The Perfect Dark mod is a UT modification based on Perfect Dark (N64). The basic premise is to combine the style and power of UT with the massive content of Perfect Dark, while at the same time improving upon PD's blatant errors (i.e., slow, cumbersome movement) and maybe adding (optional) new features. While the PD weapons will be, for the most part, true to the originals, some allowances must be made. For example, UT has no built in "Action" button (for opening doors, reloading, etc.) so this functionality must be built in using similar effects. The maps are true to the original, as much as can be, but cannot be perfect renditions. Some scaling issues have been uncovered in certain maps, as well as some questions of physical feasability. All in all, the maps are accurate representations of what once was... Movement speeds and accelerations are not quite addressed yet. Any Perfect Dark fan can tell you that you moved faster when strafing instead of just walking forward....

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Good news: now that I have finished some maps for Apocalypse Weapons, I can work on maps for the mod! There will usually be a map update three times a week (on the site only, not here). Of course, if you were a team member, you would get the updates almost IMMEDIATELY after they were finished! The first

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Good news: now that I have finished some maps for Apocalypse Weapons, I can work on maps for the mod!

There will usually be a map update three times a week (on the site only, not here). Of course, if you were a team member, you would get the updates almost IMMEDIATELY after they were finished!

The first map to be created will be dataDyne: Defection (after all, it IS the first mission in the game). I don't know if I'm going to botpath it or not, because there won't be any true "bots" in it.

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