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Sharky Extreme: Unlike many standard one game mods, Infiltration offers UT gamers 3 modes of play. What is the difference between the modes of play?

Warren: Actually right now Infiltration uses the same game modes UT provides, DM, Team DM, CTF, DOM, and Assault. We just allow you to alter the overall experience with new weapons and a slew of options, like removing certain weapons from the game, starting the game with certain weapons and ammo, limiting the amount of lives you can get, shooting through walls, setting a number of rounds per game, changing the overall lighting of the level if you like playing in a dimly lit or dark map, etc. Too many options to list here, but they definitely change the way you play those original game modes.

Sharky Extreme: Infiltration contains a whole slew of features. Some of the more unique ones being: Last man remaining timer; Make almost all decorations in any given level destroyable; and Night time operations. When developing a mod, do you sit and list out all the things you want to include or do the ideas and elements get added during development?

Warren: It's a combination of both for us. We start out with a goal in mind for our next version, and as we implement those features, other ideas come to mind from members of the team and ideas that get tossed around by the Infiltration community. Someone suggests "Hey, wouldn't it be cool if..." and before you know it, we have another option. For a while as we developed the first version Infiltration for retail UT, feature creep was a problem. There was just so many options we wanted to include, and once you get a list of options that large, you have to make sure they all work together, both offline and online. That's when you start regretting adding some of the options- but our lead programmer Beppo has done a great job making it all flow well. Like all development, we have our bumps in the road, but this team is amazingly dedicated to Infiltration’s success.






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