The Game's Objective
Players can choose from either team (humans or aliens), providing a fresh gameplay experience on both sides of the conflict. The humans focuses on long-range firepower while the opponent's team, the aliens, rely on quick movements and stealth to attack.
The goal in every match is to destroy the enemy's base, thus preventing the members of the opposing team from spawning.
A combination of individual performance and team map control allows each team to upgrade. Humans will unlock more powerful weapons and equipment and the aliens with become larger and more ferocious.
The project started in summer 2011 and got a first alpha release on February 29th, 2012. Each version brings new content such as new assets, maps, improved gameplay or game engine features.
Unvanquished is a fork of Tremulous , powered by the Daemon engine. This engine is based on Quake 3 engine with features from ET:Xreal and let's not forget the hard work of volunteers that keep adding more features.
Here are some of the feature added by the Unvanquished team:
- A modern OpenGL version 3 compliant renderer.
- Special effects, including bloom, rim lighting, motion blur, heat haze, and color grading.
- Modern libRocket user interface supporting HTML4/CSS2 standards.
- Native Client VM support for game logic.
- IQM and MD5 models with skeletal animation and procedural animation blending.
- 2D minimaps and a real-time beacon system.
- Support for normal, specular, glow, and gloss texture maps.
- Navmesh-based bots utilizing behavior trees.
- Localization support with several community-produced translations already available.
Source: Unvanquished - About