Dan (who worked on Tron 2.0 at Monolith back in 2003) has agreed to do an interview with me.
Got any questions about Tron 2.0 for him?
He probably won't answer every question, just to warn you up front.
BTW, correcting myself here: he worked on Disc Arena multiplayer and the five DA maps. (He didn't design all the maps in Tron 2.0, like I stated earlier.)
Good, that's definately one of my favorites.
Let me reiterate: How far reaching is the Jupiter engine with regard to integrating game modes containing seamless multi-"arena" maps?
What type of influences and/or contributions to the "imagineering" of Tron 2.0's "environment" of yours stands out?
I have always liked a ranking system. I fall into the 1000+ hours of disk arena gameplay online - If you're familiar with the server app, my question is: How did the server utilize Csports.net, how did these companies who check stats of Tron 2.0 users access the servers data, and is it possible to maintain this system via gamespy? is it software I can use (server side) to maintain stats on a dedicated server for Tron 2.0? Does is cost anything, and is it available?
Do you know anyone I can contact with regards to using this software and/or another method necessary to give players rank on my server?
How aquainted are you with crossing from one game mode to the other with the Jupiter engine, (DA/LC/DM) and does it work?
The modders want that game mode, would you ever contribute to this particular game in your spare time?
Was Tron 2.0 ever "watered down" by Disney?(intentionally)
Were there specific designs or planning in your disk arena design that fans never saw due to time and/or source code conflicts? and can you elaborate with specific knowledge how to introduce modifications to trained modders in the Tron 2.0 development community to implement such a design??
Since Tron 2.0 multiplayer has been online, have you played, how often, and how and where do you think it could have been improved?
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