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Final Blackout is a Quake 1 Modification concentrating on deathmatch and teamplay. Based off the hit novel 'Final Blackout' by L. Ron Hubbard, Final Blackout ques in at intense scenes in the war of survival that the 'Lieutenant' and his faithful Fourth Brigade survive through. Final Blackout environments will range from demolished urban cities to shore line beach assaults.
Throughout the novel 'Final Blackout' there are four major forces that battle. These four forces will be the sides you must select in game and will have to use their weaponry ranging from the Ruger Rubelem, the lightweight highly durable rifle used by the Lieutenant's Brigade all the way to the high tech P90 Hybrid used by the futuristic American army.
We've finally decided that we must switch engines to be able to push Final Blackout (GFX wise) up a notch. The gameplay will still be the same but with gltochris we are way too restrained from releasing what we really want to show the public.
While we were at a loss of contact on modDB we still were working hard on getting the mod ready for completion. Currently we have uploaded 2 new pics...
Currently the modification is close to completion in terms of coding but we are still hard at work at making maps and improving the gfx to better fit...
This would have been John Travolta's favorite mod.
L RON HUBBARD
sure.
rampaging@ru1337.com
fellow mappers are always welcome. :)
currently we though are working on another project
"The Hunted"
Ru1337.com
Need help? I can map.
Dakza.envy.nu
I
After much deliberation, the Final Blackout Team (me, Carni, and BartNowciu) have decided to move from the GLtochris engine, to the Darkplaces engine. For those of you who are unfarmiliar with Darkplaces, it is a Quake 1 engine that utilizes the effects of current games such as quake 3 and doom3.
This will now allow us to
Use external 32bit TGA's at high resolution, opposed to 8bit bmp's.
Incorporate higher poly models to give better detail to players and weapons. (not that bart hasn't done that already. :))
Utilize effects such as Volumetric lighting, fog, and create environments that better suit the maps.
This is just the "icing on the cake" of what we can now do.
We do however, plan to utilize this engine to the fullest of its extent to bring you excellent gameplay and graphics, and bring you to an environment unseen in any previous quake mods.
For those of you eagerly awaiting the mods release, this update should not halter the mods progress too much. We are still hoping for a release date of a couple months. possibly December.
You'll have to wait a month or so, we are in the process of mapping and skinning these bad boys. Plus, Bart may take on a player model if he can do it !
I'm looking forward to his works in the near future :)
hey that models look really great!
looking forward to see them all
Added Bartnowciu as Weapon modeller
New pics coming soon
its easy to adjust the contrast even with the limited quake 1 pallete, just try out the brightness/contrast regulation feature in wally :)