I just love a classy splash screen
No, this isn't new. The whole QPong got a real workout in Quake 2 and had a large, faithful following. And I missed it. Not missed it completely, I did check out the mod but I was into the serious match action in team Dm and CTF back then and I just never got into it. Then back in 2001 we got a look at the Quake III version, and while it was fun, one thing was missing a step. The physics needed some help, and while still a beta and beyond reproach for missing, fragmented, or "slightly off" features, it meant the mod didn't see many servers for a lengthy period...until now.
The release we're about to get today is going to put smiles on a whole lot of faces with new maps, new features and what's most important as soon as you introduce a ball into the game...the physics! The new physics are amazing, all hail, and with a varied supply of balls that not only look and sound different, but react differently to weapons and the environment, we just scored the mother load! New features include not only a boat load of server side tweaks that admins can do to spice things up, but a grapple (weapon slot) and new game mode have been packed into the package. The new game mode is "Red Rover" and during play, players killed by the nasty, heartless ball will be tossed into the other team. Assimilation is...Kool!
I could go on and on here, but before I get to the part where we toss questions at the dev team, let me just say that the new v2.0 of QPong Arena is fun. Solid, fast passed, laugh a minute fun. Dying is even fun in this mod, especially with the announcer's quips, which I'm not even tired of yet. So now, onto the team and this time we got time with Brian "BinaryC: Harris (Q3Pong Programmer), Aaron "Lifer!" Gilmore (Lead Level Design; Team Lead), Tristan "Jherax" Blease (Level Design; 2D/3D Artist) and Chris "Mank" Stanley (Team Co-Lead, QA/Beta Manager)
Pappy: Tell us a bit about the project.
Lifer!: Q3pong is a team game based on the origional Qpong for Quake2. It
puts the players on two teams -- red and blue, much like CTF. The major
difference though is the large metal balls that are dropped in the center of
the ring. The objective of the game is to get the balls in the other team's
goal, and eliminate the other team.
BinaryC: Well basically it adds really, really big balls to Quake3. The
balls behave just like you would expect really, really big balls to behave:
they fly around when shot, squish you if they're going fast, and you can
push them if they're not moving. The object, of course, is to get the
really big balls into really big goals.
Pappy: Have you been encouraged by the Betas you've released or Alphas
you've tested under a closed atmosphere?
Lifer!: Definately, we have! Especially at Quakecon. Last year, we
played several games with and against the ReactionQ3 crew and Wirehead
Studios, and it was a total blast.
Mank: Yes! Due to the positive feedback we received at Qcon, and the
closed testing sessions we've had on our private server, we've become more
focused than we have in a long time. Getting such positive feedback during
these phases has been a BIG help in keeping the rest of the team motivated
as we juggle projects.
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?
BinaryC: As far as time goes, it's been in development for about 3 years,
(right after the release of Quake3 Jailbreak). We really haven't been
working on it the whole time, though. It's kind of like a side project that
we work on a little bit at a time when we're not doing anything else.
Lifer!: As for it being a completed work, I'd say we're there.
Next: More QPong!