

Download X-Men: The Ravages of Apocalypse and the sourcecode folder from the creators website below. In fact I recommend doing this first before playing Xmen as it also adds features from the new engine enhancing the graphics. A solution for this is to install the Ultimate Quake Patch found here in the Quake Steam Guides Section and play using the music from Quake. As such the music for Xmen will also not play.

The copy of Quake steam installs does not have or play original music. But with many long hours and everyone pulling together we managed to get it done on time, a massive achievement for all involved.Īlthough justifiably criticised in reviews for the gameplay and difficulty level, both areas which would have benefitted greatly from more development time, I'm happy to say the story, graphics, characters and multi-player experience rated very highly.This guide assumes that you're installing this game as a mod and have the full version of Quake installed on your computer already.īefore you begin. The big condition for Marvel publishing the project was that it would have to be completed in time for Christmas sales that year, which meant that by the time they made the decision we only had 3 months to complete it, and barely enough money for the 3 principle team members, let alone the other 15 people that would eventually be needed. Based on the work I had already done, and the updated story and game design for what would become X-Men: ROA, Marvel decided to make it official and to publish the project. Before I knew it I was being asked for interviews, offered promotional assistance, and had offers to present the project to Marvel. Once I started to promote what I was doing it gathered popularity very quickly. I realised the potential in coding specialised behaviours for the characters, so recruited Ryan Feltrin who had experience in coding Quake mod's, having created Quake Rally, and happened to live nearby.

It turned out to be quite easy to partner X-Men characters to existing Quake monsters with similar moves or powers, so I started creating what was known then as X-Men Quake.Īs well as replacing the characters, I discovered it was possible to include new code. I found that it was possible to replace the characters in Quake as it had been in Doom II which I had some experience in doing with Bugs Doom. In March of 1997 I started a new R&D project to try my hand at real-time 3D characters.
