For those of you who have not heard, there is a total conversion Matrix mod being developed for Enemy Territory. The project has started years ago for Quake 3, but we have recently decided to start from scratch and switch to the improved ET engine. Along the way we have recruited new members to help with the development and are still looking for more. Things are moving at a steady rate, all support is appreciated.
Visit our Mod Database profile for more information: http://mods.moddb.com/3388/
And please register on our forums to stay up to date: http://www.hifi-entertainment.com/forum
Preview of the Armored Personnel Unit W.I.P

VISIT OUR FORUMS FOR MORE!
Matrix ET Team:
Jenny_Kitty - Project leader, Modeler, Skinner
Enforcer - Modeler, Coder
ScOrPiOn - Mapper
Grimbob - Mapper
Sparks - Programmer
Narc - Information recorder
darkstar - Mapper
DeViAnCe - Mapper/Texture Artist
Darkone - Modeler
Still Hiring:
-Texture Artists
-Player modelers
-Player/Weapon skinners
-Coders
Latest News:
30/05/04:
Maps
-Seraph’s Teahouse Map 100%
-Mobile Ave Station 90%
-Subway Map 80%
Models
-Beretta 92f 100%
-MP5k 100%
-Micro Uzi 100% (Skin U/C)
-Glock 18 80%
-Armored Personnel Unit Under 70%
Other
-Website 70%
About Matrix ET
Matrix ET -Matrix: Enemy Territory (Enemy territory being the end of the name because of the game engine we used)- is a stand along game being made on the Return to Castle Wolfenstein: Enemy Territory game engine. This mod use to be for Quake 3 till it occured to us that Enemy territory is a Free, Full multiplayer Expansion for Return to Castle Wolfenstein that doesnt require the origonal game to play and can be downloaded from the website, http://www.enemy-territory.com. We switch to this engine primarily because the Source Code was released with it, alowed us to make a Stand alone game, rather then a modification.
Using the source code, we can practically Add and remake many of the features, as well as graphical features, in the game. So we switch to ET instead, seeing as it is Quake 3, just Uber buffed.
A new development document is being created at the moment, but some main points I can give out right now are:
Game-Play
Team Death Match: Players start in the ship bay (the real world) and you enter can go inside (If your on the Resistance team). To enter the Agent team you need to go over to the other side of the room where you can see the machine world. When your over there youll see seats made of wires (like the one neo sat in to go in the final fight in Matrix Revolutions). Then youll be jacked into the matrix as an Agent. After you go in the ship you can enter the matrix/team by going up to one of the jack-in stations. While your in the matrix, a default model will show up sitting in the chair so that people cant go in the same spot as you (basically to show how much room is left for people to join the game. If all the seats are filled, you can spectate or wait till next round). To spectate the game, you go up to the Operator booth and hit the use key which will move your camera into the matrix and watch the game going on (This is still being decided because we are thinking about making an Operator class accessable for loading players up with specific skills, weapons, etc (kind of like the commander in Natrual-Selection)). If you were playing in the previous round and there is someone in the ship who hasnt been given a chance to play yet, you will not be able to enter the matrix till next round (Just so that everyone gets a chance to get in the game so people dont have to go running towards a chair and leave some people who probably never got to play for hours).
Team Mission: There are 3 different mission modes, “Retrieve”, “Destroy”, and “Take over”. These are still in developement stages under the development document, but Ill give a little info. Retrieve mode can be either retrieving a document (like a video recording) or a person (In the top floor of a building), Destroy would be either destroy a zone (like a machine sector, or something) etc. And take over is where you have to go to many different places in the map and there will be computer(s) at each capture spot. You have to hack the computer to control one of the sections. Agents can take back the section the same way (kind of like capture the flag I guess). Hacking the computer takes time, so youll have to be quick about it. You have to hold down the use key for some amount of time and then you will have it. etc.
Team LMS (Last Man Standing): Same as above except when you die, you are ejected from the seat and you can go up to the operator booth to spectate the rest of the game till the next round, then you can go back in the seats.
Death Match: For death match you just start in the Loading program and pick your guns (There is a limit mind you. You’ll have ECP (Equipment Carrying Points which limit you to how much you can carry (so you can have alot of knifes and a Beretta 92f, etc). Once you have all your weapons you walk to the end of the room and you’ll enter the matrix. Every time you die you will continue to enter the Matrix until you choose to enter the loading program from the menu. If you choose to go back to the loading program while still alive, you’ll have to wait till you die first, then you will be back and choose your equipment again.
Last Man Standing: Same as Death Match except when you are the last man alive you win a prize such as full bullet time meter or bullet freeze, etc (You are probably wondering how the Bullet time Meter will work, don’t worry, i’ll get to explaining it shortly).
Ideas
Remember, any of these ideas can change in the future, same with game play ideas. It is just what I had written down in the design document as underconstruction documentation on our project.
Class Selection: When you are in the seats(Agent/Rebel) a menu will pop up and you can select your RSI (Residual Self Image. You can choose from many options including clothing, glasses, skin color, etc (Currently we are thinking about how far we can go with the customization without making things to buggy. Note, movie characters are also accessable, but the customization menu will be there for people who want to be origonal). For Agents its pretty much the same thing except your choosing from 1 of maybe 5 different Agents, all using the same body but different heads). Once you select it you will enter the Loading program (Except for Agents. Agents can only use Desert Eagle, and im guessing your thinking about the fairness ratio, once again don’t worry, ill explain it shortly).
Powerups: Ok, like I said I would explain, here is a bit of our Powerups plan. When you start the game, you’ll see a bar on the bottom right of the hud. This is your Powerup Meter. It starts off empty but with every kill you get, it fills gradually. There are 4 colors, Blue, Green, Yellow and Red:
Blue - 1 Full meter
Green - 2 full meters
Blue - 3 full meters
Red - 4th and maxed meter
When a full meter comes up, you will see an icon apear in the bottom corner of the screen. This is the powerup you are able to access with the amount in your powerup meter. When you run out of the meter, it will dim and you wont be able to use it till you get the amount needed again:
0-1 full bar - Super jump/Long jump
1 full bar - Bullet time (You are able to turn it on and off to save juice but there is a pause between usage time (Just so people cant go bullet time crazy on each other). There will be about a 2-3 second pause between each usage).
2 full bars - Increased bullet time (Same as bullet time except you move a little faster, allowing you to (Now, this is where we arent sure about, and maybe you could give us your opinion) either move a a little faster, or to make the game a little slower, giving you more time to make decisions (which do you think would be best?). Note: Once you go back to 1 bar, youll bullet time will return to the normal one until you reach 2 bars again.
3 full bars - Bullet freeze. This doesnt slow down the game or anything, it just alows you to freeze bullets 1 meter away from you (as in that are about to hit you but stop at 1 meter from you) for 3 seconds, then the bullets will fall to the ground. It uses half of your 3rd bar.
4 full bars - UNKNOWN!!! (As in we are thinking lol!!!)
(Note: Skills depend on what you chose from the operator/loading room (look down to player skills to see what I mean).
Player Skills: This ties into the Powerup section (but it also ties into the Operator booth idea, depending on weather we do that or not. If not, then you can choose your skills in the loading room). The skills we have thought about so far are Bull Time, Increased bullet time, Bullet freeze, Long jump, High jump, Bull Dodge and we are still pondering O,O (ideas are always welcome )
Agents: Yes, the magical agent team. Here is how it works (Rough Draft). When you are an Agent, you only start with a Desert Eagle. Me listens to the arguments in the background P,P But here is the fun part. When you die, you will be braught to a menu and on that menu you will pick a Civilian to Assimilate (or whatever the agents do, I cant remember what its called) and then you will spawn at the civilian spot. Note: When you die, it will show your model phase from the agent to a civilian dead on the ground. Not much to that, just to show a movie effect in the game from when they made their way from place to play by spawning though a civil body.
Desert eagle does some decent amount of damage, just so you don’t go around with to much of a down fall, but lets go back to the menu thing ok? When you are in the menu, you can find a civilian you want to take their place and it will show the civilian phase into an agent (you). Then you will be equipted with your Desert eagle again, and ready to go back and kill.
More will be added to this as we work with the development document.




