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Happy Holidays everyone! Today, the original hosts ArrrCee and dumptruck are together again! On the show we have VuRkka, a long time Quaker but a some what new mapper on the scene! We talk to him about his first year of Quake mapping, we talk about his amazing COOP map called Forever Lost (watch dumptruck and ArrrCee play it, link below) and we talk about his work on a soon to be released Finnish inspired map pack! -BONUS: Find out whe Newhouse's Blue Episode is coming out! -DOUBLE BONUS: listen to dumptruck try to pronounce some Finnish map names (SPOILER: it doesn't go well.). Follow Fred on Twitter: 3D Realms: Slipgate Studios: Wrath: Aeon of Ruin: Find ArrrCee on YouTube here: Find dumptruck_ds on YouTube here: Also, join us the Quake Mapping Discord: and the GGRC Discord: In this episode, hear the unfiltered story of how 3D Realms was saved from oblivion and how shooters Ion Maiden and the newly announced Wrath: Aeon of Ruin are much more than just passion projects for the small teams creating them.
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Imagine a wide-eyed kid, obsessed with Duke Nukem 3D who decades later, ends up running the company. Fred's story in the games industry is a fascinating fairytale of sorts. The Battlezone II documentation refreshes the original events portrayed in the first game as well as explaining what was true in the original and what was cover-up.Our guest this week is Fred Schreiber, Vice President and Executive Producer at 3D Realms as well as founder and Managing Director of Slipgate Studios. As such, you didn’t have all the information. In the original game you assumed the role of a soldier - someone in the thick of the battle, someone who could be lied to easily. There is one thing noteworthy about the documentation provided with Battlezone II. Reviewed On: AMD K6/2 400, 64MB RAM, W95, Diamond V770 Ultra, & a SoundBlaster AWE 64.
#BATTLEZONE 2 QUAKE 2 METAL WINDOWS#
Minimum: P200, 32 MB RAM, Windows 95/98, & 3D hardware acceleration required. The original Battlezone sound effects have been recreated for this new game and, despite being much clearer and nicer to listen to, are just the same old sounds. On my shelf, it sits alongside the soundtracks to Mechwarrior 2 and Quake 2.Īs for the sound effects, once again expect more of the same. The soundtrack is worth listening to for a while, but falls victim to the normal mistake of being very repetitive. Impressive fog effects, shadowing, and an engine that can comfortably support 1600x1200x32bit color (okay, well maybe not comfortably save on high end systems), make the graphics in Battlezone II an enjoyment. Now they’ve returned with the Biometal equivalents of the F22 fighter.Īlong with the improved character modeling, the terrain and interface for the game have been redone, each with an innovative design that still has roots in the original Battlezone layout. Battlezone was set during the Cold War, with the Biometal equivalents of WWII fighters. The new ship designs are magnificent and show that the development was geared towards making ship and character models that stood out as very different from the original game. High quality textures, attention to detail, and the ability to play in 1024x768 without a lot of slowdown really highlight all of the engine work that the programmers at Pandemic Studios put into this game. The graphics in this game, while not stunning, are still very impressive. The battles can be frustratingly long and the number of scenarios in which one simple mistake can lead to disaster are ludicrous. Unfortunately, even with the critical acclaim of the original _Battlezone to build from, _Battlezone II fails to achieve anything other than the same gameplay as the original.
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The missions available in the single player mode are challenging, at times frustrating, and very different from one another. Almost every unit of the Scion attack craft types has the ability to morph between a slow, yet powerful assault mode designed for destroying bases and a fast, agile attack mode best suited for turning the enemy into Biometal scrap. While fighting with each of the units, you’ll also notice other small differences, like the strange ability of the Scion units to morph. The agile Sabre battletank is a vastly more maneuverable vehicle than a Rocket Tank, which has a turret that turns independently of its treads allowing for precise delivery of payloads. You’ll find, much like in the original Battlezone, that each of the vehicles has distinct maneuverability characteristics. Movement with these vehicles is simple to understand - using the keyboard to thrust and strafe and the mouse to pan and fire weapons.