A WORD FROM THE TEAM
Father-Marrow
Project leader, main level designer, webmaster

It's over!

Many people I encounter however seem not to understand why I worked so hard on something that will, at the end, not bring me a single penny. Other people, who perhaps understand this better, wonder why I work so hard modifying a game that is now old, outdated and slowly dying. The answer to both of these interrogations is pretty simple: because I like it, dammit! I actually have something to confess: we didn't make the game for you guys at all. We made it for us. And we like it, so we're happy. I think that's the only reason the majority of Duke TCs never get completed. Their leader cares more about the number of page views his website gets than the game he is supposed to be making. They don't even understand that if they wan't support from the community, they should prove their competence first.

Anyway, let's talk about GoD. What an ambitious project I got myself into. At first we wanted to make a 30-level, 10 weapon, 10 enemy TC with extremly high quality and original content. Later on we realised it was insane, so we split it up in 3 10-level episodes instead, and recently (last week), we decided to combine the scheduled episodes 2 and 3 together. We however never let go the quality concern and always made a selection of the team members. Many poeople wanted to participate but never got in, and many people that got in never got far. That may seem cruel, but if we had done otherwise, we would probably never had finished the game. Our team wouldn't have been so great.

The best part of making this game probably was working with all those talented members, guiding them, seeing the result of their work, seeing them beg for more work (some people actually did!), seeing they were as interested in making our TC kick ass as I was. Did you know the private member-only forum has already more than 1000 posts and it's only there since a few months? The other fun part of my work is of course the level design.

However, making a TC for Duke has its darkest sides. The worse part is when you have to tell someone who worked hard on something that it's not good or that it can't be used for technical reasons. Other extremly rageing things are sector and wall limits and other Build restrictions. But you already know about this. Build is a great program but you would frequently like to punch him in the face (if it had one, of course).

Even though I said we didn't make this game for you, this doesn't mean we don't hope you will enjoy it. If you do, (or don't), we would love to hear your comments. And your suggestions, to help make the sequel (Episode 2) even better. Have fun!

Reaper_Man
Con hacker

I was the CON programmer for the TC, and I'm really pleased with the results. When I first joined up, I wasn't really sure what to expect from the project, and Marrow basically let me have free-reign with the CONs to begin with. I made a "CON Beta", which turned out the be the first of 7, that showed off some of my effects. As I finished one Beta, started on the next, and got feedback from him, my job got a lot more narrow; we went from having totally random and asinine weapons and just a few effects, to specific and rather impressive CON advances.

One of my favorite things to do were the weapons, especially weapon 7. And ironically enough, weapon 7 never got a real name during production. It was always referred to as "the Shrinker Replacement" or "Weapon 7" or "the green plasma-ball gun". And putting the particles in was just a blast; at one time, I was hell-bent on putting them _everywhere_ I could - Particle Blood, Particle Smoke, Particle Water, particle-this, particle-that. It was actually rather amusing, looking back on it now.

I remember that, whenever anyone on the team had a question or a problem, I was always the first one they asked. I don't really know why this was, but I'm sure it is kind of reassuring to have a Duke Community "Veteran" on the team. *smirks* I remember Marrow saying once, "I don't know where the TC would be without you [Reaper_Man]. Probably nothing more than a really good Map-Pack."

Overall, working with the GoD team was a great experience. We were dis-organized, lazy, sloppy, and sometimes down right mean, but now that I've finished the project (Episode 1 at least) and look back at what it was like to work with such a talented group of people, I'm glad I didn't pass the chance to work on such a great project.

Theeth
Main weapon artist, animation designer

I was one of the weapon designer for the TC and animator. How I came in the team was really a matter of being in the right place at the right time, as Father-Marrow did a call for modellers in a forum where I hang out often. Anyway, I did a lot of weapons for the TC, some of which will only be used in Episode 2. It was great working with that team, there was really a couple of really active members that really made this TC happen. I remember once when Reaper posted 2 (or was it 3) version of the CONS in the same day. That's called HARDWORKING!

Big cheers to Father Marrow, who managed to make a lot of people work their butts off for this TC, he really deserves a round of applause.

Also, as the maker of the intro animation, I can say I was really influenced by the comics and the fan arts.

I hope you have fun firing my weapons (thanks to Reaper_Man for the awesome effects) and playing the TC, I think I speak for everyone by saying there's a part of our soul in it.

It was a real good experience working on GoD, I learned a lot from that.

Raziel
Main sound editor

Well, I was one of the last people to join the GoD team. I work with -=Reaper_Man=- over at RTRP, and when he started telling me about the effects he was doing for GoD, I became pretty interested in it. Then one day, he starts telling me that the weapon sound effects needed to be made, but no one was able (willing?) to do them. So, I decided to give them a shot. Apparently, they were pretty good right off the bat. But, being the semi-perfectionist I am, I went and fixed some of them. Of the weapons, I think the pistol was my favorite to make (not to mention listen to).

By then, GoD was pretty much complete, except some character voices still needed to be done. Well, I think that ALL the character voices needed to be done. That's when fellow RTRP member, Mel Havok joined and voiced the Bakpri. After he did that, I decided to once again try my luck and record the Voystagg monster. When my first version of the Voystagg was finished, Father-Marrow told me that they were to "Organic", which took all of ten minutes to fix. After that, the civilians needed to be given the gift of voice. So, I employed a friend of mine, Mr. BlackWell, to record some sounds for me. He did a great job with them. Then, -=Reaper_Man=-, who was/is hard at work on MANY other projects decided that he was unable to help Mel Havok do the voice for the CIA Agent. At this time, Father-Marrow asked me to do that. Which took me less than 2 hours to record/remix. Of all the voice work in GoD, the Voystagg is my favorite. I hope you (the player) enjoys playing GoD as much as I enjoyed (briefly) working on it.


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