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High Noon with Smokin' Guns

By Leslie P. Polzer on August 05, 2008 (7:00:00 PM)

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Since the release of the Quake 3 engine source code in summer 2005 a lot of modifications and spin-offs have emerged. One such spin-off, Smokin' Guns (formerly known as Western Quake 3), is all about classical Wild West themes: big rifles and revolvers, wailing steel guitars, bank robberies, and smooth talking. It's a game you don't want to miss.

An air full of lead: the weapons

By now you're past the rookie stage. Pick up some money in the buildings or earn some by killing your opponents. Aim for the head and torso -- these body parts take the most damage.

Try to find or buy another six-shooter, then press 2 repeatedly to equip two of them at once. You have one pistol in each hand now, each commanded by a mouse button. Reloading is a bit tricky now; so tricky, in fact, that it's mentioned in the game's FAQ: hold R and press the appropriate mouse button to reload one of the guns.

What kind of weapon would suit you best right now? Maybe a Smith & Wesson six-shooter for a skirmish in the saloon, or a Winchester rifle to defend yourself against an incoming cavalry regiment? Then again, a whiskey bottle with a piece of lighted cloth in its neck (known as a Molotov Cocktail today) might last longer if you're facing a pack of foes in a tight space.

Dynamite and Molotov Cocktails need to be lighted with the right mouse button and then thrown with the left. But watch it, the fuse will eventually reach the explosive even while it's in your hand. Dynamite will explode instantly too if it is hit by a bullet.

You can be a sniper by buying a Sharps rifle and a scope from the Equipment menu, assembling them with the Enter key, and zooming in with the right mouse button.

Be sure to check out the equipment section in the manual to learn a few more tricks. Specifically, take a look at the descriptions of the knife, the Gatling gun, and the explosives.

Whatever weapon you choose, you can be sure that it conveys the Wild West feel. The guns have magazines of an appropriate size and a realistic rate of fire. They are pretty loud, too. The only thing I miss is an aim that is influenced by your movement speed, your body position, and the recoil.

Duels, bank robberies and other adventures

Aside from the classic Deathmatch, Team Deathmatch, and Round Team Play game modes, SG comes with a bank robbery mode, where your team has to either steal or protect a money bag, and a unique duel mode. Bank robbery maps start with br_, duel maps with du_, and deathmatch maps with wq_.

In round-based game modes (Bank Robbery, Duel, and Round Team Play) you can buy additional weapons, equipment, and ammunition at your starting area. In the Deathmatch and Team Deathmatch modes, where you respawn instantly when you die, you can buy stuff at any time.

Duel mode deserves some extra explanation. The map you're playing on is divided into separate areas, each of which serves as a fighting ground for two duelists. The game play is round-based; for each round, the players are matched up in pairs of two and assigned to an area each. The duels then run simultaneously.

You're only allowed to buy six-shooters in this mode, and buying is only possible during the opening sequence at the beginning of the round. Directly after the start of the duel, you don't have a cross-hair to aim with. After some time it fades in, thus giving players with a good eye the edge over their opponents.

What makes Smokin' Guns so great

Smokin' Guns' weapons, maps, player models, bot taunts, and music all contribute to a highly atmospheric gaming experience. Considering that most of today's commercial games focus on better effects instead of innovation, Smokin' Guns is a real feat for free software.

I'd only wish for smarter bots that will actually rob the bank and more players on the Internet servers. Perhaps we'll meet someday at high noon in Coyote Canyon?

Leslie P. Polzer is an independent professional specializing in the development of dynamic Web sites.

 

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High Noon with Smokin' Guns

Posted by: Anonymous [ip: 69.242.108.31] on August 06, 2008 05:50 PM
"Chances are that your magazine will run out of bullets soon. If this happens, find some cover (press C to duck) and hit R to reload. Some guns' magazines (e.g. your Remington revolver's) need to be reloaded as a whole, while some will take individual bullets (e.g. the heavy Peacemaker revolver or the shotguns). You can move while you reload, but you won't be able to attack in the middle of doing it, so be careful."

Thanks for the review -- a fun game, and one that will run even on my low-end hardware.

If you review any more games with guns / gunplay, you might to bear in mind that there are a lot of peculiarities in gun terminology, and dorks like me who will point out when they're not observed by writers. Specifically:
- Revolvers don't have magazines. In a sense, the cylinder is conceptually much like a magazine (in that it holds multiple cartridges), but it's simply not called that. Ask a gunnie about clips v. magazines, too, if you want to hear some true indignation ;)
- What you put into a gun isn't a "bullet," but something *containing* a bullet, which might be called a cartridge, or a round / round of ammunition. This may sound pedantic (it is!), but it's a bit like saying that you put went to the grocery store to buy a dozen egg yolks, if you bought the rest of those dozen eggs as well. A bullet *by itself* is just a small bit of metal; it won't get far without a case, powder, and primer, and it's this combination that gets loaded in a gun.

Cheers,

Tim Lord (timothy at slashdot)

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