Recent from talks
Nothing was collected or created yet.
Nexuiz
View on Wikipedia
| Nexuiz | |
|---|---|
| Developer | Alientrap |
| Publisher | Alientrap |
| Engine | DarkPlaces |
| Platforms | Linux, FreeBSD, Microsoft Windows, OS X, AmigaOS 4, AROS |
| Release | May 31, 2005 |
| Genre | First-person shooter |
| Modes | Single-player, multiplayer |
Nexuiz is a free first-person shooter video game developed and published by Alientrap. It was released on May 31, 2005 under the GNU General Public License (GPL) and uses the DarkPlaces engine, a modified Quake engine. A remake, also called Nexuiz, was released for Steam and Xbox 360 using CryEngine 3.
Gameplay
[edit]Nexuiz is primarily multiplayer (though it includes a full single-player campaign, which allows one to play through the various multiplayer game types and maps with bots), and allows for hosting and joining of games. It supports new gametypes, or whole conversions quickly applied to it (much like Quake).
Development
[edit]Nexuiz development started as a Quake modification in the summer of 2001 by Lee Vermeulen. Soon afterward the project moved to the DarkPlaces engine created by Ashley Hale, who later also joined the project. The original design called for a simple deathmatch project with a few levels and one character model to be released the next summer. After four years of development with no budget, Nexuiz 1.0 was released on May 31, 2005, completely under the GNU GPL, and by the end of June had over 250,000 downloads. Development continued after the initial release, with 1.1 released soon after, 1.5 released February 14, 2006, 2.0 released June 14, 2006, and 2.1 September 9, 2006. On February 29, 2008, nearly three years after the initial release, version 2.4 was released and brought major improvements to both the GUI and the graphics engine. This includes all new GUI graphics elements, as well as reflective water and improved particles. In October 2008, a call was made for more developers for Nexuiz by the main (and only) QuakeC developer, who identified organizational issues associated with many users. Responses to this call highlighted the need for better documentation of QuakeC and the Nexuiz code, while also acknowledging the difficulty that documentation of this placed on the small team of Nexuiz developers. From mid-November 2008, a number of people expressed interest in continuing development of Nexuiz.
On March 1, 2010, it was revealed that IllFonic purchased the rights to the name Nexuiz. On March 22, 2010, the fork Xonotic of Nexuiz was announced. Many of the core contributors and community members of Nexuiz moved to this new project as they felt that sale of the name Nexuiz mishandles the original project.[1] On July 13, 2010, Crytek announced that it had licensed the Cryengine 3 for IllFonic's Nexuiz.
Reception
[edit]In the September 2006 issue of the magazine PC Gamer, Nexuiz was included in an article on Internet developers and free games impacting the industry. It also featured on the March 2007 Maximum PC and (version 2.4) was released on the May 2008 and August 2009 PC User cover disks. Upon the release of version 2.5 in April 2009, Phoronix deemed the game to be "the best open-source first person shooter we have ever played."[2]
Competitive play
[edit]GameStop locations across the US held an in-store Nexuiz "PC gaming challenge".[when?] Interactive kiosks were set up in 10 different stores in 8 US cities. The kiosks gave users 2 minutes to earn the high score by doing the most damage possible to their AI opponents. The highest monthly scorer in each location won a $100 GameStop gift card. There were new maps every month, and each player was allowed one game per day. Game play was open to GameStop customers ages 13 and up, and ages 17 and above were eligible to win the monthly gift card for the high score. Cities with the Challenge were: Dallas, Miami, Chicago, Boston, Pittsburgh, Seattle, Los Angeles, and San Francisco.
Remake and fork
[edit]On March 3, 2010, it was announced the name Nexuiz had been licensed to IllFonic for commercial release. This version was released on Xbox Live Arcade, PlayStation Network and Steam. While the game uses the same name, it adopts a futuristic, Victorian art style. It is based on CryEngine 3, instead of the DarkPlaces engine used in the original game. The main page of the game changed to reflect the commercial version of the game, rather than the open source PC game although it remains accessible. Community changes to the Nexuiz project initiated two free forks called Xonotic[3][4] and later Rexuiz.[5]
See also
[edit]References
[edit]- ^ Zachary Slater (March 31, 2010). "Scandal! Controversy! Nexuiz!". LinuxGames. Archived from the original on May 27, 2015. Retrieved October 30, 2016.
- ^ Larabel, Michael (April 3, 2009). "Nexuiz 2.5 Raises The Bar For Open-Source Gaming". Phoronix. Retrieved October 30, 2016.
- ^ "Nexuiz Founder Licenses It For Non-GPL Use". Slashdot. March 22, 2010. Retrieved October 30, 2016.
- ^ Larabel, Michael (March 22, 2010). "Nexuiz Gets Forked, Turned Into Xonotic". Phoronix. Retrieved October 30, 2016.
- ^ "Rexuiz FPS by rexuiz".
External links
[edit]Nexuiz
View on GrokipediaGameplay
Core Mechanics
Nexuiz is a fast-paced arena shooter that prioritizes skillful navigation and precise combat in multiplayer environments. Released in 2005, it utilizes the DarkPlaces engine, a modified version of the Quake engine, to deliver enhanced dynamic lighting and particle effects that heighten the intensity of battles.[1] The game supports up to 16 players in online matches, fostering chaotic yet balanced deathmatches where mobility and weapon mastery determine success.[2] Movement mechanics draw heavily from Quake's physics model, enabling players to achieve high speeds through techniques like strafing, which involves alternating directional inputs to accelerate beyond normal running velocity. Advanced maneuvers include rocket jumping—using the rocket launcher's self-damage to propel upward or forward—along with strafe jumps for momentum preservation in air, double jumps for extra height, circle jumps for tight turns at speed, and mid-air control for trajectory adjustments. These physics-based elements reward practice and allow creative map traversal in multiplayer arenas.[2][8] The arsenal consists of nine weapons, each designed with unique attributes, ammo types, and secondary fire modes to ensure balance and encourage dynamic playstyles in combat. The Nexuiz pistol serves as a reliable starting weapon with accurate shots for close encounters and limited ammo. The Nexuiz Rocket Launcher delivers explosive projectiles for area denial, with its secondary mode potentially lobbing grenades for indirect fire. The Mirvlet Mortar launches arcing shells that split into multiple submunitions upon impact, ideal for suppressing groups but requiring precise timing due to self-damage risk. Other weapons, such as the shotgun for spread damage, the laser for pinpoint accuracy, the Crylink, Hagar, and Vortex gun, use distinct ammo pools like shells, cells, and nails, promoting frequent switching to maintain firepower.[2][8][9] Health and armor systems follow a pickup-based regeneration model typical of arena shooters, where players collect scattered items to sustain vitality during matches. Standard health pickups restore incremental amounts up to 100 points, while megahealth temporarily boosts maximum health to 200 before decaying over time. Armor fragments provide partial protection, with pentagonal armor shards offering superior absorption and gradual regeneration when at full capacity, capping at 200 points. These mechanics emphasize aggressive play, as pickups respawn periodically to fuel prolonged engagements.[8][2] Version 2.5 introduced a dice-based mutation system, adding unpredictability to matches through random power-ups that alter player abilities mid-game. Upon earning kills or meeting criteria, a "dice roll" randomly selects and applies a mutation, such as vampirism—which allows health regeneration from dealt damage—or laser beam eyes, granting continuous energy beams from the player's viewpoint for rapid eliminations. Other mutations might include speed boosts or defensive buffs, lasting for a set duration and stacking limited effects to prevent dominance while enhancing replayability.[8]Game Modes and Features
Nexuiz offers a variety of multiplayer game modes designed for competitive arena-style play. These include Deathmatch, a free-for-all mode where players compete individually for the highest frag count; Team Deathmatch, which divides players into opposing teams to outscore rivals through eliminations; Capture the Flag, requiring teams to steal and return the enemy's flag to their base while defending their own; Keepaway, a team-based variant where one side protects a vulnerable flag from timed damage and enemy fire while the opposing team attempts to destroy it; and Clan Arena, a round-based team mode with respawn restrictions, where players start equipped and must eliminate the entire enemy team to win the round.[3][10] For single-player experiences, Nexuiz provides bot-enabled instant action for immediate skirmishes against AI opponents and practice matches with AI for skill practice and mode familiarization.[11][12] The game ships with 24 official maps to support these modes across diverse environments.[10] Customization is a core feature, allowing players to create and integrate custom maps, models, and gametypes using QuakeC scripting, while server administrators can employ console commands to configure settings, including mutators that modify rules such as gravity or weapon availability for varied matches.[3] Version 2.5, released in 2009, introduced enhancements like additional gamemodes and improved mutator support to enable more dynamic rule alterations during play.[13] Under its GNU General Public License, Nexuiz facilitates seamless integration of community-contributed content, including skin packs and sound modifications, fostering ongoing expansion by users.[1][14]Development
Origins as a Mod
Nexuiz began as an open-source modification project for the Quake engine, initiated by developer Lee Vermeulen in the summer of 2001 with a focus on delivering fast-paced arena-style combat in a free software environment.[15] The effort quickly evolved into a standalone game, transitioning in 2002 when Vermeulen co-founded Alientrap with engine developer Ashley "LadyHavoc" Hale to formalize the team's structure and leverage the DarkPlaces engine—a heavily modified Quake codebase—for cross-platform development.[1][16] Vermeulen served as the lead designer and project coordinator, while contributions poured in from a diverse group of open-source developers handling coding, artwork, sound design, and mapping. This collaborative approach was intentional, fostering a community-driven development model that prioritized accessibility and modification by players. From its inception, the project was licensed under the GNU General Public License (GPL), a decision aimed at promoting widespread involvement and ensuring the game's perpetual availability as free software.[1][14] Early milestones included internal alpha builds shared with testers in 2003 and 2004, which refined the core mechanics and gathered essential feedback ahead of the full release. These pre-release phases underscored the project's roots in modding culture, drawing inspiration from Quake's legacy while emphasizing principles of openness and innovation within the free software community. By 2005, the effort had attracted dozens of contributors, culminating in the stable 1.0 version that solidified Nexuiz's identity as a community-backed alternative to commercial arena shooters.[17][18]Core Development and Engine
Alientrap was established in the summer of 2002 by Lee Vermeulen and Ashley Hale (also known as LadyHavoc) to formalize the development of Nexuiz as a standalone first-person shooter, transitioning from its initial modding roots.[1] The studio's formation enabled a structured approach, leveraging open-source collaboration to build a competitive multiplayer title.[1] Central to Nexuiz's technical foundation was the adoption of the DarkPlaces engine, a heavily modified port of the Quake engine developed by Hale. This engine introduced advanced rendering capabilities, including dynamic per-pixel lighting, shader support for normal and specular mapping, and high dynamic range (HDR) effects with bloom, which significantly enhanced visual fidelity over the original id Tech 1 engine while maintaining compatibility with older hardware.[19] Engine-specific enhancements, such as improved particle systems for weapon effects and explosions, were integrated to support fluid gameplay visuals.[20] Development proceeded through iterative beta testing from 2004 to 2005, emphasizing multiplayer optimization for low-end systems to ensure broad accessibility. Beta 1.0 was released in early 2005, allowing community feedback to refine balance and performance ahead of the full launch.[1] Art and audio production relied on contributions from a distributed community of volunteers. Custom 3D models and textures were crafted by artists including lead artist Kurt Dereli and Yves Allaire, while sound effects were handled by contributors such as Gottfried Hofmann. The game's soundtrack was composed by Gerd Raudenbusch, providing an atmospheric electronic score that complemented the fast-paced action.[21][1]Release
Initial Release and Updates
Nexuiz was initially released on May 31, 2005, as version 1.0 under the GNU General Public License version 2, marking the debut of the standalone first-person shooter developed by Alientrap.[14] The game was distributed entirely free of charge through the developer's website and open-source repositories like SourceForge, with no microtransactions or paid downloadable content.[1] Shortly after launch, it quickly gained traction in the open-source gaming community, eventually surpassing 6 million downloads and being included in numerous Linux distributions.[1] The project's update cycle continued actively through 2009, with Alientrap and community contributors releasing several major versions that refined gameplay, added content, and improved technical aspects. Version 1.5 arrived on February 14, 2006, featuring bug fixes, new maps, enhanced bot artificial intelligence, and multiplayer optimizations to address early feedback. This was followed by version 2.0 on June 14, 2006, which introduced a single-player campaign mode, advanced bot AI, five new maps, updated particle effects, and weapon balance changes to expand accessibility and depth. Subsequent patches, such as 2.1 in September 2006 and 2.2 series in late 2006, focused on stability and minor content additions.[18] Further evolution came with version 2.3 on May 31, 2007, incorporating additional maps and engine tweaks, while version 2.4 on February 29, 2008, emphasized performance improvements and rendering optimizations for broader hardware compatibility. The 2.4.2 update in May 2008 provided further bug resolutions. Version 2.5, initially released in April 2009 and finalized as 2.5.2 in October 2009, added mutation modes for varied gameplay, improved bot behaviors, and enhanced multiplayer features, representing the culmination of the open-source development effort. Official support for the original Nexuiz ended around 2010, as Alientrap shifted focus to a commercial remake licensed to IllFonic, after which community forks like Xonotic emerged to continue the lineage.[1]Platforms and Distribution
Nexuiz was originally developed and released for Microsoft Windows, Linux, and macOS, with cross-platform compatibility emphasized from its inception to ensure broad accessibility across desktop operating systems.[1] Community-driven ports extended support to additional systems, including FreeBSD via the ports collection, AmigaOS 4 through dedicated builds, and AROS with an x86-specific adaptation of its DarkPlaces engine.[22][23][24] The original version had no official ports to consoles, remaining focused on PC-based platforms.[1] Distribution of Nexuiz occurred primarily through free downloads hosted on the developer's Alientrap website, SourceForge, and various community mirrors, allowing users to obtain both binary executables and source code without cost.[1][14] Following community forks in 2010, the source code became available via GitHub repositories, preserving access for ongoing modifications and archival purposes.[25] The game was also bundled in several Linux distributions, such as Ubuntu, where it appeared in official repositories as a packaged application for easy installation. By the early 2010s, Nexuiz had achieved over 6 million unique downloads worldwide, reflecting its popularity in the open-source gaming community.[1] Nexuiz was released under the GNU General Public License version 2 (GPLv2) starting with its 1.0 version in 2005, which permitted free redistribution, modification, and derivative works while mandating that any changes remain open-source.[14] This licensing model fostered a vibrant ecosystem of contributions but imposed restrictions on proprietary adaptations. In March 2010, Alientrap's founder licensed the Nexuiz name, assets, and code for non-GPL commercial use to Illfonic, enabling a closed-source console remake; this decision provoked significant backlash from the open-source community over potential fragmentation, though it did not alter the original GPL-licensed distribution channels or availability.[26][5]Reception
Critical Reviews
Nexuiz received limited but generally positive coverage from professional gaming magazines and niche technology publications, reflecting its status as a free open-source title rather than a commercial release. This lack of traditional marketing and retail distribution meant no aggregated review scores on platforms like Metacritic, though its visibility was boosted by over six million downloads by 2009.[1] Early magazine features highlighted Nexuiz's innovative free model and potential to challenge industry norms. In its September 2006 issue, PC Gamer included the game in an article discussing how internet-based developers and freeware were reshaping PC gaming, praising its accessibility without cost. The March 2007 cover disk of Maximum PC featured Nexuiz, with coverage noting its impressive visuals powered by the DarkPlaces engine. Similarly, version 2.4 appeared on the May 2008 and August 2009 cover disks of PC User magazine, where it was recommended as an excellent option for modders due to its open-source nature and customization potential. Online tech outlets, particularly those focused on Linux and open-source software, offered enthusiastic evaluations. A 2007 review in bit-tech.net described Nexuiz as a "great, fast-action, well-balanced FPS" that excelled in both single-player bot matches and multiplayer, emphasizing its replayability across 17 maps and modest hardware requirements, running smoothly on systems with a 1.5 GHz CPU and 512 MB RAM even at maximum settings. OSReviews in May 2007 praised its rejection of tactical realism in favor of pure, fast-paced deathmatch action, with diverse modes like Capture the Flag and Domination adding variety to its twenty maps, though it noted the bots' occasional lack of intelligence could frustrate advanced players. The April 2009 release of version 2.5 drew particularly strong acclaim from Phoronix, which called it "the best open-source first person shooter we have ever played," lauding its stunning graphics enhancements, halved network bandwidth for smoother online performance, and overall optimizations that raised the bar for free gaming titles. User ratings on SourceForge, its primary distribution platform, averaged 4.7 out of 5 from 15 reviews, reflecting appreciation for its features and design.[27] Critics commonly praised Nexuiz's frenetic pace, weapon balance, and moddability, which allowed community extensions without barriers, alongside its zero cost making it an accessible entry into arena shooters. However, pre-2.5 versions faced critiques for dated graphics that paled against contemporary commercial titles, with Phoronix noting ongoing improvements to leverage modern hardware. The game's high speed also contributed to a steep learning curve for newcomers unaccustomed to twitch-based mechanics, as highlighted in early evaluations of its single-player bot challenges requiring precise skill to overcome. Reviews from this era, mostly concentrated before 2010, did not cover the final 2.5 mutations, focusing instead on core deathmatch appeal. Following the 2010 fork to Xonotic, active development and community focus shifted, influencing ongoing reception of the original as a foundational open-source title.Community and Competitive Aspects
The Nexuiz community was centered around the Alientrap forums, which saw significant activity from the game's 2005 release through 2010, with over 75,000 posts across nearly 6,000 topics and more than 3,000 registered members, peaking at 204 concurrent users in 2007.[28] Discussions there fostered player engagement, including announcements, troubleshooting, and collaborative projects. The forums remained a hub for grassroots support until Alientrap shifted focus following the 2010 licensing deal with Illfonic, after which activity sharply declined as much of the community migrated to the Xonotic fork.[29] A vibrant modding scene emerged due to Nexuiz's open-source nature, enabling players to create and share custom maps, skins, and modifications compatible with its Quake engine roots. Community contributions included over 240 user-generated maps and various gameplay tweaks, such as mutator packs and weapon rebalances, distributed through dedicated sites and integrated into multiplayer servers.[30] These efforts extended to open-source gaming events, where modders showcased content at gatherings like Linux gaming expos, promoting Nexuiz as a free, modifiable alternative to proprietary shooters.[31] Competitive play gained traction through organized challenges, including a 2008 GameStop promotion featuring in-store kiosks across multiple US locations, where players competed in deathmatch sessions to demonstrate the game's fast-paced arena style.[32] Participants could register for sessions, with top performers earning GameStop gift cards as prizes; the event highlighted Nexuiz's accessibility and helped build a dedicated player base.[33] Clan-based competition was supported via ladder systems on platforms like ESR (eSports Reality) and Alientrap's own forums, featuring 1v1, 2v2, and 3v3 CTF rankings, where teams tracked matches and referees oversaw wars on dedicated servers. Post-2010, the original Nexuiz community waned amid the split to Xonotic, as developers and players sought to preserve open-source principles amid the commercial pivot, leading to fragmented support and reduced official events.[3] Master server issues, including shutdowns affecting matchmaking, were mitigated by community-hosted mirrors and private servers, ensuring ongoing connectivity.[34]Legacy
Commercial Remake
In March 2010, Illfonic announced a licensing agreement with Alientrap to create a commercial remake of Nexuiz, securing rights for non-GPL usage of the game's name and core concepts to target console audiences.[35][36] The project shifted development to CryEngine 3, licensed from Crytek in July 2010, marking it as the first downloadable console title to use the engine.[37] The remake introduced significant changes to appeal to broader platforms, including a Victorian steampunk art style blending futuristic and ornate aesthetics.[35] Controls were simplified for console compatibility, emphasizing accessible movement and aiming mechanics over the original's complexity. Single-player options expanded with bot-based matches for practice and progression, alongside achievement systems to encourage skill-building outside multiplayer.[6][38] Nexuiz launched on February 29, 2012, for Xbox Live Arcade and PlayStation Network at 800 Microsoft Points (equivalent to $9.99), followed by the PC version on Steam on May 10, 2012, also priced at $9.99.[39][40] It received mixed reviews, earning a Metacritic score of 64/100, with critics noting uneven pacing in matches and inconsistent visuals despite the engine's capabilities.[41] Reception highlighted the game's polish in delivering fast, responsive arena combat, evoking classic shooters through precise controls and dynamic mutators that altered gameplay rules mid-match.[39][42] However, it faced criticism for straying from the original's open-source roots, lacking modding tools and community extensibility that defined the 2005 version.[43] Sales were modest, reflected in low peak player counts under 1,000 on Steam shortly after launch.[44] Following THQ's 2013 bankruptcy, Nexuiz was delisted from Xbox Live Arcade and PlayStation Network, with master servers shut down, rendering official multiplayer unplayable.[45] Illfonic republished the PC edition on Steam in 2016, but it has received no updates since 2012.[46] The studio has since pivoted to other projects, including the 2020 multiplayer title Predator: Hunting Grounds. As of 2025, the game remains purchasable on Steam, with community workarounds like LAN emulation enabling local multiplayer.Open-Source Forks
Following the decision to commercialize Nexuiz under a proprietary license, several core developers and community members forked the project to maintain its open-source ethos under the GNU General Public License (GPL). The primary motivation was to preserve the game's freedom for modification and distribution while continuing to expand its features, such as new weapons, maps, and gameplay modes, without commercial restrictions.[5] The most prominent fork, Xonotic, was initiated on March 22, 2010, by a group of original Nexuiz contributors dissatisfied with the shift toward closed-source elements. To avoid trademark issues associated with the Nexuiz name, which had been sold for commercial use, the project was renamed Xonotic. It retained the DarkPlaces engine, a heavily modified version of the Quake engine, to ensure cross-platform compatibility and high-performance rendering. Development has remained community-driven, with no commercial ties, and the game is freely available for download from its official website.[5][47][48] Xonotic has seen steady releases, with the latest stable version, 0.8.6, issued on June 20, 2023, incorporating refinements to gameplay balance, new assets, and improved networking. As of 2025, marking the project's 15th anniversary since its fork, Xonotic maintains an active community through its forums and integrated statistics platform, XonStat, which has tracked over 2.5 million games across various modes since 2011. Recent developments include the release of an in-game guide on September 30, 2025, designed to assist new players with tutorials and mechanics explanations. Competitive activity remains vibrant, highlighted by the ongoing Xonotic DeFrag World Championship 2025, which began on October 12 and features six rounds of specialized movement challenges until November 23, alongside regular European duel exhibitions streamed weekly through community Discord and forums.[49][50][51][52][53][54] Other forks include Rexuiz, released in 2015 as a clone of Nexuiz Classic 2.5.2 with a focus on competitive balance adjustments and modern engine updates for better compatibility, such as UTF-8 support. Minor variants, like experimental ports or mod packs maintaining the original codebase, have emerged but lack the sustained development of Xonotic or Rexuiz. These efforts collectively underscore the community's commitment to keeping Nexuiz's legacy alive in open-source form.[55]References
- https://strategywiki.org/wiki/Nexuiz