I've been going around as a writer, but started getting drawn into Concept Art and 3D modeling. I'm currently finishing my studies as a 3D artist and will then be let loose on the world. Beware!
Gave this a try for the new release and I must say it's a great mod! I jumped out of my chair a couple of times out of surprise and got a couple of good scares.
I actually wondered, if it would be possible to make a coop vs AI mode, where you don't respawn as zombie, but players might still become infected and turn during a round.
I think there would be no balancing issues with this gamemode, except too many zombies, maybe. If that is ever something bad...
was expecting a one minute trailer with very simple narrative, but this turned out to be a pretty cool machinima and I got a good impression of the gameplay - downloading now!
Thank you for the mod!
"this is not an in-game screenshot" - Lol, who are you telling that to? People should be able to recognize a render when they see one.
Some of the smallest vessels really don't fit into the style of the game. Compared to the elegant, yet huge motherships, some look like clumsy tries and not like working models.
I like all the big ships and their design. It's about time this mother of a game learns to fly! 2009?
Great idea with the car on top! I have seen a van around here, where someone welded the upper half of a limousine on top, so he can have a luxurious sleeping compartment.
Loving stuff like this - combinatory play.
I want a Noesis interactive special on who you guys are and how you came together to form this mod-team. Really absurd amount of detail in your models! Top Quality from what I have seen so far.
Strongest competitor for MSUC, besides Angels Fall First at the moment.
Congratulations, you are the last remaining strive for a serious mod-based film project. I'm giving up the development of Mech Override and try turn it into something smaller, now.
A very cool way to play Killing Floor would be to move about a map reaching "safe places" and defending against the hordes of infected from there; maybe even add some barriers and mounted guns/gun spawn in some locations. Important would be that safe places become accessible in a random fashion at the beginning at the map and they all offer different advantages.
Also, alternate safe places could become visible only to certain classes, e.g. sniping cover becomes visible to the sharpshooter; of course they would be in trouble of becoming easy prey to the infected. That is why there could be mounted guns/ammo spawns in the safe house, covering the secondary safe spots. So it's a give and take between the different classes. Also imaginable would be that the sharpshooter would actually become invisible to the zombies for a certain time, while he is in the safe zone (requiring him to move out to the next zone, afterwards).
Thing is - you would take out 1/3rd of the zombies, while chasing for the spots. Part of your team would already be in position when the last ones reach the safe place and take out the middle portion. Then you'd be left to finish off the last ones making a stronghold out of your safe place.
That is absolutely amazing and highly professional in every aspect.
****, I completely forgot I wanted to try this!
Except it's for Vice City, not SA...
Noooo - this actually got released?! I was always looking forward to this mod, but kinda thought it's so ambitious, you won't make it.
As such: appologies for thinking that and great you made it:)
read about you wanting to buy Far Cry for Dark Mod. You have to check the internet, if you want to get it for free. I remember there was a time when a lot of great games were free to download with small amounts of advertisement on load screens or between menus.
If you don't mind that - it doesn't really annoy one, or affect gameplay, you get a lot of great games for free. Check it out!
I got BF2 for a lot of great mods, same goes for Unreal Tournament 2004. I often don't buy games at release, because there are no mods for them. Once I see mods, e.g. for Crysis getting ready, I'll definately be buying Crysis.
So yeah - I JUST buy the games for the mods and often don't even play the original game at all.
Amazing Mapping and great looking gameplay trailer. You have a great team, I see lots of devotion in this mod!
my favorite infintiy ship. it's also on another great concept, where it doesn't have a large dong hanging out of it's front yet ;)
Thank you for getting me an idea by posting in our mod-profile ;)
It will be too poly-intensive to be playable and balanced, but there is at least one great map, I would like to see released for deathmatch. It's a gigantic bridge high above the ground spanning a gap between two circles of a town. This map will have several ways to cross it, either through the sewage and service pipes, on one of the two main levels, or by hoverboat along it's side.
One team would have to defend the inner town's entry, while the other would have to storm and breakdown the main doors by any means.
I wish it would say "Seamen", instead of "Airmen" in your signature.
Nice go with releasing AvP2 Fortress, any new projects on the horizon, yet?
Nobody likes a man's dong dangling over their face. So just keep him at a distance, put the resolution to low and evade looking at that Wiener!
Killing Floor is - once more - the only game I play, even though I barely survived 2 or 3 waves, yet. The filter I was so obsessed about is only on Jeux... (french server), while usually you just see it, after you're dead. I'm really sorry, I didn't make the right observations at the start and want to congratulate you on a well made game. I still wish there was some kind of evasive action against the fleshpound, but obviously you want players who get too close to it to die. Freshmen and Umbrella Stars first ;)
If you contact BeginnersMod, he might make you a map or two ;)
So, this mod is about studying, going to college, beer parties, etc? Give a short gameplay description, or no one knows what it's about, pls.
so there's the update! Wondered when ModdB would come to bring it up front. Great job Hegi! Got to download, now :)
railings look wrong.
you wanna work on a film? I could really need a good designer, who can paint and visualise environments. I do draw myself, map and model some, too, but I need support, as there simply is too much to do.
If you have an interest, I'll gladly let you on our server to browse around and look into the project. The plans to use rotoscope are scratched for now, as I simply don't have the time to be dealing with shader-creation, also. At least not momentarily...
Thanks and by,
Reminds a little of Homeworld 2, concerning lighting and fog volumes. I think that's kind of what you are looking for and I like this style.
I'm much impressed with your concept art and wonder: Is it the same Peter Milligan, who draws for you, who worked on various films and for Marvel? You really can't paint much better with PS than what he shows.
I think the crosshairs are obstructing the view. Since they are all round, you can't really tell what's radar, crosshair, or status from far. Change shapes, or at least get rid of the central crosshair and make it appear only when you're aiming.
Still the best map I have seen made with Unreal thus far, is by your team. Excellent props, too. You are trying to be unique, yet people will always think of Splinter Cell first. Seeing how well Sam Fischer sold in the past your mod shouldn't have big problems to score.
Speaking of south park. South Park is Satire first of all. It's not only funny, it's tragically funny. So, if you don't want this mod to become a compilation of bad jokes, you have to find some major topic to it and create some ambiguity. The fact that you have chosen a "beaver" as character indicates it could be going either direction.
Just don't make stupid jokes all the time for the sake of it. Find a backstory to make even your jokes seem ridiculous and you get satire without too deep a message.
Looks well made and executes all the information Hourences gives through tutorials, too. The net can be a wonderful place for people to learn from others and here we can see height fog, slime volumes, triggers and camera actors in kismet trees, all neatly tied together. Good work!
No, didn't download it yet, because you don't mention the changes made. I might download it out of curiosity, but you could advertise a little better.