Well, as many of you will already notice the link to the forums now leads to a different forum. This is due to our changing web hosts. We are now sponsored...
In 1993, a team of British scientists discovered a way of genetically incubating a dinosaur. Using a technique which involved extracting genetic material from viruses that had been around since the Jurassic Era, scientists found that they could create and breed dinosaurs. Once the scientists had proven their theory, they were quickly funded by a private organization called DinoTech. DinoTech was purely interested in the scientific benefits of the project, never planning on marketing the dinosaurs, nor did they ever contemplate creating a theme park. DinoTech decided that the best way to study dinosaurs was to let them roam in a natural environment, thus DinoTech constructed a base on a small Island of the coast of New Zealand called Malculey Island.
In 1997, construction was completed and new personnel began to arrive on the island. The founding scientists of the project had gone from a small team with great ideas, to an organization with even greater ideas. The island contained many facilities built for the scientists to study the dinosaurs. These buildings were isolated from the rest of the island by towering electric fences. The island was the most modern design of man to date, incorporating the most recent technology known. High-powered electric facilities, radar sensors, and life support systems were only a fraction of the islands capabilities.
By 2001, the scientists had created most dinosaurs known to man and began to not only watch and observe them, but also test them.
This afternoon, raptor broke out of a top security medical lab and escaped into jungle, killing several employees on his way. A few hours later, a majority of the velociraptors, roaming the island, started to behave in a demented fashion. Scientists suspect sabotage and food poisoning. They blamed worker incompetence, and low-level security. Security personnel accuses scientists of ressurecting a prehistoric virus. The sun has set, and all communication has gone offline...
Jurassic Rage is an episodic, team-based, dinosaur infested modification for Unreal Tournament 2004. We are undertaking the challenge to incorporate fun gameplay with a realistic world and an evolving storyline into one well-tested and balanced package released every 30 days. Every month a new version will be released, each one with as many new features as possible, exposing new story plots and allowing you to experience them ingame.
Fun and gameplay are top priority in JR:Evolution, therefore if some element isn't fun enough, we'll keep working on it until it will be good enough. Your feedback is invaluable to us and we will consider any and all ideas you post.
Jurassic Rage merges single-player and multiplayer. We have multiplayer gametypes that can be played like missions in a single player game, except that you can play them on any map that supports it, not just one. They are entrenched in the Jurassic Rage storyline, can be played both offline and online with, versus or without bots and real players. Evolution I contains the first "mission", next evolutions will contain more. Eventually you will be able to play the gametypes just like missions in a single player campaign, advancing from one to another.
Q: When will Jurassic Rage be released?
A: Every 30 days. Next release is on 20th December 2006.
Q: What kind of dinosaurs will there be?
A: We have plenty of dinosaurs modeled, though not all will make it into the final cut. Naturally you'll be hunted by several species of Raptor and stomped underfoot of Tyrannosaurus, and this will be accompanied by a diverse and interesting set of creatures to contend with.
Q: Can we play as dinosaurs?
A: Currently we have no plans to let players play as dinosaurs.
Q: What about the maps? What types will there be?
A: We hope to have several styles of maps, although the primary focus is on creating a vibrant and realistic jungle, teeming with life. In addition to this, we intend to have other designs such as gloomy internal areas, waterlogged caves or dusty coastal villages.
Q: And the weapons?
A: There'll be the usual assortment of handguns, sub-machine guns and automatic rifles. Jurassic Rage is set in the near future, so don't expect any pulse-blasters and light-shows!
Q: Why are there futuristic weapons in Jurassic Rage: Evolution I?
A: We decided that first evolution of Jurassic Rage will contain an fast-paced "arcade" version of the gametype, using Unreal Tournament 2004 weapons. The realistic weapons are about 80% ready, we're working hard on making them both realistic and fun to shoot. Future gametypes will be based on realistic weapons. Expect them in Jurassic Rage: Evolution II, coming out on 20th December 2006.
Q: When can we expect more content?
A: With every release. We have lots and lots of weapons, vehicles and dinosaurs nearing completion.
You can find a plethora of Jurassic Rage inspired fiction over at the writers' lounge in our forums
We figured that since we've been kinda quiet lately, why not show off some of what is being accomplished for Evolution III. First thing you'll notice in this screenshot is we've really been kicking a load of custom vegetation, 88 models so far. This screenshot is also from a custom map that Switch is working on (when he's not programming) to suit our needs for Evo III's new features. What are these new features, well, you'll just have to wait and see.
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