![]() ![]() ![]() This is made difficult by the somewhat confusing placement of the shafts, end of level exit, and random distribution of arbitrary teleporters suggesting that the level is more optimized for deathmatch play. The hallways and rooms of the mansion are available for exploration, but eventually the player is required to find the shafts to select the desired difficulty level, exit out through the basement, and begin the first episode. LevelsAt the beginning of the game, the player finds themselves at the base of the stairs in the entrance of the X-Men's mansion. ![]() The game is notable for its surprisingly large number of coding errors resulting in broken QuakeC scripting and unreliable end of level statistics. In the years following its commercial release, Zero Gravity Entertainment has gone to release the expansion pack as freeware along with the original source code. The game cast the player as an android created by Magneto to defeat Apocalypse's army of X-Men clones and upset his plan for world domination. But with many long hours and everyone pulling together we managed to get it done on time, a massive achievement for all involved.Īlthough justifiably criticised in reviews for the gameplay and difficulty level, both areas which would have benefitted greatly from more development time, I'm happy to say the story, graphics, characters and multi-player experience rated very highly.Overview X-Men: Ravages of Apocalypse is an unofficial commercial modification for Quake, developed by Zero Gravity Entertainment under license from Marvel Entertainment Group, and published by WizardWorks who, at the time, had established themselves as the premier publisher of unofficial expansion packs to popular games. Based on the work Ryan and I had already done, and the updated story and game design for what would become X-Men: ROA, Marvel agreed to make it official and to publish the project.Ī condition for Marvel publishing the project was that it would have to be completed in time for Christmas sales that year, which meant that by the time we finalized the contract we only had 3 months to complete the game, and barely enough money for the 3 principle team members, let alone the other 15 people that would eventually be needed. Before I knew it I was being asked for interviews, offered promotional assistance, and had offers to present the project to Marvel. He joined the project, and together we started developing the characters and their abilities.Īs soon I started to promote what I was doing ( This is what the X-Men:ROA website looked like back then) it gathered popularity very quickly. Ryan Feltrin, a legend in the modding community after making Quake Rally, happened to live nearby. It turned out to be quite easy to partner X-Men characters to existing Quake monsters with similar moves or powers, so I started creating what was known then as X-Men Quake.Īs well as replacing the character models, I wanted to customize their behavior to more accurately reflect the X-Men character. I found that it was possible to replace the characters in Quake as it had been in Doom II which I had some experience in doing with Bugs Doom. In March of 1997 the very first Tomb Raider inspired me to try my hand at real-time 3D characters.
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