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    PlanetQuake | Articles | Interviews | Big Fuzzy Focus: Modifia (Hunt mod)
   

Big Fuzzy Focus: Modifia (Hunt mod)
The hordes have hit Q3A and the hunt is on!
— by Pappy-R


 - click for full size image
In the Gang mod, everyone gets a flag!

Introduction

Modifia is home to mad mod maker, Jürgen Hoffmann who's given tons of monsters a home in his Hunt mod for Quake III. But that's just the tip of the iceburg for this handy and insightful coder.

With three full mods to offer Quake III players on Modifia, the action is almost never ending. Railor and Gang are two modifications in the true sense of the word. They add gameplay that's not too far off the norm, yet exciting and fun in their own right. But it's the Hunt mod that has made his name echo the halls of the Quake III community and even inspired other creations, made possible through his vision of what is possible.

The Hunt mod offers varied gameplay to keep things hoping, but the biggest thing to hit players in the face is it's ability to flood the screen with a large number of monsters (not unlike Serious Sam) and yet remain playable without an ultra beefy gaming PC. If you can run Quake III, then you can enjoy the minions of Jürgen Hoffmann.

Sit back, relax and read the following Q&A, check out the pix and then get into this one. It's gonna grab ya with a ton of hands, hooks or whatever you choose to face.

Interview

Pappy: Tell us a bit about the project.

Jürgen: Hunt is a Q3A modification that adds co-operative multiplayer missions against monsters. It also supports all classic gametypes, with new twist like the monster launcher.

Most shooters that support co-op gameplay are actually single player games that other people can join. My goal is to create a co-op multiplayer game that also can be played solo. That is, I try to combine story with replayability.

Currently, Hunt is very replayable, but there's no story. I intend to achieve this by adding more co-op gametypes, then connecting them via a mission generator. But these plans are still very vague.

Pappy: Have you been encouraged by the Betas you've released or Alphas you've tested under a closed atmosphere?

Jürgen: No, absolutely not. Well, I had a lot of fun playing Hunt, but my friends didn't like the first versions. After a while it got really hard to convince them trying new versions.

On the other hand, when I finally released it, the reaction of the web community was very enthusiastic, though a bit sparse at first. It seems the constant criticism was worth while!

I rarely get bug reports. This either means I'm a good coder, or people are just too lazy... :)

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?

Jürgen: I've started coding Hunt in 2000. I've collected enough ideas to keep coding until 3000. Hmmmm... considering testing and bug fixing, I'd say everything is complete around easter or christmas 4000.

Well, seriously, it's really difficult to estimate, because I have lots of plans and ideas, but I can't tell how much of them I'll be able to implement. I'd say at least 80% of the planned features are still missing. I don't dare to worry about working hours!

On the other hand, I already smile a lot when I play Hunt at a LAN party!

Next: The Hunt continues


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