Free Software FPS Games Compared
An anonymous reader writes "Linux-gamers.net has posted a thorough, although harsh, comparison of free software shooters. It compares seven open source shooter games in a lengthy discussion. Few have gone to the trouble of comparing and carefully examining the genre before. The author ranks the games in the following order (best to worst): Warsow, Tremulous, World of Padman, Nexuiz, Alien Arena, OpenArena, and Sauerbraten. In making these choices, it claims to use gameplay, design, innovation and presentation as criteria and includes a short history of free software shooters in the introduction."
Wolfenstein, I still love you!
Just -1, Troll talking to another.
They missed AlephOne - the OS marathon development... Still very playable even on very lightweight equipment.
A positive attitude may not solve all your problems, but it will annoy enough people to make it worth the effort.
Comment removed based on user account deletion
What about Urban Terror? http://www.urbanterror.net/ . Just released a new version. It's a pretty fun game.
The Enemy Territory source code has been released, had it been considered I'm sure it would have come in in the #1 or #2 spot. ET is based on the Q3 engine, which has also been open sourced. Generally I'm not a fan of shooters, but I've probably spent thousands of hours playing ET. It may be that games that were developed with a closed source model and then later the source was released were not considered, I dunno, it's slashdotted.
and I'm an idiot once again, proper formatting this time!! Here is my draft copy
About two weeks ago, Joe Barr posted a feature on Linux.com titled "New Alien Arena 6.10 blows away its FPS competition" yet gave no real comparisons with other similar games. This was done in the same style as Barr's previous feature, "Tremulous: The best free software game ever?" which described Tremulous but also lacked comparisons and relations to other games. This feature hopes to be a thorough comparison of the major free software shooters.
There have been many free software first-person shooters (FPS) projects over the years, from modded Doom and Quake engines to enhance the existing games (ezQuake, EGL, ZDoom), to free art packs such as OpenQuartz or OpenArena. In 2002, along came Cube, a single and multiplayer FPS based on its own engine, including artwork, maps, models and an ingame map editor. In the freeware (and Linux compatible!) world a little-known game called Legends, a Tribes-inspired game, appeared yet remained closed-source. Filling the FPS gap in the open-source world has usually been left up to commercial companies who release their games with Linux support (i.e. Doom3, Unreal Tournament 2004, Loki Software's work) or freeware games produced by commercial studios(i.e. America's Army, Wolfenstein: Enemy Territory) or simply running Windows games run via wine. In the last few years a few built-from-scratch community-based FPS projects, most built on the GPLed Quake engines, have popped up, among them are Tremulous, Alien Arena, Nexuiz, and Warow. Some have kept their art assets under a closed license (Warow), while others have also released their art under an OSS license (Nexuiz), I consider both categories free software since well, software refers to programs, code and procedures, not artwork. For this comparison, we'll take a look at active, robust and community-developed free software shooters. Most released free software shooters are designed for multiplayer, a logical step for a game developed in an online community, however most also feature a bot-based single-player mode. While others have compared such games before, this feature seeks to be a little more thorough and go a step further, ranking the following seven games: Alien Arena, Nexuiz, OpenArena, Sauerbraten, Tremulous, Warow, and World of Padman. In ranking these games, gameplay, design, innovation and presentation (in that order) will be held as primary criteria.
7. Sauerbraten
Sauerbraten is basically Cube 2, the sequel to one of the most influential free software shooters released to date. The engine is completely reworked with brand new graphics rendering features rivaling that of Quake4. Like Cube, Sauerbraten has a built-in map editor that allows player to edit maps from within the game, making this one of the friendliest games for content-creation. The latest version of Sauerbraten, 2007-09-04, is little more than a subversion snapshot packaged and stabilized for wider distribution; the game is still in heavy development. Sauerbraten gameplay drastically differ from anything Cube offered, with simple Quake-style weapons, game effects, and the same Quake3-like FFA action. It is worth noting that Cube (and Sauerbraten) give you a weapon when you pick up the appropriate ammobox; there is no separation between ammo and weapons.While it has some cool features, the game still feels like more of a concept demo than an actual game, and with only 20-30 servers, half running instagib, there isn't much of a community following. Single player is reminiscent of Quake1, with enemy monsters in a variety of maps. The menu is actually one of the coolest I've seen implemented in a game, it spawns as an object ingame and faces you, however the lack of a main menu upon load adds to the tech-demo feel. Despite the tech-demo nature of the game, Sauerbraten has a good soundtrack, lots of maps, good quality models, well-done artwork and textures. The gameplay isn't anything astounding but with pretty decent maps and gameplay reminiscent
bzflag is a good free game, which just goes to show that fancy graphics have nothing to do with how good a game is.
expandfairuse.org
seeing as 6 out of the 7 games are Quake-based :P
It strikes me that open source has a reputation for really good code and half-assed presentation, so I wonder why there aren't many free-from-day-1 game engines :-/
I mod down anyone who says "I will be modded down for this", regardless of the rest of their comment
Why is it that open source so often implies a total lack of care for details and usability?
Lack of natural selection. If a commercial game's user interface sucks, few people will buy and play it, unless its overly hyped. Reviewers tear apart the game, word of mouth names it a real stinker, it doesn't sale, developer either goes bankrupt or learns from the mistake. Or doesn't - and goes bankrupt, eventually.
Open-source projects don't depend on sales. While this allows for experimental genres and fresh ideas, it also takes away some incentive to polish the product's user interface (bugs OTOH are more likely to be fixed).
This sig does not contain any SCO code.
Read up on the MetaModes option in xorg.conf.
Mine looks like this:And I can play ET, AA, Tremulous, etc. just fine. The second screen simply goes off when a game requests fullscreen.
Quake was released in 1996. OpenArena uses the Quake III engine.
Saying OpenArena "would be considered pretty good...in 1996" is like saying the SR-71 Blackbird would be considered "pretty good" in 1935.
It's such a ridiculous understatement that the only possible explanation is that you're British.
Unless you're really trying to push the limits of your target platform hard, programming is a drop in the bucket compared to the work done by the artists and level designers. The level designers probably have more to do with good gameplay than the programmers.
Level design is also a REALLY tedious process. Making a good level requires replaying the level over and over slightly tweaking things to get them just right. It gets old fast, and you get really sick of the level in the process. And of course you have to deal with the issues that come up from playing the level that many times. It's very easy to memorize the level you're working on, and end up making the level way too difficult because of that.