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Interview with Jurassic Rage
Posted: 02-06-05 In: Interviews By: Munro2 |
One of the most interesting of the coming horde of Half-Life 2 mods is undoubtedly the Jurassic Rage mod. It pits two teams of human commandos against each other in various tropical paradises, competing for command points and completing objectives. But the big twist is that these maps are populated by an entire zoo’s-worth of prehistoric monsters. Various dinosaurs, predatory or otherwise, will prowl the maps, causing the best-laid plans of both teams to go very wrong, very quickly. On a remote island somewhere in the Pacific Ocean, scientists have ignored the numerous films, books and games that warn against meddling with weird science and have done it anyway, creating and cloning dinosaurs. Another team, the mysterious Cell, deploy to the island with all manner of military equipment in order to capture research materials and grab the secret of dinosaur creation for their own gains. The battles between the Cell and the island’s security forces will form the backbone of a wide array of multiplayer maps. Taking the powerful and versatile Source engine and using it to shape a dinosaur-infested labyrinth of verdant jungles and high-tech facilities is no easy task, which was why I dodged the patrols around the team’s IRC channel to sneak an interview with several members of the mod team... Halflife2.net: So, who is everybody, and what are your jobs on the mod? Splaty: I'm Splaty and I'm the lead mapper.Halflife2.net: Nice to meet you all. Okay, describe your mod in a nutshell. d0cd: Well basically 3 way Team Co-op. Two human controlled teams playing against each other to complete objectives, whilst a third team of AI controlled dinosaurs "hinder" the teams. There are also plans of a deathmatch mode being produced as well.Halflife2.net: So describe to me the team-based dynamic. You're going for complex objective-based assault-style games? Splaty: That's right. The two teams each have individual objectives which they will attempt to complete, whilst simultaneously stopping the enemy team from completing their objectives.Halflife2.net: What kind of objectives? Splaty: There'll be a reasonable variety, ranging from the standard 'reach this point' to the more complex 'destroy this, and then weld this entrance shut', etc.Halflife2.net: How are you going about character classes, weapons and equipment, that kind of thing? Splaty: The character classes will be pretty standard, such as marksman, scout, etc, though they'll be a few classes relevant to the JR style. We're still considering the best way to implement weapons and equipment, although we'll most likely be going with a normal approach where the class is given relevant weapons, and can then swap them with those they find on the battlefield.Halflife2.net: Tell me about vehicles… d0cd: Well vehicles, we will be adding different vehicles to different maps depending on whether the objectives require so. The vehicles will be as balanced as possible so that if you do have a vehicle you don't have a massive advantage over everyone else out there.Halflife2.net: I’m imagining a load of gamers jam-packed into a speeding jeep just ignoring the game objectives and tearing around the place, hunting dinosaurs like high-tech cowboys. d0cd: This is our MAJOR goal with JR, to produce as real an environment as possible. Dinosaurs that feel like they're actually other players on the Internet, counter-acting your moves. Using intelligence to navigate to the weakest prey, etc... We will spend an enormous amount of time playtesting the dinosaur AI and behaviour to ensure as realistic as experience as possible.Halflife2.net: Could provide some very interesting battles. About the dinosaurs themselves…you've got a very wide range of species in there, including some really obscure ones like Therizinosaurus - a dinosaur which no-one knows really much about. I’m a dinosaur nut so I’m interested to know whether it'll be a carnivore or herbivore seeing as there is some debate over the matter. Splaty: We do have quite a few dinosaur 'experts' on the team, including at least one who studies palaeontology at university. I myself don't know much about it, so I can't answer your question.Halflife2.net: I always thought it probably used the claws to open termite mounds and eat all the termites. Anyway...for the benefit of people who haven't looked on your website, could you tell me about some of the dinosaurs’ species that you're putting in and what are your individual favourite dinosaurs in there? d0cd: Hmm species names I'm not too good on. But I can give you dinosaur names, hell I've modelled pretty much all them. We have the well know herbivores like Brachiosaurus, Gallimimus, Triceratops, and the carnivores, Velociraptor, T-Rex, Compsognathus. We have a few obscure ones like Elasmosaurus, which is a water creature, and Carnotaurus.Halflife2.net: Can you tell me about the kind of maps you’ve got? Just how free roaming will it be? Will there be secret or hidden areas? It’d be cool to find some abandoned building you never knew was there…also, how many players per map? Splaty: We'll be taking the large map size limits into consideration as we design them. We're planning on having a variety, including outside and internal areas. For the most part, the outside areas will be pretty free roaming. You could easily wander off from your squad, get lost in the jungle and fog and end up getting munched on by a pack of dinosaurs. As for hidden areas, you'll have to wait and see!Halflife2.net: How do you go about doing jungles in Valve's Hammer editor? Splaty: Our modellers create the bulk of the jungle, and an intuitive use of fog and model-fadeouts mean that we can create a realistic jungle without having to render too much at one time.Halflife2.net: Many people would ask you why you chose the HL2 engine. UT is more multiplayer orientated, and Far Cry has better jungles, so why the choice of engine? Splaty: Yes, we were at a time going to create the mod for both the CryTek and Source engine, but decided to stick with HL2. While Far Cry does have large, immense jungles, we felt that if we used Far Cry, our mod would just look the same as any other mod on that engine. I haven't used the Far Cry editor myself, but I've heard that it's not particularly difficult to create realistic jungles. While in HL2 it's more difficult, it will also be more diverse and look unique to JR.Halflife2.net: Good point. How do you plan to exploit HL2’s incredible physics engine? Mitlancer: I've answered this question a thousand times from a modellers point of view, the engine is far superior to any other engine currently available because of the sheer power it holds, the engine itself is capable of doing a lot more than people give it credit for.Halflife2.net: Rolling boulders! Anyway, I gather your mod was originally a Jurassic Park one. Did you change to Rage because it gave you more creative freedom or because legal action was threatened - or because you thought it might be threatened? Splaty: The former.Halflife2.net: One last question: Fast-paced arcade antics or more stealthy realistic style gameplay? Mitlancer: A little from column A, a little from column B.Halflife2.net: Sounds good. Well, it’s been very nice talking to you guys and good luck with your mod. Splaty: Thanks very much and thanks for the interview!Halflife2.net: Thank you. Currently the Jurassic Rage team are looking for programmers, mappers and positions in other areas, so if you're interested in working for them then get yourself to their website and sign up! |

