

- #Factory wolfenstein enemy territory mod
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The transformation from a WW2 based game to a modern day combat simulator was starting.
#Factory wolfenstein enemy territory mod
The next few months the mod gained speed and lots of work was done behind closed doors.
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Enemy Territory was the engine chosen as it supported all operating system platforms and was totally free - therefore being more accessible to a larger audience. Elite626 was a modification on the Return to Castle Wolfenstein engine that Coroner had been working on. The name True Combat: Elite was chosen for this new mod as it was a combination of two former projects: True Combat & Elite626. Coroner and Tier returned in the form of GrooveSix Studios and teamed up with the remaining members of Team Terminator. In 2004, things started to evolve for another realism mod - but this time based on the famous and FREE game: Enemy Territory. But the dark shadow of extinction was looming. He also claimed to not have made any backups.Ĭould this be the end of True Combat? Desperate to keep the game alive, several sound and map packs were released to fill in the gaps.
#Factory wolfenstein enemy territory code
He reappeared over a year later to claim he had lost TC's source code in a hard drive crash. Acrid- became inactive and kept his distance from the community. Unfortunately, the momentum set after 1.0's release quickly died off. TC flourished over the next few months with patches and map packs. It gained a lot of attention as it featured Mission mode and had a graphical upgrade. Acrid- was already a member of Team Terminator and had some experience under his belt (with Q3 Weapons Factory & with Q3TC's mission code). With the remainder of the team and community desperate to keep TC alive, a coder by the name of Acrid- stepped up to assume the team role of lead coder. With real life issues getting in the way, Coroner and Tier decided to resign from Team Terminator.

With True Combat gaining attention and popularity, 10 more builds were quickly released until version 0.45 b12 in December 2001. It had a good assortment of weapons, bad looking models and standard Q3 sounds for the most part. This build featured 2 maps Urban Assault (originally made for kingping) and Harbour (which was completed in one day). With this new mod, the team name "Team Terminator" stuck despite having anything to do with the original Q3:Terminator mod.Ī few months later, the first public beta of True Combat ( Beta 0) was released. Using what they could from their Terminator experiment, a new modification called "True Combat" was born. During the developement, they opted for a change of plans and decided to create a realism mod instead. Their first work started with a Terminator style game aptly named Q3:Terminator. Their initial project on the Quake3 engine wasn't even for a realism mod. This project was the brainchild of two creative German talents Tier and Coroner. Also, the brown armour from Quake I was very much the inspiration for the GDF.The Team Terminator story begins sometime in 2000 with a Quake3 realism modification called TrueCombat.
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“We took a lot of things from Quake II as well, such as the breather masks, and were able to take a bit of license with the other characters, so with the Oppressor class we had an open mouth which you’d never really seen in a Quake game before. We looked at the Strogg and thought, ‘What would his father have looked like?’ The premise of Quake Wars is that it’s a prequel to Quake II, so we ended up with a more retro Strogg look. I remember for the Strogg characters we were working on with Kevin Cloud, we went through 45 different revisions to nail down the look - it was crazy the amount of work that went into it. It was a whole new technology with so much to learn - how normal maps worked, lighting and stuff - so it took a good year until we got to the point where we had decent-looking art. Jolly: “We came from a Quake III engine background with Wolfenstein: Enemy Territory, then made the jump to Doom 3. Because none of our founders came from the games industry, we’ve always been prepared to cut stuff that doesn’t work.” Why don’t you concentrate on the objective stuff ‘cos we know that works really well?’ So we returned to moving frontline gameplay. The guys at id were saying, ‘We don’t think base vs base is going to work.
#Factory wolfenstein enemy territory software
Wedgwood: “I think that’s where having the mentoring of id Software helped, because we only made big mistakes like that once. We built a complete command centre where you could re-equip and it ejected you out through doors.” Jolly: “We went really overboard with the design of the bases - we had a factory in there producing the vehicles, and a lot of artwork that we ended up having to throw away.
