I am a graduate of Baylor University living in Tyler, TX. I am currently the admin/creator of the "Man in Black" mod for Deus Ex. Our team is recruiting for numerous positions, so any interested parties can contact me here or via e-mail.
Sadly, real life just got in the way of this one. On an interesting note: even though the team fell apart, I've never stopped working on the storyline/mission script since 2006.
Should we ever be fortunate enough to get mod tools with a future Deus Ex title, you have my promise that I'll immediately revive the project.
Yep. The player will find VersaLife to be a much more active place this time around, despite the structural damage done to the building by the destruction of the UC in the lower levels.
Hehehe, nah. There's nothing unusual at all going on behind those iron doors... ;-)
Spasiba, Veronika. ;)
Ha! You're right. As you said though, easy fix.
Ciao Peppigno, come stai?
If you're interested in some more modding, drop me a line... ;-)
Yessir, MIB lives on. We've opted for an episodic release, which should help with development time (and to give you guys some reward for sticking around and following our progress over the years!)
This map comes courtesy of Fastgamerr.
Another small update: I got in touch with blueneptune to check on the command menu, and he told me that he's been busy doing Real Life work on America's Army (the lad is good, what can I say?)
However, once his workload cools down in a few weeks, he is looking forward to jumping back into MIB coding work.
Regarding updates: The reason for the slowdown (I'm sure most of you remember when we were posting new images once a week) has to do with a MUCH needed restructuring of our mod storyline. Dazza and I have completely...well, significantly improved the story and map order.
But we've put the mappers on hold until the storyline is completely finished. Makes it hard for a mapper to work if he/she has no objective, list of critical encounters, design documents, etc.
This revision is about 80% done. As for the commands, I will PM blueneptune and see where he stands on the command menu.
I forgot to mention, this skin is the work of Peppigno, representing Italia for the MIB team. ;-)
Should be within the month.
We have set objective dates for an Internal Alpha test, a (limited) public Beta, and a tentative release date in 2008. However, I'm currently keeping those dates under wraps until we get our storyline locked down, which should be finished by the end of the month.
Quite a few of those custom items are unuseable. Others (like the Huey) need textures but might work. Still, we'll take some of the good items like the laptop, motorcycles, and a few of the plants.
It's simply another computer terminal. We're just adding a lot of items to increase the detail of the maps, that's all.
Alright, blueneptune was already planning for a public release in about a week, so stay tuned! :-D
That's actually a good idea. I'm sure we could put together a small modification package for the original game with these menu options. Sure would come in handy on certain missions, that's for sure.
I'll talk to blue about it.
Geez, is this really going to degenerate into a flame war over semantics?
Fine, the TEASER did not suggest to me that the images were in any way related to game material. Eidos Montreal has openly stated that they are aiming for a 2 year development window. We may not know much at all about DX3 until next year.
It seems to me that the trailer was just something they threw together to say "hey, DX3 is coming, yes it's official, it's not just a rumor." I highly doubt those images/cryptic messages had much to do with the plot of the actual game.
LOVED the use of the original music, though. Took me right back.
Should be back up now.
Honestly, those NPCs were just thrown in there because I thought our screenshots all looked too empty (we're saving NPC/character placement + scripting for last). The actual NPCs in the game will include several unique skins and far less repetition.
Yes, several characters from the original game will make appearances. Which ones? Well....that's classified. ;-)
Absolutely. Our release schedule will involve a public beta demo (quite possibly the first mission of the mod) after an internal alpha testing. As of now, our mapping stands somewhere in the neighborhood of 40% complete. Character skinning is closer to 75%. After these are completed, it's on to coding/weapon finalization. Then...voice acting and music, which could take a while (but hopefully we'll have plenty of volunteers when the time comes).
But I've spent more than a year of my life working on this thing- there's no way I'm going to abandon it now! ;-)
We have considered adding 2-3 augmentations, including one called Reflex (would basically function like bullet time). These options are still on the table, though, as our lead coder has all but disappeared recently. We are definitely in the market for an experienced coder.
Just spoke to CreativeEmbassy, our web designer. He's just started a new job (as a professional web designer, of all things) and moved into a new house in the same week, so he's been very swamped. However, regarding the website, he says (and I quote), "There's no way in hell I'm dropping it."
So I guess we're still at the "stay tuned" phase. Let me just say that once it's released, it will be well worth the wait!
Not sure what you mean, harley. Headquarters pics? Biomods?
Oh this is just the business sector. Wait until you see Kabuki-cho. ;-)
Just a small note- this character has been renamed to "Ian Bishop."
Thanks daedulas! Yeah, our website is going through an extreme overhaul as we speak. We're keeping the same logo, but everything else is changing (including an upcoming transition to Flash). I've seen CreativeEmbassy (our webmaster)'s draft version and it's going to be stellar!
Stay tuned... ;-)
The new SMG model comes courtesy of cataclyzm, and skinning was done by Grandwich (Ketchup). Both of these guys did a *fantastic* job!