Do ya crave some carnage?
Weapons Factory Arena (WFA) really shouldn't be a new topic for anyone who's spent time playing Quake III online (or Quake 2, Half-Life, Unreal...) at all in the past few years. The team has been putting out the goods since the days of Quake 2 and the teamplay they offer is deep, satisfying and intense. To be good at WFA is to excel at team effort, strategy and a boatload of play options supplied by the class based system they've honed to a fine edge.
While getting ready for today's release of the big v3.5 build of this hot mod, the team's PR guru, Kevin 'V3N0M' McBride, took some time to answer our BFF ten questions on just what the mod has been like to create as well as the target for a finished product. Are they happy with what they've wrought and will you be playing it with white knuckled enthusiasm? The answers lie below...
From the WFA Introduction:
"You are playing a mod that requires the standard deathmatch skills of any Quake game, plus the added strategy of team-based CTF, with the tactical skill of mastering and understanding eight different classes and over twenty different weapons. The very nature of WFA is fast-paced and dynamic. When you jump into a good game, it will be handful to apprise at once, and you need both skills and intellect to be a great WFA player. Your goal in every game will be to evaluate what your team needs most, then to choose the class that will properly augment your team and lead them to victory."
Pappy: Tell us a bit about the project.
V3N0M: Weapons Factory Arena is a class-based Capture the Flag combat modification that contains nine unique classes. It is a free modification that has a long history, originally created for Quake 2, not only has it been ported into Quake 3, but also other games including Tribes, Half-Life, and Unreal Tournament. One of the highlights is that it provides a more intricate team-oriented game than the traditional, individualistic CTF model. Weapons Factory Arena inherits some of the features of the highly acclaimed Team Fortress modification for Quake I, but adds its own flavor of class specialization, level design, and a high degree of intensity.
Pappy: Have you been encouraged by the Betas you've released or Alphas
you've tested under a closed atmosphere?
V3N0M: Well, the feedback in the past has been very positive and overall most people we've heard from love the mod to death. With the tweaks and changes we've made for our 3.5 release, we feel this is our best release of Weapons Factory Arena thus far.
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?
V3N0M: The Quake 3 version of Weapons Factory has been in development since before Quake 3 was even released. We spent the time waiting for Quake 3 (and the subsequent game source for it) working on game design and on-paper class balancing things. We initially used the Quake 2 version as the guide, and then looked at what was wrong with it, and how we could better balance the classes. I don't believe WFA will ever been 'done' persay, it's more of an ongoing quest for perfection. We've had the core mod completed since our original v1.0 release, though. Since then we've just evolved the game and extended things, like for instance in 3.5 we've now completely redeveloped how levels are designed and created. We've added a ton of new tools for our mappers with this release. We really only have time to sit back and enjoy the fruits of our labor immediately after a new release, for maybe a week or so, then we go back into working on the mod. In fact, we've already started to look at what we can do next and where we can go from here. Like I said, WFA is a continuous evolution... There's always more work to be done, as far as we are concerned.
Next: More questions, answers and pics!