>>15084280
The main reason why all this weird shit gets made (Reflex, Quake Live, Warsow) is because Q3A's assets belong to id yet things like ioquake3 are GPL'd, and CPMA is a proprietary, funky old mod that needs a rewrite. So Zenimax/id won't use ioquake but will use the assets and modify the original engine, and makes some CPMA-like mode. Some CPMA devs make Reflex but its some new engine, Steam only too. Warsow was weird frog ideas and open source (based on Quake 2 engine for some reason) but ended up being cel shaded CPMA with tall maps, a gunblade as a starting weapon, and a dash/walljump button.
Very few are gonna play weird CPMA with tall maps anymore because they're all Steam addicts, plus its just different enough to bother Q3A/CPMA autists, and its harder to learn if you don't play CPMA first (plus you're playing against some of the very best Warsow players typically), and the non-Windows OS audience won't play Quake Live or Reflex because they can't. I'd just like a souped up FOSS modern Q3 engine fork with the features you'd expect using OA3's (NEVER EVER) assets with a FOSS CPMA mode in addition to the vanilla mode. Then we can stop having redundant work being done on Q3 clones and we can move on.
Warsow needs to finish what they started with the gunblade and change up all the weapons and it probably needs to refine the movement somewhat too.
>Look at fighting games, there's tons of mechanical variety between each game that makes them stand out from eachother
To me they don't really stand out from eachother at first glance, its the same level with a different background for most 2D fighters, its arcade controls but with different movesets between different franchises. 3D fighters basically get a boxing ring most of the time, sometimes with an endless drop at the edges. Smash seems to be the last innovation in fighting games as far as I can tell, but then again I don't really play fighting games, so maybe I'm missing some obscure game that nobody ever played that was totally unique.
>How about weapons which cancel incoming projectiles?
In Xonotic/Nexuiz it was possible to destroy your enemies projectiles, I'm not sure if you can still do that since it was always kinda hard to pull off intentionally.
>How about being able to shift your point of gravity so you can walk on ceilings?
That was done in Xonotic via warpzones but its kind of odd. Main issue is that it is very easy to get lost with that many warpzones (the map sort of folds over onto itself like an impossible stairway), but then again the map just used the same texture for everything. Plus it kinda comes off as a bad gimmick when its overused like that, perhaps just a section of an otherwise normal map should have a part where you can go upside down.
>How about arenas being more dynamic, either through destructible environments, means through which you can change the layout of an arena or control gates and paths to lock off your opponent's route to an item or you?
I'm pretty sure that gates on switches is doable, and its probably in a map somewhere for one or two of these games, but locking up the map sounds tedious. IIRC there is a Quake map with a switch for a deathpit somewhere.
>How about being able to temporarily 'freeze' the timers of certain item spawns and mess with your opponent's timing?
How is that different from just taking the item when the other guy isn't present or close enough to hear?
>yet the only game to feature Duel with matchmaking is Quake Champions, but merely adding new shit on top instead of messing what is present isn't what anyone really wanted
I think Warsow has some sort of rudimentary matchmaking, but most AFPSes userbases are too small for matchmaking to be worth it.
>>15085443
Gin and xontonic?