Angels Fall First: Planetstorm is an objective-based assault game fought both in space and on the ground. Featuring totally original art and completely new game types, we take you from flying gigantic capital ships, piloting fighters, and manning turrets to the traditional vehicular and infantry combat, both planet-side and inside the starships themselves. At your command are more than two dozen ships and vehicles, including all original weaponry, 3 maps with full bot support, two custom characters, with more on the way. This is a <b>total</b> conversion mod in the fullest sense of the word. Welcome to Planetstorm.

Post news Report content RSS feed Angels Fall First: Planetstorm V1.00 Released!

Planetstorm is an objective based assault-style game played in two theaters, in space, and on the ground. in space you must engage fleets of massive warships, controlling vehicles in first person from ship interiors or launching fighters to engage in spectacular dogfights. Planetside you must fight either as attacker or defender, using an array of vehicles and weapons to overcome the enemy.

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Angels Fall First: Planetstorm V1.00 Released!


And here it is! Our first release and entry for Phase 2 of the Make Something Unreal Competition.


ABOUT THIS RELEASE

This release is horribly rushed, and should not be viewed as anything but a statement of intent from the Planetstorm team - a taste of what is to come.

We considered holding off till phase 3 of the MSUC but we wanted to release because we owe our community for their faith, and we owe our team for their hard work. this version is *amusing* at best, especially on the space gametypes, but things do work. You can fly the ships, shoot the guns, marvel at the scenery etc.

(Don't forget to read the readme!)


SCREENSHOTS

AFF:PSv1 AFF:PSv1
AFF:PSv1 AFF:PSv1
AFF:PSv1 AFF:PSv1
AFF:PSv1


VIDEOS

A sweet little video from ikarus of the Planetstorm gameplay:
Angels Fall First: Planetstorm Mod for Unreal Tournament 3 Videos & Audio - Mod DB

(Also available in Youtube: Youtube.com )

Download Angels Fall First: Planetstorm on ModDB


WEBSITE

The Planetstorm website is also now online. You can visit the site for the download links, media, and information on our universe.

Inquiries and tech support questions will now be answered in the Planetstorm Forums. Please be civil and respectful and we will try our best to help you. :)

Unfortunately, permanent game servers will still be unavailable because of the bugginess of the game, which would require the constant attention of an administrator, a task none of us can handle at the moment. But rest assured, you can still set up your own online servers among your friends.

Thank you so much for all the support we had in the last few months. We're still only just beginning, so hang on tight, folks. :)



THE PLANETSTORM TEAM

Alex - founder
Strangelet - art director
Sarcen - code lead
Jetfire - map lead
Darknet - vehicle and weapon code
Switch' - flight code
Deathwish - game design + prototyping
Ikarus - models + tex
SkyWay - models
Oblivion - models + tex
UnknownTarget -models
SonOfMan - models, mapping, animation
DrMan - models + tex
Cevius - models
Xhado - models
Kosit - models + tex
FailureCrusade - models
LegionDD - mapping, dev apps
Berjj - mapping
Treeform - website
Faxmaster - models, tex and concept
Orbluvion (not to be confused with oblivion) - concept
Daemoria - concept
Norsehound - concept
Darkwolf - concept
Meganerid - concept
Knightwatch - character concept
Pete Milligan - character concept
Daan Hendriks - audio FX
Phifty - fiction and errata
NegativXeiro - music
Sargoth - testing, PR
EnigmaZ - testing
kohfel - testing

Thanks for your faith and hard work guys, we pwn.


We're still in need of people. If you like what you see and think you can help, contact us in our site: www.affuniverse.com or ps.aff2aw.com.Thank you. :)

AFFU  Icon
Comments
Berserkr

Holy ****. I mean wow.

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Bender411
Bender411

This is incredible!

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NullSoldier
NullSoldier

I'm on it! Time to play!

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AlCool
AlCool

Thank you, for the opportunity to play such an awesome mod.

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AStepIntoOblivion Author
AStepIntoOblivion

You're welcome. :)

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Akaichi
Akaichi

At last.

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Kageh
Kageh

Sweet! Downloading right now! <3. I hope the lack of polish doesn't scare the less die hard fans away though.

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AStepIntoOblivion Author
AStepIntoOblivion

<3! Thank you! Exactly what we're hoping for. :) Remember it's only Phase 2 of the MSUC. There's still 3 more phases to go through, and thus at least 3 more releases. So keep the faith! :D

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xhado
xhado

:D took you long enough bliv

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SinKing
SinKing

Amazing Mapping and great looking gameplay trailer. You have a great team, I see lots of devotion in this mod!

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SAHChandler
SAHChandler

Hot ****.

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vfn4i83
vfn4i83

Awesome, just put it into my PC.

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AlCool
AlCool

Great start. I can envision what will soon come already :D. It took me awhile to notice that all the people were jsut floating armor, and when I reloaded my pistol it floated up and a clip floated in, but idc, its not done yet is it :D. I love the vehicles both ground and space, but the bots r ******** and they snag one and run away without letting anyone in. A few vehicles have infinite ammo even though it says its limited. Well tehres of course alot of bugs but I still had a blast even with bots, and other players online.

The ships are hell confusing to fly,, because sometimes my guy is sideways but there is no roll (preset anyways) so i can only correct myself by turning straight up and then turning my direction. The big ships sheild is far to strong for fighters to take down. I thought you guys would go more like battlefront or Eternal silence and make it so the ships size is really its actual size, and you are running around INSIDE it, not in a separate space that you warp to after you get in a ship. Space needs more moving objects as well. Great start for those 2 maps though, the visuals are incredible!

For ground I would have to say the weapons definitely aren't done, and I had trouble figuring out how to choose weaponry and such because there was no button indication. I fin d no difference in Light Medium and Heavy, but only light had a description so yeah, the rest said blahblahblah, maybe they weren't done. For the size of the maps, the optimization is great. I've had very very little frame drop, only on the tallest mountains looking far and wide I lose a few tiny ones. On the desert map, climbing to get into the dormitory objective was hell, because I just kept falling off. Maybe it needs more railings. With heavy I can't survive a 5 meter fall... :D

Anyways I've ranted long enough. Great Mod, looking forward to updates :D

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AStepIntoOblivion Author
AStepIntoOblivion

Heh. There were actually first person arm animations, but were so bugged that they were disabled at the last minute until we can fix it. And yeah, :( A.I. is one of the hardest parts to develop.

As for ship internal maps, we have encountered difficulties in attaching the interior maps to the ship itself (which would've been cool, being able to watch the battles from windows especially) as well as being limited by the map size (thus player models are actually much much larger in relation to the ships, we had to scale down ships to give the illusion of a larger playing field), so we opted for a separate static map in the meantime. If I'm not mistaken though, you will still be affected depending on what happens to your ship outside. The map will shake on getting critical hits I think (I don't really know if that's implemented yet). We are still hoping we can eventually achieve maps attached to moving ships. Capital ships are also getting LOD-ed at the moment, and the larger ships are getting detail maps so flybys from fighters will afford prettier views. :P They are still Homeworld 2 spec, but don't worry, we'll have it up to current gen in no time.

Loadout dynamics are being handled right now. Plans for either a menu system or an armory system or a combination of both are in the works. The light, medium, and heavy are placeholders of course. They each have their own player models. The current player models will also be relegated to the lowest level-of-detail, which is why the ULA troops are nothing but floating armor (since it's indistinguishable from a distance anyway). ;P Ground buildings are also being worked on, to improve lightmapping as well as navigation (there was a bug where bots can't enter doors), etc.

Anyways, thank you so much! ^-^ If you know anyone who can help us realize our goals faster (coders, mappers, etc.), send em our way. ;) We're still awfully shorthanded in certain areas.

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Jetfire_
Jetfire_

Hold shift to roll- rtm :p

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56er
56er

I gotta be 18 tomorrow so then I can get UT3, so thanks to you xD

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metatronstar
metatronstar

Uk.gamespot.com

Midway will be expanding UT3, Some speculate in the way that Ut2k4 was better than 2k3, alls im saying is, i hope you guys continue to work on this as it will get easier for you, once UT3.5 is released ;) Hopefully as a giant patch!
This goes for all console users too, i post this here to tell you guys that your mod could become more amazing than it is, faster and easier.

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LaDoncella
LaDoncella

you want me to buy UT3, dont you? ><

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modfan
modfan

this is going to be the next mod of the year

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Nickelpat
Nickelpat

I looked up Modification in the dictionary. A minor change is what it called it. This, is not a mod. This is just pure awesome. It entirely justified, the already fair, twenty bucks I spent. The ship is simply amazing, especially flying one of those big ones around. I can't wait for something like 64 player online matches with two or three huge capital armed to the teeth and a bunch of little fighter zipping around. I really hope this strikes big.

By the way, is it possible to board an enemy ship with a fighter? If so how?

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AStepIntoOblivion Author
AStepIntoOblivion

Thank you. ^-^

Ship boarding works offline for now. Try boarding the AISN Chons or the USN Ranger. Fly a fighter up to their bays and you will get a HUD prompt. It will eventually be possible for all the ships. Though docking with moving ships is deliberately difficult to encourage future subcomponent targeting (i.e. disabling the engines and crippling the ship will make it ripe for boarding and take-overs, etc.)

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Nickelpat
Nickelpat

Awesome, got to board an enemy ship ^.^ Although the AI are... oblivious :P I know AI is really hard to program though :P

Are you planning on doing hands too and custom (maybe customizable?) faces as well? And one any maps will you be able to fight on ground, air and space? Like board a ship on the planet and then launch?

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AStepIntoOblivion Author
AStepIntoOblivion

Arms, certainly, there was already one, but was disabled in this release because it was still too buggy and required further fixes. There will be at least 3 different playable models for each team (already modeled and textured actually, will still be refining them for higher level of detail, and might add more with future classes) so yes, custom everything definitely. But no plans for a customizable face I'm afraid. There *might* be plans for different character appearance based on loadout, logos and whatnot to differentiate players from each other though.

However, most of that are fluff, and aren't primary focus at the moment. Getting the gameplay down pat is what is more important for now. :)

As for seamless planetary-space combats. Read this thread in our forums: Affuniverse.com

The answer is a negative for true seamlessness, but there will be a similar system in place though you won't be able to 'board a ship planetside and launch to space' as you put it.

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Nickelpat
Nickelpat

I mean like being able to change the armor when I say customizable, such as you can do on UT3 now. And as for ships I know seamless would be difficult to impossible but will I be able to say walk up to a ship, press E and be transported to a space map? Almost like two maps, but the same players and stats. And also being able to then take a fighter and transport back planet side?

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AStepIntoOblivion Author
AStepIntoOblivion

Re: Armor, motice that there are three classes - Light, Medium, and Heavy. They each will differ in appearance as well as loadout capability. The armor however, are standard. These are military uniforms after all, and thus can't be 'mixed and matched' as per current ut3 armor customization. (e.g. my current avatar is an Antarean Imperial Army regular in uniform, this armor is adapted for ground and vacuum combat and a whole body piece and thus can't be switched between classes). Maybe patches, stripes, or color streaks may be implemented though, as already mentioned.

As for seamlessness, it has already been discussed before. Sorry but it's not part of gameplay and wouldn't make sense to be integrated into the game at the moment. Player count is limited and making space and ground maps seamless would mean virtually empty battlefields as they will be divided amongst two maps at best. Plus the battles do not occur concurrent with each other, it is best to fight one theater separately from the other to keep the objective focus rather than having players constantly shuttle back and forth between ground and space maps. Again, this isn't single-player nor an MMO, and is designed around engagements rather than the whims of a single player who might decide to fight in space one moment then back to the ground the next. :P

Anyway, we will do our best to keep continuity without having to actually give players seamless and unlimited map switching capability. Orbital strikes sound nice enough? ;)

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Nickelpat
Nickelpat

I see now, sorry for being a bit ignorant there :P It's still some of the most fun I've ever had :P

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AStepIntoOblivion Author
AStepIntoOblivion

Hehe, np. Not closing the door on seamlessness though. We might still be able to implement one with an appropriate scenario sometime in the future. :)

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Nickelpat
Nickelpat

By the way, what is the rocky map shown in the Screenshots?

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AStepIntoOblivion Author
AStepIntoOblivion

If you mean the asteroids, the ice asteroid map is the Meudeverre Icefields, also known locally by the mostly francophonic citizens of the area (most of them pirates from both Cinnabar and the Starkingdom of Mournecreek) as Mer-de-Glace (The Sea of Ice), the AISN station hidden there is the Aquila 9.

The map with the planet and the surface fighting are both in Planet Errah.

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smokeythebear
smokeythebear

Dl'ed and I'm pretty impressed.

I hope you focus on getting a release with the core gameplay finished and polished before you spend too much time on the extra bits. Looks promising but impossible to tell how well it's going to play with 32+ people. Anyway good luck in all the coming MSU phases!

:P

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AStepIntoOblivion Author
AStepIntoOblivion

Yep. We're trying to keep a lid on the feature creep while we deal with the core gameplay stuff. :) And thanks!

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Lucífer
Lucífer

Dude WTF?! I just took a shower then find out this...ugh...back in the shower...

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AStepIntoOblivion Author
AStepIntoOblivion

rofl. Sex with a mod is a sin! >:P Scrub harder.

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AStepIntoOblivion Author
AStepIntoOblivion

For all the folks having problems launching the game, our ineffable and powerful lead coder on the planetstorm project, Sarcen, has written an excellent and hassle free UT3 Mod Launcher application which automatically finds UT3 and any installed -mod gametypes when run from anywhere on your computer. it also supports command line options and even replacement splashscreen, logo and icon bitmaps!

For more instructions and the download link, head over to our forums:

Affuniverse.com

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formerlyknownasMrCP
formerlyknownasMrCP

Wow! I have to get UT3 installed again! This game looks amazing.

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Foxxy
Foxxy

dudes.. ='o

What the hell is this?

this game looks so cool.

Why wont you guys make whole new game and start selling it ? ;o

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AStepIntoOblivion Author
AStepIntoOblivion

LOL if we could, we would. Count on that. But we're just a bunch of broke dreamers ;( LOL Anyway, thanks man. ^-^

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tpwoods28
tpwoods28

It's in things like this that the versatility and the potential beauty of the U3 engine shine through. When an engine allows dark but beautiful games such as Bioshock, fast paced brutality like in UT3 or gears of war, and glorious, epics such as this, you know it's good. The art, style and sense of scale, aswell as the amazing diversity you've managed to breather into the engine is, to say the least, awe-inspiring.

Well Done. Bloody well done.

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RageX
RageX

Will there be a PS3 version? It'd be fun.

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Alex_Drake
Alex_Drake

I think there is a size limit on cooked mods for PS3, which makes TCs like ours unlikely to be made available on PS3 for the moment.

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Jetfire_
Jetfire_

Never say never, but it's not even on our radar for the forseeable future. Sorry.

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piper647
piper647

I think I'll buy the game just for that

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xbladex
xbladex

ooh please do this on the ps3!!! im dying to play this. but my pc is crap. so please cook this for the ps3!!

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