It's not WW2 this time. It's the futuristic Quake 4 environment. Get ready!

As the invasion begins, players choose to battle as one of five unique classes in either the EDF (Earth Defense Force – humans) or the barbaric alien Strogg armies, each augmented with specialist weapons and combat hardware. Troops utilize over 40 conventional and futuristic vehicles, deployable structures, and defense systems like quad-bikes, tanks, and alien walkers for epic ground assaults; or helicopters and anti-gravity ships to lend firepower from the air. Throughout each battle, teams establish bases, deploy defense structures, artillery, radar, and advanced forward-command systems into enemy territory while constructing and demolishing obstacles to speed progress and gain a tactical advantage over the enemy. With realistic dynamic lighting and shadowing from headlights, searchlights and even the moon, battles can be fought during the day or night; while accurate simulation of the atmosphere, weather, and vegetation combine to create an unparalleled degree of realism. Battlefields are perfectly rendered using MegaTexture, a totally new rendering technology developed by id Software that crunches millions of polygons and a gigabyte-scale texture into a single, seamless and un-tiled landscape with unique detail down to the square inch or the un-obscured distant horizon.

Players can take on class specific missions or join a fireteam to utilize advanced command and communication options, including voice-chat and the game’s context sensitive mission order system. With bitterly contested multi-battle campaigns, each soldier fights not only for victory, but to gain valuable skills, special rewards for team-play, and persistent military promotions and medals.

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QWTA v0.3.5 has been released. Along with a fancy trailer featuring some of QWTA's more visually interesting features:


Well, it's been a little while since the last release. Life's been a bit busy lately for various reasons, so sorry it's taken this long. Not a huge number of new features this time around, this release is more focused on fixing issues that have been found with QWTA v0.3.4 and smoothing out QWTA's realism-settings gameplay a bit more.

In other news, the QWTA site has had a few minor updates and upgrades.

Changes are listed below, as usual, but some of the highlights include:

  • Certain projectiles in BaseETQW can be randomly invisible, leading to unseen death. This no longer happens in QWTA. Sadly this issue appears unrelated to the invisible Magogs of BaseETQW, so that issue remains unfixed as of yet.
  • Vehicle explosions now properly attribute frags to the player who caused the explosion.
  • Realistic settings for GDF vehicle weapons are no longer prone to rapid overheating.
  • Logistics Points have been introduced to help limit the number of vehicles in play. Players have to purchase their vehicle drops with LP, in addition to the restrictions imposed by Force Escalation.
  • A set of CVars (g_vehicleSpawnMinPlayers*) for each vehicle in the game has been added to allow server admins who prefer to run QWTA with BaseETQW settings the freedom to restrict heavy vehicles from play until enough players have joined the game.
  • The HUD now has information pertinent to vehicle drops on it, rather than hidden in the context menu.
  • The Abaddon's Plasma Beam is now affected by Siege mode. It overheats quickly when in hover mode, but if you hunker down you're able to pour on the damage.
  • Vehicle decoys have limited ammunition now, when playing with realism settings.
  • A new Class Award has been added to the end of round scoreboard, optionally replacing the oft-mocked 'Newbie of the Battle' award. The Jack of All Trades award highlights players who switch their classes often to help their team, often losing out on the single-class awards as a result..

The minority of players who were experiencing the bizarre crash mentioned here are encouraged to give QWTA v0.3.5 a try and see if the problem is solved. Hopefully, it is, but if not, please try to make a post in that thread with any information you can provide if it's affecting you, as the cause is still a complete mystery.

The qwta_default.cfg and qwta_baseetqw.cfg files are now stored in the main pk4, so players who have autodownloaded QWTA can access them.

QWTA v0.3.5 is a complete installation of QWTA, please remove any old QWTA files before installing it.
This release is so far compatible only with Windows and Linux, the MacOS binaries are still pending, but should hopefully be released soonish...

Downloads are, as always, in the downloads section.

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Post comment Comments  (0 - 10 of 61)
AlexSolomatovGrigor
AlexSolomatovGrigor

Give it 10/10, my vote - Alex Solomatov Grigoriev.

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defcon98
defcon98

Such a shame this game died over the years, but man I was blown away by it as a kid.

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Guest
Guest

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Bobfuria
Bobfuria

Has custom bot supported maps ever been created for this game?

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Avoozl
Avoozl

"It's the futuristic Quake 4 environment." I stroggly disagree with this statement in the description. ETQW's timeline is based before Quake 2 when the Strogg first invaded Earth and not during Quake 2 nor Quake 4.

Quake 2 and 4 are based around when the Humans decided to attack the Strogg and stop them completely directly at their source on the Strogg's home planet.

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Blue199
Blue199

"Stroggly disagree" I see what you did there :)

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Avoozl
Avoozl

LOL, that was actually an unintentional typo.

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Shadow85
Shadow85

I wished there were more mods for this :/

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dantles1992
dantles1992

anyone play this on tunngle?

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UNSC_SCOUT
UNSC_SCOUT

The Xbox one seems to be dumbed down, like no 1st person pilot view or the APC being a missile armed tank and nothing else.
So, does the PC version have more capabilities than console?

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