BHX: S Team
Established Jul 01, 2008 With 5 members, invitation only development & publishing groupDeveloper team of the Biohazard X: Source, a Half-Life 2: Episode Two survival horror modification.
Live in California, US. Level designer, novice modeller, environmental texture artist, and webmaster.
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.
Developer team of the Biohazard X: Source, a Half-Life 2: Episode Two survival horror modification.
Source Development team that's working on Offline mod.
This group is reserved for members helping develop the mod Mobile Infantry: Starship Troopers.
Offline Studios is a small group of members working together on a modification for Half Life 2.
Only registered members can share their thoughts. So come on! Join the Mod DB community today (totally free) and do things you never thought possible.
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.
You little shit, how did you evade me for this long lol!
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.
Nice texture, good work.
You're blog is down :(
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
Cool, very nice!
My blog is up! Catalystsource.imperial-idol.net
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