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!
I want a video!
Your mod profile is only complete (to me) when you have a pretty trailer in place.
Looks good, not rushed at all; even though that seems to be what you are saying. I still think it's better to have a game out than to keep bug fixing, until nobody wants to play it any more. Thumbs up!
This is such a brilliant game! I can't come back here and state that often enough!
Nice to see a mod evolve to it's final version and becoming a classic!
Nice update and great props! I just think the "Amsterdamn" houses would look better, if they weren't all exactly lined up on the same grid. Even though it may be like this in reality, I would like to see some of them moved up or back a bit to give it an impression of space.
Very nice review. It does a fair job of putting the game into the right light. It also seemed like Hack and Slash to me before and since I didn't bother to download Steam yet, I didn't give it a try.
Seems like a cool game, somewhere along the lines of Battle Grounds and Team Fortress. I truly wish I would play as great as the trailer shows, but I guess that can't be hoped for. Anyway, will try the download now and see for myself. All thanks to the reviewer!
Incredible, if you can create material setups like this, I don't want to know what your kismet sequences look like. It's really sweet to learn using Unreal ED from nice people, who take the time to break up something complicated into small enough chunks.
I wonder why people, who have such technical skills don't manage to create something I haven't seen in a million places before. Good work, bad art.
Isn't this kinda superfluous for people who run their own server? I can see some benefit for people, who don't use FTP or Wiki to organize their project. I definitely think this helping beginners, who want to set up a first organizational structure for their project. As far as I understand every project has to get a homepage of their own anyway, so you'll probably have to make a decision, whether you want to document things on Moddb, or on your own server. Interaction between my server and my Moddb profile would be nice, but how that would work is probably difficult to imagine...
Can you clarify, if this mod still being developed for Unreal? I have heard several rumors you switched to Crysis and never really saw a confirmation that you still plan to work with Unreal.
In-game shots would be nice.
you guys at Janus Syndicate really have an incredibly good hand for editing. If you ever want a serious story written for you, gimme a call.
release a vid, pls. nice job!
these development shots look very sweet. I hope to see some of the good mods for Crysis can become reality.
First map is almost finished. Female and Male character model have been imported and tested with the rotoscope shader. Images will be in our first official release, end of May.
Hopefully we'll be able to show some early wip with the shader in live action.
Hooray - you have a long history with Unreal and you made your mod shine with UT2004. I liked TO2 a lot. Even though it's somehow just a Counter Strike clone, you managed to keep your own touch and feel to it. Some of the many cool weapons really mad the difference to me.
I hope you find a better aiming system, gunning felt kinda recoilless in your old game (at least the versions I played).
seems great. time for a reinstal...
Hard to believe this is Cryengine (1). You got the environment a whole lot more realistic looking than in Far Cry.
Why the hell did you leave the frame count on? I was really impressed 'till I saw that.
the immortal mortar...excellent work!
dead horse - very nice!
nice game, very addicting, though boring on the long run (though there are a lot of different enemies). It's the perfect little game for shootin' zombes for half an hour.
It's fricken hard on the higher levels, or maybe I'm not yet getting all the tricks. I like it, good job!
It's getting better with every update. If you get proper AI routines for your dinosaurs, this mod is going to be tons of fun, I can see!
About time for an update from you guys. I already forgot about R'nL, even though it used to be a mod, which I fillowed with great interest? Did you lose your Pr-guy, or what happened?
I would have liked to see some of the more innovative aspects of your game in these films, but have to agree that everyting looks supergood. There are few times in video games, I see a sewage canal that actually resembles one and isn't two meters wide and one high. Bad idea getting stuck in there...
Stupid Mods for PS3! What the hell am I supposed to make a mod for, when I can't use my own sounds? How then can I get some atmosphere of my own into it!?
Right now this kinda modding is only a better mapping and maybe some coding for the visuals. Really disappointing! I was looking forward to porting our film to the PS3, as a mod, yet without customizable sounds, that'S impossible...
Progress is slow, as we are lacking environmental artists. We have setup the first team of environmental artists and they are working on the first scene we are creating.
The scene will feature a short encounter with one Mech and will most likely end up being in the trailer, too. So WIP work of that is sure to come, yet I can't exactly say, when.
You can join our forums on www.Gaiamedia.de and I'll keep you posted on updates. A first batch of concept art should be released before the map (and scene) in mid May.
Okay, finally watched it all, and while it clearly has a message, it maybe a bit over the top.
I think I understand what you want to say about life and virtuality and how we are messing up our being human, by becoming sucked up by a virtual world that is merely an illusion. By accepting it's rules we leave the social bonds of human society and become outstanders, independent and untouchable.We don't belong to society as a whole, but we instead become unchangable islands of solitudes, which will never change, or get better. We are the smallest particle of society, which isn't subject to its ongoing changes. We are like Monads, nothing exterior has an influence on us any more and we seperate from other forms of happiness, like friendship, or love.
Well done. I never heard anyone bringing Leibniz into the equation, but his "Monadologie", is a pretty interesting piece of philosophy, because it tries to build bridges between this world and one we would today call: virtuality.
I'd rather have zero money, but win the license.
I watched it down to about four minutes and while its' production values are high, the guy really needs to learn keeping the viewer interested. After all, no one is interested in someone's bloody life, until that someone comes across with a really intersting story (and some diversion to it). Having a great ending does not mean you can waste the rest of the film on talk. Why are Machinima either all talk, or all action? There is hardly one, which manages to keep a balance and not be merely depressing or boring.
Good work with the Lip-Synch and editing. I'll watch it entirely, when I'm up to it.
cool! the release of Wheels of War made me come back here and see what Interstate looks like, now. I never understand how these projects for the newest engines can make such rapid releases, but as long as you are still doing the Interstate and getting us ready to race on BF2, I'm very greatful!
It's difficult: in order to attract new people you need to make some media updates, but if you do it too early, you might not have anything to show for a long time after.
I guess my recipe is to start having media updates, when you are about 30% done with your mod's features. That way you have some more content you can show, yet aren't that far in development, to make change impossible. Media updates are one way to get good feedback from the community and see how much interest there is in your project. However - there are some problems.
At the moment our team is lacking Environmental Artists and Concept Artists, while we have a lot of modellers, two animators, and so forth. Without producing more concepts and some maps for show, no new people are going to join, but at the same time, we are lacking the necessary content for a satisfying release. So, the question is: should we release media, if it shows untextured WIP or B/W sketches, when it still isn't like we imagined it. Or should we keep in silence, until we are able to make a bigger media release with the things we find show-worthy? I'd really love to be able to have the luxury of showing only finished models and ingame renders, but we need to recruit some more people in order to help create this material first; so you could say it is a vicious circus. Only slowly, we are breaking free from it by doing jobs ourselves, we'd rather let someone more specialised in on (concepting, mapping).
Doing it slow hopefully means doing it right. man, Nuclear Dawn was already in production, when I joined ModdB...and that was almost two years ago. Time passed without big updates.
Any idea when you'll finish this beast?