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/idgames/partial_conversions/zerstoerer/zerdem.txt |
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Zerstorer - Testament of the Destroyer
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Non-Interactive Demo
Running Time: 2m45s
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The Release
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June 7th, 1997
Nihilism Unlimited is proud to shed some light on their upcoming
partial conversion for Quake, 'Zerstorer - Testament of the Destroyer'.
A unique experience, promising to bring together the best single-player
and deathmatch elements of first-person action games into a fresh,
well-balanced product. The player will find themselves wielding fantastic
new weapons, facing challenging new monsters, harnessing the power of
incredible items, and making their way through insane and challenging
locations.
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Notes on the Demo/Installation
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You may think that this is a .dem file, but you would be wrong. The
demo is a sort of showcase of the cut-scene code. What you are actually
running through is a level, with a series of camera's triggered to 'tell
a story'. This sort of technology is amazing and lets us set up very
detailed scenes, complete with actors (none of which are human controlled)
and scripts. Working in a .dem environment is too messy and time-consuming.
It's a bit like animation, what we envision is what we produce.. no whining
actors, no lag, and no fumbling for keystrokes.
Installation:
Unzip 'Zerdem.zip' into your Quake directory. This will create a
directory inside of your Quake directory titled 'Zerdem'. Or, create a
directory inside of your Quake directory titled 'Zerdem' and extract the
contents of 'Zerdem.zip' into the new directory.
To run the demo:
From your Quake directory, type in 'quake -game zerdem'
-or-
If you are running WinQuake, type in 'winquake -game zerdem'
The Demo will loop continuously until you exit Quake.
* While it is possible to view the demo in glQuake, we STRONGLY advise *
* you NOT to do so. The demo uses commands that were not implemented *
* in glQuake to create some of the unique visual effects. *
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The Designers
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This is not a work being produced by individuals. We are a team. Ideas
and suggestions are being tossed around continually, refined again and
again. Although we are spread throughout five states and two continents
we are all striving towards one common goal, to create a conversion
that is immersive, original and impressive. Most of us have lent a
hand in many departments, the 'job description' listed is the field we
are doing the most work in.
KillMe (killme@killme.com) - Founder/Levels/Web Page
Works: Manson1.bsp, Manson2.bsp, Manson3.bsp
Ace_Dave (weiden@tcnj.edu) - Levels/Quake-C
Works: Chthon1.0, AceDave2.bsp, 4Zombies, Ogresaw
Darin McNeil (dhm7206@usl.edu) - Quake-C
Works: Quake Will Rule the Cosmos!, Cut-scene Construction Kit, Visions
of Hatred.bsp
Dr.Rigormortis (yagyu@falcon.cc.ukans.edu) - Graphics/Models
Works: Skins, various mods since Qtest, avid Impulse9 clan deathmatcher
Kandyman (marin@pop1.netway.at) - Graphics/Levels
Works: Kndybase.bsp, Kndycity.bsp, Kndyfrge.bsp
Mancer (cole@mail.dodgenet.com) - Levels
Works: Mancer series of Doom levels, MncrDrug.bsp, Taint1.bsp
Taint000.bsp
Midiguy (midiguy@crl.com) - Levels
Works: 5150.bsp, Vertigo.bsp (CTF3), Spill the Blood.bsp (CTF4)
RatMonkey (sapid@falcon.cc.ukans.edu) - Models/Sound
Works: Code for 'QuakeWorld Ring'
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Zerstorer - Testament of the Destroyer
--------------------------------------
The final product will be released 'when it is finished'. We will
not settle for anything less than perfect, so there will be no version
'0.45353' or '.14159', only the final build. Everything is being tested
thoroughly, in both normal Quake and in QuakeWorld. The final release
will consist of 8 single-player/deathmatch levels, 2-3 levels designed
for deathmatch only, as well as a slew of other new features.
Through the use of cut-scenes the player will be witnessing a new
approach to the run-of-the-mill 3d shooters. Cut-scenes have enabled us
to tell a story, to notify the player of important events, and to create
an atmosphere that is highly action-oriented as well as very cinematic.
You will never forget the puzzles and twists you face during the
single-player experience, there is more to a game than a constant
barrage of monsters.
Extreme care is being taken to create a cohesive conversion. Nothing
is out of place.. everything fits together very nicely. While taking the
time to create levels and challenges for single-player play, a great deal
of thought has been given to deathmatch as well. Playing by yourself, or
multi-player over the internet will be two very different experiences.
Experiences that will be rewarding, brutal and horrific.
At this time, the conversion consists of one episode. Only time and
prospects can dictate where we go beyond that.
For inquiries and information, set your browser to 'http://www.killme.com'
Prepare to be destroyed..
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Disclaimer
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* This demo may not be sold and may not be reverse-engineered.
* This demo is property and is copyrighted by Nihilism Unlimited.
* If this demo appears on any medium/media without the consent of Nihilism
Unlimited, full legal action will be taken.
* Due to the past actions by producers/manufacturers of compilation cd's
dealing with 'Quake add-on's and accessories', such operations are
advised to stay as far away from us as possible. We do not want to hear
from you.
* The music samples from the demo are snipped from:
'The Perfect Drug' by Nine Inch Nails, appearing on the 'Lost Highway'
soundtrack - copyright 1997 Nothing Records.
And..
'The Perfect Drug' by Nine Inch Nails, appearing on 'The Perfect Drug
Remixes' - copyright 1997 Nothing Records.
Both of which have breathed life into my levels and have acted
as inspiration for the feel and setting of 'Zerstorer'.
* Rotating brush code is from 'Quake Mission Pack No. 1' by Hipnotic
Interactive. A big thanks to Hipnotic for their contributions to the
Quake community.
* A special thank-you goes to id Software, who with their tireless
commitment to the genre and to the Quake community, have given us the
tools and engine to make our ideas and dreams a reality.
- Nihilism Unlimited.
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