3.0 Features

This list has some of the same features that were introduced in the introduction.

  • 1-4 human players on single computer. There can be Up to 64 pilots in one game. The rest will be computer players.
  • 6 excellent music tracks. Mostly rock, proge and techno.
  • Ground generator (GG) generates you millions of good looking 'photorealistic' levels. 6 different themes included. You can draw more themes.
  • Includes also some hand drawn levels, and you can easily draw more!
  • 47 special weapons (+different powers for many of them, so that makes over 70 special weapons total!). Special weapons include turrets, roman candles, fireballs, brickwall-makers, pilot distruptor-sticks, repeller balls and many other goofy gadgets.
  • 12 basic weapons ranging from pellet guns to super effective lasers.
  • Line of sight. Meaning that you can't see enemies behind walls. Can be toggled on and off.
  • Computer opponents with five difficulty levels. They can find their way through the dynamic environment, remember where they last saw an enemy and use some of the weapons.
  • Lots of different deathmatch game styles: "Turret war", "Defend the base", "Trench wars", "Normal deathmatch" among others.
  • Changeable display resolution, 16-bit colours.
  • And of course, freely destroyable land.
  • Different types of land: exploding, burning, water with streams, air streams, repair place for every different team, snow...
  • Running water and realistic waves (when you splash in the water with your ship, it starts to wave like you would expect). Although you can't have them both at the same time ;)
  • Speed optimization: Works fine even on older machines (most of the game was programmed on a Pentium 233 MHz).
  • Over 50 (!!) adjustable options in menus. You can really make the game behave like you want it to! Of course there are bigger "global switches" so you don't have to change options if you are happy with the game styles the game gives you.
  • Turrets (7 pieces: long range, fireball, rapidfire...), cars, troopers, gigantic insects, opening gates, teleports...
  • Troopers and cars will fight against each other also, if they're from different teams! This will create huge non-player wars. Especially if weapon loading-times are quite fast and you leave hundreds of troopers and cars. Turrets will also fight against enemies' turrets.
  • Transparent smokes and explosions.
  • Whole screen is always in use when possible. (only in 3 player game there is one empty box, so that everyone would have equally sized view)
  • JPEG and RLE-compressed graphics don't take much disk space.
  • Supports MP3, IT, MOD, S3M, WMA, OGG and XM -musics. You can put your favourite musics to play under TOU. Just copy them to music-directory.
  • Many different weapons to build a good base. Mines, smoke, turrets, distruptors and so on.

Go play the game to see more!

3.1 Frequently asked questions (FAQ)

Q: I don't want to spend all day long configuring TOU options. How to make it easier?
A: Go to options / main rules. Change the game style option there, and you'll get lots of different stylish game modes just by changing that.

Q: Why does the running water look so blocky?
A: None of the current processord could handle all that water if all the water particles were single pixels. It would take roughly 20x the calculations it needs now to make the water as fast with pixel-sized water particles.

Q: Running water doesn't have waves.
A: I know but it would be really hard to make good looking waves in running water. Maybe in the future it's possible to implement when people have faster computers (but TOU will never have this feature regardless)

Q: Frags? Why not just kills?
A: Your frags get lower when you kill a team mate. That's what differs frags from kills.

Q: Where are those odd names in the GG signs from?
A: They're generated just like the levels. That's why some of them might sound odd. We will take no responsibility of the names on the signs! The generator may generate some rude or nasty words if you're lucky ;). It once generated "touart" in a level.

Q: How long did it take to make TOU?
A: Well, it took so damn long that I have no idea how much total time was spent on it. I started it years ago, then continued it later, then forgot all about it again and came back again :)

Q: Can I get TOU's source code?
A: I'd rather not give it, since it's so bad! However, my next project will be open source.

Q: When can I expect to see other GigaMess products?
A: We're already designing a new game that will be multiplayer-only action strategy game with OpenGL boosted 3-D graphics. I have no idea when we'll finish it though.


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