Author: V3N0M <[email protected]>     Reply to Message
Date: 4/11/2004 12:36:00 PM
Subject: RE: Static - New WFA Ideas

Once upon a time there was a game called Quake. Quake allowed for players to modify the way it played via modifications to it's game code (written in 'QuakeC'), which were called mods. You could also design your own levels for the game, called maps. These maps were also capable of changing the way the game played.

A guy named Zoid started making 'maps' that introduced 'Capture the Flag' style gameplay (from the childhood outdoor game) to 'Quake' where you'd have to find the other team's key and return it to your base. Eventually he started coding new rules so that it mimic'd the childhood game moreso, and included its own flags (instead of the originally used keys) and evolved the maps further into levels with symmetrical bases.

Further on down in the lifespan of 'Quake,' some others decided to take the idea of Zoid's Capture the Flag (CTF) and make it more advanced/strategic via a concept of having each player take on a role or 'class.' This 'mod' was called "Team Fortress" and became hugely popular amongst 'Quake' players.

Once Quake's sequel, Quake II was released, the people behind 'Team Fortress' began working on a 'Quake II' version, but then another company who was liscensing the 'Quake' engine came along and hired them to make 'Team Fortress' out of the full 'Quake' engine and sell it as a standalone game. This standalone version of 'Team Fortress' never materialized, and so fans of the original 'Team Fortress' were left without a more evolved version that took advantage of the improvements and new capabilities of the 'Quake II' engine.

Enter the Renos, who decided to create a 'mod' for 'Quake II' based on 'Team Fortress' and its original concepts. It eventually became a 10 'class' based mod that had a fairly large following up to, and just after the release of 'Quake 3.'

Shortly after the release of 'Quake 3' some of the 'Weapons Factory' fans started working together to bring about a 'Quake 3' version of their favourite 'mod,' but had some key ideas in mind to make it better/more balanced. Thus, 'Weapons Factory Arena' was born.

Fast-forward about 3-4 years now to present time, and we've seen the release of the full 'Quake II' engine source code, which amateur programmers have refined into a more robust, advanced engine that is comparable to both the 'Quake 3' engine and in some cases, the new 'Doom III' engine.

On a whim, Shadowspawn, one of the original guys behind 'Weapons Factory Arena' decides to mate the original 'Weapons Factory' source code and game design with one of the new hybrid 'Quake II' evolved engines and create a 'Weapons Factory Arena' look-a-like. He has since labelled the project 'Weapons Factory Fusion.'

=V3=

_