Elite Helisquad
Elite Helisquad: The 4th and 5th Colossus are two little single-player games with cross-platform multiplayer support, just in time for Star Wars Episode III . But if you’re going to support a more traditional online co-op experience, you’re going to need the Quake Quake III Arena mod to do so. Thankfully, SC2:-3D-2-3D-2 isn’t difficult to access from the main menu, and it gives you the ability to control your main character’s movement (swapping back and forth between your point of view, as well as shooting and clicking to send your other weapons skyward), and players can also fight for kills in quick succession using our own ‘twitch.tv’s speedrun feat, and the most stunning death that I can think of.
http://www.youtube.com/watch?v=1a49cUNB3x4o
They’re both very similar in their design, with the same kind of interface that you’d find on the Quake II Mod. While it’s hard to talk about the mod’s graphics without mentioning the console port, and the fantastic keyboard and mouse controls, the port on the PC version is the closest the game has come to making it feel as good as the original. However, there’s still a lot of work to be done to get this port up to snuff in the first place.
In terms of the controls, I have to say, I feel the biggest improvement over the original was the camera, which I feel feels a lot better now. A little bit of this has to do with the amount of detail on the actual characters in the game. It’s still an in-depth and detailed version of what Quake players have come to expect from id. There’s also a lot of technical work to do to get the PC version up to snuff to the high standards that are available. But again, it’s not just about graphics. And I feel that in general, Quake has always been a game that needs a lot of care to get up to snuff and to make it run really well on the system of a PC.
Q: Do you think that this port will be able to stand up to the older games that have come before it?
A: Yes, it’s a technical challenge. But on a purely technical level, yes, there are issues. But the one thing that’s very important for me, which is to preserve the Quake experience, is the graphics. When you look at the games that have come before it, it’s a little bit different. There are different settings, things that are slightly different, there’s a lot of different graphics but there’s still a lot of very powerful hardware that the hardware is capable of.
RELATED: New Quake Game Has Been in Development for Over Two Years
Q: Will the game retain the roots of the Quake II games, or will it instead use 3D graphics for a more contemporary spin?
A: Yes, it will. But as far as the original Quake, you get some references to it. For example, some of the stuff you’ve seen of the Quake II code are from the Quake II engine, as a result. Some of the stuff in Quake II was created with this engine and a lot of the technology from that engine, like 3D shadowing and the water, for example. For example, we have the Darkness texture pack, which is the physics engine that is actually out-of-date with the Quake II mod and has improved by leaps and bounds.
Q: Why are you creating the game using a 3D engine?
A: The 3D engine really came about in the early days of computer games. We were developing for a simple computer system and playing the game was a hard thing to do. If we were to create a 3D game, it would have been impossible. The engine would have taken forever. The source code and engine were created with BASIC for using, while the actual game code was for software. We always had some trouble getting all these instructions to go into game code, so we started to make the engine official at the start of the project.
Q: What made you choose this engine over the previous titles?
A: Well, it was the Pentium 3. It was probably the most difficult game out of all the games. The player had to take a long time to get the basic instructions to get to the game, which was a massive challenge. Also, most of the games we created were heavily influenced by "what if" scenarios we used.
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