1) Firstly, who are the creative people behind Blitzkrieg II? Who is working on what?
We have a massive team here...so I will try to break this down into parts.
INI editing - I do most of the coding...the grunt work, Smartmlp and Phoib help out when I get stuck (and flyby offers ideas as well). Phoib also does the advanced coding (super weapons and such). Smartmlp does most of the coding related to implementation of models and damage states. Flyby spends a good deal of time researching ways to do things in regards to the plane code.
Modeling - Proclone and Thrawn did the majority of the models used in the mod, however they both left the team months ago to move onto other projects and jobs in the gaming industry. Proclone did nearly all of the German and Allied models (as well as a few buildings), and Thrawn did most of the Russian units. Since then we have gained a good deal of other modelers, the-Aim has done most of our buildings, patton and 605Scorpion have been working on the planes (which haven’t been shown yet), and Ome Vince has been doing misc models. Smartmlp has done almost all of the animations and damage states in the mod as well. Flyby has been working on the heavy bomber models.
Unit Textures(skinning) - This is done by Gracktov and myself mostly. It is extremely hard to find good help in this area.
Mapping/Mission Scripting - Allgusto and Ozcommander head up the mapping/mission section of the mod with Allgusto doing scripting, map touch ups and the shellmaps. Ozcommander does maps and scripting. RVMech has done our AI and helped touch up some of the maps. Trevor and CrimsonMerc have made a few maps, and Korona and Redwolf are helping with mission scripting.
Sounds and Music - JagdTiger is our guy for this stuff.
2) Give the fans out there a brief description of Blitzkrieg II. What is in it, for the people who haven’t played it yet, what can they expect, is there a story behind it?
Blitzkrieg 2 is a WW2 total conversion for CNC:Generals. Meaning, we change everything into a world war 2 based game. The sides are the Allies, Axis and Soviets right now, with several subsides available for each. Along with those changes, we also have some significant gameplay differences from Generals. The first one is that, your main source of income is from capturing and holding civilian buildings…not from gathering supplies. The other main one is that we have moved nearly all of our units onto the generals exp point menu. This means that initially you can’t build much more than light vehicles and infantry, but as the game progress’s you can unlock the heavier units.
3) What inspired you to make Blitzkrieg II, where did your ideas come from?
I was a member of Blitzkrieg I, the total conversion for Red Alert 2 so, when Generals was announced I thought “wow, just think what we could do with THAT engine!”. Also, there is the fact that there hasn’t been a WW2 game made where you can actually build the units CNC style.
4) Give us some examples of the hurdles have you encountered during the development of Blitzkrieg II. And how have you over come them?
The biggest blow to the team was when Chrono, Proclone and Thrawn moved on to other projects. They were major contributors to the mod and all left within a period of a couple months for various reasons. Finding good help is very difficult, and it has taken up till now to get suitable replacements for them.
5) How long has Blitzkrieg II been in development?
About a year since we started planning it, 9 months since we actually started working on it, and 6 months since we really started working hard on the mod.
6) Will any extra system requirements be needed to run Blitzkrieg II, or is it basically any system that can run the C&C Generals/Zero Hour will handle the Blitzkrieg II?
If you can run Generals and Zero Hour, you can run Blitz2.
7) Does Blitzkrieg II feature any new sounds, and are there any new music tracks?
We have a lot of new sounds, provided by our skilled sound artist JadgTiger. We also have several new music tracks in the mod. When you play the mod, it’ll be difficult to find many sounds from Generals still used.
8) Can the fans play Blitzkrieg II online?
Yea, it is just played like you would normally play Generals online. Just make sure your opponent has the same version of Blitz2 installed. Blitzkrieg 2 is best played against other people, since even though our AI is quite good…it isn’t the same as playing a human opponent.
9) The current beta release of Blitzkrieg II is a big download for people on 56k modems, when updates are released do fans have to download the whole thing again or will you release smaller patch files?
Right now I am working on v026 of the mod, which is just a patch and is only a few mb in size. We will use small patches whenever we can for the mod, and only release “full” versions when absolutely necessary.
10) What has the interest from fans and other C&C sites in the community been like? More than you expected or less?
I am very surprised at the amount of community support for the mod. I never expected we would have this much of a following.
11) Lastly, Do you have any comments you want to say to the fans that have been following Blitzkrieg II?
I’d like to say thanks for all the support we have. Also, please keep in mind that right now the mod is only 50% done, and that this is just the first of many releases.
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Screen Shots:
 Open the full sized version of this image to see three different rendered views of the new Tiger Tank

A group of tanks come together for some heavy action. Some of the buildings can be seen in this screen shot.

Check out a build under construction.

Like the original Generals game, Blitzkrieg II features big explosions!.

More Allied tanks head out to battle.
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