For thise who dont like reading scroll down for pics!
"The initial team who developed BF2 is designing this, and it will mimic all of the features that we have come to love with BF2.
Frontline facts:
Programmers – “Kaos Studios” was started in late 2005 by the core members of Trauma Studios, the true core talent that created BF2. Trauma Studios was a bunch of guys who originally volunteered to create a neat mod for BF1942, known as Desert Combat. In that mod, they basically “invented” most of the game-play and feel for the future BF2, such as the way the vehicles, choppers, and weapons worked. Suddenly, it was downloaded 3,000,000 times and the sales of the original 1942 took off because of this incredible mod. The reason this mod was so realistic is because the head programmer’s job was working with the military creating all of their simulators for training, to include 3D chopper, weapons, and aircraft simulators. He was literally doing this while simultaneously creating the mod, Desert Combat. The other head programmer worked for Autodesk, the owner of 3D Max and Maya, and we was the “goto” guy that worked with all of the gaming companies to create their tools for modding things. After they created the full mod and vehicles for Desert Combat, DICE wanted them to develop some of the features on BF2 and prototype them. DICE had a new engine which looked great, and while they worked on that Trauma Studios then created the rest of the things like the Commander system, the artillery strikes, the squad systems and the VoIP. It worked out pretty well, and as a result we were acquired and became DICE New York. At the same time, EA started buying DICE. Then suddenly, EA wanted them to move to Stockholm, which they didn’t want to do. Since they we had a really good team, they decided to stay in New York and started communicating with a company called THQ.
There will be 64 slot servers with Remote Admin, just like BF2. Assumingly they will be run by individuals, as is now.
Advanced server options
- Ability to enable / disable any vehicle type per match
- Ability to set what loadouts are available per match
- Ability to set upgrade rate per match
- Voting, kicking, balance rules
- Min / max players
- Reserved slots
- Linux server support
There will be stat tracking
Not only will this company support clans/communities, they are adding more and more support for clans/communities as they progress
Instead of the BF2 engine, it is using the “Unreal Engine 3”, reportedly a HUGE step in performance.
They plan on putting out content on a regular basis, from maps to new vehicles and weapons. (The company is promising it will NOT be like EA.)
A Massive amount of destructible scenery. Here’s a quote from the head programmer: “What we didn’t want to do was bring buildings right down to the ground, like the entire structure. If that happens too much, you can get kind of “destruction fatigue” from that. What we wanted was to make it more strategic. So, if you have a wall, you can create a new path by blowing through it. Or if you have a bridge, you can blow it up to impede the enemy. But you can’t just lay waste to an entire city.”
Frontlines 1 will be focused on infantry, land and air. However they are planning on naval wars shortly after. Air vehicles will be a bit easier to start off in then DC. However all vehicles has an expert mode you can put them in while in flight, allowing skilled pilots to out maneuver other pilots.
Unlike BF2, “Frontlines” will ship with at least 2 game modes. “Frontlines” itself is one of them and more will be coming post ship. (TDM, DM, CTF, Conquest, etc.) Also, it will have Spectator mode, but not recorder mode (in the beginning)
Game play - Frontlines will set itself apart with a rich storyline, next generation vehicles and weapons that add a new level of gameplay. They have truly enhanced the gameplay experience by creating a unified front that your teamwork depends on. In order to move this front, you have to work as a team to defend it and attack the next front to achieve victory. This combined with next gen weapons such as drones, deployable mountable guns, gunships, MOABs, fuel air bombs, etc.. allow you to experience the next generation of warfare based on real upcoming designs. You can also expect the fast paced, skill based gameplay of DC to be present in Frontlines as well. They made sure most of the weapons can be used easily, but can be mastered for greater reward. This include recoil based weapons, (not spray and pray), advanced flying physics, tunable rocket systems (proximity or lock), vehicle weak spots, etc..
Huge Mod support; They plan on shipping a full suite of tools (most of the tools they used to create the game)
- Level editor, capable of creating Multiplayer and Singleplayer missions
- FX Editor
- Material Editor
- Maya tools for creating vehicles, weapons and characters "
Video: http://www.frontlineswar.com/download.php?file=1
Website: http://www.frontlineswar.com/index.php?page=screenshots
Looks pretty good ehh?
"The initial team who developed BF2 is designing this, and it will mimic all of the features that we have come to love with BF2.
Frontline facts:
Programmers – “Kaos Studios” was started in late 2005 by the core members of Trauma Studios, the true core talent that created BF2. Trauma Studios was a bunch of guys who originally volunteered to create a neat mod for BF1942, known as Desert Combat. In that mod, they basically “invented” most of the game-play and feel for the future BF2, such as the way the vehicles, choppers, and weapons worked. Suddenly, it was downloaded 3,000,000 times and the sales of the original 1942 took off because of this incredible mod. The reason this mod was so realistic is because the head programmer’s job was working with the military creating all of their simulators for training, to include 3D chopper, weapons, and aircraft simulators. He was literally doing this while simultaneously creating the mod, Desert Combat. The other head programmer worked for Autodesk, the owner of 3D Max and Maya, and we was the “goto” guy that worked with all of the gaming companies to create their tools for modding things. After they created the full mod and vehicles for Desert Combat, DICE wanted them to develop some of the features on BF2 and prototype them. DICE had a new engine which looked great, and while they worked on that Trauma Studios then created the rest of the things like the Commander system, the artillery strikes, the squad systems and the VoIP. It worked out pretty well, and as a result we were acquired and became DICE New York. At the same time, EA started buying DICE. Then suddenly, EA wanted them to move to Stockholm, which they didn’t want to do. Since they we had a really good team, they decided to stay in New York and started communicating with a company called THQ.
There will be 64 slot servers with Remote Admin, just like BF2. Assumingly they will be run by individuals, as is now.
Advanced server options
- Ability to enable / disable any vehicle type per match
- Ability to set what loadouts are available per match
- Ability to set upgrade rate per match
- Voting, kicking, balance rules
- Min / max players
- Reserved slots
- Linux server support
There will be stat tracking
Not only will this company support clans/communities, they are adding more and more support for clans/communities as they progress
Instead of the BF2 engine, it is using the “Unreal Engine 3”, reportedly a HUGE step in performance.
They plan on putting out content on a regular basis, from maps to new vehicles and weapons. (The company is promising it will NOT be like EA.)
A Massive amount of destructible scenery. Here’s a quote from the head programmer: “What we didn’t want to do was bring buildings right down to the ground, like the entire structure. If that happens too much, you can get kind of “destruction fatigue” from that. What we wanted was to make it more strategic. So, if you have a wall, you can create a new path by blowing through it. Or if you have a bridge, you can blow it up to impede the enemy. But you can’t just lay waste to an entire city.”
Frontlines 1 will be focused on infantry, land and air. However they are planning on naval wars shortly after. Air vehicles will be a bit easier to start off in then DC. However all vehicles has an expert mode you can put them in while in flight, allowing skilled pilots to out maneuver other pilots.
Unlike BF2, “Frontlines” will ship with at least 2 game modes. “Frontlines” itself is one of them and more will be coming post ship. (TDM, DM, CTF, Conquest, etc.) Also, it will have Spectator mode, but not recorder mode (in the beginning)
Game play - Frontlines will set itself apart with a rich storyline, next generation vehicles and weapons that add a new level of gameplay. They have truly enhanced the gameplay experience by creating a unified front that your teamwork depends on. In order to move this front, you have to work as a team to defend it and attack the next front to achieve victory. This combined with next gen weapons such as drones, deployable mountable guns, gunships, MOABs, fuel air bombs, etc.. allow you to experience the next generation of warfare based on real upcoming designs. You can also expect the fast paced, skill based gameplay of DC to be present in Frontlines as well. They made sure most of the weapons can be used easily, but can be mastered for greater reward. This include recoil based weapons, (not spray and pray), advanced flying physics, tunable rocket systems (proximity or lock), vehicle weak spots, etc..
Huge Mod support; They plan on shipping a full suite of tools (most of the tools they used to create the game)
- Level editor, capable of creating Multiplayer and Singleplayer missions
- FX Editor
- Material Editor
- Maya tools for creating vehicles, weapons and characters "
Video: http://www.frontlineswar.com/download.php?file=1
Website: http://www.frontlineswar.com/index.php?page=screenshots
Looks pretty good ehh?