November 2003

Fortress Evolution [Red Fox] - Mod

[LadyGamers]:  Please give us your background in the mod development scene. Have you worked on other mods before Fortress Evolution? Who brought you to Quakeworld and TF? How did you find out about it in the Quake 1 days?

[Red Fox]:  Fortress Evolution is actually my very first work on any kind of real game modification. There was a time awhile back when I dinked around with some QuakeC here or there, but nothing involving a dev-team or any thoroughly planned out development project. Though I will say that I do have a *lot* of game "project" experience itself, some which I still maintain to this day in QuakeWorld.

I was introduced to QuakeWorld and TeamFortress by a friend who I had known online for a couple of years by that time. He merely stated he had found a new game that was LOADS of fun and that I should definitely try it, so I did, on my old iMac 233 with the rocking 12 FPS I was able to produce in software mode. I never really went through the QuakeWorld DM transition to TF, I just leapt right into fortress and never looked back. Many clans later, all things said and done, I've enjoyed every moment of it, especially all the cool people I've met in the process.

[LadyGamers]:  As you already know, TF was one of the first Quakeworld team mods that overwhelmed with popularity. I'm assuming even you were addicted to the mod. What is the most challenging obstacles you face to bring back some of the traditions of Team Fortress? There may be many similarities with EF but there will never be an exact replica of the original TF mod.

[Red Fox]:  I was extremely addicted to TF back in the day, so much that it became an obsession of mine. I think just about anyone who SERIOUSLY played TF feels this way though, so I'm nothing special. I've always had a passion for this style of game.

I'd say the most challenging obstacle we're facing right now is pleasing the community that happens to be our target demographic: people familiar and accustomed to QW/TF gameplay. I'd dare say TF players (includingmyself) are the pickiest, most stubborn, egotistical players of any modification on earth; which is why I love working with such an audience. If we screw up, we find out about it, loud and quick.

No, there won't be an exact replica of the original TF mod, and I hope there never will be. Once FE is past the QWTF port, and moving forward with the product of the FE mode, I really hope that it starts falling into the line of being an advancement on the idea of TF: better and more fun in general, more enticing, properly balanced, and more connected via the community. A lot of people seem to forget that the QWTF strict port is only one box on our checklist, and that the FE mode is ultimately our final goal.

[LadyGamers]:  Since your website currently doesn't show the classes in Fortress Evolution, please give us some brief information about them. What classes will the mod feature?

[Red Fox]:  The same classes one can find in any TF game: scout, sniper, soldier, demolitions man, combat medic, heavy weapons guy, pyromaniac, spy, and engineer. Right now, during our alpha stage, we only have soldier active for the physics test. As the alpha releases progress, and development continues, people should be seeing class additions regularly in our later alphas.

[LadyGamers]:  What made you decide to bring out a mod about 4 years after the Quake III Arena was released? Why not wait to see how Quake 4 turns out?

[Red Fox]:  To be honest, I got extremely tired of waiting for other people to do it right, so I finally decided to start something up myself. All post-QWTF mods have been horribly disappointing to me, so I just figured I'd stop waiting for someone else to come along to do it, and thus I just put together my own development that I knew would do it properly; in my eyes at least. True, it's not riding on the heels of some latest release of Q3 or something thereof, but I think the promise of an accurate TF port should be good enough for any game, even if it's on a 4 yr old Q3 engine.

Why not wait until Quake 4 turns out? Well, to be honest and in my opinion, just about every installment of Quake after the original has been an increase in the decrease of quality of the Quake line. I'll hold my comments concerning what exactly, because my job isn't to rip on other peoples work; especially a company like id. I'll just say I found Quake2/3 to be extremely commercial, "sellout" renditions of what was once an awesome competitive engine, and I wouldn't expect them to be changing that approach in Quake 4. It reminds me of a quote I saw on the CPMA site awhile back, one showing how Carmack once stated a professional set of COMPETITIVE standards should be set for serious match/league play... I agree with that type of outlook, and we on the dev hope to do the same with FE by defining a STANDARD for how TF renditions should be.

[LadyGamers]:  What's do you plan to do for Thanksgiving this year?

[Red Fox]:  My plans for Thanksgiving? Completely ignore all visiting family, starve myself on meager Ramen rations, and attempt to kick out the second alpha release as soon as possible. The turkey can wait.


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