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Showing posts with label Games - Linux. Show all posts
Showing posts with label Games - Linux. Show all posts



Frets on Fire is a video game that imitates the commercial game Guitar Hero. It is playable on Windows, Linux and Mac OS X. The player presses buttons in time to coloured markers, which appear on-screen, the markers are matched with the rhythm of the music.Frets on Fire can be played by using a keyboard by pressing the fret buttons and pick buttons, although there is support for joysticks, meaning that with the appropriate adapter and/or software, various guitar-type controllers can be used as well.



Coloured square-shaped markers appear on the player's screen, synchronized with the song and are played by holding the fret buttons that correspond with the correct colour and pressing one of the pick button at the correct moment. Every ten correct hits increase thescore multiplier, which multiplies the points for every hit by up to four times. The multiplier is reset when the player misses a note or strums at the wrong time.



Features:
  • Unique inverted keyboard gameplay style
  • Support for guitar controllers and generic joysticks
  • Includes a song editor for making your own tunes
  • Compete with others on the World Charts
  • Hundreds of songs composed by the community
  • Supports importing Guitar Hero™ I and Guitar Hero™ II songs
  • Multiplatform; runs on Windows™, Linux®, Mac OS X™ and FreeBSD®
  • Open source, full Python source code available

Requirements:
  • 128 MB of RAM
  • A fairly fast OpenGL graphics card with decent drivers
  • Windows:Direct X compatible sound card
  • Linux:SDL compatible sound card; SDL library installed
  • Mac OS X: Intel processor








PlaneShift is a Role Playing Game immersed into a 3D virtual fantasy world which is free to play. Fully free means you will have no surprises of premium content which will limit your gameplay or unbalance the game. There are no limitations in skills, ranks, abilities, items you can gain with your free account. There are no time limits or additional constraints. Other similar games just advertize the "free" concept to sell you premium accounts. We don't. Servers and bandwidth will be donated by sponsors.

PlaneShift is made by a group of RPG enthusiasts and not by a commercial company. This allows us to expand the game wihout any constraint or limitation.

PlaneShift is Open Source for the client and server code, so everyone can contribute to its development!





At the present state of development, PlaneShift is not a complete game, but what we call a "tech demo". With this definition we mean that the game is still under heavy development, so you may easily find bugs, glitches and missing features. We decided to open it to the public because we want to have your feedback on improving the game and because we have enjoyed seeing our progress being put into productive use from the beginning. Apart from this, the game is enjoyable and has hundreds of active players.





Today you can explore the virtual world, interact with other players or with server controlled creatures, fight monsters, cast spells, solve quests and puzzles, improve your character, gain magical items and more.

For the future we will focus our efforts on the reproduction of a real world with politics, economy, improving the artificial intelligence of non-player-characters controlled by the server that will bring our world to life!

Our virtual world is persistent, and this means you can connect to it at any hour of the day and you will always find players and NPCs wandering our realms. You will be able to disconnect and reconnect again as many times as you like because your character is stored on the server, so you will never have to worry about saving the game. A player can start from humble beginnings and advance to greatness in whatever path they may choose.

You will use a client program to interact with our world that enables you to have a 3D view of the surroundings.




Here are 10 reasons why you should become a player and a fan of PlaneShift:
  • Planeshift is a great place to find new friends from all over the world!
  • PlaneShift is a virtual world where you've always dreamed of living.
  • PlaneShift is the first 3D MMORPG to be fully free for players.
  • Thanks to our open development process the game will be expanded endlessly for years to come.
  • Planeshift is a game made by roleplayers to bring you all the immersion you need from a virtual world.
  • A unique setting, realistic combat rules, great magic system.
  • No budgetary constraints will stop development of the world or prevent the addition of new ideas.
  • You will be able to build your house, your castle, your realm.
  • You have the option to live as an adventurer or as a normal citizen - both paths will be rewarded in the game.
  • You can submit comments, ideas, bugs and the dev team will take those into account in future releases.


Game features

The following list represents some of the features of the final product. Please remember that today PlaneShift is still under heavy development.

  •  12 playable races with unique traits!
  •  Unlimited professions through a skill system,
  •  Original magic system with six Ways of magic,
  •  Hundreds of spells,
  •  Numerous huge worlds to explore,
  •  A great number of quests to test your wit and skill,
  •  Monsters and NPCs with good AI that produce game events,
  •  A world that evolves with or without player interaction,
  •  Create your own house or castle,
  •  Politics and economy,


Client features

The following list represents some of the features of the final product.

  •  3D graphics and sounds for an immersive experience,
  •  Support for most major platforms: Windows (Vista, XP, 2000), Linux (x86 and amd64), and MacOSX,
  •  OpenGL support with advanced graphics capability through the Crystal Space 3D engine,
  •  Easy interaction with other players through messages and chat,
  •  Drag-n-drop objects between world and inventory,
  •  A complex character generator, with parents, jobs, life events, etc.,

Minimum Requirements:
Windows (2000, XP or Vista), Mac OS X 10.4.11, Linux (2.6 kernel, glibc 2.3.2), FreeBSD or Solaris
Radeon R200 (8500-9250), GeForce 4 Ti/4200Go series, or Intel GMA X3000*
2.4 Ghz Pentium 4 or Athlon XP 2600+
1GB RAM
1 GB free disk space
56k modem Internet connection





BZFlag (an abbreviation for Battle Zone capture the Flag) is an online, multiplayer video game first released in 2007. It is a first-person tank shooting game, similar to Battlezone. It was originally written by Chris Schoeneman for SGI computers running IRIX, and has been ported to other platforms including Windows, Linux, Mac OS X, BSD and Solaris.

In a game of BZFlag, players drive around tanks, viewed from a first-person view, in a server-defined world (also known as a "map"), which can be modified. Tanks have the ability to drive through other tanks, but cannot travel through buildings or other world objects. The basic objective is to destroy opponents' tanks, which are tanks of another team's color. For example, green tanks are supposed to try to destroy red, purple, blue, and rogue tanks. Rogue tanks do not have any allegiances to a certain team and are therefore able to kill anybody.


There are styles of game play that modify the objective. Styles are server-based, as the server operator chooses what style to host. If there is no special style indicated by the server owner, the only objective is the above (to simply kill opponent tanks), it is called a "free for all", or "FFA" for short. There are three other objectives and corresponding styles (four in total): a style called "capture-the-flag" (or "CTF" for short) in which tanks try to pick up an opponent's flag and bring to its own home base (a small area marked with the team's color that simply is the home of a team), a style called "rabbit chase" in which the objective is to have every hunter (colored red and yellow)tank try to destroy a particular white tank, called the "rabbit," and a style called "King of the Hill," in which the tanks attempt to stay in a certain area for 30 seconds without being killed. If they succeed, they're "The King of the Hill." Servers can change the game mode and have custom maps made to fit the properties of the game. Certain thresholds are used to catch malicious players and kick them off the server, as well as message filters, and an entire collection of other anti-cheating features. There are around 250 servers active at any given time (although only about 10-20% have active players most of the time).




Review by AppleMatters:

I stumbled upon BZFlag and I now play at least twice a day during the work week and at least once during the weekend. Here’s the premise:
You: A tank
Goal: Blast your co-workers into smithereens

Sounds fun eh? The game consists of tanks navigating around a world of boxes and pyramids. The basic controls are arrow keys or mouse for moving, mouse button for shooting and tab for jumping. You have 3 cannon shots at any given time. Once the blast detonates, your tank reloads. (all settings and controls can be changed to your liking) Sounds like a glorified Combat game from the Atari 2600 days right?

But it’s more than that. The minimal graphics create a world that is just enough to pull you in and not enough to choke your processor. This is a great example of how you could have the most realistic type of graphics but if it isn’t fun, you won’t play it. There are many different types of games you can play. You could play a straight out melee where it’s every tank for themselves. There’s also a capture the flag game where you team up with tanks.

So why the Flag in BZFlag? Perhaps the most amusing part of this game is the introduction of Super Flags. Super Flags are white flags interspersed around the playing field. Picking up a flag can give you special weapons are powers. You can score a Guided Missile where you lock your opponent in the scope and a heat-seeking missile hunts them down. You could also land the coveted Oscillation Overthruster which allows you to drive through the boxes. But there are bad flags too and you don’t know where they are until you find one. These flags can cause your scanner to be jammed, they could make you extremely obese, or they could limit you to only making left hand turns.

The best part of BZFlag is that it is open sourced. What does this mean? It means that anyone who is compelled to sit down and hack the coding can create new weapons, behaviors, and battlefields. I’m not one of those people but after joining a game on the internet, I’m glad other people are. Online, there are battles that are happening right now that contain multi-leveled worlds and game play so fast you’ll get killed every 5 seconds. These guys are serious BZFlaggers.


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Nexuiz is a 3d FPS deathmatch game project, created online by a team of developers called Alientrap.

Nexuiz is based on the Darkplaces engine. The darkplaces engine is an advanced Quake1 engine developed mainly by Forest "LordHavoc" Hale, who has been working with the Quake1 engine for many years.

A few of Darkplaces main features are Quake3bsp support, realtime lighting and shadowing, new particle effects, advanced menu system, and Md3/Md2 model support. Because Nexuiz is based on the Quake1 engine, its source code along with its content is entirely GPL.

Nexuiz focuses on bringing the FPS back to the basics with quick, lethal battles and balanced weaponry. As of the current release there are 9 weapons and 24 official maps, as well as 15 player models, with an average of 2 skins each.

Nexuiz is primarily multiplayer (though it includes a full single-player campaign, which allows one to play through the various multiplayer game types and maps with bots), and allows for hosting and joining of games. It can also support new gametypes, or whole conversions quickly applied to it (much like Quake). Nexuiz supports most, if not all, Quake modifications (although with varying functionality). Currently there are a few custom mods and maps used.

35 Map Pack
This is a community map pack compiled by Strahlemann. It includes 35 maps, and a campaign mode for the user to fight through. The map pack includes Quake3 communtiy maps, Nexuiz community maps, and some new maps from Nexuiz developers. Credit is given for all of the authors. To install it just unzip the file into your main Nexuiz directory.


Download the map pack (108.27MB).


System Requirements:

  • Windows 2000/XP/Vista (32-bit or 64-bit)
  • Mac OS X10.4 or better (PPC or x86)
  • Linux Kernel 2.2 or better with glibc

High Quality - Realtime lights and shadows on, bloom on, high detailed maps, 1024x768 or higher res

  • 1.5 GHz Intel Pentium 4 chip or AMD Athlon 1500
  • 9600ati or 5700fx
  • 256 MB of Ram

Low Quality - no realtime lights, no bloom

  • 800 MHz
  • Geforce Video card minimum
  • 256 MB of ram

What's New in version 2.5.1:

  • Memory leak fixed (important for dedicated servers)
  • Muzzle flash bug fixed
  • Six new music tracks by blkrbt
  • Better loading screen. That fixed "this app does not respond" error on Vista.
  • Better sounds by tenshihan
  • Fixed choppy mouse movement with a custom 'cl_maxfps' value
  • A few map fixes by terencehill
  • Waypoint cache: Makes bots load much faster (the cache is created from normal waypoints when loading a map with bots for the first time)
  • Bot AI improvement for CTF: more offense, less defense
  • Bot waypoint link caching for faster map loading
  • Less smoke on explosions
  • Onslaught control point availability fix
  • MinstaGib fullbright fix
  • Nick name change flood control
  • func breakable: spawn debris from correct origin
  • Race: Improve waypoints sprites for spectators
  • IP ban networking: fixed some serious issue
  • Menu item for occlusion queries to allow easy working around driver bugs
  • Fixed the "no target" cheat
  • Trail for crylink particle
  • Make crylink projectile stay visible after bounce
  • Fix network spam issue with projectiles on jumppads
  • BGMScript system: synchronizing brush models and particle effects to music
  • Many new music tracks
  • Secure RCon: do not send password in plain text (to rcon to 2.5 servers, first do rcon secure 0 on the console)
  • New sounds
  • Fixed entity networking issue causing stuck muzzle flashes
  • Fixed a huge memory leak in the engine affecting dedicated servers
  • Better loading screen

SuperTux is a classic 2D jump'n run sidescroller game in a style similar to the original Super Mario games covered under the GPL. The Milestone 1 release of SuperTux features:

  • 9 enemies
  • 26 playable levels
  • Software and OpenGL rendering modes
  • configurable joystick and keyboard input
  • new music
  • completely redone graphics

Together with a little story, we hope to provide a good gaming experience with this first Milestone release.

SuperTux is available for Windows, Linux, MacOSX as well as numerous other more exotic systems.


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Widelands is a slow-paced real-time strategy free computer game under the open source license GPL. Widelands takes many ideas from and is quite similar to The Settlers and The Settlers II. It is still a work in progress, with development still required in graphics and bugfixing. The game runs on several operating systems such as Linux, BSD, Mac OS X and Windows.


In Widelands, you are the regent of a small tribe. You start out with nothing but your headquarters, a kind of castle in which all your resources are stored. In the course of the game, you will build an ever growing settlement. Every member of your tribe will do his or her part to produce more resources - wood, food, iron, gold and more - to further this growth. But you are not alone in the world, and you will meet other tribes sooner or later. Some of them may be friendly and trade with you. However, if you want to rule the world, you will have to train soldiers and fight.

Widelands offers a unique style of play. For example, a system of roads plays the central role of your economy: all the goods that are harvested and processed by the tribe must be transported from one building to the next. This is done by carriers, and those carriers always walk along the roads. It is your job to lay out the roads as efficiently as possible.

Another refreshing aspect of the game is the way you command your tribe. There is no need to tell every single one of your subjects what to do - that would be impossible, because there can be thousands of them! Instead, all you've got to do is order them to build a building somewhere, and the builders will come. Similarly, whenever you want to attack an enemy, just place an order to attack one of their barracks, and your soldiers will march to fight. You're really a ruler: You delegate in times of war and in times of peace!

Widelands offers single-player mode with different campaigns; the campaigns all tell storys of tribes or Empires and their struggle in the Widelands universe! However, settling really starts when you unite with friends over the Internet or LAN to build up new empires together - or to crush each other in the dusts of war. Widelands also offers an Artifical Intelligence to challenge you.


In the end, Widelands will be extensible, so that you can create your own type of tribe with their own sets of buildings. You can create new worlds to play in, and you could even create new types of worlds (who says you can't build a settlement on the moon?).


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FlightGear is a free flight simulator project. It is being developed through the gracious contributions of source code and spare time by many talented people from around the globe. Among the many goals of this project are the quest to minimize short cuts and "do things right", the quest to learn and advance knowledge, and the quest to have better toys to play with.

The idea for Flight Gear was born out of a dissatisfaction with current commercial PC flight simulators. A big problem with these simulators is their proprietariness and lack of extensibility. There are so many people across the world with great ideas for enhancing the currently available simulators who have the ability to write code, and who have a desire to learn and contribute. Many people involved in education and research could use a spiffy flight simulator frame work on which to build their own projects; however, commercial simulators do not lend themselves to modification and enhancement. The Flight Gear project is striving to fill these gaps.



There are a wide range of people interested and participating in this project. This is truly a global effort with contributors from just about every continent. Interests range from building a realistic home simulator out old airplane parts, to university research and instructional use, to simply having a viable alternative to commercial PC simulators.


Flight Gear and its source code have intentionally been kept open, available, and free. In doing so, we are able to take advantage of the efforts of tremendously talented people from around the world. Contrast this with the traditional approach of commercial software vendors, who are limited by the collective ability of the people they can hire and pay. Our approach brings its own unique challenges and difficulties, but we are confident (and other similarly structured projects have demonstrated) that in the long run we can outclass the commercial "competition."

Among the features:

  • Over 20,000 real world airports included in the full scenery set.
  • Correct runway markings and placement, correct runway and approach lighting.
  • Taxiways available for many larger airports (even including the green center line lights when appropriate.)
  • Sloping runways (runways change elevation like they usually do in real life.)
  • Directional airport lighting that smoothly changes intensity as your relative view direction changes.
  • World scenery fits on 3 DVD's. (I'm not sure that's a feature or a problem!) But it means we have pretty detailed coverage of the entire world.
  • Accurate terrain worldwide, based on the most recently released SRTM terrain data.) 3 arc second resolution (about 90m post spacing) for North and South America, Europe, Asia, Africa, and Australia.
  • Scenery includes all vmap0 lakes, rivers, roads, railroads, cities, towns, land cover, etc.
  • Nice scenery night lighting with ground lighting concentrated in urban areas (based on real maps) and headlights visible on major highways. This allows for realistic night VFR flying with the ability to spot towns and cities and follow roads.
  • Scenery tiles are paged (loaded/unloaded) in a separate thread to minimize the frame rate hit when you need to load new areas.

From Publisher:

Description

Tux Racer lets you take on the role of Tux the Linux Penguin as he races down steep, snow-covered mountains. Enter cups and compete to win the title! Tux Racer includes a variety of options for gameplay, including the ability to race courses in fog, at night, and under high winds.

Your journey starts as you compete on local courses. Win and you will unlock other courses and cups that will lead you to more exciting and challenging races. Only the quickest, smartest, and luckiest will win!

Features\

  • Fun, easy to learn
  • Exciting 3D courses
  • Sophisticated physics result in thrilling rides down the mountains
  • Collect herring while avoiding obstacles for high scores
  • Race over a variety of surfaces, including fluffy snow and slick ice
  • Race in various weather conditions and lighting conditions
  • Create your own courses using any paint program such as The GIMP (no 3D modeller required)
  • Suitable for all ages

System Requirements

Minimum System Requirements: Pentium 200MMX, 64MB RAM, 20MB uncompressed hard disk space, 3D graphics card with full OpenGL support, 16-bit sound card

Recommended System: 400 MHz CPU, 128MB RAM, 20MB uncompressed hard disk space, TNT2/Voodoo3-class 3D graphics card or better, 16-bit sound card

Input Devices: Mouse and Keyboard required; Joystick/gamepad optional. Analog joysticks supported.


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Globulation 2 is a real-time strategy game which minimizes the amount of micromanagement present in the game by automatically assigning tasks to units.



The player chooses the number of units he wants to assign to various tasks, and the units will do their best to satisfy the requests. This allows the user to manage more units and focus on strategies rather than individual units jobs. There are three types of units: workers, warriors, and explorers.

There is no explicit technology tree although on most maps a pool is needed to train swimmers to fetch algae to build schools. Upgrades need workers that went through a school.

It can be played by a single player, through a local area network (LAN), or through the Internet via Ysagoon Online Game (YOG), a meta-server. It also features AI for playing with computer teams, a scripting language for versatile gameplay or tutorials and an integrated map editor.


Globulation 2 is a multi-platform (Linux distributions, BSD Unix, GNU Hurd, Apple Mac OS, Microsoft Windows, etc) free software package (released under the GNU General Public License version 3), included in several major open source operating system distributions such as Debian and Ubuntu and is rated 5 stars (out of 5) on Linux Game Tome.

FreeDroid RPG is a fun, on-line RPG in which you play the part of Tux, the GNU Linux mascot.

Inspired by elements from games as popular as Diablo or Fallout, FreeDroid RPG has the story where the world has been destroyed by conflict between humans and their robots. Tux is the only one who can save the planet from killer robots and rebels who don`t understand the word "mercy."

FreeDroid RPG is a game characterized by freedom of action, as you can freely move about each part. It has a one-on-one combat system in real time, with weapons and magic spells that help Tux in his aim. FreeDroid RPG has an advanced dialogue system that`s very important to understand the story and know what to do durng the game.

Control your weapons and spells well to let Tux confront all his enemies and have fun with this friendly penguin.









Review by Raiden's Realm :


For anyone who ever loved and played the famous Worms PC game series, then Wormux is the game for you. Even if you weren't much of a fan (like myself) of the original Works series, you'll find Wormux none the less captivating and enjoyable, and even addictive in some respects. The biggest different between Worms and Wormux is that Wormux is free, and has, in my humble opinion, better gameplay and a better interface. The control system for the game is also much easier to use than Worms ever had.

When you first load Wormux, you're greeted by a simple 5 option menu that allows you to choose between local and network play, options, credits and quitting. The network play option currently works at this time (despite the game still technically being in beta) but there's no automatic way of finding opponents. You need to jump into IRC and track someone down, and then connect using the credentials they give you in order to play someone at random. That should be fixed in future releases, but for now that's how it's done. Of course, you could always just call up your friends and have at it with each others. ;)

If you click on the "Play" button, the first thing you'll be greeted with is list of maps. The number and variety of maps in this game is totally crazy. And I mean that in a good way. The selections range from very easy maps that are loads of fun to play to some that really present the players with some very interesting challenges to surmount. And there's certainly no small selection of maps either. At last count I found the game to come with no less than 38 different maps. And that doesn't include any 3rd party maps you may install later.

Another thing to note on the map screen is the total number of playable characters. There are fourteen playable of them that I found ranging from the Firefox "Fox" mascot to Tux and even the Freebsd "Daemon" mascot. On the map screen you can also set the duration of each turn, amount of initial energy, and how you want scrolling to work. Scrolling does work fairly well, but it still has a few issues that need to be addressed in upcoming versions. However, I suspect that the developers are already well aware of this.

The weapons selection in the game is also good. The player is given the option to choose between a wide variety of different tools and weapons that can really put a crimp in their opponents game. The various weapons offered include a bazooka, dynamite, grenades, mines, bouncing balls, a super tux, and more. There's plenty of unique and interesting ways to nail your opponent for certain. Some take a bit to get mastery of, but beyond that, they're loads of fun to use.

Gameplay in general is fun. Everything is turn based, just like in a regular Worms game, so each action may inadvertently produce an unintended and rather problematic response by your opponent. But that's what makes it fun! How to blow him up without him blowing you up! ;)

The configuration screen allows you a quick and simple way to adjust any settings you want to change in the game. The options available are pretty spartan, but they do allow you to adjust a number of very important features, including the default language (there are 25 different supported languages that I could see) and sound settings. You can also adjust the Frames Per Second (FPS) of the game as well, setting it to only show a maximum number of FPS if you so desire.


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Review by Warfactory :

Intro

The deathmatch FPS seems like a distant memory in today’s market of cinematic, “realistic” shooters, and it seems to have been nearly forgotten by modern audiences. Some would argue that this style of game is outdated or irrelevant, that we have evolved past it. However, there are those of us that admire the simplicity of deathmatch games and the raw skill that it takes to be good at, let alone master, them. Considering this, I’d like to take a look at a unique open source FPS that combines deathmatch gameplay with an in-game map creation system: Sauerbraten.

Graphics/Look and Feel

Sauerbraten is technically good looking. The graphical capability of the engine is greater than that of Unreal Tournament 2004; with the light bloom, soft shadows, reflections, and dynamic lights, Sauerbraten certainly has all the eye-candy necessary to provide a fun fragging experience. However, good graphical capability means nothing without good art direction and presentation, and this is one area where the game suffers.

Because Sauerbraten is open source, the art assets come from a variety of artists. Maps are created by different authors, and there is no overriding style or game universe for them to adhere to. The gun and player models are also created by various artists. The result is a game that is artistically disjointed; there is very little style or visual direction. This is not to say that the existing art is bad, far from it; it’s just not consistent.

Also, the game’s presentation is rough at best. Upon starting the game, you are plunked directly into a map with only the menu screen open. There is no main menu or splash screen, nothing to welcome the player to the game. Finding a game online can be mildly frustrating, too, since the map editing servers are listed among the gameplay servers. Another annoying thing: the default player model is difficult to see in dark maps and makes it hard to discern friend from foe. It is simple things like this that make the game feel incomplete and inaccessible. Although most of these issues are easily fixable or customizable, first impressions are powerful, and all this can leave a player thinking, “What’s the point?”

Gameplay

The point of Sauerbraten is not the art. It doesn’t need a backstory, it’s a deathmatch game. The point is the gameplay, and this is where Sauerbraten shines. It’s apparent from the moment you fire up the game and move around: the Cube 2 engine is solid. In multiplayer, the netcode is superb. Weapon shots do not lag or freeze, they fire instantaneously, making the combat satisfying and reliable. On a good server, the amount of delay between players is so miniscule that it feels like a LAN.

The gameplay itself is fast and brutal, with powerful weapons and very quick movement. As it is with other games in this genre, the key to staying alive is constant movement and hoarding items. The weapons of Sauerbraten all serve their purposes in different situations, and power-ups such as armor and quad damage give players areas of the map to focus on controlling.

Sauerbraten comes with a variety of single player maps and multiplayer modes. The options for multiplayer include free-for-all, instagib, arena, capture the flag, capture the base, and efficiency, with team variations to most of these. Of course, the big draw of Sauerbraten is its unique in-game cooperative map editing, in which players can join a server and build a map together, switching out of edit mode at will to test their creations. Edit mode is fast and powerful, making it relatively simple to transform ideas into game arenas in a short time span.

Control

Sauerbraten uses the default WASD key setup with the numbers corresponding to weapons. By default, edit mode is bound to the “E” key, placed within easy reach to quickly switch between modes. Keyboard and mouse settings are all configurable, with the ability to any bind key to any action desired. Mouse movement is very crisp and responsive, with no noticeable input delay. In comparison to Quake 3, Sauerbraten’s movement is less “floaty”; you feel more grounded and in control of your character.

Sound

Sound is one area where Sauerbraten falters. The groans of pain are downright annoying and the announcements are slurred. In addition, the sound effect for the crossbow is a rifle shot, and jumppads make a comical spring sound that just doesn’t seem to fit. The soundtrack is great, but might not be to everyone’s taste. Other sounds, such as reloads, weapon pickups, and the quad damage hum, are good. Overall, sound in Sauerbraten is a mixed bag.











I love turn-based computer strategy games. I find them superior to the RTS games (with a few exceptions - Homeworld, Sudden Strike and some more) as I like to have maximum control over the battlefield. TBS sually have a lot more detailed units in terms of characteristics and data (but not always, read frther) and pay greater attention to tactics. Just to name UFO/X-Com games (first two ;)) or Laser Squad. And for some time I was longing for a good fantasy TBS. No, Heroes of Might and Magic (any part) is not a good TBS game ;).

One day I've found Battle for Wesnoth. First impression was not too good. The game appeared to be very simple, covering only some basic aspects of TBS. Some time later I gave BfW a second try - and removed it from my hard drive very quickly. But next day something told me to try one more time BUT to read help files and the manual first. And I got hooked up.

Battle for Wesnoth is a turn-based strategy game, with fantasy background. It's rather a "generic fantasy", without any special twists or themes. There ale elves and dwarves, wizards and druids, necromancers who summon undead (skeletons, zombies, etc.), there are dragons, knights, orcs and some other creatures. Most of them is playable, as there are six factions you can play and each of them has its own set of units.

I don't want to write here about graphics, music and all the technical details. For me a good game is a playable one and it doesn't matter if it has full motion video cut scenes or not. Just take a look at Pong ;). Graphics in BfW are nice and - what's the most important - functional. They do what they are to do. The same goes for sound effects and music, although a couple more of in-game tunes would be nice. I've been playing BfW for more than two months now and as far as I remember the game crashed once (when I tried to load a save game during turn switch, but it never happened again), so it's stable. The user interface is clear and well designed, that goes also for built-in help system (with tooltips!).

Design of BfW follows the KISS principle. The mechanics of the game are simple, but sophisticated enough to provide challenging gameplay. Units are described by a handful of attributes (unit type, health points, experience, used weapons and damage dealt during attack) and skills and traits. A nice feature is that every single unit has its own name and damage values and health points vary a bit from unit to unit (depends on personal traits and unit "personality"). There are around 200 types of units. The only thing I lack is a spell list for magic wielders. In BfW mages, druids and similar units just deal ranged magical attacks of various types, no spell list.


Simple, isn't it? But it's really enough to provide reach environment that enforces players to think. And it takes a lot of time to master BfW. The key to success is to learn how to play certain units and how to use terrain to gain advantage. Each type of terrain has defense value - the higher, the better and the value is different for different units. There's also day time factor: some creatures fight better at night and have combat penalties during daytime. Rush tactics won't work, it's not enough to have more units than your opponent to win. And you can succeed with less units if you play them well - a single archer on a good spot can be a real pain in the ass. And BfW is not a game of "sacrifice a unit, get another cheap" - it really pays back for keeping your soldiers alive. Every unit has an experience count and can level up, gaining on strength, obtaining new abilities and such. There's finally some use for units with healing skills. During the game it's important to know when to withdrawn units from the first line and send reserves to battle.

To complicate things a bit there is another factor: economy. You need gold to buy and upkeep units. And to get gold you have to capture a village. The more you own, the more gold you get each turn (and in campaigns you keep part of your treasury after each scenario). Controlling villages is another key to success. You may have many strong units, but if you have no money because the enemy captured your villages and your offensive won't break through enemy lines, you've already lost.

The last main factor is limited number of turns the payer gets to finish certain scenario. That was the main reason I didn't like BfW at first. But after a couple of games I've started to appreciate that. Fist, it's a clever way to enforce play at all. You just can't stay in your castle and gather forces. Second, it makes player to play fast and aggressively and makes the game a lot more interesting. An average number of turns per scenario is about 30, which makes the game fast and exciting It's "act or die" like on a real battlefield.

Battle for Wesnoth is all about gameplay. It's simple, but not too simple - the complexity of the game is well balanced to make it entertaining and demanding and not to overwhelm player with details, numbers and statistics. It's easy to start playing, but to it takes time to master the game. It's really about tactics, you have to exploit all disadvantages of your enemy to win. As I mentioned above "the more the better" doesn't work here and high level units can't win battle alone.


There are lots and lots of nice details in BfW that player can discover during play, like random generated maps, magical artifacts and some really nasty monsters. What's more, there are six official campaigns included in current version of BfW (1.2.4). They present various difficulty levels but the storyline of those campaigns is well done and entertaining. And it's a good way to learn how to play and find out about various aspects of BfW world (its history, inhabitants and more). Of course one can play random maps with A.I. And computer plays well.

Last but not least: BfW has multiplayer mode. And that's where the real fun begins. Although available campaigns are usually polished and well done, nothing can replace live online head to head combat. There is a set of multiplayer maps supporting up to 9 players. What is more there's a number of special maps designed for providing roleplaying experience (explore and loot) or... for playing some kind of football game (yup, with knights and mages).

Maps designed for multiplayer vary from small and fast dedicated to small skirmishes to vast fields ideal for epic battles. But most of them (most of, as I had no time to try them all) provide great fun and are well constructed. It's a real pleasure to play on them. Of course playing with real opponents differs a bit from playing versus A.I., but hours spent on playing the campaigns pay back.

BfW is an open source project. So it's free and everyone can contribute to make the game better. There's also a number of user-made maps and campaigns and a growing international community (the game is available in many different languages).

Battle for Wesnoth is a synonym of simplicity and good design combined with high playability. And game mechanics are sophisticated enough to make the play very interesting and very challenging. There are no useless unit attributes here. Of course, a bit more of interactivity would be welcomed but BfW is a shiny example how to make a good fantasy TBS. And besides all other factors Battle for Wesnoth is about fun - as every good game should be. Give it a try.


Do you like fast paced deathmatch? How about rich, colorful, arcadelike atmospheres? How about...retro Sci Fi? Then you're going to love what Alien Arena 2008 has in store for you! This game combines some of the very best aspects of such games as Quake III and Unreal Tournament and wraps them up with a retro alien theme, while adding tons of original ideas to make the game quite unique.

Alien Arena is a fast paced, furious frag fest with arenas ranging from the small, to the massive. With a large built-in player base, it's never hard to find a good match going on, at any hour of the day. The community is friendly, as well as prolific. Dozens of maps, models, and various accessories have been created by community members to add on to the game experience.

Alien Arena Screenshot Alien Arena Screenshot Alien Arena Screenshot Alien Arena Screenshot


Tournaments
Alien Arena has running tournaments and you can organize your own at TournamentFront

Current tournaments:

Qexpo 2008 Aliens For Animals 1v1 Tourney:

Each Qexpo, COR Entertainment hosts a prize tourney. This year, we decided that we would not only up the ante, and provide prizes worth 500 dollars in total, we also encouraged entrants to donate 10 dollars to the Humane Society of America, or their local Humane Society Shelter. COR Entertainment would then match every donation! The tournament is currently underway, and the standings are below.

Bracket 1
Bracket 2


Weekly tournaments:

Sunday 6pm EST: Martian Mayhem DM + Fun Round with voted game mode and map
Tuesday 4pm EST: Weekly Instagib Tourney + Fun Round with voted game mode and maps
Thursday 4pm EST: Custom Map DM + Fun Round with voted game type and custom maps

Alien Arena Informational Sites

Need help getting started with Alien Arena? Looking for clan information, tournaments or other happenings? Then check out these community built Alien Arena websites that can get you heading in the right direction!

Alien Arena Beginners Guide
Alien Enforcer Community Site

Third Party Content

The Alien Arena community is one of the most active of any free FPS when it comes to making content for the game! From maps to models, from sounds to custom HUD's and other graphics, there is a ton of additional content from which players can choose to expand upon their game.

What are you waiting for?

Download the game now!

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