The HUD is undergoing quite extensive work actually, we were just having problems finding a skilled flash artist. The HUD will be a classic game HUD and not be embedded in the cockpit elements, at least for now.
Check some of the screenshots I linked to, it's all there. Palms, water, pyramids, dunes, rocks. However, it's still a desert wasteland, it's not supposed to impress with sheer beauty. That's what settings like Moddb.com should achieve at some point.
This map is very much WIP and yet unconfirmed for both, beta and public release. It's the same map that Moddb.comModdb.com and Moddb.com originate from. Plus, it's a desert map. What exactly do you expect to see here?
wieszczek1210, a single player campaign is possible, but currently not planned or confirmed because of our limited manpower, among other things in terms of AI coding.
A battlelab, at least in some form, is indeed planned.
That is actually one of the mod's features, indeed! However, in this particular screenshot, the Longinus is about to place explosives - called "C8" - on the cockpit glas.
Depends on what you consider to be "arcade style". If you think of unlimited ammo or no overheating, then sorry, but no, that's not planned. On the other hand, we're attempting to create something as open as possible, so don't expect a full-blown simulation with zero tolerance for simple fun gameplay either.
Sadly, these three are untextured as of yet, just as all of the Mechs except for the Warhammer are using placeholder textures. We're in desperate need of skilled texture artists to share the load.
The Shadowcat from Moddb.com is what's coming up that hill behind the Blood Asp and firing that PPC. Up in the air, slightly above the Blood Asp in the middle, is an aircraft, that tends to blend with the trees, heading away from the remains of a defeated enemy - the debris at the bottom of that cloud of black smoke.
There will be a somewhat open beta in the not too far future. A demo as such is not planned, the next step after that beta will be a full public release.
This is intentionally open space. ToA (Trial of Annihilation) game mode has two bases for both teams, headquarters and an outpost each. Places like the one in the screenshot are basically what you'll have to travel through to get to the other base. As the map name suggests, this is whole map is supposed to have a wide, open "lumberjack" feel to it, so too many buildings outside the bases aren't really to be expected, but there are large working machines, wood storages and things alike places all over the place.
We are always looking for talented artists, 2D as well as 3D, level designers, people with coding experience in the fields of Flash/Actionscript, C++, LUA. As far as donations are concerned, we're currently investigating if and how this could be possible without violating the license we received from Microsoft.
We'd love to have a really compelling and immersive storymode at some point in the future. However, as you already noticed, our focus is on getting a solid multiplayer game out for now.
Yeah, we thought a more personal approach and retrospective spiced up with some of our latest media would represent the team and the team spirit better as we're focused on creating quality and then do the polishing with the mod itself as well.
The HUD is undergoing quite extensive work actually, we were just having problems finding a skilled flash artist. The HUD will be a classic game HUD and not be embedded in the cockpit elements, at least for now.
Check some of the screenshots I linked to, it's all there. Palms, water, pyramids, dunes, rocks. However, it's still a desert wasteland, it's not supposed to impress with sheer beauty. That's what settings like Moddb.com should achieve at some point.
This map is very much WIP and yet unconfirmed for both, beta and public release. It's the same map that Moddb.com Moddb.com and Moddb.com originate from. Plus, it's a desert map. What exactly do you expect to see here?
wieszczek1210, a single player campaign is possible, but currently not planned or confirmed because of our limited manpower, among other things in terms of AI coding.
A battlelab, at least in some form, is indeed planned.
korge, Microsoft owns the IP as far as videogames are concerned and we have received a non-commercial license from them.
Yes. Real textures will be applied and usually, a HUD is visible as well.
That is actually one of the mod's features, indeed! However, in this particular screenshot, the Longinus is about to place explosives - called "C8" - on the cockpit glas.
Depends on what you consider to be "arcade style". If you think of unlimited ammo or no overheating, then sorry, but no, that's not planned. On the other hand, we're attempting to create something as open as possible, so don't expect a full-blown simulation with zero tolerance for simple fun gameplay either.
Sadly, these three are untextured as of yet, just as all of the Mechs except for the Warhammer are using placeholder textures. We're in desperate need of skilled texture artists to share the load.
The Atlas is an Inner Sphere Mech ;)
Expect that lineup in the next couple of days.
The Shadowcat from Moddb.com is what's coming up that hill behind the Blood Asp and firing that PPC. Up in the air, slightly above the Blood Asp in the middle, is an aircraft, that tends to blend with the trees, heading away from the remains of a defeated enemy - the debris at the bottom of that cloud of black smoke.
Indeed.
There will be a somewhat open beta in the not too far future. A demo as such is not planned, the next step after that beta will be a full public release.
This is intentionally open space. ToA (Trial of Annihilation) game mode has two bases for both teams, headquarters and an outpost each. Places like the one in the screenshot are basically what you'll have to travel through to get to the other base. As the map name suggests, this is whole map is supposed to have a wide, open "lumberjack" feel to it, so too many buildings outside the bases aren't really to be expected, but there are large working machines, wood storages and things alike places all over the place.
While the level has undergone quite some changes since back then, might I suggest checking out this early flythrough:
Moddb.com
The scoreboard respectively the countdown is running but not the actual nomination voting, is that correct?
Is this the final version? The ending is pretty abrupt and the cuts seem to be too quick and harsh.
We do have permission to use the MW IP in a non-commercial project. We received this from Microsoft back in mid 2007 already.
We are always looking for talented artists, 2D as well as 3D, level designers, people with coding experience in the fields of Flash/Actionscript, C++, LUA. As far as donations are concerned, we're currently investigating if and how this could be possible without violating the license we received from Microsoft.
Exactly. Two Gauss rifles from the upper torso weapons and lasers from the arms. The glowing ball is the enemy's exploding core.
No, there's no PPC fire in that screenshot.
Nice, that thing looks really war-torn. Maybe a bit too much though. That's more a piece of scrap metal than a high-tech war machine.
Good ol' Karkand... really eager to experience the changes you made to the mod.
That's the original character model from BF2 if I'm not completely mistaken.
Public release definitely in 2009 :)
We'd love to have a really compelling and immersive storymode at some point in the future. However, as you already noticed, our focus is on getting a solid multiplayer game out for now.
Yeah, we thought a more personal approach and retrospective spiced up with some of our latest media would represent the team and the team spirit better as we're focused on creating quality and then do the polishing with the mod itself as well.
The background music of that trailer is "Arrival To Earth" by Steve Jablonsky, taken from the "Transformers" score.
MechWarrior: Living Legends of course.