I LOVE SP-Mapping !!!
I am sorry, but you guys are right, i will not be able to release it before 1 february. The hollidays made that i ahd little time left for modding and there is still quit a lot of small things to do before release. I do my very best to develop as quick as possible, without losing quality that is.
Its hard to say how much time i actualy still will need to finish this mod, and i don't want to make the same mistake as i am making each time, which is talking about a actual date. Please just know that i work as fast as possible and that release is not far away. And know that i am ever more excited about the release as you are.
fun fact, the full mod experience will take between 17 and 20+ hours, yep, really. It's probably the largest sp moded source mod by far, with 27 levels, (there probably are more mod with such a amount of levels or even more, but not with the size of these levels).
sorry for the delayes,
nice car model, even if it is only used for demonstration.
map, city itself looks awesome as always!!
great new updaye guys!!
and i love how the weapons cause damage, specialy the one that cuts of limbs etc, and bounces back from the way damaging the player himself, lol!
Great work EmolevelDesigner!!
A Painkiller sp-mod, this game brings back those great old days of shooting till you drop!!
Am interested to see what your next project will be, and sorry i never came around to play that other mod of yours.
it's true, making mods takes unbelieveble amount of time and effort. Much more as most people expect. So it is impossible to talk about a release date up front, but we as developers do like to name a date because people ask for it. And even when your very near to finishing the mod it still is in most cases impossible to name a date because specially in the end there are always unforseen small issues that take up a lot of time, which make the release date still can't be kept.
About episodes. My guess would be to release it not as episodes. Mainly because a lot of those mods that do say will have more episodes never complete it. Because ones a episode is released it is very hard to start again and a whole new episode, and therefore it stops then and there with that one episode.
success, a fellow modder,
your mod is awesome and has given me great pleasure over the time that i am tracking it. and i never did see something i didn't like or thought looked great. but i have to agree with the comments above, that hat does indeed look wierd, so high as it is on his head.
i assume it can't be lowered for some reason, so maybe its best to take it out then. when things don't work or look great its best to take it out again, at least is that my opinion.
hello Jjawinte, yes indeed, am still going strong, although it is about time to think about releasing now. Seems this mod never gets finished. But, experience has learned me there will come a time, hopefully as soon as possible, that all work suddenly is done.
i can't imagine that the developer of this mod released his levels without having run the 'buildcubemaps' command, that would be a huge noob mistake.
Am downloading the mod now so haven't tried it but will do so and see if this is the case. if so then you need to run that buildcubemap command at the start of each new level. but only ones, when you play the level lateron, or reload it for whatever reason then you don't need to redo the command.
am very interested in this one, have been tracking it for quit some time!
thanks Roseniusm, you can find all my HL2 sp-mod here;
maybe there are more that you missed?!
succes and have fun,
yes, you do need HL2 and a source SDK. the last is free for download, HL2 you need to buy, sorry.
I haven't change any coding or scripting in this mod, so when you can play hl2 with a gamepad then it will be possible to play this mod with it to. Changing a gameinfo.txt will not change much to that i think, but i am not sure, sorry.
thanks guys, and maybe your right. Maybe kleiners voice doesn't fit well,
but it was very hard to even get a voice actor to do this. So making it better will not be possible, also would it mean weeks of extra work and that is simply not possible anymore at this stage.
So i am really sorry, but the voice of Kleiner will not be changed anymore.
I understand that this is still early beta, but it already looks very, very nice!! As all previous screens and movie footage.
Can't wait to see the finished product ones it is done.
Thanks for this new update!!
Sorry Stoudemire, but the text does say this mod is dead.
A real shame though because i was tracking it also for at least a year i believe, so many mods die,...
such a shame.
Although, as a modder myself i do understand it.
Not many people really realise how much work it takes to complete and release a mod....
such a shame, still....
Thank you guys!
I do my best to get this mod finished and released as soon as possible.
I tried to release it in december 2014 but it just wasn't possible. My hopes are now in getting it done this month january but to be honest, i am not sure if i can make it happen. I want to release this mod without any bugs and to make that happen i need to put in more time as i expected first. So, it just needs a bit more time and effort, but, it is almost done and as soon as possible it will be released.
Happy new year to everyone!!
wow, what a great editor you have made there.
Your right Lon-nah, particles will make map scenes more alive.
Screenshot does indeed look great, keep it up.
great to see that you are stil working on this game,
WOW RedSlug, you clearly did put a lot of time, effort and thought in your comment and i apriciate it very much!!
A lot of things you say make sence of are indeed better and i will see which i can implement.
The problem with my modding/mapping is that i am a leveldesigner who has to realise his ideas with whatever i can found around on modder sites etc. I have searched for a long time for people to help me out with several issues but nearly always people seem to be enthousiastic but only for a day or two. Then i simply don't hear from them again. So, i have to see which things i can use, but, i am getting quit close to what i want.
As i said, i will however see what i can do to improve a lot of things, i already have added your list if thoughts to my TO-DO list.
seems no one is playing this anymore, at least i heart the servers are empty. Would it not be a awesome idea to make also a SP mode out of this awesome mod, that way a lot of people still get the change to play it.
Wow, many thanks TheFrosty-engine.
Am glad you like it so far, and release is not far away anymore.
wow, those barage explotions look simply amazing!!
explotions in Hl2 itself do look kind of silly, not realistic at
all when you ask me, but this is fantastisc. Same counts for those
gas attacks, very nicely done!!
I'm not sure what you mean Poinsonheadcrab, because i don't make Gordon speak in this mod, he does make a breathing sound in one cutscene but that is it, no talking and specially no combine sounds, because that would really be odd.
And i am always up for improvement and suggestions. It does wonder me however that you think my previous mods look more professional because i put in so much more time and effort in this mod as all my previous ones.
Maybe you think differently ones you can play it Pimpao, know that i do my best to make this mod as good as possible.
thanks for your comments,
Don't worry guys, i will take my time to finish it, and,
it is almost done. so you don't have to wait that long anymore.
Thanks for commenting !
i try to use as many new assets in this mod as possible, because we all have played so many times mods with the original hl2 assets, like weapons and skins that it starts to get dull. At least to me, i like to see new stuff, so i try to change as much as possible.
yes, its indeed by far the biggest and most detailed mod i have ever made till this date.
i use it for many, many years now in my source mods because i like it so music, this part of music. so i am not quit sure anymore were i did get it from, but i am almost certain that i took it from the game 'medals of honors', or otherwise from the first call of duty game.
and Vortigaunts fight against you because they want to make sure dr. kleiner can blow the Borelis ship up, something you try to stop him from.
thanks for your comment,
i like that part of music coolguy32, although it is a very quiet song, or how do i say this, a very not hectic song so to speak, were you linked to in your comment. it is always very hard to find the right music, nothing seems to be more personal as your taste of music.
i am very aware of that music is a huge part of a good mod, so i do try to use music that fits as well as possible.
and indeed is tubular bells a very known OST darkshift, but personally i don't think that this makes that it can't be used anywere else anymore.
although i do try my best to use assets that are liked by as much players as possible. for instance hard rock music etc, that you will never find in one of my mods.
-i am not a hard rock fan by the way, was just a example.
thanks for commenting and showing interest,
this is some awesome work guys, really fantastic.
It has that nice Stalker, METRO feeling and i have to say, nothing make me think of a indie game. Its very professional looking. Am tracking this game for quit some time now and i am very glad with these new videos.
thank you all for commenting guys!!
I hope it will indeed be seen and played as a epic mod, i sure am trying to get it to that standart. And i did indeed use a lot of FEAR sounds, and some music of it. Area 51 sounds i haven't used, i have played that awesome game but didn't use sounds of it. Other games i used for sounds and music are COD1+2 and Mohaa.
And thanks for saying Kleiner is ******* creepy, that was indeed what i tried to accomplish!
sometimes its very funny when things go wrong in development,
thanks for sharing!
The title says LOGO, but i can't see what it means or should be.
So i am like DominicSevenWari;
May i ask what this is, i am confused and curious.
ANd i also feel a bit like GamerDude with;
"Could have been much better if you just put the right amount of effoirt into it. "
Great cutscenes and movies take at least a day to make and i have a feeling that this was done in 30 minutes, editing and uploading included.
a fellow modder,
wow, those screens look so good!
Very well done,
I am really VERY interested to hear how you made those explotion particles.
Because as far as i can see are these not the original explotions right?
Very nice, specially how the tower breaks in pices
and how they flt away!
Am tracking, looks very nice!
a fellow modder,
indeed a strange title Loner85, but, that said, great new screen.
Is there a point to why you used "." as the title?
I still think Cod 1 and 2 are THE best ones of all Cod games, specially much better as all thos last versions!! Probably because those have hardly any SP mode and i am a real sp fan.
So, keep up this great project, it looks better and better with each update guys!
as always, very nigh quality.
It will be a plesure to shoot with this weapons!
Sorry for my late reply, and it looks a bit like the Vortigaunt leg i believe. That should work indeed and still look like a real 3 boned leg animation.
Thanks for this second review you did write about this early work of mine,
That is rather strange because i use the Source 2013 Single player SDK for quit some time now. ANd it works like a sharm. But, your not the only one who does report this. So i am not sure why this happens.
Maybe a full clean install would do the trick?
Because i got a new computer and had to install it all again, just after the pipeline update, and from that time on Hammer works great.
Yes, you can do indeed a lot with overlays, or even other entities. Still, as far as i know is this effect not one of them. But ofcourse could he have made a custom one himself.
All in all it looks very nice.
When i compaired it with GTA etc i meant the way it looks, ofcourse can't i say anything about if it is as fun to play as those games. But, from what i can see now this one really has great potential.
Haven't commented here the last few months, but, i always check your new
news updates and keep following this great huge project.
Keep up the good work!
Always great to hear when people like your hard work, :)
Do you mean that the tree is cutting the car model?
Because that is also not the case, the tree is placed about 50 meter behind the car. Maybe it looks that way on the screen, but it really isn't the case,...
hahaha, looking great.
Although i do like the first one better as the second one.
Still, it is VERY hard to get a realistic looking walking animation.
So, you did well!
Have to be honest and didn't know who you ment with Markiplier, ones i looked him up on Youtube i seem to remember i ones did see a video of him. ANd, have to be honest again, didn't like it very much. Did get a feeling of watching a PewDiePie clone, (don't like him either). I don't know who was there first of the two. Personaly i do like the videos of Boogie2988, we all have our own taste.
But, that said. I am interested to see were you are going with this, hope you have the nessesary people in your team to pull this off.
will be tracking,
a fellow mapper/modder,
does look excelent indeed,
although i did wonder, were you croutching the whole
way. Because the players view was very low, the table
and chairs did come to the top of his head.
other then that, great work!
I noticed my mistake, only the first 2 mins nothing happens, you start after that. I wonder why you keep your grit setting on 1 all the time. It really is best to keep it at 8 or 16 and only turn it down to lower values when really needed. Just try it ones and you will see how much easier it makes to place walls, floors, etc.
Because they most of the times have 8 or 16 values, it really makes a big difference and it makes mapping much faster.
a fellow mapper
Always brings back great memories, when i look at Duke images and or screens!!
I am always interested in mapping tutorials from Hammer, so please do make that tut about these shadows because they do look good!
wow, that is a really kind compliment babyMoseN !!!!
this does make my day!!
Maybe you didn't notice but i have been making other HL2 (and eps) sp-mods after CtoA, and have been working the last 3 years on my last and biggest Hl2 ep2 sp-mod, called Episode 3.
you can find them all here, should you be interested;
thank you so much!!
i also wondered how the grass could look so good in Hammer, thanks for explaning LordPheasant!
So when i understand it well the grass is some kind of a model that shows grass, very nice. Although i do understand all the problems that it can give, and that it only works on some parts. Still, for those parts it will be very handy to have.
a fellow mapper,
LOVE this screen shot!!!
great new screens of level design.
These do look so much better as the other ones that were placed a while ago.
keep up the great work,
I'm glad you like the weapons guys!!
And 56er, the Bizon (SMG1 replacement) does fire grenades, just like the original SMG1 does. You can even see those grenades on the screens and trailer.
Am tracking this one for a very long time now, and each new update is more amazing as the last one.
That said, i would love to see some other footage now as weapons only. But, i know how much time goes in to development of projects like these so i fully understand why it takes so long to show actual game play footage.
thanks for this new update and as always,
making a mod or making a game on another engine, that are 2 completely different things. We see it more here, but as far as i know are none of these attempts ever brought to a good end, read; release.
still, i admire that you dare to even consider this engine change.
(Hammer is up and running again without any trouble and is smooth like it was)
Just take your time, i know how much pressure a release date does give.
And people will play this one as soon as it is out, Underhell or no Underhell!!
(nothing wrong with Underhell, love that project!)
wow, a probable release date in 2015 or 2016. That takes a long time. with that in mind i fully agree that you shouldn't show to much yet, simply because otherwise people will get already used to it. And by the time it is released it isn't very impressive anymore. (same happend with Crysis, the developers did show so much throughout development time that no one was impressed anymore when i got released, at least that is what one of the Crytek brothers hinself said.)
and from what i understand from game pre-renders the Physics & collisions, that is simply awesome!! we all love to break stuff, and the more we can destroy in a game, the more fun we have, at least i do!
but with source it was always a big risk to implement large destructible stuff in a large open level because before you knew it the fps dropped like crazy. so it is really awesome to hear that you did find a way around this, simply amazing!
i LOVE that sand box mode, hahahaha!
all those bodies flying in pices, great hack and slash stuff lol!
you have come a long way with this, it gets better with each new update!
really well made, it has a AAA quality all over it!!!
no kidding!!! the way everything looks does remind me of Doom3 Quake4 idTech quality, and don't get me wrong please, i really mean this as a huge compliment because i still think those engines give the best game look. Loved that pc screen walking by, haha. And it has a nice scary feeling. simply amazing stuff!!!
thank you so much for this gameplay footage video because i asked for it a while ago, now we can really see how it looks and feels in game.
keep up the great work guys!
great looking weapons!
thanks Duruk, and yes, it does look kind of strange and i like that to.
What a bit of fog all can do, right?
(because without the fog it wouldn't be so surreal as it now is, lol)
wow, this is the first time i see this mod here on Moddb, i do follow all HL2 mods and its episodes. Nice to see a WW1 mod, hope it will be released one day because there are so many great mods out there that are never heart from again.
much success and i will track this one from now on,
And you are right Stoudemire, this is indeed my last Source project for now. Maybe ones Hl3 is released i will make a few maps with that new engine but first we have to wait till part 3 is released.
I did had indeed the intention to move on to the Cryengine but this is not sure anymore because ones this one is released i will start on my first indie fps game. I still am not sure which engine i will use for that, the Cryengine would be great but it would also mean that i need a team because it is impossible to do everything by yourself with such a engine. You probebly will say i am crazy but i am thinking about using the Build engine (Eduke32, Duke Nukem engine) to make my first indie fps. The engine is very outdated and the figures in the game are sprites (flat). But, with that engine i can make a full fps game by myself. Have already looked in to this, but first i need to finish this last mod before i will start looking in to that indie project.
When the time is there i will write about it here on Moddb, (should you be interested in it then just track me as a developer here on Moddb. That way you can follow what will happen next.)
I understand that you want to have your own custom assets, should you not succeed finding a good modeler you always can go "back" to download sites.
o, real actors?
mh, personally i don't know if i would like that. the contrast between the real cutscenes and the in game footage will then be very large. But, that is just my personal opinion. i LOVE cut scenes, but only when they are made inside the game so to speak. I also don't like those trailers of games that you see these days, that are made with real life actors, (like the trailer of the new Metro fps game). But again, that is just my personal opinion. maybe other people do like this, i don't know.
whatever you make, much success with it!
i too thought the statues are a bit to big, maybe you could place one, or reduce its size.
other then that, i also prefer a in game screenshot because those hammer screenshots are maybe interesting to mappers but in general they do more confuse as clear things up.
also, from what i see are there not many detail brushes and are a lot of them structual, this will make that there is a lot of frame loss, low fps.
please do keep this in mind because nothing is so frustrating as low fps.
and many of the players are still gaming on low end pc's it seems.
other then that, success,
i have to agree with Selyp,
its very hard to put together a dedicated team for something like this.
we see it so often that a mod or TC dies half way down the development of it due to lack of team members with the right skills. And you do need quit a few well skilled team members. its a good thing though that you are a coder and animator yourself, because are in general the most hard to find people. voices actors shouldn't be a problem, normally you get loads of replies when you place a jobadd here on moddb for them. same counts for leveldesigners and modelers. so all in all i think that there is a big chance that you will find and hopefully keep those developers that you need.
am tracking this one for a long time now and i really do like what i see with each new update.
keep up the great work, this could be very interesting ones it is released!!
Hi Nuke, yes, we did change pm's by now on Moddb and talked about that, am indeed to busy on my 5th HL2 sp-mod by now, lol.
As you explained in your pm are you quit well covered qua skilled team members, so for your mod i have really high hopes. And that leveldesigner shouldn't be a real problem, there are quit some great mappers around with Hammer here still. A personal pm to them can do miracles sometimes because not many people read or even know about the Job moddb section it seems.
much success, will keep tracking!
yes, know what you mean!
Seems there are tons of voice actors around, i to had several people who did reply when i needed some voices for my new mod.
What i also do i just write to modelers or whatever i needed myself, when i did see some great work in another mod i just looked up who made the models or whatever and pm-ed or mailed him. That way you probably will receive maybe much quicker a reaction.
all in all i hope you find the right skilled person,
just keep on it till you do,
i think this room looks just as it should, there is more then enough detail in it. More stuff would make walking around probably also difficult.
i just would leave it like it is, and should you still want to add something as rubble or something then decals are always very handy for that,
i am a modder myself, and i can understand what you mean with loosing yourself in details. it is always a bit scary to go on with new things in a project. still, ones you have started with them a whole new world opens up and it will make it much more pleasant to keep continuing with it. at least that is my experience, i always have a bit of trouble ones one level is finished and i have to start with a new one. that always takes a day or 2 or 3 before i know how to start the next segment of the gameplay. and ones you have gone on i am pretty sure that maybe you can trow out stuff that you have added so detailedly, so maybe that is also a reason to go on with new things.
keep up the great work, this work of you is really refreshing and i am quit sure that ones it is finished it will have quit a lot of people who want to play it!!
nicely drawn, although i do think that the wound at his face is a little bit odd. It looks now like if there is placed a piece of meat on his face instead of that there is a hole in his face.
Other then that, nicely done!!
looking really well made!!!
Fallout3 did had indeed great models for blown up/off heads.
but, in my opinion there hasn't been a game that does this so well as SOF2 (soldiers of fortune2) did, not SoF3, but Sof2. Even now, when the
game is at least 8 years old or so they still give the best, and most gruesome head explosions.
that said, i love what you did here. Great gore and blood scenes are loved by most fps fans!
I am always very glad to hear when people like my mods, the amount of work is simply staggering to make them and at least ones a week i ask myself why i keep making them, lol. (as you probably know will i finally start with a indie game after this new mod).
That i keep my mods in the HL2 universe is to be honest not really a choice of mine. I am a mapper and need to look around for models, skins, etc. So i am bound to whatever Hl2 is giving me. So, specially with this new mod i do add loads of new models, weapons, skins, textures, sounds, etc. Just to get as far as possible away from the Hl2 experience. As far as i know are most HL2 mod players now about done with original Hl2 stuff (we all have played so many mods by now that we can dream of HL2 stuff, new stuff is very welcom.) Personally i like that best, in the HL2 universe, but with much new stuff, specially weapons, those original Hl2 weapons are really getting old. But that is just me,...
Thanks Orang3dragon and LordXamot, for your kind words.
I know that people did aks me if they could add i believe it was Strider Mountain, or Coastline to Atmosphere to there waterboat mod, i gave them of course permission to do so. Should someone have a co op mode and would like to add my mods to them, make them work together so to speak then i am all for it.
never did get this compliment before;
"... mapping skills once again have a certain uniqueness to it."
Mrksmt9 is right, but just map as you feel is best.
although i personaly always right from the start do work in the right lightning because as we all know is the right lightning a very big part of the admosphere you create.
and thanks Spooboy for your comment;
"Really great to see an experienced modder give some advice...."
always nice to hear people see you as a experienced mapper, lol.
i assume that spot of water on the ground, that mirrors the end of the hallway so nicely is that one large infodecal thingy. it works very well
great new progress, keep up the good work.
nice creepy creature!!!
nice dynamic lightning guys!!
for a low poly it is looking realy great!!!
no, PP is ;
BACK ON LINE AGAIN!!!
so, no worries, he is back and will stay.
he was ****** about some things but had time
to calm down again,
this is funny, personaly i never have the feeling of wanting to dress myself, not even for a party. but, i always apriciate it when i see others do this, and, now we can see how you look Jim.
have a nice party,
looking really good!
hope you did use a lot of static models, and detailed brushes so they fps keep high. because such large outdoor places do lower the fps on not so powerful computers and a lot of HL2 gamers still seem to have not so powerful rigs.
your mapping really does show improvement, it's clear you do spent a lot of time in Hammer!
thanks for the new video, it is clear you have done a lot of work after the last update you placed!
everything you showed new do i like a lot, just one small comment;
the light that is shown around the figure when he shoots is way to much, when i may say so. personaly i wouldn't add it at all, also not much smaller, the muzzelflash alone is already enough. but, that is just
what i think, so please do what you think is best. still, the light spot is not much to big.
have to agree with Secretimbecile, otherwise it can/will give fps problems on not so powerfull pc's. other then that, love the new mode, really nice, and indeed, who doesn't love barb wire.
funny but true!
this is awesome stuff guys!!!
You are ofcourse right Antec_01, problem is that a whole lot of those teammember are only enthusiast for a small time and then leave the team again, or just don't make assets anymore.
But, ofcourse do i hope that what you can already produce is so good that you indeed will get all those team members.
don't know if you already have placed jobadds for these positions on the moddb job add! forum, if not then i suggest you do because there a lot of these developers will look for positions.
much success and i will keep tracking!
good to hear you where able to fix the bug,
but, what me does interest is;
- what did cause this bug?
- and how did you fix it?
personaly i never did encounter this bug in any of my own sp-maps, but i assume it was caused by the fact that the model has to made out of a physic entity, and they can sometimes cause harm to the player in some particular settings.
so, could you tell us more about this?
i hope you have a great character modeler to make this great looking scary creature!!
don't know what is happening here, but mine and the other comments can hardly be seen. maybe you have a setting wrong?
please do check, otherwise people maybe don't want to comment, because it can't be read by others anyway.
great work like always Agent00kevin!
can't wait to play this one ones its done, but, just take your time!
thanks for the new update, always nice to hear from this mod!
i am very pleased to read that the joboffer for voice actors did work so well, although i did expect that it would.
and i also can't wait for the demo, to get my hands on and try it!
just take the time you need to upload a well balanced demo, much better to wait a few days or even weeks, as that we get a demo that doesn't work all that well.
really great to see that the development of this indie goes so well,
funny, i am using a similar model for a similar puzzle.
when i wouldn't know better i would say one did steel this from the other. but this is the first time i see this here, and i haven't shown it yet on moddb, so this is clearly a case of coincidence.
great work by the way!
i do have to say that i too think it does look a lot like CS, but, i don't say that you did copy or even use stuff from the original version!!
i do like how he looks, and, i don't think at all that it looks messed up or whatever, it looks really good!
i loved watching the long trailer!!
but i was a bit surprised to see so much difference in quality in mapping, are there more then one mappers on this mod, or is it that you learned mapping throughout this project, and that that is what is showing. the end of the trailer shows great outdoor scenes, (LOVE the white clouds/fog that is flying over the landscape, VERY atmospheric! did you make those yourself??)
the buildings where very detailed and well build, and there are so much better as for instance that wooden building at the beginning of the movie. for instance the strairs behind the front door, the player has to jump sideways on the stairs each time because the door is blocking. you could turn the door the other way around, so it isn't blocking it that much anymore, but even then it does look a bit strange, the stairs there. also liked what you did with adding a light to a npc, as a flashlight thingy. only, it was placed above the head of the npc and that made it look kind of odd, maybe you should add it to a sholder of the npc, that way it looks more realistic.
will keep tracking for sure, very interesting stuff this!!
very nice indeed!!!
this is getting more interesting with each new update placed here!!
will keep tracking with great pleasure!!
thanks for the new update,
i am tracking Recruits for quit some time now and each time i am very excited when you guys place a new news update, (especially the movies i love!!). Did you guys enhance the blood and gore, looks even better as it did it seems!! and its awesome to see how the enemies are tracking the player down through different paths!!
i would love to help out but i never worked yet with the UDK, and i am a mapper, and i am still busy with my latest sp-mod, otherwise i would have replied for sure to help you guys out if you wanted my help that is.
can't wait for more screens or even better in game movie footage!!
great site design, and a tank in the game, that will deliver quit
some extra gore and blood, lol!!
keep it coming!
will track your mod to see where it leads,
the screens do look very promising, keep up the great work!!
i love the improvements that you made, checked all the new screens and specialy the improvements to the monsters are the best ones!!
this is getting better and better, keep up the great work!!
you simply can't do everything! you already are doing so much yourself. i know this weapon and its animations, and should you use it then maybe you can change some of the animations because when you don't shoot then it turns from time to time up and sideways, and then blocks a lot of the screen, (when this is in fact that weapon and animation that i know). also is the counter on the side not working, it keeps saying 99, maybe that will be changed then too?
again, if this is that exact weapon that i already know. other then that, good choice. thought of using it myself in my latest Hl2 ep2 sp-mod, but decided to not do so because it doesn't fit to well in my own mod.
keep up the great work!!
interesting part of text IvanErtlov!!
i did play your demo and i can say that it does look like the screens shown, so, no fake at all!!
it fact you could see those 2 comments as compliments, because they say in fact that your game looks so great that it couldn't be made with that engine. it is great to see that the FPSC engine did come so far, now the AI and then it will be a 100% successful engine.
i think this game will go a long way, considering all the hectic it is causing now, early in the dev stage!!
keep up the great work!
i love this so so much!!!!
that blood, and the holes in bodies!!
really great looking!!
just one very small remark, personaly i think it does look a littlebit odd how she helds the book with one hand on her back. but maybe this is just only looking odd from this angle?
other then that, keep up coming!!
it does look a bit empty, but like ShootinPuting182 says, this is probebly some kind of free style and not skying on the normal tracks.
this engine is a great one for landscapes like this, it does all look quit amazing i have to say. even when this kind of games is not the one i like to play (sportgames).
problem is that i visit daily for severel years now moddb, and beside that i am a very enthusiastic game dev and modder myself. and each time, again and again i see it happen here, that people start with a mod or game. they really want to make a awesome project and are very enthusiastic. but then the troubles start, and they nearly always end in that the mod or game dies before it can be released. the problem is that they keep sticking in concepts, or they have such a awesome story that simply is impossible for them to make (qua coding, assets, etc).
it is a huge step to go from concept to actually change it in to game assets. on 'paper' some things are easy said and drawn, but ones it then has to be made the developer starts to understand that he never will be able to pull this of. or then he understands that it nearly always is impossible to find all those coders, modelers, animators, etc that he needs to badly for making what he has in his mind.
therefore it is best to start quit quick with actual developing those things you have as concept art. because in a lot of cases that will learn you to see things more realistic, what makes that you make your concepts also more realistic.
of course are you free to do what you want, and when you just want to continue the way you do now, and don't mind if this never will leave the concept stage then that is fine with me. but when you really want to release this good project then i suggest you work differently. not because i say so, but simply because that is a proven method, and i know this from experience. that is all, you have indeed commented many times on my comments but never in this way. so, when it doesn't mind if this will only be a concept art project then you should go on like this. but otherwise it really is better to do things differently.
i really do wish this project to succeed, and my intentions are as always serious and from the hart.
yes, its all still WIP (work in progress). Most custom added textures are not bump mapped yet, but they will be by the time the mod is released. I agree, in 2011/2012 you can't have textures without bump mapping anymore in HL2 ep2 mods. I even am thinking about giving a lot of the original Hl2 textures a bump map because even those are most of the times as flat as they can be.
so, bumpmapping is taken care of!
i played the demo release a very long time ago, and it was great fun!!
so i am looking forward to be playing the whole project ones it is released!!
sorry for my late reply, but yes, i was the lead developer and mapper of Strider Mountain, and Coastline to Atmosphere and some other Hl2 sp-mods, am surrently finishing my 5th Hl2 (ep2) sp-mod Rooftop Retreat.
thanks for noticing. but now about your mod again;
the weapons do look great and later shown screens, and i do keep in mind that this all iss still work in progress!
i like all the screens so far, because they are really good, great leveldesign and asset design. but also because they show a world that is more European looking. myself i am from Holland, and this screen could easily show a city from my country.
so, keep up the great work, i for sure will keep tracking this project.
very high quality stuff!!!
would have loved to enter Duruk, but, it's the old story again;
still haven't finished my HL2 ep2 sp-mod, (am working daily like crazy thought!!!).
when i may give you one advice, keep the grid setting on 8 or better even on 16, and only set it on lower values when you are mapping in real small details. this makes mapping so much easier, just try and you will see. other then that, great mapping. although you did stretch some of the arches that where made out of several brushes, this can cause troubles later on with compiling or in the end with playing the level.
and i assume you did change all brushes in to detail ones, otherwise the fps will be much lower as they have to be.
always fun to see mapping movies in time lapse!!
i have tried to play the demo but it did crash twice on me when i did shoot the second zombie. still, i would like to address some issues to you. let me start with that it does look rather good for a custom engine. now the issues;
- i thought the intro was quit long with all the different camera's, also was there one time when everything looked like it was made from shine steel, but this was only for about 10 seconds or so.
and one of the text on screen was hard to read because it was white, and there was a white chair behind it what made the text fade away in to the white of the chair.
-the the computer, i didn't know how to get out of it again, so i had to start the game again. have to be honest and didn't read the whole text on screen, so i missed the part of that i needed to text a message like you mentioned in your comment to SloidSnake27.
-the AK47 looked ok, but the pistol looked rather strange when i held it in my hand, it was placed a bit to high so you it looked like the pistol was floating, because there was no hand holding it.
-the zombie animation is rather silly, the walking of it looked very unnatural. but don't get me wrong, i know its very hard to make good character animations. still i thought i should tell you.
-and then there was the second zombie, and as soon as i shot at it the game crashed twice.
also was the text on screen of something like; wow, who is that?!
when i did see the first zombie, that text is really a bit of place. it is not needed to place such a text.
i played it on a dual core 2.3 Ghz with a ENGTX275 video card, windows 7. so i am able to play the game qua hardware.
all in all i liked it but it does need still quit a lot of work.
also, some models did look really good, but others did had some weird textures/skins. for example some kind of computer box, it had buttons on it as a texture, but they where not well lined with the box itself.
a lot of time i don't comment, but i do track this one for a long time now and can't wait to play it ones it is released!!!
so, keep up the good work, you are doing marvelous!!
wow, this looks amazingly, and that for such a small studio!
have read quit a lot on there site, (thanks for the link and info Duruk!) and now i am not sure anymore. Is this SP or MP, or both. Because at the end on there site it says;
‘Class4′ is the codename for our subsequent zombie-survival online world game that we will develop by building on the ‘Class3’ platform with feedback from ‘Class3’ fans. The game will provide a much larger server-hosted world for thousands of simultaneous players.
Personally i don't play MP mode, only SP.
Great article again Duruk!!
thanks for sharing this with us,
this is a great engine and looking at Crysis 2,
(that only represents a part of what this
engine and editor can do)it is clear that it can
give the right tools to indie developers.
i still am not done with my last HL2 ep2 sp-mod,
but as soon as i am done i need to look in to
engines and editors for a future indie game that
i want to make. And this one will be on the top
of my list to look in to, that is for sure!!
modelers of this scale are rare to find,
so you can be pleased that you have him.
this and the other character models are indeed
of a very high quality!
i really hope that i am wrong, but to me this is really such a game that simply wants TO much and therefore it never will be finished.
making a game is not about what you can all think of, but, what you can all ACTUALY make!! and for what you all have planned its clear you will need the best of the best developers, and that will cost loads of money.
i see it nearly each week here, for years now, great ideas, but they are so great that they can't be made by small indie developers.
therefore i really suggest that you now first start looking for all the right people before you go on with planning and writing, because you will see that what you have in mind is great, but can't be pulled of.
but, like i said in the beginning, i HOPE i am wrong,
(but the past has learned me that i am not).
still, please prove that i am !!!!!
i already thought;
WOW, is this really made with Hammer??
But then i did read your photoshop comment,
still, very nicely done!!
thanks for commenting guys!
first about less teasers, more maps. this mod has 11 very large maps that i have been making over the last year. so from time to time i like to show a bit of them with a teaser. so there are still much more maps as there are teasers, lol.
glad that you like it Klintak, and for sure will i keep it up.
the mod is done for about 85% and will be released for sure in a few months.
and you are right SabreXT, these weapons have i taken from GameBanana.com so they will be in others mods too. But, the weapons shown in the screens and teasers are not the final weapon versions. I still am looking around for great weapons that i can used. Maybe i will use the AR2 that you see in the teaser, but i am not sure yet. i do love the weapon and new loading animation, but the weapon is quit large and therefore it takes quit a lot of the view from the player away.
and the SMG1 replacement weapon will not be used because of 2 reasons. first there is no world model of it, and the maker of it doesn't reply my mails. the second reason is that it has a animation that is ones nice to watch, but after a few times it starts to irritate. because when you don't shoot the weapon is turned up and turns around like the player is watching it. and this gets really iritating.
should someone know great weapons or have them then i am always interested!!
i know about the SMOD weapon mods, but they are so large that they would make my mod file size huge.
wow, looking at all the vacancies that you still have it seems that after 3 years the development of this mod is still not near the end of developing it. it does surprise me quit a bit, although i do know as no other how much work it is to make and release a large mod.
hopefully you will get all the people that you still are looking for, and, that this mod will not die a early death because you couldn't make what you had in mind. it is a common reason why mods die a early death.
i am so sorry milkydeathgrind,
but have the same feeling. i wanted to start reading but then i also scrolled down first and when i did see the size of the text i thought;
this will at least take 30 to 45 mins of reading!!
and that was a bit much to get around to right now.
maybe its best that you cut such large updates in to 2 or 3 segments and release them in 1 or 2 weeks, or edit the text and make it MUCH shorter, and add some screens and or movies to make it all more pleasant to read.
now it simply is to much,
it gets better and better Sickbrick!!
i will keep following this game!
you are right AmaroqDricaldari, although i do like the sound and new animations of this weapon. But, don't worry, the weapons now used are not the final mod versions. I only use them for now while i am testing all kind of custom made weapons (with new animations and sounds!)from the site GameBanana.com. And i still have not found those versions that i think are the best, and will therefore be used, with ofcourse the approval of the maker of the weapon.
can't use this green Alien weapon that is shown on the screen above because it has no world model (what can be seen when this weapon is held by the combines, or when it lays down on the ground). it has no skin and is therefore shown in purple black blocks, what can be seen in the last movie, or on some screens.)
thanks for that link to a newer version because that one does look indeed much better even.
one personal note, i think it's a real shame that you did choose for team mates that fight with you. more and more games do this and i HATE it!! when i want to play with others i play mp, what i never do. i love it to just walk and fight alone in a sp-game, and not with team mates that makes that you have to hurry otherwise they have killed already most enemies.
but, like i said, this is just a personal note. probebly there are many people out there that do like this new way of playing sp-maps/games, because it happens more and more. still, the old Cod games are my favorite becayse of this.
well, it's always said to not have a high-end computer, but when you map it has it'plus sides because now you will not make maps that only can be played on powerful pc's. so you will have more players.
a great example of this we did see last week or the week before. have forgotten that one Hl2 ep2 sp-map that was released as a mod here on Moddb. it looked great, the mapper did focus special on eye candy mapping. but ones it was released no one could play it. even people will powerful pc's had fps of 5 and lower!
haven't played it yet, but when a quad core pc has around 9 FPs that it clearly needs to be cut up in portals. i have a dual core 2.4 Ghz with a ENGTX275 card so i will see what kind of fps i have. but i assume that you then have a super high end pc with triple quad core or something when you can run it on high with high fps.
even when you can run it, please always keep in mind that most people that play mods don't have a high end pc. when you keep you're maps playable for most players you make that more people can run you're maps. and that doesn't mean that you can't make what you have in mind, just add portals and all problems are solved. (and add that other brush, forgot the name of it for now), that makes that not all models and props are spawned in the distance when they are not needed yet.
other then that, i said it before, it does look very interesting and nice. but this fps problem does make me a bit sad.
we never had such good times qua new engine releases, before we had to do with Game maker and FPSCreator, lol.
UDK, Unity 3D, Cryengine3, where will this end??
that is indeed a great idea, but, i didn't make these weapons, i took them from the internet. i can't model although i still ones need to learn doing so. so, the new weapons that i will use i also have to find one line, FPSBanana (now called GameBanana) is a great site for this. but most models there of weapons are already old or not that good, and for HL2 (ep2) they only have so many weapons.
still, i do try to get much better ones, just have to look even more for them.
really am looking forward to this mod, great work guys!!
very well done, can't wait till tomorrow!!!
thanks again for all the hard work, as mapper i know all to well how much time and effort goes into such a project!!!
great, can't wait to play this one!
thanks for explaining, this i do understand a lot better as
" it's ****** up! "
everyone has his own opinion, and too you ammo crates full of ammo may not seen cool, but the gameplay that i always add to my maps to need a lot of ammo. so its placing loads of ammo stuff around, or add crates. and then i choose for thee option crates. about that SPYmaps on the roof, this has grown into a small joke of mine. in all my mods that i have released i always placed in one of the maps this SPYmaps sign. it always blends in in the map like, so does it here have the shape of a advertisement. it is that the map is made by me, otherwise you probably wouldn't bother about, thinking it is advertisement.
still, thanks for explaining, now i know what you don't like in maps.
hopefully you will choose other weapons before releasing it because now it looks quit odd to me, to see the HL2 weapons in the Quake world envirement. i know, its a compilation between quake and Hl2, but still, it doesn't work for me. other then that, a lot of people love to see new weapons instead of the old Hl2 ones, simply because we have been playing so many Hl2 mods over the years that we are a bit fet up with the old weapons. ofcourse are there people who still love these weapons but a lot don't anymore.
other then that, great idea and very interesting!
let me first start with saying that we are a friendly community here on Moddb, and words like "moron" i personally don't like to read here. it's doesn't serve any purpose at all to talk like that.
then, i have to agree with the others. you say at the top;
"... composed by the team's lead sound designer"
and that that person is you The Joker. But when people recognise the music parts you say that you have it from The Dark Knight and the Hl1 soundtrack that is included in HL2. so, you didn't compose it, you took it, with permission from others.
why then close you're comment with;
"...and we haven't taken credit for the song. "
when you say at the top ;
"... composed by the team's lead sound designer"
so, you, as the lead sound designer does take credit for someone else his work, or at least you tried to, but didn't succeed because people recognised the music parts.
to start then calling those people morons is a bit silly he, ...
just compose and take credit for that, or don't call yourself the lead sound designer who did compose these parts.
and sad to be honest.
sorry, but it doesn't show anything.
each time when i see that monster with the huge legs i think that in the real world such a creature would never exist. the small body and head and the huge legs simply don't make sense.
but, don't get me wrong, i LOVE it, and this is a game, and not the real world. So, keep going on!!!
please do look at pictures of weapons before modeling, so they are realistic. this one looks like a comic book pistol.
what is not good, or it should look like that, then it is ok.
now you lost me, i track this mod and is it now dead or not. because above is said;
-We've 'ceased' development. Sort of. It's better to give information than to simple let it die.
-But for now, in the public eye, it is dead.
-If you're still after the post-apocalyptic/Chernobyl stuff, it isn't going to come from us.
so it is dead, or, reading this, it's not;
-FZ is not dead
-We WILL finish this mod. It WILL be out by the end of August 2011.
No Unleash, i am sorry, you need ep2 to play this one.
although you could try because we did make this as a Hl2 mod and only in the end we changed to ep2 because of that one steam update.
so it should work in Hl2, just that one new monster of ep2 will not be there then, when it works that is.
yes, i probably am the one that is most happy that Final Project finally gets released. When you have mapped you want to hear what people think of it.
By the way, i hope this doesn't matter and maybe you already have read this. But, this mod is a HL2 episode 2 sp-mod, and not a HL2 sp-mod like all our other mods. I forgot to change this for a long time until this afternoon.
Hope you guys do have ep2 too.
people who know what they are doing,
but also are they or have become friends.
a good work atmosphere is also VERY importent.
and no MojoProductions, it will not be like that, and... it will.
i did implement a system in each map that makes it possible for you to play the map like you want. Hard, like all my other maps and mods, or easier, more 'normal'. Its different with the normal difficulty settings, because with this system you can decide if you want to have many enemies or not, and much health or not. i even did add a system that explains the puzzles for those people who don't like the solve puzzles, or who can't solve them.
so, in short, i tried to make a mod that is liked by everyone.
hopefully it will work, because it was always a shame that only people who liked hard mods liked my mods.
updates are great, but i start to notice that i get less interested in this mod due to all the media updates, each day i have 6 of them or so, just for this mod. not each item, map and model needs to be showed in drawings, in develoment stage and after that.
but that's just personal.
still, in this case is less info better as this when you ask me.
let me start with saying that i LOVE this project and will track if for sure, (love Quake and Halo). that said i am surprised you did choose for the quake engine, and not the quake2 engine. i mapped with that engine a few years ago and it does look better as the older quake engine, what is of course logical.
and maybe it is because i map myself that i am not all that pleased with how the maps look so far, from what i can see from the screens). it's all so blocky and empty. i know the editor of quake is not that good with brushes as editors are these days, still, you can make much more detailed map as what is shown now. they all have a empty mp arena look, and this game will have a brand new Sp game mode.
please don't get me wrong, i love the idea behind this game and i will track it. but wouldn't it be better to take a bit newer engine to make this game. Halo on the quake engine does not match all that well.
hope you guys will finish and release this project, because it is quit ambitious and will take a huge time and effort to complete. and to many people start great projects, just to never hear of them again, what is a real waste. so, please keep posting and surprising us!!
thank you all for you're patience !!!
means a lot to me, because i ALWAYS make the mistake of talking about possible release dates, that i never can keep simply because i am to enthusiast when i name the date.
am glad to say that 2 extra months is out of the question, it will be at the latest the first week of May, (here i go again, starting to name possible dates). don't know what that is, but i always feel the need to talk about when people can expect it.
well, i have started Hammer up in the mean time, so its up mapping again. soon i will place a second video here, maybe i can work on that in the mean time this weekend. but ones i start mapping the hours fly by, and when i then look up from my screen and keyboard because my back starts to hurt etc, it is already dark outside, lol.
hahaha, i was wondering. why add a weapon that can't be reloaded.
but i guess i now understand it, ones i read you're text;
"non-reloadable and highly disposable, able to be found all around the maps of Debauchery and even wielded akimbo."
i asume you did choose for this option because now you don't need to make the animation of re-loading this weapon. nice thought, and it works too. it's the same, re-loading or finding the weapon at different places in the map.
weapon does look AMAZING !!!!
very well done !!!!!
do i understand you well, did you loose you're latest map version?
why then just not go on with the previous map version?
or, did you save each time over the last version, (so you only have one map file?)
when this is the case, then don't be ashamed, this happend to me also a few times. best way to learn that you need to save you're map each time when you have added something to it, and under a new name or number. so when you have troubles with it you only need to go one mapversion back to retrieve it.
a shame, it does look great!!
so far it looks quit impressive Cesig !
i like the name and wondered why you did choose it, and what it does mean to you. i'm Dutch, and Overheid is a dutch word, it mean Coverment. did you know this, and it that why you choose it, or does it mean something else in English, what i don't know?