Friday November 27 2009
Call Of Duty
Official Design Partner
Story Header

Call Of Duty: DAMN:WW's Mav Interviewed

By: Jeff Suckow - Published November 25, 2008 at 1:01 PM EST - Writer Archive
Do you think that your mod will be generally accepted by the competitive community? What kind of feedback have you received so far?

Well I would hope that it would be generally accepted. There were many controversial decisions made at the launch of the mod so they can actually be playtested. I didn't do anything really extreme, unlike promod, so I didn't expect a huge negative take for it. A huge advantage that I have is that it was the only mod out at the launch of the game in NA. This way people were forced to play with and test out some things like alternate regen and no stopping power. I have recieved mixed feedback, and recently I think it is really taking shape as what could stick for CoD:WW. Most of the positive feedback didn't really help improve the mod all that much, even though I do appreciate it. A lot of the negative feedback was useless complaining, but there was a portion that really helped balance out my changes and remove or add features.


Did the fact that CoD5 is so similar to CoD4 make things easier when you were coding the mod? What are some of the major differences between the two from your in-depth perspective?

Mav in the middle along with in$ight and aPoStlE of x3o
Well, CoD:WW isn't similar to cod4 in the style of play, but on the engine level it is practically the same. So it was very easy to port the game over and have it ready for launch day. CoD:WW uses the cod4 engine and since it is quite easy to work with since I have worked with it for months, it just made it that much easier to find bugs and get it ready to be used. Most of the coding I had done since it was mostly just functions that didn't do anything specific with the game. The two biggest things that made CoD5 different from CoD4 was the style of weapons, and the pace of the game. At first I thought going into the game the same things I did with my cod4 mod would work just fine for CoD:WW, but as soon as I played it I realized that none of that would work. The major differences are the weapons and the gameplay, but there weren't many on the coding level.


Tell us a little bit about your regen system. What makes it different from the default one?

My alternate regen system in my opinion is superior to just no regen, and full regen. In no regen the game is slowed down a ton, making so people are so crazily cautious to peek, that they just sit in a corner for 3/4 of the round, and then peek and attack at the end. With regen, stupid play was rewarded since people could jump up, get tagged three times and duck back behind a wall. It was like their peek didn't even happen since they have full HP. With my way, it keeps the fast pace of cod4 and cod2, but makes it so people have to think about what they do before they do it. What it does is when you are shot, you only regen 2/3 of the damage that you've taken. So lets say you peeked with 100 hp and get shot down to 40 hp. By the time you regen, you only are left with 80 hp for the entire time that you are alive. If you are shot again, it takes 2/3 of the difference between your previous hp and your damaged hp and regens that.


With your perspective on the internal structure of the game, you can really back up statements with hard proof right from the code. With that said, talk a little bit about the weapons in CoD5, and what features you have altered and for what reasons?

Well with the weapons in cod5, they are already fairly well balanced. The problems come that without stopping power they have extremely low damage, to where you would have to tag them 3-5 times before they would die. With my limb damages added, sometimes you could hit them with half a clip and they would still be alive. So when I put stopping power back in, instead of killing them in 2-3 shots anywhere, you can only kill people that fast to the chest or head. If you look at the actual weapon files, they have a base damage, then it gets multiplied by the hitboxes, and if you have stopping power on, it multiplies again by 1.4. I altered the hitbox damages because that is where I think true aim is, aiming at the head/chest. Only the best players can constantly track a players head even though they're sprinting, jumping and proning around.
Continued (2/3) »
Page:

User Comments

- 32 Comments

» This story has had 32 comments posted since November 25, 2008 at 1:01 PM EST.