A total-conversion fan-sequel for Battlezone II: Combat Commander with high definition graphics, new physics and tonnes of new and unprecedented features.
This is my personal attempt to create a 'Battlezone 3' worthy game.

I have blended many of my favourite elements from BZ1 and BZ2, plus introduced a number of my own.

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QF2 - E2AT Teaser Trailer 1 - Mod DB

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DOWNLOAD VIA MODDB

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Requirements:
Battlezone II
The Latest 1.3 Patch


What the mod includes:


- Nearly 4 hours of dialogue. There are a fair few audio-matic cut-scenes which explain the story. They may mostly be skipped.

- A lengthy, STORY DRIVEN single player campaign. There is less emphasis on Base VS Base combat and more on story and character development. I know that people get sick of RTS campaigns quickly if they are repetitive. I certainly do. My goal has been to AVOID a 'glorified IA' campaign where you simply have to destroy the enemy base each mission. That doesn't happen often.

- Three brand new, fully fledged playable races, plus other NPC only races.

- High Quality 3D models and Environments, far in excess of the original limitations and scope of the BZ2 engine.

- A Deep, Intriguing and Engaging storyline.

- Some explanations to some of the darkest secrets of the Battlezone universe.

- This mod is a total-conversion, so effectively a BRAND NEW game!! No visible content from the original game or any other mod (not even QF Mod) is included.

- Fully UV-Mapped and highly textured models (unlike the original QF Mod).

- All new Sound Effects.

- All new Music.

- All new Models.

- All new Voiceovers.

- All new Everything!!

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With this mod, I have done my best to create a game that could at the very least imitate a possible Battlezone 3.

There are imperfections and glitches which are yet to be ironed out. There will be patches released in the future to fix as many bugs as possible.

There may also be a large second release which adds multi-player and instant-action capabilities.

This mod is best played on high resolutions. Anything lower than 1680x1050 may cause issues. It was designed for HD resolutions - specifically 1920x1080 Full HD. For the best playing experience, I would recommend using this resolution or higher.

A high-capacity gaming computer would be the best choice for playing this mod. It uses graphical enhancements which are along the lines of far more modern games than BZ2 original. High-resolution textures, high-poly models and bloom effect (from ENBSeries, an external addon program which I have included with this mod).

I would not recommend using low screen resolutions when playing. The experience of HD graphics in a Battlezone game is effectively unique to this mod. It is not like any other Battlezone mod in existence so far. It has been developed with HD graphics since its conception. The entire purpose was to bring Battlezone into the 21st century. As such, using a decent 21st century gaming system is a must.

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Several key issues which I should mention include:

- Music volume is currently locked to 95%. This is the only way to allow it to automatically reduce volume while in-game voiceovers are playing, otherwise you could not hear the voiceovers over the music. This may irritate some people. I may try to patch this at a later date if it is too unbearable.

- There is an issue with the introduction video where 1/3rd of the screen on the right-side is blacked out. This appears to be an internal issue to BZ2, as playing the same .bik file in the native BINK viewer program does not have this issue.

- Mission de-brief files are not showing up. I will try to fix this for the first patch.

- Sometimes the game will crash without warning or explanation. This may have something to do with an audio-glitch involving the music. It is not easily re-produced, so is difficult to fix. I recommend that you save your game reasonably often, just in case it does crash. It is not a common crash, but it does happen at some random times. This may be a problem only on my end.

- Sometimes a mission will crash when you attempt to load it the first time, but load fine on the second attempt.

- At the end of mission 10, you will need to find Major Gibson and drive near his Pariah tank in order to allow the mission to finish. I will correct this in the first patch.

- Mission 2 may be a little too difficult for less skilled players. My advice is to not stop shooting drones. The more you kill, the less damage you will receive overall.

- There may be more bugs, as it seems that there are some which do not appear on my system but may appear on others. As I have stated at times, this is a highly experimental mod. It can be temperamental at times. It was conceived, designed, made and tested by only one person with almost zero outside assistance (bar voiceovers). There will be problems. The game is playable, but it is not perfect yet. Every mission can be won. That isn't an issue.

Despite the imperfections, I have put a huge amount of effort into this mod. It's been my pride and joy for a number of years. So, basically, enjoy! It's been an absolute blast making this mod, and I couldn't have better spent my last couple of years.

Thankyou, and good luck!
- Michael Boag (bigbadbogie)

QF2 BACKSTORY


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4 comments by bigbadbogie on Jul 3rd, 2015

QF: (working title) will continue where QF2 left off.

As Rachel would say: "You think that you can wipe out an entire civilisation without consequences?"

Here is a quick test-map preview of the new (but incomplete) hover physics:

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QF2 - E2AT v1.0 - Installer

QF2 - E2AT v1.0 - Installer

Feb 18, 2014 Full Version 26 comments

This is the first release of QF2: Essence to a Thief.

Post comment Comments  (100 - 110 of 144)
neo507
neo507 Dec 29 2013, 2:29pm says:

Hey bigbadbogie just a random question after a lot of changes to the game are we still gonna be able to play Instant Action games and if so, will there be 3 way battles?

+1 vote     reply to comment
bigbadbogie Creator
bigbadbogie Dec 29 2013, 6:46pm replied:

IA and MP support will probably not be included in the first release of QF2. It's a lot of extra work and could delay the first release significantly. Once the mod is released, I will be gauging the community reaction to determine whether or not it is worth the extra effort to add IA and MP support. If it seems worth the effort, I'll be teaming up with other modders to add IA and MP support to the mod and then release a new version. As with all of my mods, the first release of QF2 will be SP campaign focussed. General BlackDragon, the guy behind BZC, has offered to work on the MP and IA for QF2. Any of you who have played BZC will know just how amazing his MP systems are. They are pretty much without equal. Again, it depends on community reaction. The last thing I want to do is go to an insane amount of effort to create MP only to have it never played like the MP modes of most other mods. IA will most likely be added for the second release. GBD has developed many cool systems for it, including even 4-way and I think 5-way battles (that may be only for MPI, I can't remember). There are 3 races in QF2, so 3-way battles would be highly relevant to the story.

+1 vote   reply to comment
neo507
neo507 Dec 29 2013, 6:57pm replied:

Yea makes sense it's not that big a deal if I was in your position I'd say wait till the second release.

+1 vote     reply to comment
bigbadbogie Creator
bigbadbogie Dec 26 2013, 5:05pm says:

I've given myself an extra month to get this mod completed. I'm quite disappointed in myself for having failed to complete it this year. I have simply run out of time. I'll try and do whatever it takes to complete it by the end of January. I want this mod finished and out of the way. The main reasons I failed to finish it this year are voice-over related. It's hard even at the best of times to get people across the globe to do a crazy number of voice-overs. I've had some outstanding contributors who have given me an incredible amount, but even they can get caught up with real-life and it's a setback for me. I can safely say that I could finish the mod in 2 weeks if I had all of the voice-overs.

You'll understand what I mean about voice-overs when/if you play the mod. It has an insane amount of dialogue.

+1 vote   reply to comment
pa1nki113r
pa1nki113r Dec 25 2013, 1:43am says:

Take your time in the fine details bigbadbogie, there is no need to rush whatsoever! Quality is the most important aspect like you said! You're working on something MASSIVE here and you have an entire BZ community that will support you and your mods. Keep it up!

+2 votes     reply to comment
neo507
neo507 Dec 21 2013, 11:35am says:

How are things going? Just seeing whats up

+1 vote     reply to comment
bigbadbogie Creator
bigbadbogie Dec 21 2013, 8:27pm replied:

I'm getting things done, but I'm starting to seriously doubt whether I can get it finished by the end of the year. Even if I somehow did, it would be full of bugs. It's Christmas and I have tonnes of other things to do. That said, I've made enormous progress over the last 2 weeks or so. I've practically finished half of the single-player missions. The rest are all in various stages of completion. It still may be possible for me to get this all done soon, but I may need more time. I'm obsessed with fine details, and those take the longest time to perfect. I'm also waiting on voiceovers from other people. That is certainly impeding my progress. Trust me, I want this mod finished and released ASAP. I also have to weigh that against the quality that I want to produce. Quality takes time. That's just a fact. I don't want to release a buggy and unpolished mod. That defeats the entire purpose.

+1 vote   reply to comment
neo507
neo507 Dec 22 2013, 12:41pm replied:

Yea dude release when you feel its ready not when a date demands.

+1 vote     reply to comment
bigbadbogie Creator
bigbadbogie Dec 10 2013, 6:50pm says:

I've just been informed that I have to do a massive amount of texture optimisation for the mod. This is not a cop-out. I'm just worried that I won't be able to meet the Dec 31st deadline. I'm not giving up though, and I'll still try to like crazy. Fingers crossed.

+1 vote   reply to comment
neo507
neo507 Dec 10 2013, 7:50pm replied:

Don't sweat it.

+1 vote     reply to comment
bigbadbogie Creator
bigbadbogie Dec 10 2013, 8:37pm replied:

Hold on, possibly a false alarm. I've found a way to batch process them effectively.

+1 vote   reply to comment
Guest
Guest Dec 15 2013, 12:31pm replied:

You are amazing :) as stated in my post below, just take your time. Thank you so much !
But if you can't release it in time, can you give us a little video previewing some of the stuff of the mod ? That would be already really cool !

+1 vote     reply to comment
bigbadbogie Creator
bigbadbogie Dec 15 2013, 6:00pm replied:

Sure. If I run out of time, I'll show you a whole heap of new stuff to prove I haven't been dawdling.

+1 vote   reply to comment
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Release Date
Released Feb 17, 2014
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