Game based performance environment, 1998/1999, by artist Julian Oliver.
Archiving the history of the video game Quake 2: created by id Software; customized by the Quake 2 community.
Game based performance environment, 1998/1999, by artist Julian Oliver.
This video explores how the open code 3D engines of the Quake videogames became a new medium for artists.
What can I tell you about 3tctf... Well, it's the only 3 team CTF with the original CTF in it. NO Classes, just the normal CTF like you know it. Final version of the game will contain: A total of 8 maps. 7 of them are designed by DOL's MapLAB. Map '3tctf6, Lord's cave' is made by iQ.Lord Darkness. There will be a win32 and a Linux version of the mod. Skins and textures are made by [DOL]MissRookie. Programming is done by DCB-SuperCow! and porting of the mod to a Linux version is done by *NuT5*Dessignator and Grizzly.
Kablooie! was formed as a Rocket Arena 2 team in the spring of 1998 by rackboy and Greblaja. The two, having been members together in Clan Phantasm years earlier, ran into each other on a Rocket Arena 2 server and thought it would be fun to form a team to compete in RA2.
We here at Kablooie! would like to thank crt and the rest of the RA3 Team for letting us be part of the beta test. It has been a real honor and tons of fun! I have to say that everyone involved is very impressed with RA3 and the maps that have been made for it. The main thing I can say about the maps is there is a tremendous variety; wide ranges of visual styles, sizes, and gameplay. I have never been a big fan of 1 on 1 maps, but there are some real gems in RA3. All of the pick-up maps are outstanding and each offers a different kind of gameplay. Rather than post screenshots and talk about each individual map, I've decided to focus on one set of maps and its mapper in these interviews of Senn and g1zm0.