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	<id>https://wiki.theexiled.pwnageservers.com/index.php?action=history&amp;feed=atom&amp;title=FPS-Z</id>
	<title>FPS-Z - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.theexiled.pwnageservers.com/index.php?action=history&amp;feed=atom&amp;title=FPS-Z"/>
	<link rel="alternate" type="text/html" href="https://wiki.theexiled.pwnageservers.com/index.php?title=FPS-Z&amp;action=history"/>
	<updated>2026-05-01T22:47:11Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.theexiled.pwnageservers.com/index.php?title=FPS-Z&amp;diff=3850&amp;oldid=prev</id>
		<title>Fixious: a few updates to Midair and Novakin</title>
		<link rel="alternate" type="text/html" href="https://wiki.theexiled.pwnageservers.com/index.php?title=FPS-Z&amp;diff=3850&amp;oldid=prev"/>
		<updated>2018-07-06T04:25:46Z</updated>

		<summary type="html">&lt;p&gt;a few updates to Midair and Novakin&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 04:25, 6 July 2018&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l26&quot;&gt;Line 26:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 26:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In 2011 Hi-Rez Studios started the closed beta stage for Tribes: Ascend, which was then fully released in April 2012. Like previous Tribes titles, it too featured skiing, jetpacks, large outdoor maps and popular game modes such as CTF, TDM, and Arena. Like Tribes: Vengeance, game critics praised Ascend and gave it high marks, though the game received mixed reactions from seasoned Tribes players.  In 2013 Hi-Rez Studios stopped development on Ascend, and shifted focus to their MOBA game SMITE.  A small team from Hi-Rez returned to Ascend in late 2015 and eventually released the 'Out of the Blue' patch.  It focused on many community complaints over the years, and also attempted to make it a bit closer to the original Tribes games.  While the initial announcement garnered favorable responses from the community and press, reactions to the final patch were mixed at best.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In 2011 Hi-Rez Studios started the closed beta stage for Tribes: Ascend, which was then fully released in April 2012. Like previous Tribes titles, it too featured skiing, jetpacks, large outdoor maps and popular game modes such as CTF, TDM, and Arena. Like Tribes: Vengeance, game critics praised Ascend and gave it high marks, though the game received mixed reactions from seasoned Tribes players.  In 2013 Hi-Rez Studios stopped development on Ascend, and shifted focus to their MOBA game SMITE.  A small team from Hi-Rez returned to Ascend in late 2015 and eventually released the 'Out of the Blue' patch.  It focused on many community complaints over the years, and also attempted to make it a bit closer to the original Tribes games.  While the initial announcement garnered favorable responses from the community and press, reactions to the final patch were mixed at best.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Not long after the release of Tribes: Ascend, a number of community-developed FPS-Zs started to emerge. Project Freefall technically started development during Ascend's closed beta by Cameron West, also known as Ignorance or Saccaed. Development on Project Freefall started in early 2012 originally on Unreal Engine 3, and was briefly ported to Unity before switching back after Unreal Engine 4 was released. Freefall features both skiing and jetpacks, and aims to be very open to modders. Each public build also comes with its source code for those interested.  The last update came in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;September &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2014&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is no longer considered as being in development&lt;/del&gt;.&amp;lt;ref&amp;gt;[http://projectfreefall.com Project Freefall]&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Not long after the release of Tribes: Ascend, a number of community-developed FPS-Zs started to emerge. Project Freefall technically started development during Ascend's closed beta by Cameron West, also known as Ignorance or Saccaed. Development on Project Freefall started in early 2012 originally on Unreal Engine 3, and was briefly ported to Unity before switching back after Unreal Engine 4 was released. Freefall features both skiing and jetpacks, and aims to be very open to modders. Each public build also comes with its source code for those interested.  The last update came in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;May &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2018&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;though development is erratic &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can go months or years without updates&lt;/ins&gt;.&amp;lt;ref&amp;gt;[http://projectfreefall.com Project Freefall]&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Former Tribes player and Ascension developer Rooster128 revealed Project Teamsky in early 2013. Early videos showed a game similar to Tribes, at least from a movement-standpoint.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?feature=player_embedded&amp;amp;v=VoPuaSOnNIE Project Teamsky]&amp;lt;/ref&amp;gt; Like Project Freefall, the project is no longer in development.  Rooster128 later worked with Midair developers Archetype Studios for a brief period of time.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Former Tribes player and Ascension developer Rooster128 revealed Project Teamsky in early 2013. Early videos showed a game similar to Tribes, at least from a movement-standpoint.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?feature=player_embedded&amp;amp;v=VoPuaSOnNIE Project Teamsky]&amp;lt;/ref&amp;gt; Like Project Freefall, the project is no longer in development.  Rooster128 later worked with Midair developers Archetype Studios for a brief period of time.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l32&quot;&gt;Line 32:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 32:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Also in 2013 we saw the early development stages of Legacy FPS, or Legacy, by another Tribes player known as SmoothP. Developed using Unity, Legacy mainly focused on creating a stand-alone version of the popular Tribes 2 game mode Team Rabbit 2. While the game saw a brief duration of popularity within the Tribes community, ultimately development slowed down to a point where the community lost interest and moved on. Developer SmoothP showed interest in continuing development as late as April 2014, however it wasn't until late summer 2017 that the game received another batch of updates.&amp;lt;ref&amp;gt;[http://reddit.com/r/legacyfps Legacy FPS]&amp;lt;/ref&amp;gt;   &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Also in 2013 we saw the early development stages of Legacy FPS, or Legacy, by another Tribes player known as SmoothP. Developed using Unity, Legacy mainly focused on creating a stand-alone version of the popular Tribes 2 game mode Team Rabbit 2. While the game saw a brief duration of popularity within the Tribes community, ultimately development slowed down to a point where the community lost interest and moved on. Developer SmoothP showed interest in continuing development as late as April 2014, however it wasn't until late summer 2017 that the game received another batch of updates.&amp;lt;ref&amp;gt;[http://reddit.com/r/legacyfps Legacy FPS]&amp;lt;/ref&amp;gt;   &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Midair (formerly known as Project Z) started development sometime during 2013 by former Legions: Overdrive community developers who go by Archetype Studios. While the project originally began as a port of Legions: Overdrive to Unity in 2012, it eventually grew into its own separate game roughly a year later. The game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;aims &lt;/del&gt;to be a combination of Tribes 1 and 2, with the developer's own unique elements added to the game. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Currently the &lt;/del&gt;game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the closed beta / Early Access phase&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;has &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;planned release for Q1 2018&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Midair (formerly known as Project Z) started development sometime during 2013 by former Legions: Overdrive community developers who go by Archetype Studios. While the project originally began as a port of Legions: Overdrive to Unity in 2012, it eventually grew into its own separate game roughly a year later. The game &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;aimed &lt;/ins&gt;to be a combination of Tribes 1 and 2, with the developer's own unique elements added to the game. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The &lt;/ins&gt;game &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;released &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;May of 2018&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;roughly one month later the developers announced that they would be scaling back their development efforts due to &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lower than expected player population&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In late 2014 / early 2015 gameplay footage of Novakin was released.  The game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;features &lt;/del&gt;mechs and physics very similar to the original Tribes&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, along with similar weapons&lt;/del&gt;.  The developer has stated that they are looking to make the game similar to the popular Tribes mod Renegades.  While development halted for some time, it recently picked up again as of late 2017.  Novakin is still in early development, though the game already features CTF and Rabbit game modes, as well as a built-in map editor.&amp;lt;ref&amp;gt;[http://playnovakin.com PlayNovakin]&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In late 2014 / early 2015 gameplay footage of Novakin was released.  The game &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;originally featured &lt;/ins&gt;mechs &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;though were eventually replaced with more traditional robotic player models, &lt;/ins&gt;and physics &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and weapons &lt;/ins&gt;very similar to the original Tribes.  The developer has stated that they are looking to make the game similar to the popular Tribes mod Renegades.  While development halted for some time, it recently picked up again as of late 2017.  Novakin is still in early development, though the game already features CTF and Rabbit game modes, as well as a built-in map editor.&amp;lt;ref&amp;gt;[http://playnovakin.com PlayNovakin]&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;2016 saw the announcement of Jetball, which is attempting to make a stand-alone version of Team Rabbit 2 using Unreal Engine 4.  As expected, it too features jetpacks, skiing, and aims to be very open to community modding.  It is currently in the pre-alpha stage of development.&amp;lt;ref&amp;gt;[http://playjetball.com/faq/index.html Jetball Frequently Asked Questions]&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;2016 saw the announcement of Jetball, which is attempting to make a stand-alone version of Team Rabbit 2 using Unreal Engine 4.  As expected, it too features jetpacks, skiing, and aims to be very open to community modding.  It is currently in the pre-alpha stage of development.&amp;lt;ref&amp;gt;[http://playjetball.com/faq/index.html Jetball Frequently Asked Questions]&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Fixious</name></author>
	</entry>
	<entry>
		<id>https://wiki.theexiled.pwnageservers.com/index.php?title=FPS-Z&amp;diff=3847&amp;oldid=prev</id>
		<title>Fixious: /* History */ removed non-fpsz games, other touch ups</title>
		<link rel="alternate" type="text/html" href="https://wiki.theexiled.pwnageservers.com/index.php?title=FPS-Z&amp;diff=3847&amp;oldid=prev"/>
		<updated>2017-10-23T06:04:05Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;History: &lt;/span&gt; removed non-fpsz games, other touch ups&lt;/span&gt;&lt;/p&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 06:04, 23 October 2017&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l19&quot;&gt;Line 19:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 19:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In 2006 there were talks of a game some simply refered to as 'Tribes Legions', which was essentially a tech demo showing off GarageGames' new Atlas Terrain&amp;lt;ref&amp;gt;[http://www.tribalwar.com/forums/showthread.php?t=427393 Hit me up with your Legions Questions]&amp;lt;/ref&amp;gt;.  After some polish the small team from GarageGames decided to show off their work at GDC 2006&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=Yl9nr-keKSA Legions Gameplay Tech Demo GDC 2006]&amp;lt;/ref&amp;gt;, and it was eventually decided to start developing it into a full-fledged game.  In 2007 GarageGames was bought by the New York investment company IAC and renamed to Instant Action.  A website (InstantAction.com) was launched which featured 3D multiplayer games, one of which being Legions.  In 2008 GarageGames released Fallen Empire: Legions to the public, claiming it to be a browser-based &amp;quot;spiritual successor&amp;quot; to the Tribes franchise. Like Tribes, movement was based almost entirely around the use of jetpacks and skiing. Players were able to either take flight for a few seconds or glide across maps over a cushion of air, essentially replicating the skiing functionality found in Tribes games.  Development on Legions (and all other games on the platform) was halted in 2009 when InstantAction shifted focus to revamp their business.  Unfortunately the company shut down in late 2010.  The game was then handed to the community, which continued to develop the game for several years after.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In 2006 there were talks of a game some simply refered to as 'Tribes Legions', which was essentially a tech demo showing off GarageGames' new Atlas Terrain&amp;lt;ref&amp;gt;[http://www.tribalwar.com/forums/showthread.php?t=427393 Hit me up with your Legions Questions]&amp;lt;/ref&amp;gt;.  After some polish the small team from GarageGames decided to show off their work at GDC 2006&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=Yl9nr-keKSA Legions Gameplay Tech Demo GDC 2006]&amp;lt;/ref&amp;gt;, and it was eventually decided to start developing it into a full-fledged game.  In 2007 GarageGames was bought by the New York investment company IAC and renamed to Instant Action.  A website (InstantAction.com) was launched which featured 3D multiplayer games, one of which being Legions.  In 2008 GarageGames released Fallen Empire: Legions to the public, claiming it to be a browser-based &amp;quot;spiritual successor&amp;quot; to the Tribes franchise. Like Tribes, movement was based almost entirely around the use of jetpacks and skiing. Players were able to either take flight for a few seconds or glide across maps over a cushion of air, essentially replicating the skiing functionality found in Tribes games.  Development on Legions (and all other games on the platform) was halted in 2009 when InstantAction shifted focus to revamp their business.  Unfortunately the company shut down in late 2010.  The game was then handed to the community, which continued to develop the game for several years after.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In September of 2009 SouthPeak Interactive released Section 8, which equipped all players players with a jet-pack. It included 32 online multiplayer support, custom load-outs and character customization. The game received mostly average to mixed reviews, with its low server population being the main drawback.  A sequel was released in 2011 called Section 8: Prejudice, which also suffered a low player base.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bcMrdp2-z2k Section 8: Prejudice Gameplay (PC HD)]&amp;lt;/ref&amp;gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In November 2009 Futuremark Games Studio released Shattered Horizon, a zero-gravity multiplayer-only FPS-Z that placed players in the broken remains of Earth's orbital infrastructure and hollowed-out asteroids. It featured 32 multiplayer online support and complete freedom of movement. While it received generally positive reviews, it required a fairly high-end computer which limited its player base.  &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In December 2009, a mod for Crysis was released as a public beta. The mod, titled MechWarrior Living Legends, allowed players to control battlemechs, while also giving players movement in the Z-axis through short bursts of energy. &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In March of 2010, a mod for Enemy Territory: Quake Wars called Tribal Wars was released and aimed at bringing back some of the gameplay elements found in Starsiege: Tribes, such as jetpacks, skiing and similar weapons.&amp;lt;ref&amp;gt;[http://www.moddb.com/mods/tribal-wars/news/tribal-wars-mod-release Tribal Wars Mod Release]&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In March of 2010, a mod for Enemy Territory: Quake Wars called Tribal Wars was released and aimed at bringing back some of the gameplay elements found in Starsiege: Tribes, such as jetpacks, skiing and similar weapons.&amp;lt;ref&amp;gt;[http://www.moddb.com/mods/tribal-wars/news/tribal-wars-mod-release Tribal Wars Mod Release]&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l30&quot;&gt;Line 30:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 24:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;'''2011-Present'''&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;'''2011-Present'''&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In 2011 Hi-Rez Studios started the closed beta stage for Tribes: Ascend, which was then fully released in April 2012. Like previous Tribes titles, it too featured skiing, jetpacks, large outdoor maps and popular game modes such as CTF, TDM, and Arena. Like Tribes: Vengeance, game critics praised Ascend and gave it high marks, though the game received mixed reactions from seasoned Tribes players.  In 2013 Hi-Rez Studios stopped development on Ascend, and shifted focus to their MOBA game SMITE.  A small team from Hi-Rez returned to Ascend in late 2015 and eventually released the 'Out of the Blue' patch.  It focused on many community complaints over the years, and also attempted to make it a bit closer to the original Tribes games.  While the initial announcement garnered favorable responses from the community and press, reactions to the final patch &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;are &lt;/del&gt;mixed at best.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In 2011 Hi-Rez Studios started the closed beta stage for Tribes: Ascend, which was then fully released in April 2012. Like previous Tribes titles, it too featured skiing, jetpacks, large outdoor maps and popular game modes such as CTF, TDM, and Arena. Like Tribes: Vengeance, game critics praised Ascend and gave it high marks, though the game received mixed reactions from seasoned Tribes players.  In 2013 Hi-Rez Studios stopped development on Ascend, and shifted focus to their MOBA game SMITE.  A small team from Hi-Rez returned to Ascend in late 2015 and eventually released the 'Out of the Blue' patch.  It focused on many community complaints over the years, and also attempted to make it a bit closer to the original Tribes games.  While the initial announcement garnered favorable responses from the community and press, reactions to the final patch &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;were &lt;/ins&gt;mixed at best.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Not long after the release of Tribes: Ascend, a number of community-developed FPS-Zs started to emerge. Project Freefall technically started development during Ascend's closed beta by Cameron West, also known as Ignorance or Saccaed. Development on Project Freefall started in early 2012 originally on Unreal Engine 3, and was briefly ported to Unity before switching back after Unreal Engine 4 was released. Freefall features both skiing and jetpacks, and aims to be very open to modders. Each public build also comes with its source code for those interested.  The last update came in September of 2014, and is no longer considered as being in development.&amp;lt;ref&amp;gt;[http://projectfreefall.com Project Freefall]&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Not long after the release of Tribes: Ascend, a number of community-developed FPS-Zs started to emerge. Project Freefall technically started development during Ascend's closed beta by Cameron West, also known as Ignorance or Saccaed. Development on Project Freefall started in early 2012 originally on Unreal Engine 3, and was briefly ported to Unity before switching back after Unreal Engine 4 was released. Freefall features both skiing and jetpacks, and aims to be very open to modders. Each public build also comes with its source code for those interested.  The last update came in September of 2014, and is no longer considered as being in development.&amp;lt;ref&amp;gt;[http://projectfreefall.com Project Freefall]&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l38&quot;&gt;Line 38:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 32:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Also in 2013 we saw the early development stages of Legacy FPS, or Legacy, by another Tribes player known as SmoothP. Developed using Unity, Legacy mainly focused on creating a stand-alone version of the popular Tribes 2 game mode Team Rabbit 2. While the game saw a brief duration of popularity within the Tribes community, ultimately development slowed down to a point where the community lost interest and moved on. Developer SmoothP showed interest in continuing development as late as April 2014, however it wasn't until late summer 2017 that the game received another batch of updates.&amp;lt;ref&amp;gt;[http://reddit.com/r/legacyfps Legacy FPS]&amp;lt;/ref&amp;gt;   &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Also in 2013 we saw the early development stages of Legacy FPS, or Legacy, by another Tribes player known as SmoothP. Developed using Unity, Legacy mainly focused on creating a stand-alone version of the popular Tribes 2 game mode Team Rabbit 2. While the game saw a brief duration of popularity within the Tribes community, ultimately development slowed down to a point where the community lost interest and moved on. Developer SmoothP showed interest in continuing development as late as April 2014, however it wasn't until late summer 2017 that the game received another batch of updates.&amp;lt;ref&amp;gt;[http://reddit.com/r/legacyfps Legacy FPS]&amp;lt;/ref&amp;gt;   &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Midair (formerly known as Project Z) started development sometime during 2013 by former Legions: Overdrive community developers&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;who &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;now &lt;/del&gt;go by Archetype Studios. While the project originally began as a port of Legions: Overdrive to Unity in 2012, it eventually grew into its own separate game roughly a year later. The game aims to be a combination of Tribes 1 and 2, with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;their &lt;/del&gt;own unique elements added to the game. Currently the game is in the closed beta / Early Access phase, and has a planned release &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;date &lt;/del&gt;for Q1 2018.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Midair (formerly known as Project Z) started development sometime during 2013 by former Legions: Overdrive community developers who go by Archetype Studios. While the project originally began as a port of Legions: Overdrive to Unity in 2012, it eventually grew into its own separate game roughly a year later. The game aims to be a combination of Tribes 1 and 2, with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the developer's &lt;/ins&gt;own unique elements added to the game. Currently the game is in the closed beta / Early Access phase, and has a planned release for Q1 2018.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In late 2014 / early 2015 gameplay footage of Novakin was released.  The game features mechs and physics very similar to the original Tribes, along with similar weapons.  The developer has stated that they are looking to make the game similar to the popular Tribes mod Renegades.  While development halted for some &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;times&lt;/del&gt;, it recently picked up again.  &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;While &lt;/del&gt;still early &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in &lt;/del&gt;development, the game already features CTF and Rabbit game modes, as well as a built-in map editor.&amp;lt;ref&amp;gt;[http://playnovakin.com]&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In late 2014 / early 2015 gameplay footage of Novakin was released.  The game features mechs and physics very similar to the original Tribes, along with similar weapons.  The developer has stated that they are looking to make the game similar to the popular Tribes mod Renegades.  While development halted for some &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;time&lt;/ins&gt;, it recently picked up again &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as of late 2017&lt;/ins&gt;.  &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Novakin is &lt;/ins&gt;still &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in &lt;/ins&gt;early development, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;though &lt;/ins&gt;the game already features CTF and Rabbit game modes, as well as a built-in map editor.&amp;lt;ref&amp;gt;[http://playnovakin.com &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;PlayNovakin&lt;/ins&gt;]&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;2016 saw the announcement of Jetball, which is attempting to make a stand-alone version of Team Rabbit 2 using Unreal Engine 4.  As expected, it too features jetpacks, skiing, and aims to be very open to community modding.&amp;lt;ref&amp;gt;[http://playjetball.com/faq/index.html Jetball Frequently Asked Questions]&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;2016 saw the announcement of Jetball, which is attempting to make a stand-alone version of Team Rabbit 2 using Unreal Engine 4.  As expected, it too features jetpacks, skiing, and aims to be very open to community modding&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;.  It is currently in the pre-alpha stage of development&lt;/ins&gt;.&amp;lt;ref&amp;gt;[http://playjetball.com/faq/index.html Jetball Frequently Asked Questions]&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==References==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==References==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{reflist}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{reflist}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Fixious</name></author>
	</entry>
	<entry>
		<id>https://wiki.theexiled.pwnageservers.com/index.php?title=FPS-Z&amp;diff=3846&amp;oldid=prev</id>
		<title>Fixious: /* History */</title>
		<link rel="alternate" type="text/html" href="https://wiki.theexiled.pwnageservers.com/index.php?title=FPS-Z&amp;diff=3846&amp;oldid=prev"/>
		<updated>2017-10-21T20:35:09Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;History&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 20:35, 21 October 2017&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l42&quot;&gt;Line 42:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 42:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In late 2014 / early 2015 gameplay footage of Novakin was released.  The game features mechs and physics very similar to the original Tribes, along with similar weapons.  The developer has stated that they are looking to make the game similar to the popular Tribes mod Renegades.  While development halted for some times, it recently picked up again.  While still early in development, the game already features CTF and Rabbit game modes, as well as a built-in map editor.&amp;lt;ref&amp;gt;[http://playnovakin.com]&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In late 2014 / early 2015 gameplay footage of Novakin was released.  The game features mechs and physics very similar to the original Tribes, along with similar weapons.  The developer has stated that they are looking to make the game similar to the popular Tribes mod Renegades.  While development halted for some times, it recently picked up again.  While still early in development, the game already features CTF and Rabbit game modes, as well as a built-in map editor.&amp;lt;ref&amp;gt;[http://playnovakin.com]&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;2016 saw the announcement of Jetball, which is attempting to make a stand-alone version of Team Rabbit 2 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;on &lt;/del&gt;Unreal Engine 4.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;2016 saw the announcement of Jetball, which is attempting to make a stand-alone version of Team Rabbit 2 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;using &lt;/ins&gt;Unreal Engine 4. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; As expected, it too features jetpacks, skiing, and aims to be very open to community modding.&amp;lt;ref&amp;gt;[http://playjetball.com/faq/index.html Jetball Frequently Asked Questions]&amp;lt;/ref&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==References==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==References==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{reflist}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{reflist}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Fixious</name></author>
	</entry>
	<entry>
		<id>https://wiki.theexiled.pwnageservers.com/index.php?title=FPS-Z&amp;diff=3845&amp;oldid=prev</id>
		<title>Fixious: /* History */</title>
		<link rel="alternate" type="text/html" href="https://wiki.theexiled.pwnageservers.com/index.php?title=FPS-Z&amp;diff=3845&amp;oldid=prev"/>
		<updated>2017-10-21T20:25:04Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;History&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 20:25, 21 October 2017&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l39&quot;&gt;Line 39:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 39:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Midair (formerly known as Project Z) started development sometime during 2013 by former Legions: Overdrive community developers, who now go by Archetype Studios. While the project originally began as a port of Legions: Overdrive to Unity in 2012, it eventually grew into its own separate game roughly a year later. The game aims to be a combination of Tribes 1 and 2, with their own unique elements added to the game. Currently the game is in the closed beta / Early Access phase, and has a planned release date for Q1 2018.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Midair (formerly known as Project Z) started development sometime during 2013 by former Legions: Overdrive community developers, who now go by Archetype Studios. While the project originally began as a port of Legions: Overdrive to Unity in 2012, it eventually grew into its own separate game roughly a year later. The game aims to be a combination of Tribes 1 and 2, with their own unique elements added to the game. Currently the game is in the closed beta / Early Access phase, and has a planned release date for Q1 2018.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In late 2014 / early 2015 gameplay footage of Novakin was released.  The game features mechs and physics very similar to the original Tribes, along with similar weapons.  The developer has stated that they are looking to make the game similar to the popular Tribes mod Renegades.  While development halted for some times, it recently picked up again.  While still early in development, the game already features CTF and Rabbit game modes, as well as a built-in map editor.&amp;lt;ref&amp;gt;[http://playnovakin.com]&amp;lt;/ref&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2016 saw the announcement of Jetball, which is attempting to make a stand-alone version of Team Rabbit 2 on Unreal Engine 4.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==References==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==References==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{reflist}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{reflist}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Fixious</name></author>
	</entry>
	<entry>
		<id>https://wiki.theexiled.pwnageservers.com/index.php?title=FPS-Z&amp;diff=3844&amp;oldid=prev</id>
		<title>Fixious: creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.theexiled.pwnageservers.com/index.php?title=FPS-Z&amp;diff=3844&amp;oldid=prev"/>
		<updated>2017-10-21T20:16:39Z</updated>

		<summary type="html">&lt;p&gt;creation&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;'''First-Person Shooter-Z''' (FPS-Z, FPS+Z, or simply FPSZ) is a sub-genre of first-person shooters that emphasize player movement in the Z-axis through the use of jetpacks or other similar device.&lt;br /&gt;
&lt;br /&gt;
==== Definition ====&lt;br /&gt;
The term FPS-Z was first coined sometime around 2006 of 2007 by former Tribes Vengeance: Renegades and Ascension developer Rooster128 to help differentiate games like Tribes from other first-person shooters&amp;lt;ref&amp;gt;[http://tribespapers.blogspot.com/2013/08/the-mission-of-fpsz.html The Mission of &amp;quot;FPSZ&amp;quot;]&amp;lt;/ref&amp;gt;. FPS-Z's are essentially the same as first-person shooters, with the obvious emphasis on movement in the Z axis. Generally FPS-Z's are played in the first-person perspective, but some do include an optional third-person view. Though not the first, many consider the Tribes franchise to be the quintessential and most successful FPS-Z series. While many games before and after included elements of Z-axis movement, the Tribes series completely revolves around this aspect. Although they feature the same freedom of movement, FPS-Z's shouldn't be confused with six degrees of freedom(6DoF) games. These include space combat and simulation games such as Freespace, Freelancer, and Eve Online.&lt;br /&gt;
&lt;br /&gt;
When dealing with Arena shooters such as Quake there's a bit of a grey area, since while players can easily propel themselves through the air by using rocket jumps or other similar mechanics, it's hard to say whether or not there's emphasis in this kind of movement when compared to a game like Tribes: Ascend. Instead of outright saying a game is or isn't an FPS-Z, it may be better to use a scale of sorts to measure the 'amount' of emphasis in the Z-axis.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
'''1990's'''&lt;br /&gt;
&lt;br /&gt;
In 1998, Sierra On-Line released Starsiege: Tribes, the first of five Tribes games which some consider the land-mark FPS-Z video-game series.&amp;lt;ref&amp;gt;[http://www.gamespot.com/pc/action/tribesvengeance/review.html Tribes: Vengeance Review]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''2000-2010'''&lt;br /&gt;
&lt;br /&gt;
In 2001 Sierra released Tribes 2, the sequel to Starsiege: Tribes. Although movement was a bit different, overall it was very similar to the first game and featured the standard Spinfusor, Chaingun, Blaster, along with new weapons. It originally included clan and player profiles, along with email, chat, league tables, tournaments and message board functionality all within the game client. In 2002 Sierra released Tribes: Aerial Assault for the PlayStation 2, the first and only Tribes game for a console. It is essentially Tribes 2 ported to the PlayStation 2, and included online multiplayer.&lt;br /&gt;
&lt;br /&gt;
In October of 2004 VU Games released Tribes: Vengeance. While it was met with mixed reactions from the community, it garnered generally positive reviews from the industry.  &amp;lt;ref&amp;gt;[https://en.wikipedia.org/wiki/Tribes:_Vengeance#Reception https://en.wikipedia.org/wiki/Tribes:_Vengeance#Reception]&amp;lt;/ref&amp;gt;Along with the usual multiplayer modes such as Capture the Flag and Arena, Vengeance also included a complete single-player campaign, the only Tribes game to include one.  Support was dropped roughly 6 months after release, including the release of a planned patch.&lt;br /&gt;
&lt;br /&gt;
In 2006 there were talks of a game some simply refered to as 'Tribes Legions', which was essentially a tech demo showing off GarageGames' new Atlas Terrain&amp;lt;ref&amp;gt;[http://www.tribalwar.com/forums/showthread.php?t=427393 Hit me up with your Legions Questions]&amp;lt;/ref&amp;gt;.  After some polish the small team from GarageGames decided to show off their work at GDC 2006&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=Yl9nr-keKSA Legions Gameplay Tech Demo GDC 2006]&amp;lt;/ref&amp;gt;, and it was eventually decided to start developing it into a full-fledged game.  In 2007 GarageGames was bought by the New York investment company IAC and renamed to Instant Action.  A website (InstantAction.com) was launched which featured 3D multiplayer games, one of which being Legions.  In 2008 GarageGames released Fallen Empire: Legions to the public, claiming it to be a browser-based &amp;quot;spiritual successor&amp;quot; to the Tribes franchise. Like Tribes, movement was based almost entirely around the use of jetpacks and skiing. Players were able to either take flight for a few seconds or glide across maps over a cushion of air, essentially replicating the skiing functionality found in Tribes games.  Development on Legions (and all other games on the platform) was halted in 2009 when InstantAction shifted focus to revamp their business.  Unfortunately the company shut down in late 2010.  The game was then handed to the community, which continued to develop the game for several years after.&lt;br /&gt;
&lt;br /&gt;
In September of 2009 SouthPeak Interactive released Section 8, which equipped all players players with a jet-pack. It included 32 online multiplayer support, custom load-outs and character customization. The game received mostly average to mixed reviews, with its low server population being the main drawback.  A sequel was released in 2011 called Section 8: Prejudice, which also suffered a low player base.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=bcMrdp2-z2k Section 8: Prejudice Gameplay (PC HD)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In November 2009 Futuremark Games Studio released Shattered Horizon, a zero-gravity multiplayer-only FPS-Z that placed players in the broken remains of Earth's orbital infrastructure and hollowed-out asteroids. It featured 32 multiplayer online support and complete freedom of movement. While it received generally positive reviews, it required a fairly high-end computer which limited its player base.  &lt;br /&gt;
&lt;br /&gt;
In December 2009, a mod for Crysis was released as a public beta. The mod, titled MechWarrior Living Legends, allowed players to control battlemechs, while also giving players movement in the Z-axis through short bursts of energy. &lt;br /&gt;
&lt;br /&gt;
In March of 2010, a mod for Enemy Territory: Quake Wars called Tribal Wars was released and aimed at bringing back some of the gameplay elements found in Starsiege: Tribes, such as jetpacks, skiing and similar weapons.&amp;lt;ref&amp;gt;[http://www.moddb.com/mods/tribal-wars/news/tribal-wars-mod-release Tribal Wars Mod Release]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''2011-Present'''&lt;br /&gt;
&lt;br /&gt;
In 2011 Hi-Rez Studios started the closed beta stage for Tribes: Ascend, which was then fully released in April 2012. Like previous Tribes titles, it too featured skiing, jetpacks, large outdoor maps and popular game modes such as CTF, TDM, and Arena. Like Tribes: Vengeance, game critics praised Ascend and gave it high marks, though the game received mixed reactions from seasoned Tribes players.  In 2013 Hi-Rez Studios stopped development on Ascend, and shifted focus to their MOBA game SMITE.  A small team from Hi-Rez returned to Ascend in late 2015 and eventually released the 'Out of the Blue' patch.  It focused on many community complaints over the years, and also attempted to make it a bit closer to the original Tribes games.  While the initial announcement garnered favorable responses from the community and press, reactions to the final patch are mixed at best.&lt;br /&gt;
&lt;br /&gt;
Not long after the release of Tribes: Ascend, a number of community-developed FPS-Zs started to emerge. Project Freefall technically started development during Ascend's closed beta by Cameron West, also known as Ignorance or Saccaed. Development on Project Freefall started in early 2012 originally on Unreal Engine 3, and was briefly ported to Unity before switching back after Unreal Engine 4 was released. Freefall features both skiing and jetpacks, and aims to be very open to modders. Each public build also comes with its source code for those interested.  The last update came in September of 2014, and is no longer considered as being in development.&amp;lt;ref&amp;gt;[http://projectfreefall.com Project Freefall]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Former Tribes player and Ascension developer Rooster128 revealed Project Teamsky in early 2013. Early videos showed a game similar to Tribes, at least from a movement-standpoint.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?feature=player_embedded&amp;amp;v=VoPuaSOnNIE Project Teamsky]&amp;lt;/ref&amp;gt; Like Project Freefall, the project is no longer in development.  Rooster128 later worked with Midair developers Archetype Studios for a brief period of time.&lt;br /&gt;
&lt;br /&gt;
Also in 2013 we saw the early development stages of Legacy FPS, or Legacy, by another Tribes player known as SmoothP. Developed using Unity, Legacy mainly focused on creating a stand-alone version of the popular Tribes 2 game mode Team Rabbit 2. While the game saw a brief duration of popularity within the Tribes community, ultimately development slowed down to a point where the community lost interest and moved on. Developer SmoothP showed interest in continuing development as late as April 2014, however it wasn't until late summer 2017 that the game received another batch of updates.&amp;lt;ref&amp;gt;[http://reddit.com/r/legacyfps Legacy FPS]&amp;lt;/ref&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Midair (formerly known as Project Z) started development sometime during 2013 by former Legions: Overdrive community developers, who now go by Archetype Studios. While the project originally began as a port of Legions: Overdrive to Unity in 2012, it eventually grew into its own separate game roughly a year later. The game aims to be a combination of Tribes 1 and 2, with their own unique elements added to the game. Currently the game is in the closed beta / Early Access phase, and has a planned release date for Q1 2018.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist}}&lt;/div&gt;</summary>
		<author><name>Fixious</name></author>
	</entry>
</feed>