A Chain Attack...that's new!
Niflheim 3D has always offered some amazing looking graphics on their site to show off what they've been doing to this world of Viking lore, magic and other worldly battle. But now you can actually get it cranked up in Quake III for a first look, thanks the the freshly unleashed Beta 0.55. One drawback to this release is that it is only going to work in earlier versions of Quake III, like the target Q3 v1.17. You can feel free to test it on other versions, but the team makes no promises.
Now why would you want to bother taking the time to either run another version of Quake III, or change the version you're running now to go back in time? For a first peek at what I'm sure will be an incredible completed total conversion that takes full advantage of the Quake III engine! So yeah, it's worth the price of admission. Here's the word ripped right from the pages of Niflheim 3D to give you the smack on what you'll get with this taste.
For now, this is beta. Yes beta, as in incomplete.
So the UI and menus are not fully finished... We still need to add up our own fonts and other things
like that. We have included four fully playable characters. You have Hel, Lilith, Cerberus and Belial.
The model for Belial is not finished yet, so you'll have to get along with TankJr...
We also included the Cherubs. If you play in soul capture mode (instead of CTF, or frag mode), those
fatty, panzee little things will follow you everywhere. Shoot them to get Health power-up and capture
their souls. Then capture the souls of your enemies.
One map is currently available, but two more are in progress. So we left the original Q3 maps. Some
large ones are perfect to play, but smaller ones like Q3DM1 are inadequate.
Most of the new sounds are present and you can listen to original music composed by our
musician Stéphane Dufort.
There is still some things for the programmers to work on such as bots. If you load bots, they will be
Quake3 bots, not Niflheim Bots. So they will have guns, 100 health and won't fly. Niflheim bots are for
further beta releases or for the final release.
For the versions, we made the MOD with version 1.17. It will work with that version. It was also tested
with version 1.0. If you want to test it with other version of Q3, please do and give us your comments...
We will try on making it work on every version.
This is a beta in the truest sense of the word and is for testing only, although those that grab it to help the team test their mettle will get quite a treat. Without further tripe from me, let's get to putting the BFF questions to the team, and don't forget the bonus page of pics that follow!
Pappy: Tell us a bit about the project.
(Jonathan is the Lead Artist, Michel is the Lead Programmer and Daniel is doing game design and 2D art.)
Jonathan: It’s a brand new Quake 3 Deathmatch TC. Niflheim was in the beginning a game that was developed
by MISTIC software. The plot used to be that the main character, Hel, mistress of the Vikings' hell
decides that she want to leave her frozen prison and return to the land of the living. However the
other demons don't intend to let her leave.
This game was a 2D shooter in which the player controlled Hel.
A few month after its release, the crew decided to redo the game in 3D. The MOD used the characters of
the original game and the Quake3 engine.
It won't look to Quake3 anymore. We changed the arenas, the weapon system and all the characters.
Michel: There is a lot of changes in this Q3 Mod. First, there is a selection of different characters which have
their own weapons and ways to attack. Since there is 4 characters in this beta version and they
each have 10 weapons avalable, that's already makes 40 weapons of massive destruction to enjoy.
You can also use the 10 classic q3 weapons if you wish, but you will rapidly see that the rockets can't stop
the power of a god so easly. All carachters are flying, and have a stamina gauge that alow you to dash
at a amasing speed and to charge a super blast that will destroy all oposition.
Daniel: It was quite a challenge to convert the 2D concept into something as fun and original with a 3D engine.
I have designed the look and feel of the game, and everyone in the team did a good job in bringing all of
those ideas and sketches to life with great quality, but I didn't wanted to stick too much to the "deathmatch only"
style of gameplay.
The final version will have a special scoring system in wich you will have to collect souls to
win the match. I have selected the eight characters from different cultural universes, and constructed the game
setting on the common ground of their origins. I want this game to be fun, fast, furious and positively twisted.
Pappy: Have you been encouraged by the Betas you've released or Alphas you've tested under a closed atmosphere?
Jonathan: We will see when the Beta test cases will return to us...
Michel: We spend much time playing the game and we did't see the time past, so the atmosphere was great and
I can't wait to have other gamer's feedback.
Daniel: We played the game with some people of the Quality Assurence of Mistic Software and.
they were very enthusiastic. They're hardcore gamers and their reactions and comments were encouraging indeed.
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?
Jonathan: We have been working on it for more than a year, but only a few months actively. The first month was
tests so we could learn more about the engine and all. We are all working 40 to 60 hours a week so
we work on it when we have the time. The first model took me 3 months, the second, a single month and the
others a few days because I was on vacation. We plan on trying to finish it for this summer. Maybe other
members will join the team to help us finish it off. All those of you who are working full time and developping
on a project will know how it is.
Michel: What we have to do now is make the game working with q3 v1.27 (Team Arena).
Finish the 2 missing maps and the harder, make a non-stupid AI for the flying bot and the soul-capturing scenario. Well, I guess it could take between 5 or 7 month to finish the job.
Daniel: The project went trough many phases, and I think that the hardest part is behind us. The first 4 months where difficult,
but now we know what is possible and how to do it. As Jonathan said, this summer seems to be a realistic release time.
Next: More Niflheim chunks to chew