Alien Arena 2008 is a free, stand-alone deathmatch game based on source code released by id Software. Begun by COR Entertainment in 2004, the game combines a 1950s-era sci-fi atmosphere with gameplay similar to the Quake, Doom, and Unreal Tournament series. Alien Arena focuses mainly on online multiplayer action, although it does contain single-player campaigns against bots.
Alien Arena 2008 is a multiplayer online deathmatch game based on the GPL id source code. This game features incredibly smooth and fast game play with next-generation engine features such as shaders, real-time per-pixel and per-vertex lighting and shadows, lensflares, light bloom, weather, and GLSL shader effects. The game includes over 40 levels, nine weapons (with alt-fire modes), five player characters, mutaters, six game play modes, and an in-game server browser. With modes like Team Core Assault, Cattle Prod, Duel, Deathball, Capture the Flag, and All Out Assault, Alien Arena has an endless replayability factor. Version 7.21 includes new maps, new models, new textures, and major engine enhancements. The game is powered by the id Tech 2-based CRX game engine, which has been heavily rewritten to include support for such features as 32-bit high-resolution textures, 3D models used as architecture in maps, GLSL per-pixel lighting effects, parallax mapping, normal mapping, server-side antilag code, shaders (GLSL and rscript), textured particles, semi-true reflective water with per-pixel distortion shaders, reflective surfaces on entities, light bloom, real-time shadows, overbright bits, real-time vertex lighting, and other modern graphical effects, all of which can be turned on or off in the menu. The game engine uses the id Tech 2 BSP format, as well as the id Tech 2 md2 model format. Texture formats supported are:
* .wal files (architecture only.) Can be animated.
* .tga files (both architecture and models.)
* .jpg files (both architecture and models.)
Gameplay There are 60 standard maps to choose from, 5 playable characters, 9 weapons with alternate fires, and a grappling hook. The game features an internal server browser for finding other players online, and the external Galaxy program performs the same function without having to launch the game, akin to The All-Seeing Eye. It also serves as an IRC client for chat between players. Alien Arena features several game modes:
* Standard Deathmatch, similar in style to Quake III Arena and Unreal Tournament
* Team Deathmatch
* All Out Assault, normal Deathmatch with vehicles added
* Capture the flag
* Deathball, similar to Unreal Tournament’s Bombing Run
* Team Core Assault, a team-based game mode where each team tries to turn off all three of the other team’s power nodes and then destroy that team’s spider node
* Cattle Prod, a variant that requires players to herd robotic cattle through goals to earn points for their team. There are also several powerups, all of which expire after a short amount of time.
* Double damage.
* Sproing, a powerup that allows players to jump several times higher than they would normally be able to do.
* Haste, a powerup that allows players to jump forward and dodge at high velocity.
* Invulnerability, a powerup that makes players impervious to damage. This powerup is rarely placed in maps.
* Invisibility, a powerup which applies a glass shader to the player. The effectiveness of this powerup depends largely on the lighting of the map. This is the only powerup in the entire game which cannot be placed in maps (as there is no model for it.) There are twelve game mutators which can alter the game to play differently. Multiple mutators can be enabled in any combination.
* Excessive, a mutator which causes players to spawn by default with every weapon and full ammo, 300 combined health and armor (which will regenerate back to full,) and very weapon has been made more powerful, either in rate of fire or damage. Player speed is enabled by default when this mutator is enabled.
* Joust, which allows players to continue to jump indefinitely while still in midair, until they reach the top of the map.
* Rocket Arena, where the player spawns with a rocket launcher and infinite ammo, and all other weapons are disabled.
* Vampire, where one can gain health by damaging someone else.
* Regeneration, where health regenerates slowly until it reaches 100.
* Low Gravity.
* Quick weapons, where one can switch between weapons faster.
* Antilag, which is done in server-side code.
* Anti-camp: if a player stays in the same place for a minimum amount of time (set by the server administrator,) that player begins to get damaged.
* Player speed, where players can move faster.
* Class-based, where robot, human, and alien models each have different abilities.
All modes can be played online against other players or offline against bots which can be customized using an external program included with the installation of the game. As of version 7.20, a rewards system where points are awarded to a player for certain actions (such as midair shots, gibbing an enemy, and killing sprees.) When a threshold amount of points (set by the server administrator) has been reached, one of three powerups can be chosen: haste, invisibility, or sproing. After the powerup has expired, the player must start accumulating points again. The game uses modified Quake II physics. Most Quake II trickjumps, such as strafejumping, will work in Alien Arena, as well as dodging. However, due to Alien Arena’s modified weapon balance, weapon jumps behave differently than in Quake II. In addition to the rocket launcher, the blaster, disruptor, and beamgun have all been made usable for weapon jumps. Since the blaster is one of the starting weapons, Alien Arena gives players the ability to perform weapon jumps as soon as they spawn. The beamgun is also useful for plasma climbing, a type of trickjump that was introduced in Quake III.
Dowload CodeRED : Alien Arena here.