teams and the individual player
- Implemented overtime in the case both teams have the same amount of team score at the end of a round
- Developed maps tailored for the experience with more vertical gameplay in order to feature the nanosuit abilities
3. New & Improved HUD elements
- Game status bars for each of the game modes showing all necessary information at once
- Added kill message in the middle of the screen (also added kill count)
- Added dynamic objectives in PowerStruggle for a better readability
- Improved visibility of team mates
- Improved radar readability
4. Map Pool
- Total number of 21 maps for launch (9 PowerStruggle maps and 12 IA/TIA maps)
- Includes 7 all new maps
- Includes 5 improved maps from the Crysis Christmas Map pack
- Includes 9 re-balanced/improved maps from Crysis Multiplayer
- All original IA maps can be played in TIA as well and vice versa
5. Enhanced Server Support
- Added multiple console variables for a more in-depth server administration
- Improved server startup with a list of most important commands to get a server running
6. Weaponry Changes
- Re-worked complete weaponry behavior to make every weapon useful for a specific situation
- Increased damage output to kill enemies easier which allows a more fluent gameplay
- Added FGL-40 weapon from Warhead
- Added dual-wielding AY-69 weapon from Warhead
- Removed incendiary ammunition
7. Vehicles Changes
- Re-worked vehicle damage system
- Improved vehicle control system
- Re-balanced VTOL to match up with the strength of other vehicles
- Added weak zones to every heavy vehicle where it can be damaged by rifle ammunition
- Added ASV Anti-Infantry & Anti-Vehicle versions from Warhead
8. PowerStruggle Improvements
- Added alternative winning condition based on the highest amount of energy collected
- Added overtime in the case no team destroyed the enemy HQ and both teams have the same amount of energy
- Added spots to the maps from where to shoot the best in order to destroy the enemy HQ
- Re-worked TACGun to fire directly instead of having a ballistic
- Re-worked base turrets to act more effectively on short range against invaders
- Simplified end-game scenario by making only one end-game weapon available to the players (TACGun or TACTank depending on the prototype factory size in the level)
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