Portal wars
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Portal Wars is a first-person shooter developed in Second Life by Deevyde Maelstrom. It was first intended to be a grid-wide game in which three different factions would compete for objects in fixed locations that would allow players to resurrect.
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[edit] Gameplay
Portal wars players would be divided into 3 factions: the Physicus, the Magus, and the Nox. Physicus relied on technology, Magus on magic, and Nox on stealth and strength. Most games were either pickup games or arranged beforehand. The objective of the game was simple: Capture the Resurrection Shrines. After getting a certain number of points through kills or from an administrator, the player would level up and get more EP (Equipment Points). EP governed which and how many weapons the player could be wearing at once.
[edit] Factions
[edit] Physicus
Belief in the power and strength of technology was what drove the Physicus. All weapons used by them were given names to rival the technological aspects of the weapon.
[edit] Magus
The Magus ruled through magic. Weapons used by them would take upon physically impossible aspects and would look like something out of a fantasy RPG.
[edit] Nox
Deadly and swift, the Nox were a chosen few. To become a Nox, you would have to be chosen by Deevyde himself. Nox was the only faction that you couldn't choose to be in. The Nox fought with One-Hit kill claws, deadly longer-range weapons, stealth, and knowledge. The most unusual aspect of a Nox player was that he could pretend to be of the Magus or Physicus. He/She had the ability to mimic the appearance of a player of the other faction, allowing it to blend in. In instances that the Nox was not hiding as a member of another faction, the Nox was able to turn invisible. Running from a Nox was usually futile, they had a tool that would let them know exactly where everyone was at any moment.
[edit] Unique Aspects
Although coding was primarily done by Deevyde, the majority of weapons and other worn items were player created. A player would create a weapon's shape, write a notecard on what the weapon would do, then give it to Deevyde, who would then revise the notecard and put it into the game in the next version.
[edit] Versions
Version 6 was the final working version of Portal Wars. It was implemented in 2006 and added new weapons, a new distribution system, and new stats features.
Version 7 was supposed to be a huge revolution in Portal Wars. The main thing that Version 7 would introduce was damage to objects. This would allow vehicles, destructible walls, and automated turrets. It was supposed to finally turn Portal Wars into a Grid-Wide game. Production on Version 7 fell through as Deevyde decided to work on other projects.
[edit] Links
http://www.secondlifeherald.com/slh/sights_and_sims/index.html The Surrealistic Playground of Brainiac HQ ( july 29 2005 )
http://www.tinypirate.com/index.php/2007/05/19/searching-for-fun-in-second-life/ Searching for ‘Fun’ in Second Life
http://gwynethllewelyn.net/2005/09/ Marketing Second Life

