|Aerial view of Anterak City|
In the middle of the game, the player must steal a Stormtrooper armor therefore no-one recognizes him and he can walk quietly through he Emperor's palace to reach the objective room of his mission. That's the moment where he enters the conference hall and listens to Palpatine's speech in front of a hundred Imperials, standing to attention (apart from the Royal guards, new static WAXs had to be created from the brown, white and black officers, stormtroopers, commandos, admirals and, for the first time, the Emperor's courtiers and the Emperor sitting in his chair). INF will be extensively used when Kyle races to the docking bays to escape, while the city has started exploding and ceilings are falling down, doors explode and catwalks are dislocated. There is also a new boss: a stormtrooper with the Black Whirlwind and a jetpack, intended for Boba Fett logic (unfortunately Phase 2-DT doesn't work properly because of the difference in size).
I'm also trying to fix problems regarding an underground train scene where two lines are running in opposite directions one along the other and Kyle is fighting with troopers who are in the other train when they cross each other. Kyle normally can jump out of his train into the Imperials train.
|A rough version of the Emperor's throne room|
In Archangel 2, I will complete the storm scene at the beginning by adding a flash texture, one bug needs to be fixed, a few small sectors will be extended, as will the underwater section. In the dungeon, I will also extend the "roaring pit" scene and promote a nice WAX that was never fully used at its best: the Gundark.
Last but not least, in all three episodes, it will now be possible to select the difficulty level.
Q. Have you played Jedi Knight yet? If so, what did you think and does it seem like a good environment for level creators? I rushed to the nearest store on October 9th and bought Jedi Knight at 10:01 AM. But I'm very sceptical with it and I reserve my opinion. On one hand, the Sith engine is awesome but on the other hand, textures aren't realistic and 3DO-polygon characters don't look nice (I prefer WAX sprites although it's not truly 3D). Levels are too long and there isn't a variety of worlds to explore (In Dark Forces there was Gromas, Anoat, Nar Shaddaa, Coruscant, Jabba's ship and various Imperial worlds...). Furthermore, I'm not quite sure whether Jedi Knight will be easy to deal with. I heard that LucasArts put severe limitations on what may or may not be done. Also, the very complexed 3D architecture possibilities won't be fully exploited unless a level creator spends half his life on it :-). But I will play the add-on levels because I'm sure they'll be better than the original levels !
Q. Once the Archangel project is finished, what are your plans? Will you be continuing the project in Jedi Knight or are further Dark Forces levels planned? The Archangel project is quite an old one. The first test for new texture and WAXs of episode 3 had been made before the completion of episode 1 ! Because of a lot of professional work it's taking me an incredible amount of time to complete Archangel 3 (and the level is more elaborated too) so I think I will stop after the Special Edition. However I had two more levels in mind as early as April 1997.
The first one was a level taking place in an Imperial underwater mine. After the destruction of Anterak City, the Rebels have to disable all Imperial facilities that take part in the process of producing that new weapon: the Black Whirlwind. Kyle is sent to an underwater mine where they extract ore that is used for the Black Whirlwind missiles. I had started building a swimming stormtrooper WAX and had completed an awesome emerald rock texture for the underwater depths.
The second level would have been used as a transition between Dark Forces and Jedi Knight. Star Wars fans may know that Mandalorians were once decimated by Jedi knights. After the death of the Emperor in the explosion of Anterak City, a group of Mandalorians decides to lead the remaining routed Imperial troops in order to restore the Empire. They want a revenge and have invaded a Jedi sanctuary to eliminate the old Jedi sages who retire and meditate there. Kyle is sent to deliver them and put an end to the sinister plot. At the end of the level, he's supposed to do a first step on the ways of the Jedi and has to fight his own replica from the Dark Side, all with new Katarn WAX, required VOCs and lightsaber patch.
When I understood I wouldn't have time to do that before the release of Jedi Knight, I destroyed all of this rough work. Maybe I could do these two levels for Jedi Knight, if I have time. It's obvious that I could profit by the complexity of the Sith engine to achieve better levels featuring underwater scenes, old temple textures, and lightsaber fights.
|Fight within the subway transport|
Q. Attached to this interview is a Demo copy of Archangel 3. Can you tell us a little about the demo and it's features? Well, the demo doesn't actually feature anything new, except one or two customized textures. I wanted to do a demo because I often get mail from people who impatiently ask for the release date of the level. The demo consists of the beginning of the level, which simply sets the mood. Players will be allowed to discover the aesthetical aspect of this new level.