Live in California, US. Level designer, novice modeller, environmental texture artist, and webmaster.

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Blog RSS Feed Report abuse Latest Blog: Codename: Outbreak

0 comments by Prototstar on Dec 23rd, 2007 digg this super bookmark


I have been thinking to myself. Is Codename: Outbreak ready? What engine will it be build on? Why that engine? Storyline? Gameplay? Graphic-wise? What about features? What kind of positions do I require for the team?  Do I know what makes Outbreak different from other mod? Why would anyone want to play my mod?

I believed Codename: Outbreak is ready to be announced to public after several weeks of concepts and planning. I've been asking so many questions to myself lately. The mod will be utilizing Source Engine because of it Havok Physic engine, flexibility, and the fact that about almost any computers can play on Source Engine, not requiring a high-end performance computer. A great mod must be able to be enjoy by many players from both side of computer performance while keeping the graphic and gameplay as fun as possible. Seriously, who would want to be $1000-$5000 USD alone just for a single mod or game? I know I wouldn't.

The storyline is somewhat like every other sci-fi FPS out there. Something bad happened, you got your ass in the situation when you're not supposed to be, objectives must be accomplish,  and so on. There are many Half Life 2 singleplayer mods with storylines out there that's related to Black Mesa, City 17 or other City , or a remake of Half Life 1 popular singleplayer mods such as Opposing Force and Blueshift.  Codename: Outbreak won't be like that. It goal is to aim for originality in storyline.

Features in Codename: Outbreak will be limited, since we haven't gotten any programmers yet. Features include new weapons, sounds, monsters, characters, HDR maps, parallax & refraction occlusion shader, and so on. The second goal of Outbreak is to attempts to make map with realism atmosphere so the player would feel like they are actually in the game. Gameplay is the top priority in the mod.

Now, Codename: Outbreak won't require a large team. Maybe two mappers, one skinner, animator, two modellers, voice actor, sound technician, concept & texture artists. That's a total of 10 members. Less if the members has multiple of experiences in each of the skills.

Why should people play this mod? Codename: Outbreak provides a whole new storyline that's based in the Half Life 2 universe. A whole new levels with puzzles that will test your mind and a battle that will pump up your adrenaline. Outbreak aimed to be one of the original mod- not another Black Mesa, City 17, or the aftermath. Provides new weapons at your arsensal to be use against the new monsters that are waiting to hunts you down.

Groups
BHX: S Team

BHX: S Team

Established Jul 01, 2008 With 5 members, invitation only development & publishing group

Developer team of the Biohazard X: Source, a Half-Life 2: Episode Two survival horror modification.

CSS

CSS

Established Dec 23, 2007 Must apply to join development & publishing group

Source Development team that's working on Offline mod.

Mobile Infantry Dev Team

Mobile Infantry Dev Team

Established Aug 13, 2008 With 2 members, invitation only development & publishing group

This group is reserved for members helping develop the mod Mobile Infantry: Starship Troopers.

Offline Studios

Offline Studios

Established Jun 07, 2008 With 2 members, invitation only development & publishing group

Offline Studios is a small group of members working together on a modification for Half Life 2.

Comments
poisonheadcrab
poisonheadcrab Sep 6 2008, 8:44pm says:

Prototstar Aug 4 2008, 2:13pm replied:
"The pit drones never have a tentacles. Replay Opposing Force and you'll see". :)

Actually they do, look under there mouth, they do have tentacles.

+1 vote     reply to comment
vaynecactus
vaynecactus Jul 2 2008, 2:29am says:

You little shit, how did you evade me for this long lol!

+1 vote     reply to comment
KILLER89(FIN)
KILLER89(FIN) May 10 2008, 9:54am says:

okay..
I'm going to mail the package to residentevil91.
He will send it to you via messenger, when he has got the package.

reasons for this:

1. school's 100mb-network sucks ass. (even without the restrictions.)
2. i can't be on Internet on home very much. (others have seriously something against games...)
3. my own Internet speed is 1mb/512kb (in/out), so it would upload very slowly to gmail.

I apologize the delay, but please understand, that it's not my fault.

+1 vote     reply to comment
freredarme
freredarme Mar 12 2008, 9:01am says:

Nice texture, good work.
You're blog is down :(

+1 vote     reply to comment
Prototstar
Prototstar Oct 27 2007, 11:19pm says:

Released several textures packs on FPSB.
Now I'm working on the Big Textures Pack, which will be planned to be release on November.

I211.photobucket.com

I211.photobucket.com
I211.photobucket.com

+1 vote     reply to comment
freredarme
freredarme Oct 27 2007, 10:19am says:

Cool, very nice!

+1 vote     reply to comment
Prototstar
Prototstar Aug 13 2007, 12:46am says: +1 vote     reply to comment
Prototstar
Prototstar Jul 26 2007, 6:40pm says:

Black Mesa Complex was once a map made for SvenCoop, for comic purpose. Now I'm remaking it on to Source!

Here are actual ingame screenshots:

I211.photobucket.com

+1 vote     reply to comment
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