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Quantum Core - Tribes Resources | |||||
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Some time in 1991... Bytor hatched the plan to form a tournament for teams based on the critically acclaimed multiplayer game, Doom, using stock and custom maps created by himself and other players. Teams of two were to compete against each other in a round robin tournament to determine who was the best of the best. About ten teams played with various degrees of skill in these levels. This was the first Doom Team Tournament in the world that we knew of. The only true significance of this tournament was that it brought Fantazim and Bytor together for the first time. Fantazim's team, then known as Damage Inc, didn't fare too well due to lack of preparation on his team's part (2 days of PVP Doom prep time.) Still, Fant's team came in second. Due to there success, Fantazim and his teamate, to be known as Ares, were invited over to Bytor's often for 4 player deathmatch Doom. Over many monthes, Quantum Core started developing some early maps. Most were just downloaded maps that other players had put together and then slightly altered to better fit their playing style. The first, and best map that ever came from the Doom saga was one called Mine1.wad, which none of us actually wrote, but played with great frequency and helped form the way deathmatch "should" be. Release of Doom II... The Quantum Core guys had been playing many nights together in an annoyingly small "office" if you can call it that, with 4 people back to back yelling and bitching at eachother for "vulture kills", beam-in kills, cheap frags, and the lot. Doom II surfaces, and changes the teams concept of play from "run around blowing stuff up" to more finesse play. Here the Quantum team did the majority of their level editing, by releasing some truly innovative levels for the platform of play. A brief description of some of the finer points of some of these classic levels can be found in the personal sections for Fantazim and Bytor. Other notable advancements in editing came with the addition of a truly "realistic" fastgun patch, and a sound.wad file that had some somewhat "realistic" gun sounds, as well as some funny death sounds to keep us amused for hours on end. Again, Mine1.wad finds it's entrance into the group of wads that were edited and published by Quantum Core. Taking on a new face, now known as Mine3, the team edited it to make it a touch more streamline, in making the action more fast paced. Release of Duke 3d... The boys are at it again. It takes a while to get an editor that actually works with Duke, but as soon as it's released, they built a few. Most notable is the copy of Mine3, which has become the epitome of Quantum Core design philosophy. This level had to be eyeballed in the Duke editor, since the Doom to Duke converter is a pile of crap that doesn't do the job. Using two computers side by side, Fantazim took three days to learn the editor's ins and outs, and one day to rewrite the level. Release of Quake... Bytor starts losing interest in the id 1st person shooter, and Fantazim, having found his niche in level editing, played the game silly, and soon learned the utility of the WorldCraft editor. Again, Mine3 makes it's entrance, with a majority of the level hacked out in favor of faster play, attempting to accent the "sweet spots" of the level. Release of Ultima Online (1997) Damn it... What the hell happened to 1st person shooters? This game took up ALL our time, and 1st person shooters were doomed (no pun intended) to become a thing of the past. A guild was formed, that is to this day VERY successful on the Chesapeake shard, but will go unmentioned for anonymity's sake... (Like it would be tough to figure this out though.) Release of Starseige Tribes (1998) This game quickly took over again, and led to the demise of UO on Bytor's hard drive. Dragging along his friend Fantazim, who proceeded to remain an entity in UO as current guild leader, the 2 quickly started to make names for themselves. Driven with the essence of the Doom II experience (balls to the wall action, with easy to use controls), tribes again recaptured the flame of the original Doom on a much wider scale, which to this point, not even Quake had not done correctly. The Quantum Core team then started editing, with their debut Tribes level, Stronghold, which is basically a modification of a stock defend and destroy map, with other objects and structures added to create a new Capture the Flag map. |
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