Firearms (video game) explained

FireArms
Developer:FireArms Development Team
Engine:GoldSrc, Quake engine
Released:1998
Genre:First-person shooter
Modes:Multiplayer
Platforms:Windows, Linux

Firearms is a first-person shooter mod for Half-Life which originated from a Quake modification.[1] [2] Initially developed in 1998, Firearms was created as a quasi-realistic team-based FPS.[3] The mod's main feature is the large amount of usable weapons in the game.

Gameplay

In Firearms, players are divided into red and blue teams and are tasked with completing objectives. Objectives can vary from controlling areas to destroying objects. The main objective in all maps is to reduce the number of the opponent team's reinforcements to zero. Reinforcements determine the number of times players on a team can respawn. A team loses reinforcements when killed players respawn. The loss of reinforcements on a team can be stifled by completing map objectives and the direct and indirect actions of medics on the team. As long as a team has more than 0 reinforcements, players can respawn instantly. Firearms was the first FPS game to feature player-deployed parachutes.

Unlike other games, players are free to choose what weapons they want to use.[4] There are no classes (although players can choose predefined and editable weapon configurations) or a money system used to buy weapons. Instead, Firearms uses a credit system where every player can spend 30 credits on weapons. Every player receives a free knife regardless of the weapons configuration they choose. Players can spend their credits on weapons and equipment, ammunition is free and can be obtained from ammunition boxes available throughout most maps for when a player runs out.

Players can buy skills by spending skill points.[5] Every player starts out with 1 skill point and can earn another skill point for every 10 points they have. No more than 7 skill points can be obtained this way. The skill points can be used to buy skills which help the player. There are seven different skills to choose from, three of which have a follow-up skill.

Map objectives

There are five map objectives:

Development

Though development of the Quake version began in 1998, the Half-Life version of the mod was first publicly released in April, 2000.[6] Version 2.1 was released on July 7, 2000. The final build is Release Candidate (RC) 3.0 which was released on April 18, 2005. FA was originally created by Caspar Milan Nielsen, Christian Øelund, and Brian Fuller. Versions 2.0 through (RC) 2.5 were developed under the leadership and lead programming of Eric Smith (Zerk). Firearms 2.4 was included in the Counter-Strike retail package and was later awarded PC Gamer's Mod of the Year award and PC Gamer's Best Multiplayer Game of the Year Runner-up in the year 2000.[7] Firearms was at one time the #3 most popular mod based on the Half-Life engine, after Counter-Strike and Team Fortress Classic. Later versions, (RC) 2.6 through (RC) 3.0, were developed under the direction of Ben Irwin and Alex Jordan.[8] [9]

Reception

PC Gamer US named Firearms the best mod of 2000.[10] ModDB named it a runner up for Most Improved Mod of 2002.

Notes and References

  1. Web site: Gamer.nl . Gamer.nl.
  2. Web site: Firearms . dead . Firearms Mod . 2024-04-02 . 2000-08-15 . https://web.archive.org/web/20000815235630/http://www.firearmsmod.com/cgi-bin/Ultimate.cgi .
  3. Web site: 2003-01-19 . Mods of 2002 feature - Firearms mod for Half-Life . 2024-04-02 . ModDB . en.
  4. Web site: Carmitchel . Kyle . 2002-07-01 . Mod Watch: Firearms . 2024-04-02 . IGN . en.
  5. Web site: 2000-07-07 . FireArms v2.1 . 2024-04-02 . Shacknews . en.
  6. News: 2000-04-30 . Half-Life : Firearms Released! . 2024-04-02 . Eurogamer.net . en.
  7. http://www.pcgamer.com PC Gamer
  8. http://www.download.com/Half-Life-Firearms-mod/3000-2113_4-10291769.html cited as award-winning
  9. For statistics, see the Firearms mention on the Half-Life retail box.
  10. The Seventh Annual PC Gamer Awards . PC Gamer . . 1080-4471 . 3 . 8 . March 2001 .