Ohhh, this health spell feels so good!
Maldavria can be a beautiful place. The green rolling hills, picture perfect sunsets...and battle, lots of blood soaked battle. Some of the most intense battles you'll know since it all boils down to basics. Good and evil fight to the death, and many times to claim victory for their God or Goddess! Maldavria for Quake III is teamplay with a double edged route to supremacy. I'm just going to use the nice HTML readme file to break down the basics of play since it was all done up so well.
The primary objective is to simply obliterate the opposing race so that your God(ess) can control the Artifacts forever. However, both races are protected by their God(ess), so that when they die, their souls are saved and restored in a new body. By controlling the Artifact long enough, your God(ess) can remove the opposing races soul protection for a short time. This is known as Zen'Devol, which means "the harvest of souls". When the game ends, the race whom have destroyed the most number of souls wins.
Simply touch the Artifact in order to bring control of it to your God(ess). It will glow with your races color (blue for Melazin and red for Garaehl). As soon as your race have control your God(ess) will start gaining power. As the control swaps between races, the power gained remains. After enough power is gained, the game enters Zen'Devol.
When Zen'Devol occur, it means your God(ess) has removed the opposing races soul protection. It will only be gone for a short time, during which you must slay as many souls as possible. Since your race still has the soul protection, you will be reborn as usual. When Zen'Devol ends, the battle for Artifact Control continues.
Now just take all that and add in some of the most immersive environments you can imagine in Quake III. From the voice of your God or Goddess guiding and commanding you to the detail in the fortresses, this one is going to draw you deep into it's world. With all the effects cooking, even this first public Beta is hearty and dazzling, I can't imagine how far this team will take Maldavria in the releases to come. Now let's talk to Henrik "J_Lucius" Johansson, Project Leader, Game Designer, Programmer and Web dude for the band to see just where the project gets it's power.
Pappy: Tell us a bit about the project.
J_Lucius: Maldavria is an extensive teamplay modification for Quake III Arena. You take on the role as a warrior fighting for your race and it's God.
Devine items known as Artifacts gives your God the power to permanently destroy the opposing races souls; naturally through the use of his worshippers: you. Gameplay is divided in two phases where you fight for Artifact Control in one and try to destroy as many souls as possible in the other, known as Zen'Devol.
The warriors in Maldavria are equipped with futuristic weapons and ancient magic... an odd mix that I think we managed to pull off quite
well. we changed almost everything in the game, adding hundreds of new textures, models, skins, sounds, effects and more. Codewise we implemented entire systems to deal with spell casting, character creation and experience levels among other things. One of the goals were to achieve very high replay value and with the ability to create your own character by choosing attribute levels, spells and weapons, I think we
achieved that goal. The thought was that you should be able to get an RPG-kind of feeling when playing, without losing the charm of just
jumping in to a game and play for thirty minutes or so. Sort of a Mini-RPG system if you will.
Pappy: Have you been encouraged by the Betas you've released or Alphas you've tested under a closed atmosphere?
J_Lucius: Yes, very much so. After only 2 months of development, we had a LAN where we tested the basic functionality of gameplay, weapons and spell
casting. It showed that we were on to something unique and fun. Once we got the character system in place and we started to create characters
, the potential grew even more and the scope of Maldavria was starting to become bigger than we ever could have expected.
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?
J_Lucius: We have suffered tremendous drawbacks several times during the development cycle, so what should have been 6 months has taken us 19 months.
But it's not only drawbacks; as one part of the mod became better, we had to improve on the rest and that also kept us
adding more stuff, modifying etc.
I have no expectations on a final date right now since we are planning to take on board a bunch of new people on the team and the full effect of that is hard to predict. But it's only the first version we're releasing, there will be many more, I can say that much. We plan to expand on the current systems to start with, adding some 20-30 new spells and a few weapons, but also adding a new attribute in addition to the five we have now. The new attribute will provide defensive capabilities for the character and we plan to
push the limits of user creativity with this new attribute.
Next: More magic awaits!