If you love the diversity and varied gameplay behind Team Fortress2, if you love sneaking around in the Splinter Cell series, if you loved the massive arenas and battles in Battlefield 2--if you always enjoyed gunning the "hog out of blue base with the flag and outrunning that tank in Halo...then you will love our taste in what games should be.

Melee System

  • Everybody loves combos--and everybody loves kicking an unsuspecting foe in the back of the head Chuck Norris style. Therefore, everybody will love this system. Sorry, no hadouken!

Weapons

  • Oh come on--headshots can only hold so much sweet, savory flavor before becoming an old piece of tasteless gum. Wouldn't you love indulging yourself in the joy of pushing enemies uncontrolably over a cliff with a Sonic Shotgun, or perhaps crush a few scared/hapless enemies with an almost comically proportioned tank with a 'front row seat'? Our personal favorite is setting bushes on fire with cesium slugs that may or may not contain hidden scouts or spies.

Gametypes

  • Sometimes, you just need to get away from the mundane deathmatch games and play something involving smacking eachother with sledgehammers. Perhaps you feel like a foreign spy, and you'd like playing a game involving the reconnoiter of bases for airstrikes (or perhaps you like fortifying bases and killing those jerks trying to blow you to next tuesday). Maybe you're into survival horror games that involve you hanging in a dark corner with nothing but a knife and a grenade hoping the scary man with the big gun doesnt turn you into a bullet sack. We're sure everybody will find something fun to do with these highly customizable gametypes if we end up making crappy variants.

Classes

  • Hunter
    The hunters are specially trained units that usually travel in small squads of 2-5 troops. They specialize in their ability for search and destroy, they use equipment which grant them vision in the dark, advanced radars, and ghilie suits for a fair but constant integrity of stealth.

  • Marine
    The generic, well trained, well armed combat specialist--he carries no specialised gear and therefore has space to carry more ammo, or more weaponry.

  • Spy
    Capable of slipping into nothing, the spy is the most violent class--if used right. Spies (ninjas, really) specialize in melee combat, and possess a modified exosuit which allows for higher jumping, and faster movement. But, are restricted from the heavier weapons and must rely on training for survival. Use these in CTS to make use of the barely swingable (and therefore deadly) sledgehammer--because who needs flags as symbols when you can have sledgehammers?

  • Technician-Medic
    A true support class, the medics goal is healing the weak and repairing the broken. They also carry copious amounts of extra ammo for whatever fires bullets, so if you run low--run to your Tecmeds!

  • Demolitions Specialist
    Wave Of Lag's personal favorite--these guys specialize in mass destruction. Enough said.

  • Pilot
    While most players cannot pilot the larger vehicles, these soldiers are capable of flying the transports, and driving the tanks. Nobody will ever take the weak pilot for granted when he sits within the carapace of a massive tank.
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0 comments by WaveOfLag on Feb 5th, 2008 digg this super bookmark


Basically all i can say is that this project is being held off for a while until the boys and I have a working engine thats far enough down the line (as well as the 'premiere' game for the engine, which isn't Evo) that we can work on this game. So far i've modeled placeholders for every weapon, equipment, and vehicle. The next update won't come for another long period of time, it's best to give everybody working plenty of time due to personal matters etc. I personally had an art meltdown for three months where i couldn't dare open up max or photoshop--but my illness is healed, thanks to some modwork on Bridge CE (that i cant talk about, yet) and High Res Halo.

I have updated the summary etc for the game, you'll find some juicy info about systems that will be implemented. I like to look at this game as a sandbox for the user--giving the player options to do some really different stuff and take a departure from normal FPS. If halo did it thanks to a combination of machinima, custom content, and an awesome gametype editor (now with forge), then im sure that this game will have lots of replay potential.

Like most times before it--everything is up in the air being juggled by many hardworking individuals who are constantly hampered due to mishaps such as car accidents, moving into foreign countries to satisfy their career options, robberies, horrible sicknesses, etc etc. I really have no idea how Zeph is still alive after his college schedule allows him only 4 to 7 hours of sleep a night. But we never stop working--even if we might do a small side project or a large project that pushes previous work on the backburner, we will remain dedicated and passionate to our work. Who couldn't love making their own universe?

Until next time, amigos.

Comments  (0 - 10 of 37)
Naruto_Uzamaki
Naruto_Uzamaki Aug 3 2009, 5:24pm says:

you have a team helping you

+1 vote     reply to comment
Zeph_Solaris
Zeph_Solaris Aug 15 2009, 7:40pm replied:

RE: Naruto_Uzamaki

Evolution started with an amazing team of people working to create a conversion for H2V (Halo 2 for Vista). When we found out how bad H2V sucked for modding, we started looking for alternative solutions for a platform. We made about three platform switches ranging from Source, to CryEngine2 before we took a step back to look at the design of the game once more. Up to that point, the team probably had around 10 or so conceptual artist and around 3 or 4 designers trying to piece things together. Past that point, the artists pretty much dispersed to do their own thing while the design of the game was hammered out. The extent of our ideas put us in great need of engineers to program stuff for us. By then, the team dispersed while we waited for our buddy's engine to become feature complete so we can hijack it for awesomes. When that happens, artists will gather again to develop the game's visual content.

What 3d work you see here is all art from Wave of Lag as he works to refine his own artistic style to set a benchmark for the game. It's been so long since I've gone through the design documents, I'm not sure what he's pulled from other peoples concepts and what he's come up with completely on his own.

+1 vote     reply to comment
Agamemnon582bc
Agamemnon582bc Sep 25 2008, 10:56pm says:

Oh laggie poo, where are you

+1 vote     reply to comment
Rybo5000
Rybo5000 Mar 11 2008, 1:07pm says:

Complete Indie Gamer has scored an exclusive interview with the creator where he spills the beans on this fantastic game.

Check it out here:
Completeindiegamer.squarespace.com

+1 vote     reply to comment
Rybo5000
Rybo5000 Mar 17 2008, 5:16pm replied:

www.completeindiegamers.com

New website! :D

+1 vote     reply to comment
Monothu
Monothu Jan 13 2008, 7:58pm says:

I can't wait until this is released. Really, I anticipate this game's release more than any other. The idea of a zipline is a really good one and assuming you are in earnest about the features discussed publicly being the tip of the iceberg, this will the the next Team Fortress or Counter-Strike in popularity's terms.

+1 vote     reply to comment
Kasplatt
Kasplatt Nov 19 2007, 11:32pm says:

I love the Art that you got already :) Looks nice

+2 votes     reply to comment
leilei
leilei Nov 17 2007, 6:18am says:

wait what

stand-alone indie source game?

Keep dreaming. Get back to HL2 mod listing.

-2 votes     reply to comment
manop6
manop6 Jun 25 2007, 10:28pm says:

The reason it's under HL is because theres already mod under HL2 named Evolution.

+2 votes     reply to comment
Zeph_Solaris
Zeph_Solaris Jun 1 2007, 11:45am says:

We encounter a database error each time we attempt to list the project as a half life 2 mod. I have yet to hear back from ModDB for a solution.

+2 votes     reply to comment
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Evolution
Platform
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Developed By
WaveOfLag
Engine
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