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Quake 3 Fortress Interview


Es gibt zu dem Q3 Mod Fortress nun ein Interview (engl) auf 3DActionPlanetmit dem Projektleiter Paul "Locki" Wedgwood.

3DActionPlanet: In what way does Q3F Beta 2 differ from the other modifications out there that are of a similar genre?

Paul "Locki" Wedgwood: Being completely objective :)… we think it's leaps and bounds ahead of anything else out there at the moment. We have easily the most comprehensive support within our advanced entity system for different game-types. In fact a level designer could create anything from a single player obstacle course to a fully goal-oriented team-battle using Q3F Beta 2 as a base. Within that level he can dynamically display information on any surface he wishes (for example large in-map score boards) by using our new Panel Entities, while using special features like our Portal-Skies to provide incredible detail for the horizon.

I think the first and most important difference is the Quake 3 engine. Aside from being the most technologically advanced in terms of graphics and speed, it also lends itself very well to modification development. It's certainly a platform I'd recommend to anyone wanting to get in to the mod making scene. If I were ever to start a commercial games dev company, my first thought would be to use an id based engine.

Within Beta 2 we also have a new system called 'Game Indices' which allows for multiple game types using the same map. As an example Urban Warfare (one of our upcoming levels) will have support for Assassination, Capture and hold plus Capture the Flag game modes, all within the same basic BSP (a map). We're actually able to move walls around, and section off or remove entire areas of a level on the fly for a different game mode. The whole of BirdDawg's team is working really hard to outdo our previous achievements with Beta 1 level design.

All of this is based around a new user-interface that we hope will provide a very immersive experience. We've worked very hard on what we expect to be one of the most impressive front-end UI's yet seen in a non-commercial game.


11.06.2001, 10:20 [Joe]