Todd Hollenshead Interview on Team Arena
Quake3world.com's readers had the chance to ask id Software some
questions concerning their upcoming mission pack, Team Arena.
Here are eighteen (18) questions that were sent to id Software
with the answers:
Question:
Will
the full version of Team Arena require the next point release
for Quake III Arena?
Answer: Team Arena
has the same executable Quake III Arena, so it will only require
any full retail version of Quake III Arena. It will automatically
update any customer’s Quake III Arena executable to the version
shipped on the Team Arena CD.
Question:
What new changes were made to the Quake3 Engine to make Team
Arena? Any detailed tech info would be appreciated.
Answer: That kind of
depends on what you want to call the "engine". Overall,
we’ve made a few changes here and there, but the majority of
our time was spent getting the most utilization out of what was
already there. We’ve got tons of new visual special effects,
better shader integration, and an improved model system, but that
understates what we’ve done with the UI, team communication
sytems and lots of other areas. I think the results speak for
themselves as evidenced by the demo and the upcoming .avi.
Question: If Team Arena is distributed on
separate CDs for each OS, will you still be able to use
the Windows CD to install Team Arena like you can with Quake 3 Arena?
Answer: The only SKU
that I can say for certain as of this moment that will make it
onto CD is the Windows version. Linux players will need to
download binaries, and that may be required for Mac users.
The data is interchangeable, just like Quake III Arena, so anyone
buying the Windows CD version can run the game under Linux and
Mac after downloading the appropriate binary.
Question: Will
Team Arena have it's own cdkey, and has protection been put in place?
Answer: Yes, Team
Arena will have it’s own CD Key and it will work very similar
to the way the Quake III Arena CD Key system works.
Question:
Will any of the existing maps be tweaked? Like being able to play the new gametypes on the old Quake3 maps?
Answer: We have a
couple of surprises along those lines, but I’m not going to
spoil them before Team Arena is on the shelves.
Question:
Will we receive the Dreamcast Maps on the Team Arena CD? or
Will it be separate download?
Answer: The DC map
pack isn’t related to Team Arena and those maps will be made
available separately once they’re finished.
Question: Will GlobalRankings be enabled by default in Team Arena? That way it won't be so damn
hard to find a rankings-enabled server. I'm really looking forward to that feature, it's
the only reason I ever played UT. (ngworldstats).
Answer: GlobalRankings
will not be enabled in the retail release of Team Arena. We are
continuing to work with the GR folks to get the support into both
Team Arena and Quake III Arena.
Question: :
Are there any more sounds to be in the full version such as types of voice
communications?
Answer: The demo was only one map with two
characters, so the retail version will have much more in the way
of characters, voices, etc.
Question:
Will Team Arena be utilizing skeletal animation and mesh deformation, like recent games
based on the Q3 Engine, such as Elite Force?
Answer: Team Arena
uses the same animation system as Quake III Arena.
Question: I've noticed that there's at least one or two "terrain maps" (ones where there's
a lot of natural outdoor terrain). How many of those can we expect to see in the final
game, and how hard were they to make?
Answer: There are
more clues about the Terrain Maps in an .avi that we released with IGN on Friday, December 1. This movie will
definitely be worth downloading even for people who have already
downloaded the demo because it shows all sorts of Team Arena
goodies that aren’t in the Demo, such as additional maps and
all of the powerups and holdable items. I will say this, those
maps are a blast to play and I am really looking forward to
playing them online once Team Arena is on store shelves.
Question: Will just the
in-game menu system be scriptable, or will other aspects of the game be
scriptable as well - other than the source?
Answer: We don’t
use scripting in Team Arena apart from the operational aspect of
the menu system. The bots are AI’s that operate without
scripts.
Question:
Balanced teams sizes means better teamplay. Will id Software be making
Team Arena Autobalance the players in each team to prevent the typical
onsided onslaught that a lot of Team Arena demo servers are proving to be?
Answer: Server admins
have had the ability to use a "force join" option since
Quake II was released. Team Arena incorporates this option as
well as an "auto team" option for players to use when
joining team games online. Server admins, and especially players,
should learn to use these features when appropriate.
The most common reason why team games become unbalanced at
times is because of normal player traffic. For example, in a
4-on-4 match, if 2 blue players leave the game with no one
joining, the teams become unbalanced (4 red vs. 2 blue). This isn’t
the red team’s fault, and randomly penalizing its’ players by
arbitrarily throwing a random red team member on the blue team to
balance the teams would only be aggravating.
Question:
In the Team Arena Demo, I noticed that there's a new sound when you overtake
your own
rockets on an accelerator pad. Is this really a newer noise or are my ears getting
old?
Answer: It’s a new
doppler effect we’ve put on certain projectile weapons. Pretty
cool.
Question: There have been recent hinting and suggestions to some of the maps being much larger
and against what many thought id would say makes a bad map. Are there any particular
influences or reasons that id Software chose to make these larger terrain maps? Or is that all
speculation on the hinting?
Answer: We definitely
have some VERY large maps in Team Arena. Again, you can check out
the .avi for a sneak peek at some of them. We put them in because
we think they’re a blast to play team games on (although
probably pretty horrible for one-on-one tourney play ;-)
Question:Will it be possible, as it is in Vanilla Quake 3, to use custom player models? If so,
will it be possible to mix and match heads with bodies as with the OOTB models?
Answer: Yes to
both.
Question:Will Team Arena have a complete new sound track?
If so, is id Software making
the new music, or will they get someone like Trant Reznor or Front Line Assembly to do it
again?
Answer: We have some
new music and we have some music that was either used for Quake
III Arena or created for Quake III Arena, but not included for
one reason or another. I think all of the music is either by FLA
or Sonic Mayhem.
Question: Will there be an option to choose crosshair color? (something like
osp)
Answer: All
of the crosshairs are white, but we have a number of different
ones from which to choose.
Question:
How has the bot AI been adjusted? Will they be patient and/or pause if the situation
requires it?
Answer: The bots are
pretty smart. They play different styles based on what gametype
they are playing, and there was significant work that went into
that. They’ll even tell players on skill levels below Hardcore
that they have a certain play style preference based on things
such as what powerup and weapon type they have. For example, if
Gammy picks up the Rocket Launcer and Doubler and the player has
her assigned to offense, she might say something like "I
want to be on defense". It’s then up to the player to
change her orders from offense to defense, if the player so
desires.
They will also ignore orders under certain "common
sense" circumstances. By way of example, if they are ordered
to "camp" a spot and see an enemy run by with their
flag, they will temporarily abandon the "camp" order
and will go on flag retrieval. They will remain on retrieval
until they are either successful, they lose track of the enemy,
or they are fragged. At this point they will resume camping the
instructed location.
Thanks to the following people who sent in
the above questions: AntiToniC, BJBlazkowitz ,BakedBeef,
chiQ, Chemical Burn, DrooG, djenkinson, Gutspiller, keditok, Maverick
Ryker, Postal, ReelExterminator, ScaryLion, The Evil, Xanthates,
Zorten