Plant a bomb and blow it up!
All the day you'll have good luck
Afterwards for Quake III is an up and coming total conversion. They're putting in new weapons, maps, play modes...the works. This team is aiming for the big time, to sit along some of the more popular Quake III conversions out there claiming servers, but do they have what it takes? The recent beta release is a time for players to test the features offered, and for the creative team to test the waters of the community. From what I can see, this should be a good match.
The Afterwards conversion takes two popular game styles, and mixes them to offer something that stands out on it's own. Taking some of it's feel from the "realism" side of the tracks and mixing it future technologies (but not too far in the future) and a solid plot that lends itself very well with the gameplay. The experience seems much deeper than the common anti-terrorist plot thanks to the way they have involved the story line with absolutely everything about the game. The design here is a real strength. Before we talk to the team, here's the background on the story I've talked about so grandly. THis portion was ripped right from the Afterwards pages and is where you should be going for details on what Afterwards has to offer in the availabe Beta release.
A so far unknown physical effect, later called the "Starfire-Effect", generates a huge solar explosion. Millions of tons of hot plasma are thrown into the solar system and reach earth one hour later. The landscapes facing the sun burn completely down in a rain of fire, which goes down over the unprotected earth's surface.
Chaos everywhere. The only country which can preserve law and order is Australia, because this continent was less impaired by the "Starfire-Effect".
The few survivors gather in small groups called the "Wasteland Tribes". These clans are spread over the whole globe. The rain is still black because of the ash in the atmosphere. The normal climate collapsed worldwide since the solar catastrophe. Fertile grounds turned into deserts. In the northern regions massive ice caps cover everything.
The australian government decides to leave their continent to civilize earth once again. Subsequently there are a few minor struggles with the Tribes, which claim some regions for themselves.
Several australian settlements in the former european and american countries are under attack by Tribes forces. The Australian government decides to protect these settlers with their army. After the "Starfire-Catastrophe" the australian army is by far superior to the Tribes. But they have discovered some advanced weapons in old military facilities and have trained their own guerrilla forces.
So far I'm quite impressed with the beta of Afterwards for Quake III and I encourage those especially that enjoy theme-thick playing environments to watch this one closely. Now here's what the crew has to say about their work, the community and more.
Pappy: Tell us a bit about the project.
Our project is called AFTERWARDS and it plays in the near future. The whole globe has
been devestated by a solar catastrophe named "Starfire Effect", which burned down much
of earth's surface. In this post apocalyptic setting the Australian Army fights against
the Wasteland Tribes.
Two gametypes are featured in AFTERWARDS: the classical DM (I do not explain this one!)
and the tactical mode. The latter is round (you only respawn once in a round) and team
based. Each team has to accomplish certain mission objectives, depending on the map. I
think our objective system is more flexible compared to others (for example CS), because
the mapper can put together the mission of his map quite freely (he has no restrictions
like the bomb defuse or hostage rescue setting). So we achieve much more diversity.
To create the post apocalyptic atmosphere in AFTERWARDS we had to change Quake III quite
a lot: our programmer Herby made extensive changes in the code (new gametypes, visual
effects, modified animation system), SparX has built all the new maps and composed new
sounds and I am responsible for most of the new models..
Pappy: Have you been encouraged by the Betas you've released or Alphas you've tested under a closed atmosphere?
We extensively tested AFTERWARDS during several LAN sessions, which was really fun. There
we especially focused on the gameplay balance. So yes, these sessions encouraged us quite
much to do some further improvements in the mod.
Pappy: How long has the project been in development, and using this as a guide, how long do you expect it to take before it's a completed work you can sit back from and smile?
I think we started in spring of this year. The development time is around 6 months. But
we could only work on the mod during the weekends Herby excepted.
It is difficult to say when AFTERWARDS will be finished. Certainly there are some
other betas planned. Currently we try to figure out the new features for beta2. But at
this point I only could speculate when the final version of AFTERWARDS will be released.
Next: More Afterwards goodness