![]() ![]() ![]() I spoke to him recently, and I was talking to him about the possibility of releasing it, at least the first stages of the game, I'm especially interested in the Unreal part, before it became such a different game. (especially that early skycity map is just "must have" for me) But not really my cup of the tea, as in I'm sure it's nice to look at and that they were first introducing some features into the dated engine.īut to me, the real thing I'm thrilled about are the FPS parts, I can't help that. The stuff that came after even though it's still using the UT engine, is very impressive and looks more like something on Unreal 2 or in between. My favorite versions from the looks of it are the early Unreal one (where it's more like Unreal MP2) and then the early UT one where it's a new game but still FPS. I was really thrilled by the idea of playing it because in my opinion the early Unreal stuff would make a great MP2.Īnd even as a game, the UT stages are interesting, but later it completely went away from the FPS. He was surprised I took such interest although I am worried why he stopped responding more than two months ago now. He did want to release some kind of polished version of the latest stuff as a mod too, but never finding time/people to do that. The screenshots always looked impressive and the guy had organized a development team. I don't think anyone meant anything serious by it. It became a running joke in the #unrealed IRC channel. He caught a lot of flack for some reason. The author now works at Valve.Īlien Legion? That project was run by a guy named Strife. ![]() Eventually I started using the BSP editor whose source code was released a few years back. When I first got into Quake, there weren't any public level editors. I also have a few Quake add-on type CD-ROMS with all sorts of stuff. ![]() When I'd come home on leave, I would load up CD-ROMS with Quake related content (user maps, editing tools, docs, etc). I was in the military when Quake came out. LEOTCK wrote:Not even threewave? Either way, remember that there was that Abyss Of Pandemonium expansion which was kind of like Mission Pack 3 though without direct acknowledgment from id? With Quake 2 something similar was with Quake 2 Zaero (I'd like to ignore the heavy model swap commercial expansion/mods like juggernaut, blergh), though Zaero had higher standards than abyss even. Just to illustrate these screens are from the last phase of developement: Plus count that engine switch of three to four times. The developement, counting from the early Quake times, took nearly 10 years as far as i remember. However it went onto distancing itself from the Unreal world, until becoming a very different game with the name Helix: Alien Legion. This in which stages (being after rtnp of Unreal), could very well be the MP2 we were all waiting for. The project started evolving and by the time it went to Unreal it looked like this: However if things went through the "Alien Savior" would be another "Abyss" so to speak. Not even threewave? Either way, remember that there was that Abyss Of Pandemonium expansion which was kind of like Mission Pack 3 though without direct acknowledgment from id? With Quake 2 something similar was with Quake 2 Zaero (I'd like to ignore the heavy model swap commercial expansion/mods like juggernaut, blergh), though Zaero had higher standards than abyss even. One of two long lost level design articles produced by Rogue Entertainment which pertain directly to the Quake engine.Īrticle about producing artwork for the N64 version of Quake 2. I can prove it came from Rogue's website which is important from a historical perspective.Īs time goes on, and hopefully more lost information is presented, these threads can source the beta wiki. Today I found the Quake C (.qc) file package for this add-on. I mean, locating the level editing stuff released for that add-on was difficult. They developed one of the mission packs for Quake. This idea came to me while browsing the now long-gone Rogue Entertainment website. Back in the day it was Quake versus Unreal. We have a heavily populated thread dealing with Quake binary releases, but absolutely nothing about the actual development history of Quake. What do you think? My justification for creating this thread, is that Quake stuff is scattered across the forum. I'm not sure if the inclusion of every game in the series would be too much. I'm hoping we could put all the Quake (1) stuff here. By itself, that thread could provide the source content for an entire website. I think Dan had an excellent idea when he started the 'Unreal 1 Development History' thread. ![]()
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