Alien Arena is a standalone game based off of id Tech 2 source that combines a sci-fi atmosphere with the tournament style deathmatch of Q3A and UT2k4. Major graphical enhancements such as GLSL per-pixel lighting, ragdoll physics, light blooms, real time lights and shadows, textured particles, shaders, and reflective water, Alien Arena brings the Quake II engine into modern gaming. The game also includes mutators, adjustable effects, bot skill settings, and fully configurable deathmatch, team deathmatch, CTF, All Out Assault, Team Core Assault, Cattle Prod, and Deathball games. The game features original artwork, with a dark, sinister atmosphere combined with an off-the-wall campiness, and trippy, techno type music. There are currently over 60 maps, loaded with weapons(each having an alternate firing mode) and powerups. Alien Arena has fast, smooth gameplay, & players can play online against one another or against the bots. Please post all support issues in the forums for the game.
Our recent release of Alien Arena was a major success, and our heartfelt thanks go out to everyone who gave the latest version a try and certainly to all of the people over the years that have contributed, be it from making suggestions to digging into the code and getting their hands nice and dirty. We would be nowhere without the community! Since our release there have been a number of updates to our SVN repository.
Posted by Irritant_new on Jan 26th, 2011
Our recent release of Alien Arena was a major success, and our heartfelt thanks go out to everyone who gave the latest version a try and certainly to all of the people over the years that have contributed, be it from making suggestions to digging into the code and getting their hands nice and dirty. We would be nowhere without the community! Since our last release there have been a number of updates to our SVN repository. Perhaps the most signifigant work has been Emmanuel "Blackice" Benoit's UI revamp, which currently rests in a temporary branch until nearer completion. Another major change is that the portion of the renderer that renders bsp surfaces has been completely gutted once again, with some optimizations that resulted in a 35- 50% increase in framerates from version 7.50! We are very excited about this, as it really allows a larger number of players to run the game on it's highest settings. For some more information(and proof) of these gains, you can visit this thread on our forums.
As always we are working to improve our content, and some of the "2k8" series of maps are starting to feel the wrath of our brush strokes. Dm-dismal is the first of these map revamps, and pictures below can show just how things are looking now.
Dm-dismal is near completion, with some optimizations being worked on that will make it even faster than the less detailed original. Next up - Dm-violator is getting a complete, ground up remake! More to come....
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As usual, impressive! It's amazing how you keep advancing the engine you started with Q2 years ago. It's one of the most impressive engines based off it I've seen & yet nobody else uses it!
Especially for a SP game! (IE like a new SP version of Code Red. :D :D )
Congrats on a great release, love bombing around AA and having fun :)