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The gameplay of Futurewar

In Futurewar, two teams, with the designated colors red and blue, battle eachother. The main goal for both teams is to capture a series of flags in a domination-style gameplay. There is no pseudo-complex player character experience system, no weapon buying, no ranking system or anything similarly useless (We all know that we should buy the Colt/AK in CS, what are the other weapons good for? Just to confuse newbies.). Futurewar teams, similar to TFC, are based on six simple character classes:
The Scout, the Soldier, the Weapons Expert, the Demoman, the Support and the Spy.
(The classes are closely oriented on TFC classes. The Scout and the Sniper are basically combined in the Scout, the Weapons Expert is an enhanced Heavy Weapons Guy able to deploy his gun as static defense, the Support is an advanced Medic also able to recharge weapons and repair armor... and so on. Nothing comparable to engineer and pyro tho, because they'd both be useless in the large world of Futurewar -if the pyro wasn't already in tfc.)
Each of these classes has an unique set of weapons, gadgets, advatages and disadvantages that will make each of the classes powerful and invalueable in their own way, while also dependant on the help of the other classes.

Futurewar makes use of the extended map limits of HL2 to provide larger maps for a higher number of players, while trying to keep network overhead to a minimum so that large games become possible and performant. Fighting in a decaying modern day city, you will find signs and locations familiar to you so that orientation is easy - just find a subway station and look at a map, or use roadsigns telling you the location names - but the maps are also relatively linear, so the risk of getting lost isn't given.
To increase the amount of tactical options on the large but linear maps, Futurewar offers a multitude of ways to interact with your environnement. For example, your team can capture subway stations on the map to speed up their reinforcements to the frontline - but if an enemy can sneak through and capture a station, it might break the connection and you'll have to walk by foot until you can recapture the station.
Or maybe you can find an old vehicle, a truck or a bus hidden in a sidestreet that you can use a transport or combat vehicle? Maybe you will have to solve a riddle to get them that requires teamwork? Maybe you can access a health restoring station foryour team by building a bridge to an adjacent building using a wooden plank? maybe you can carry heavy barrels that you may occassionally find to the frontline that serve as cover and stop enemy vehicles trying to overrun your team?
All these interactions are offered, but it's up to you to use them - all special useable items are clearly visible, but it's up to your mind finding a use for them in order to support your team. The only way to win and only goal the game imposes on you is getting those damned flags.