Maps begging for action!
Pappy: What have been the hardest goals to achieve to date, and do you have them licked or still on the drawing board?
The most difficult thing for us was to understand how Quake III works at the beginning of
the mod development. Especially our programmer Herby had a hard time to get familiar
with the code.
Pappy: Was it difficult getting a team together, and are you still looking for help?
All three team members knew each other already prior to the AFTERWARDS project. So it was
no problem to gather the team. But still we could use some help form talented mappers.
Pappy: What do you think are the strongest points or features about your project that will attract players?
We tried to make a mod which is just fun to play, and in my opinion that is the
strongest point of AFTERWARDS. The new maps and models contribute much to the mod's own
atmosphere too, so you really enter this post apocalyptic world. Another strong point
are the flexible mission objectives and the bot support for DM (bot support for tactical
mode is planned for beta2).
Pappy: How open do you think you are to community suggestions, and have there been many?
We always tried to be open for communitiy suggestions. Especially our beta testers have
influenced the gameplay balance quite a lot. The name "Wasteland Tribes" was also
invented by a community member.
Pappy: Why did you choose the Quake 3 engine for your work?
We have chosen the Quake III engine for two reasons: 1) it is a really powerful and
up-to-date engine, 2) there is an experienced community and good support if you have
a probelm (thx to Code3 Arena).
Pappy: If you could have anything you want happen with the project, what would that be?
I would like that many other FPS fans have a lot of fun with AFTERWARDS and that we will
find many permanent servers for our mod.