The battlegrounds of Alien Arena: Warriors Of Mars

Alien Arena: WOM will have a number of completely revamped levels, plus a few new ones.  In this post I’ll give the rundown, with a picture of each, and a bit of background and description.  Since in my previous post I mentioned Dynamo, I won’t list that one here.   Deathray:   Deathray is the quintessential Alien Arena level.  It was initially designed in 2009 as a showcase for as…

Generation 3 of Alien Arena: Worlds evolve…

I was going to post about powerups, but instead I’m going to talk about a few of the levels in this post and the next, before winding it all up with a discussion about the game, the engine, and where this is all going, including a new project.   In this post I’m going to show the evolution of a level, using a single scene from it’s initial version, through…

Generation 3 of Alien Arena: Lock and load – The Weapons.

What sets Alien Arena apart from most other similar shooters, is quite simply, the weaponry.  While the pre-requistite types are there(chaingun, rocket launcher, hit-scan railgun clone), the game sets out to create an experience that is a little more War Of The Worlds and less Quake/Unreal Tournament when it comes to the sights, sounds, and weird guns you’ll find laying about in the demolished levels.  All weapon models were redone…

Generation3 of Alien Arena: Exxxxtermmminate!

Generation 3 Martian Cyborg (CRX in-game renderer) (Diffuse+normal+glow+specular+subsurface light scatter+self shadowmap)   Generation 3 Overlord (CRX in-game renderer) (Diffuse+normal+glow+specular+subsurface light scatter+self shadowmap)   Robots have been a part of Alien Arena since Day One, and there are more than ever in Generation 3.  The first robot introduced was the Generation 1 Martian Cyborg.  To me, this was one of the cooler evolutions in Alien Arena over the years.  The Generation…

Generation 3 of Alien Arena – Human resistance.

Generation 3 Commander, Enforcer (CRX in-game renderer) (Diffuse+normal+glow+specular+subsurface light scatter+self shadowmap)   For this update, I’m going to show a couple of the new human characters, and show their evolution.  I did all of these renders in Deep Exploration without normalmapping, simply to put the focus on the skin texture, and because the older versions didn’t have normalmaps for comparison’s sake.  The humans in Alien Arena have always been a…

Generation 3 of Alien Arena – The Martians have landed.

Martian player characters(CRX in-game renderer) (Diffuse+normal+glow+specular+subsurface light scatter+self shadowmap)     As was the case with Generation 2 of Alien Arena(Alien Arena 2008), it all began with looking at some items that seemed of lesser quality.  In both cases, it started with weapon models.  This time, in 2010, several weapons were remade, but the rest of the art seemed ok at the time, however criticisms of the poly counts, and…

Alien Arena: Warriors Of Mars

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  Originally Released in August 2004, Alien Arena has undergone a number of transformations over the years, always seeking to improve the formula for fast paced arena-style deathmatch.  Originally an offshoot of CodeRED: Battle For Earth, a single player game that used the idtech2 engine as a base, the game eventually sought to bring a free deathmatch experience with a goofy retro sci-fi atmosphere, inspired by classic cheese such as…

Alien Arena: Warriors Of Mars

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Happy 20th birthday to Quake!  For this year’s Qexpo I will be showing and talking about Generation 3 of Alien Arena, a complete reboot of the game.  I will discuss some of the new engine tech we are using, and give overviews of the levels and game design.  Warriors Of Mars is an arena FPS game that seeks to combine the best ideas from UT and Quake along with a…